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package java.awt;

import java.awt.image.ColorModel;

import sun.awt.AppContext;
import sun.awt.SunToolkit;

The GraphicsDevice class describes the graphics devices that might be available in a particular graphics environment. These include screen and printer devices. Note that there can be many screens and many printers in an instance of GraphicsEnvironment. Each graphics device has one or more GraphicsConfiguration objects associated with it. These objects specify the different configurations in which the GraphicsDevice can be used.

In a multi-screen environment, the GraphicsConfiguration objects can be used to render components on multiple screens. The following code sample demonstrates how to create a JFrame object for each GraphicsConfiguration on each screen device in the GraphicsEnvironment:


  GraphicsEnvironment ge = GraphicsEnvironment.
  getLocalGraphicsEnvironment();
  GraphicsDevice[] gs = ge.getScreenDevices();
  for (int j = 0; j < gs.length; j++) {
     GraphicsDevice gd = gs[j];
     GraphicsConfiguration[] gc =
     gd.getConfigurations();
     for (int i=0; i < gc.length; i++) {
        JFrame f = new
        JFrame(gs[j].getDefaultConfiguration());
        Canvas c = new Canvas(gc[i]);
        Rectangle gcBounds = gc[i].getBounds();
        int xoffs = gcBounds.x;
        int yoffs = gcBounds.y;
        f.getContentPane().add(c);
        f.setLocation((i*50)+xoffs, (i*60)+yoffs);
        f.show();
     }
  }

For more information on full-screen exclusive mode API, see the Full-Screen Exclusive Mode API Tutorial.

See Also:
/** * The {@code GraphicsDevice} class describes the graphics devices * that might be available in a particular graphics environment. These * include screen and printer devices. Note that there can be many screens * and many printers in an instance of {@link GraphicsEnvironment}. Each * graphics device has one or more {@link GraphicsConfiguration} objects * associated with it. These objects specify the different configurations * in which the {@code GraphicsDevice} can be used. * <p> * In a multi-screen environment, the {@code GraphicsConfiguration} * objects can be used to render components on multiple screens. The * following code sample demonstrates how to create a {@code JFrame} * object for each {@code GraphicsConfiguration} on each screen * device in the {@code GraphicsEnvironment}: * <pre>{@code * GraphicsEnvironment ge = GraphicsEnvironment. * getLocalGraphicsEnvironment(); * GraphicsDevice[] gs = ge.getScreenDevices(); * for (int j = 0; j < gs.length; j++) { * GraphicsDevice gd = gs[j]; * GraphicsConfiguration[] gc = * gd.getConfigurations(); * for (int i=0; i < gc.length; i++) { * JFrame f = new * JFrame(gs[j].getDefaultConfiguration()); * Canvas c = new Canvas(gc[i]); * Rectangle gcBounds = gc[i].getBounds(); * int xoffs = gcBounds.x; * int yoffs = gcBounds.y; * f.getContentPane().add(c); * f.setLocation((i*50)+xoffs, (i*60)+yoffs); * f.show(); * } * } * }</pre> * <p> * For more information on full-screen exclusive mode API, see the * <a href="http://docs.oracle.com/javase/tutorial/extra/fullscreen/index.html"> * Full-Screen Exclusive Mode API Tutorial</a>. * * @see GraphicsEnvironment * @see GraphicsConfiguration */
public abstract class GraphicsDevice { private Window fullScreenWindow; private AppContext fullScreenAppContext; // tracks which AppContext // created the FS window // this lock is used for making synchronous changes to the AppContext's // current full screen window private final Object fsAppContextLock = new Object(); private Rectangle windowedModeBounds;
This is an abstract class that cannot be instantiated directly. Instances must be obtained from a suitable factory or query method.
See Also:
/** * This is an abstract class that cannot be instantiated directly. * Instances must be obtained from a suitable factory or query method. * @see GraphicsEnvironment#getScreenDevices * @see GraphicsEnvironment#getDefaultScreenDevice * @see GraphicsConfiguration#getDevice */
protected GraphicsDevice() { }
Device is a raster screen.
/** * Device is a raster screen. */
public static final int TYPE_RASTER_SCREEN = 0;
Device is a printer.
/** * Device is a printer. */
public static final int TYPE_PRINTER = 1;
Device is an image buffer. This buffer can reside in device or system memory but it is not physically viewable by the user.
/** * Device is an image buffer. This buffer can reside in device * or system memory but it is not physically viewable by the user. */
public static final int TYPE_IMAGE_BUFFER = 2;
Kinds of translucency supported by the underlying system.
See Also:
  • isWindowTranslucencySupported
Since:1.7
/** * Kinds of translucency supported by the underlying system. * * @see #isWindowTranslucencySupported * * @since 1.7 */
public static enum WindowTranslucency {
Represents support in the underlying system for windows each pixel of which is guaranteed to be either completely opaque, with an alpha value of 1.0, or completely transparent, with an alpha value of 0.0.
/** * Represents support in the underlying system for windows each pixel * of which is guaranteed to be either completely opaque, with * an alpha value of 1.0, or completely transparent, with an alpha * value of 0.0. */
PERPIXEL_TRANSPARENT,
Represents support in the underlying system for windows all of the pixels of which have the same alpha value between or including 0.0 and 1.0.
/** * Represents support in the underlying system for windows all of * the pixels of which have the same alpha value between or including * 0.0 and 1.0. */
TRANSLUCENT,
Represents support in the underlying system for windows that contain or might contain pixels with arbitrary alpha values between and including 0.0 and 1.0.
/** * Represents support in the underlying system for windows that * contain or might contain pixels with arbitrary alpha values * between and including 0.0 and 1.0. */
PERPIXEL_TRANSLUCENT; }
Returns the type of this GraphicsDevice.
See Also:
Returns:the type of this GraphicsDevice, which can either be TYPE_RASTER_SCREEN, TYPE_PRINTER or TYPE_IMAGE_BUFFER.
/** * Returns the type of this {@code GraphicsDevice}. * @return the type of this {@code GraphicsDevice}, which can * either be TYPE_RASTER_SCREEN, TYPE_PRINTER or TYPE_IMAGE_BUFFER. * @see #TYPE_RASTER_SCREEN * @see #TYPE_PRINTER * @see #TYPE_IMAGE_BUFFER */
public abstract int getType();
Returns the identification string associated with this GraphicsDevice.

A particular program might use more than one GraphicsDevice in a GraphicsEnvironment. This method returns a String identifying a particular GraphicsDevice in the local GraphicsEnvironment. Although there is no public method to set this String, a programmer can use the String for debugging purposes. Vendors of the Java™ Runtime Environment can format the return value of the String. To determine how to interpret the value of the String, contact the vendor of your Java Runtime. To find out who the vendor is, from your program, call the getProperty method of the System class with "java.vendor".

Returns:a String that is the identification of this GraphicsDevice.
/** * Returns the identification string associated with this * {@code GraphicsDevice}. * <p> * A particular program might use more than one * {@code GraphicsDevice} in a {@code GraphicsEnvironment}. * This method returns a {@code String} identifying a * particular {@code GraphicsDevice} in the local * {@code GraphicsEnvironment}. Although there is * no public method to set this {@code String}, a programmer can * use the {@code String} for debugging purposes. Vendors of * the Java&trade; Runtime Environment can * format the return value of the {@code String}. To determine * how to interpret the value of the {@code String}, contact the * vendor of your Java Runtime. To find out who the vendor is, from * your program, call the * {@link System#getProperty(String) getProperty} method of the * System class with "java.vendor". * @return a {@code String} that is the identification * of this {@code GraphicsDevice}. */
public abstract String getIDstring();
Returns all of the GraphicsConfiguration objects associated with this GraphicsDevice.
Returns:an array of GraphicsConfiguration objects that are associated with this GraphicsDevice.
/** * Returns all of the {@code GraphicsConfiguration} * objects associated with this {@code GraphicsDevice}. * @return an array of {@code GraphicsConfiguration} * objects that are associated with this * {@code GraphicsDevice}. */
public abstract GraphicsConfiguration[] getConfigurations();
Returns the default GraphicsConfiguration associated with this GraphicsDevice.
Returns:the default GraphicsConfiguration of this GraphicsDevice.
/** * Returns the default {@code GraphicsConfiguration} * associated with this {@code GraphicsDevice}. * @return the default {@code GraphicsConfiguration} * of this {@code GraphicsDevice}. */
public abstract GraphicsConfiguration getDefaultConfiguration();
Returns the "best" configuration possible that passes the criteria defined in the GraphicsConfigTemplate.
Params:
  • gct – the GraphicsConfigTemplate object used to obtain a valid GraphicsConfiguration
See Also:
Returns:a GraphicsConfiguration that passes the criteria defined in the specified GraphicsConfigTemplate.
/** * Returns the "best" configuration possible that passes the * criteria defined in the {@link GraphicsConfigTemplate}. * @param gct the {@code GraphicsConfigTemplate} object * used to obtain a valid {@code GraphicsConfiguration} * @return a {@code GraphicsConfiguration} that passes * the criteria defined in the specified * {@code GraphicsConfigTemplate}. * @see GraphicsConfigTemplate */
public GraphicsConfiguration getBestConfiguration(GraphicsConfigTemplate gct) { GraphicsConfiguration[] configs = getConfigurations(); return gct.getBestConfiguration(configs); }
Returns true if this GraphicsDevice supports full-screen exclusive mode. If a SecurityManager is installed, its checkPermission method will be called with AWTPermission("fullScreenExclusive"). isFullScreenSupported returns true only if that permission is granted.
See Also:
Returns:whether full-screen exclusive mode is available for this graphics device
Since:1.4
/** * Returns {@code true} if this {@code GraphicsDevice} * supports full-screen exclusive mode. * If a SecurityManager is installed, its * {@code checkPermission} method will be called * with {@code AWTPermission("fullScreenExclusive")}. * {@code isFullScreenSupported} returns true only if * that permission is granted. * @return whether full-screen exclusive mode is available for * this graphics device * @see java.awt.AWTPermission * @since 1.4 */
public boolean isFullScreenSupported() { return false; }
Enter full-screen mode, or return to windowed mode. The entered full-screen mode may be either exclusive or simulated. Exclusive mode is only available if isFullScreenSupported returns true.

Exclusive mode implies:

  • Windows cannot overlap the full-screen window. All other application windows will always appear beneath the full-screen window in the Z-order.
  • There can be only one full-screen window on a device at any time, so calling this method while there is an existing full-screen Window will cause the existing full-screen window to return to windowed mode.
  • Input method windows are disabled. It is advisable to call Component.enableInputMethods(false) to make a component a non-client of the input method framework.

The simulated full-screen mode places and resizes the window to the maximum possible visible area of the screen. However, the native windowing system may modify the requested geometry-related data, so that the Window object is placed and sized in a way that corresponds closely to the desktop settings.

When entering full-screen mode, if the window to be used as a full-screen window is not visible, this method will make it visible. It will remain visible when returning to windowed mode.

When entering full-screen mode, all the translucency effects are reset for the window. Its shape is set to null, the opacity value is set to 1.0f, and the background color alpha is set to 255 (completely opaque). These values are not restored when returning to windowed mode.

It is unspecified and platform-dependent how decorated windows operate in full-screen mode. For this reason, it is recommended to turn off the decorations in a Frame or Dialog object by using the setUndecorated method.

When returning to windowed mode from an exclusive full-screen window, any display changes made by calling setDisplayMode are automatically restored to their original state.

Params:
  • w – a window to use as the full-screen window; null if returning to windowed mode. Some platforms expect the fullscreen window to be a top-level component (i.e., a Frame); therefore it is preferable to use a Frame here rather than a Window.
See Also:
Since:1.4
/** * Enter full-screen mode, or return to windowed mode. The entered * full-screen mode may be either exclusive or simulated. Exclusive * mode is only available if {@code isFullScreenSupported} * returns {@code true}. * <p> * Exclusive mode implies: * <ul> * <li>Windows cannot overlap the full-screen window. All other application * windows will always appear beneath the full-screen window in the Z-order. * <li>There can be only one full-screen window on a device at any time, * so calling this method while there is an existing full-screen Window * will cause the existing full-screen window to * return to windowed mode. * <li>Input method windows are disabled. It is advisable to call * {@code Component.enableInputMethods(false)} to make a component * a non-client of the input method framework. * </ul> * <p> * The simulated full-screen mode places and resizes the window to the maximum * possible visible area of the screen. However, the native windowing system * may modify the requested geometry-related data, so that the {@code Window} object * is placed and sized in a way that corresponds closely to the desktop settings. * <p> * When entering full-screen mode, if the window to be used as a * full-screen window is not visible, this method will make it visible. * It will remain visible when returning to windowed mode. * <p> * When entering full-screen mode, all the translucency effects are reset for * the window. Its shape is set to {@code null}, the opacity value is set to * 1.0f, and the background color alpha is set to 255 (completely opaque). * These values are not restored when returning to windowed mode. * <p> * It is unspecified and platform-dependent how decorated windows operate * in full-screen mode. For this reason, it is recommended to turn off * the decorations in a {@code Frame} or {@code Dialog} object by using the * {@code setUndecorated} method. * <p> * When returning to windowed mode from an exclusive full-screen window, * any display changes made by calling {@code setDisplayMode} are * automatically restored to their original state. * * @param w a window to use as the full-screen window; {@code null} * if returning to windowed mode. Some platforms expect the * fullscreen window to be a top-level component (i.e., a {@code Frame}); * therefore it is preferable to use a {@code Frame} here rather than a * {@code Window}. * * @see #isFullScreenSupported * @see #getFullScreenWindow * @see #setDisplayMode * @see Component#enableInputMethods * @see Component#setVisible * @see Frame#setUndecorated * @see Dialog#setUndecorated * * @since 1.4 */
public void setFullScreenWindow(Window w) { if (w != null) { if (w.getShape() != null) { w.setShape(null); } if (w.getOpacity() < 1.0f) { w.setOpacity(1.0f); } if (!w.isOpaque()) { Color bgColor = w.getBackground(); bgColor = new Color(bgColor.getRed(), bgColor.getGreen(), bgColor.getBlue(), 255); w.setBackground(bgColor); } // Check if this window is in fullscreen mode on another device. final GraphicsConfiguration gc = w.getGraphicsConfiguration(); if (gc != null && gc.getDevice() != this && gc.getDevice().getFullScreenWindow() == w) { gc.getDevice().setFullScreenWindow(null); } } if (fullScreenWindow != null && windowedModeBounds != null) { // if the window went into fs mode before it was realized it may // have (0,0) dimensions if (windowedModeBounds.width == 0) windowedModeBounds.width = 1; if (windowedModeBounds.height == 0) windowedModeBounds.height = 1; fullScreenWindow.setBounds(windowedModeBounds); } // Set the full screen window synchronized (fsAppContextLock) { // Associate fullscreen window with current AppContext if (w == null) { fullScreenAppContext = null; } else { fullScreenAppContext = AppContext.getAppContext(); } fullScreenWindow = w; } if (fullScreenWindow != null) { windowedModeBounds = fullScreenWindow.getBounds(); // Note that we use the graphics configuration of the device, // not the window's, because we're setting the fs window for // this device. final GraphicsConfiguration gc = getDefaultConfiguration(); final Rectangle screenBounds = gc.getBounds(); if (SunToolkit.isDispatchThreadForAppContext(fullScreenWindow)) { // Update graphics configuration here directly and do not wait // asynchronous notification from the peer. Note that // setBounds() will reset a GC, if it was set incorrectly. fullScreenWindow.setGraphicsConfiguration(gc); } fullScreenWindow.setBounds(screenBounds.x, screenBounds.y, screenBounds.width, screenBounds.height); fullScreenWindow.setVisible(true); fullScreenWindow.toFront(); } }
Returns the Window object representing the full-screen window if the device is in full-screen mode.
See Also:
Returns:the full-screen window, or null if the device is not in full-screen mode.
Since:1.4
/** * Returns the {@code Window} object representing the * full-screen window if the device is in full-screen mode. * * @return the full-screen window, or {@code null} if the device is * not in full-screen mode. * @see #setFullScreenWindow(Window) * @since 1.4 */
public Window getFullScreenWindow() { Window returnWindow = null; synchronized (fsAppContextLock) { // Only return a handle to the current fs window if we are in the // same AppContext that set the fs window if (fullScreenAppContext == AppContext.getAppContext()) { returnWindow = fullScreenWindow; } } return returnWindow; }
Returns true if this GraphicsDevice supports low-level display changes. On some platforms low-level display changes may only be allowed in full-screen exclusive mode (i.e., if isFullScreenSupported() returns true and the application has already entered full-screen mode using setFullScreenWindow).
See Also:
Returns:whether low-level display changes are supported for this graphics device.
Since:1.4
/** * Returns {@code true} if this {@code GraphicsDevice} * supports low-level display changes. * On some platforms low-level display changes may only be allowed in * full-screen exclusive mode (i.e., if {@link #isFullScreenSupported()} * returns {@code true} and the application has already entered * full-screen mode using {@link #setFullScreenWindow}). * @return whether low-level display changes are supported for this * graphics device. * @see #isFullScreenSupported * @see #setDisplayMode * @see #setFullScreenWindow * @since 1.4 */
public boolean isDisplayChangeSupported() { return false; }
Sets the display mode of this graphics device. This is only allowed if isDisplayChangeSupported() returns true and may require first entering full-screen exclusive mode using setFullScreenWindow providing that full-screen exclusive mode is supported (i.e., isFullScreenSupported() returns true).

The display mode must be one of the display modes returned by getDisplayModes(), with one exception: passing a display mode with DisplayMode.REFRESH_RATE_UNKNOWN refresh rate will result in selecting a display mode from the list of available display modes with matching width, height and bit depth. However, passing a display mode with DisplayMode.BIT_DEPTH_MULTI for bit depth is only allowed if such mode exists in the list returned by getDisplayModes().

Example code:


Frame frame;
DisplayMode newDisplayMode;
GraphicsDevice gd;
// create a Frame, select desired DisplayMode from the list of modes
// returned by gd.getDisplayModes() ...
if (gd.isFullScreenSupported()) {
    gd.setFullScreenWindow(frame);
} else {
   // proceed in non-full-screen mode
   frame.setSize(...);
   frame.setLocation(...);
   frame.setVisible(true);
}
if (gd.isDisplayChangeSupported()) {
    gd.setDisplayMode(newDisplayMode);
}
Params:
  • dm – The new display mode of this graphics device.
Throws:
See Also:
Since:1.4
/** * Sets the display mode of this graphics device. This is only allowed * if {@link #isDisplayChangeSupported()} returns {@code true} and may * require first entering full-screen exclusive mode using * {@link #setFullScreenWindow} providing that full-screen exclusive mode is * supported (i.e., {@link #isFullScreenSupported()} returns * {@code true}). * <p> * * The display mode must be one of the display modes returned by * {@link #getDisplayModes()}, with one exception: passing a display mode * with {@link DisplayMode#REFRESH_RATE_UNKNOWN} refresh rate will result in * selecting a display mode from the list of available display modes with * matching width, height and bit depth. * However, passing a display mode with {@link DisplayMode#BIT_DEPTH_MULTI} * for bit depth is only allowed if such mode exists in the list returned by * {@link #getDisplayModes()}. * <p> * Example code: * <pre><code> * Frame frame; * DisplayMode newDisplayMode; * GraphicsDevice gd; * // create a Frame, select desired DisplayMode from the list of modes * // returned by gd.getDisplayModes() ... * * if (gd.isFullScreenSupported()) { * gd.setFullScreenWindow(frame); * } else { * // proceed in non-full-screen mode * frame.setSize(...); * frame.setLocation(...); * frame.setVisible(true); * } * * if (gd.isDisplayChangeSupported()) { * gd.setDisplayMode(newDisplayMode); * } * </code></pre> * * @param dm The new display mode of this graphics device. * @exception IllegalArgumentException if the {@code DisplayMode} * supplied is {@code null}, or is not available in the array returned * by {@code getDisplayModes} * @exception UnsupportedOperationException if * {@code isDisplayChangeSupported} returns {@code false} * @see #getDisplayMode * @see #getDisplayModes * @see #isDisplayChangeSupported * @since 1.4 */
public void setDisplayMode(DisplayMode dm) { throw new UnsupportedOperationException("Cannot change display mode"); }
Returns the current display mode of this GraphicsDevice. The returned display mode is allowed to have a refresh rate DisplayMode.REFRESH_RATE_UNKNOWN if it is indeterminate. Likewise, the returned display mode is allowed to have a bit depth DisplayMode.BIT_DEPTH_MULTI if it is indeterminate or if multiple bit depths are supported.
See Also:
Returns:the current display mode of this graphics device.
Since:1.4
/** * Returns the current display mode of this * {@code GraphicsDevice}. * The returned display mode is allowed to have a refresh rate * {@link DisplayMode#REFRESH_RATE_UNKNOWN} if it is indeterminate. * Likewise, the returned display mode is allowed to have a bit depth * {@link DisplayMode#BIT_DEPTH_MULTI} if it is indeterminate or if multiple * bit depths are supported. * @return the current display mode of this graphics device. * @see #setDisplayMode(DisplayMode) * @since 1.4 */
public DisplayMode getDisplayMode() { GraphicsConfiguration gc = getDefaultConfiguration(); Rectangle r = gc.getBounds(); ColorModel cm = gc.getColorModel(); return new DisplayMode(r.width, r.height, cm.getPixelSize(), 0); }
Returns all display modes available for this GraphicsDevice. The returned display modes are allowed to have a refresh rate DisplayMode.REFRESH_RATE_UNKNOWN if it is indeterminate. Likewise, the returned display modes are allowed to have a bit depth DisplayMode.BIT_DEPTH_MULTI if it is indeterminate or if multiple bit depths are supported.
Returns:all of the display modes available for this graphics device.
Since:1.4
/** * Returns all display modes available for this * {@code GraphicsDevice}. * The returned display modes are allowed to have a refresh rate * {@link DisplayMode#REFRESH_RATE_UNKNOWN} if it is indeterminate. * Likewise, the returned display modes are allowed to have a bit depth * {@link DisplayMode#BIT_DEPTH_MULTI} if it is indeterminate or if multiple * bit depths are supported. * @return all of the display modes available for this graphics device. * @since 1.4 */
public DisplayMode[] getDisplayModes() { return new DisplayMode[] { getDisplayMode() }; }
This method returns the number of bytes available in accelerated memory on this device. Some images are created or cached in accelerated memory on a first-come, first-served basis. On some operating systems, this memory is a finite resource. Calling this method and scheduling the creation and flushing of images carefully may enable applications to make the most efficient use of that finite resource.
Note that the number returned is a snapshot of how much memory is available; some images may still have problems being allocated into that memory. For example, depending on operating system, driver, memory configuration, and thread situations, the full extent of the size reported may not be available for a given image. There are further inquiry methods on the ImageCapabilities object associated with a VolatileImage that can be used to determine whether a particular VolatileImage has been created in accelerated memory.
See Also:
Returns:number of bytes available in accelerated memory. A negative return value indicates that the amount of accelerated memory on this GraphicsDevice is indeterminate.
Since:1.4
/** * This method returns the number of bytes available in * accelerated memory on this device. * Some images are created or cached * in accelerated memory on a first-come, * first-served basis. On some operating systems, * this memory is a finite resource. Calling this method * and scheduling the creation and flushing of images carefully may * enable applications to make the most efficient use of * that finite resource. * <br> * Note that the number returned is a snapshot of how much * memory is available; some images may still have problems * being allocated into that memory. For example, depending * on operating system, driver, memory configuration, and * thread situations, the full extent of the size reported * may not be available for a given image. There are further * inquiry methods on the {@link ImageCapabilities} object * associated with a VolatileImage that can be used to determine * whether a particular VolatileImage has been created in accelerated * memory. * @return number of bytes available in accelerated memory. * A negative return value indicates that the amount of accelerated memory * on this GraphicsDevice is indeterminate. * @see java.awt.image.VolatileImage#flush * @see ImageCapabilities#isAccelerated * @since 1.4 */
public int getAvailableAcceleratedMemory() { return -1; }
Returns whether the given level of translucency is supported by this graphics device.
Params:
  • translucencyKind – a kind of translucency support
Returns:whether the given translucency kind is supported
Since:1.7
/** * Returns whether the given level of translucency is supported by * this graphics device. * * @param translucencyKind a kind of translucency support * @return whether the given translucency kind is supported * * @since 1.7 */
public boolean isWindowTranslucencySupported(WindowTranslucency translucencyKind) { switch (translucencyKind) { case PERPIXEL_TRANSPARENT: return isWindowShapingSupported(); case TRANSLUCENT: return isWindowOpacitySupported(); case PERPIXEL_TRANSLUCENT: return isWindowPerpixelTranslucencySupported(); } return false; }
Returns whether the windowing system supports changing the shape of top-level windows. Note that this method may sometimes return true, but the native windowing system may still not support the concept of shaping (due to the bugs in the windowing system).
/** * Returns whether the windowing system supports changing the shape * of top-level windows. * Note that this method may sometimes return true, but the native * windowing system may still not support the concept of * shaping (due to the bugs in the windowing system). */
static boolean isWindowShapingSupported() { Toolkit curToolkit = Toolkit.getDefaultToolkit(); if (!(curToolkit instanceof SunToolkit)) { return false; } return ((SunToolkit)curToolkit).isWindowShapingSupported(); }
Returns whether the windowing system supports changing the opacity value of top-level windows. Note that this method may sometimes return true, but the native windowing system may still not support the concept of translucency (due to the bugs in the windowing system).
/** * Returns whether the windowing system supports changing the opacity * value of top-level windows. * Note that this method may sometimes return true, but the native * windowing system may still not support the concept of * translucency (due to the bugs in the windowing system). */
static boolean isWindowOpacitySupported() { Toolkit curToolkit = Toolkit.getDefaultToolkit(); if (!(curToolkit instanceof SunToolkit)) { return false; } return ((SunToolkit)curToolkit).isWindowOpacitySupported(); } boolean isWindowPerpixelTranslucencySupported() { /* * Per-pixel alpha is supported if all the conditions are TRUE: * 1. The toolkit is a sort of SunToolkit * 2. The toolkit supports translucency in general * (isWindowTranslucencySupported()) * 3. There's at least one translucency-capable * GraphicsConfiguration */ Toolkit curToolkit = Toolkit.getDefaultToolkit(); if (!(curToolkit instanceof SunToolkit)) { return false; } if (!((SunToolkit)curToolkit).isWindowTranslucencySupported()) { return false; } // TODO: cache translucency capable GC return getTranslucencyCapableGC() != null; } GraphicsConfiguration getTranslucencyCapableGC() { // If the default GC supports translucency return true. // It is important to optimize the verification this way, // see CR 6661196 for more details. GraphicsConfiguration defaultGC = getDefaultConfiguration(); if (defaultGC.isTranslucencyCapable()) { return defaultGC; } // ... otherwise iterate through all the GCs. GraphicsConfiguration[] configs = getConfigurations(); for (int j = 0; j < configs.length; j++) { if (configs[j].isTranslucencyCapable()) { return configs[j]; } } return null; } }