/* * Copyright 2004-2006 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. */ package sun.swing; import java.awt.*; import java.awt.image.*; import java.util.*; /** * A base class used for icons or images that are expensive to paint. * A subclass will do the following: * <ol> * <li>Invoke <code>paint</code> when you want to paint the image, * if you are implementing <code>Icon</code> you'll invoke this from * <code>paintIcon</code>. * The args argument is useful when additional state is needed. * <li>Override <code>paintToImage</code> to render the image. The code that * lives here is equivalent to what previously would go in * <code>paintIcon</code>, for an <code>Icon</code>. * </ol> * The two ways to use this class are: * <ol> * <li>Invoke <code>paint</code> to draw the cached reprensentation at * the specified location. * <li>Invoke <code>getImage</code> to get the cached reprensentation and * draw the image yourself. This is primarly useful when you are not * using <code>VolatileImage</code>. * </ol> * * */ public abstract class CachedPainter { // CacheMap maps from class to ImageCache. private static final Map<Object,ImageCache> cacheMap = new HashMap<Object,ImageCache>(); private static ImageCache getCache(Object key) { synchronized(CachedPainter.class) { ImageCache cache = cacheMap.get(key); if (cache == null) { cache = new ImageCache(1); cacheMap.put(key, cache); } return cache; } } /** * Creates an instance of <code>CachedPainter</code> that will cache up * to <code>cacheCount</code> images of this class. * * @param cacheCount Max number of images to cache */ public CachedPainter(int cacheCount) { getCache(getClass()).setMaxCount(cacheCount); } /** * Renders the cached image to the the passed in <code>Graphic</code>. * If there is no cached image <code>paintToImage</code> will be invoked. * <code>paintImage</code> is invoked to paint the cached image. * * @param c Component rendering to, this may be null. * @param g Graphics to paint to * @param x X-coordinate to render to * @param y Y-coordinate to render to * @param w Width to render in * @param h Height to render in * @param arg Variable arguments that will be passed to paintToImage */ public void paint(Component c, Graphics g, int x, int y, int w, int h, Object... args) { if (w <= 0 || h <= 0) { return; } if (c != null) { synchronized(c.getTreeLock()) { synchronized(CachedPainter.class) { // If c is non-null, synchronize on the tree lock. // This is necessary because asking for the // GraphicsConfiguration will grab a tree lock. paint0(c, g, x, y, w, h, args); } } } else { synchronized(CachedPainter.class) { paint0(c, g, x, y, w, h, args); } } } private void paint0(Component c, Graphics g, int x, int y, int w, int h, Object... args) { Object key = getClass(); GraphicsConfiguration config = getGraphicsConfiguration(c); ImageCache cache = getCache(key); Image image = cache.getImage(key, config, w, h, args); int attempts = 0; do { boolean draw = false; if (image instanceof VolatileImage) { // See if we need to recreate the image switch (((VolatileImage)image).validate(config)) { case VolatileImage.IMAGE_INCOMPATIBLE: ((VolatileImage)image).flush(); image = null; break; case VolatileImage.IMAGE_RESTORED: draw = true; break; } } if (image == null) { // Recreate the image image = createImage(c, w, h, config, args); cache.setImage(key, config, w, h, args, image); draw = true; } if (draw) { // Render to the Image Graphics g2 = image.getGraphics(); paintToImage(c, image, g2, w, h, args); g2.dispose(); } // Render to the passed in Graphics paintImage(c, g, x, y, w, h, image, args); // If we did this 3 times and the contents are still lost // assume we're painting to a VolatileImage that is bogus and // give up. Presumably we'll be called again to paint. } while ((image instanceof VolatileImage) && ((VolatileImage)image).contentsLost() && ++attempts < 3); } /** * Paints the representation to cache to the supplied Graphics. * * @param c Component painting to, may be null. * @param image Image to paint to * @param g Graphics to paint to, obtained from the passed in Image. * @param w Width to paint to * @param h Height to paint to * @param args Arguments supplied to <code>paint</code> */ protected abstract void paintToImage(Component c, Image image, Graphics g, int w, int h, Object[] args); /** * Paints the image to the specified location. * * @param c Component painting to * @param g Graphics to paint to * @param x X coordinate to paint to * @param y Y coordinate to paint to * @param w Width to paint to * @param h Height to paint to * @param image Image to paint * @param args Arguments supplied to <code>paint</code> */ protected void paintImage(Component c, Graphics g, int x, int y, int w, int h, Image image, Object[] args) { g.drawImage(image, x, y, null); } /** * Creates the image to cache. This returns an opaque image, subclasses * that require translucency or transparency will need to override this * method. * * @param c Component painting to * @param w Width of image to create * @param h Height to image to create * @param config GraphicsConfiguration that will be * rendered to, this may be null. * @param args Arguments passed to paint */ protected Image createImage(Component c, int w, int h, GraphicsConfiguration config, Object[] args) { if (config == null) { return new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB); } return config.createCompatibleVolatileImage(w, h); } /** * Clear the image cache */ protected void flush() { synchronized(CachedPainter.class) { getCache(getClass()).flush(); } } private GraphicsConfiguration getGraphicsConfiguration(Component c) { if (c == null) { return null; } return c.getGraphicsConfiguration(); } }