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Offline freecmk

Junior Newbie




Java games rock!


« Posted 2003-04-25 11:26:19 »

I did wrote a program wich enters Fullscreen and loads two images.
I created a BufferStrategy with 2 buffers.
Now I want to draw these images into two buffers BEFORE I call "bufferStrategy.show()"

Is it possible to change the drawbuffer without calling "show()" in BufferStrategy?

My Sourcecode:

import javax.swing.*;
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.AffineTransformOp;
import java.awt.event.KeyListener;
import java.awt.event.KeyEvent;
import java.io.IOException;
import java.io.File;

public class Main extends JFrame {
   private GraphicsDevice device = null;
   private boolean isFullScreen = false;
   private BufferStrategy bufferStrategy = null;
   private BufferedImage bimg = null;
   private BufferedImage nextBimg = null;

   public Main(GraphicsDevice device) throws HeadlessException {
       super(device.getDefaultConfiguration());
       this.device = device;
       createUI();
   }

   private void createUI() {
       this.getContentPane().setLayout(new FlowLayout());
       this.addKeyListener(new KeyListener() {
           public void keyPressed(KeyEvent e) {
               if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
                   device.setFullScreenWindow(null);
                   System.exit(0);
               }
           }
           public void keyTyped(KeyEvent e) {}
           public void keyReleased(KeyEvent e) {}
       });
   }

   private void begin() {
       isFullScreen = device.isFullScreenSupported();
       if (isFullScreen) {
           // Fullscreen Mode
           setUndecorated(true);
           setResizable(false);

           device.setFullScreenWindow(this);
           this.createBufferStrategy(2);
           bufferStrategy = this.getBufferStrategy();
           doIt();
       } else {
           // Windowed Mode
           pack();
           setVisible(true);
       }
   }

   private BufferedImage loadImage(String s) {
       BufferedImage bi = null;
       File f = new File(s);
       try {
           bi = ImageIO.read(f);
       } catch (IOException e) {
           System.err.println(e.getMessage());
       }
       return bi;
   }

   private void doIt() {
       bimg = loadImage("test1.jpg");
       nextBimg = loadImage("test2.jpg");
       Graphics g = bufferStrategy.getDrawGraphics();

       g.drawImage(bimg, 0, 0, this);

----> Here I need something to change the drawBuffer

       g.drawImage(nextBimg, 0, 0, this);
       bufferStrategy.show(); // it should display image 1

       g.dispose();
   }

   public static void main(String[] args) {
      GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
      GraphicsDevice device = env.getDefaultScreenDevice();

      Main testFullScreenBlend = new Main(device);
      testFullScreenBlend.begin();
   }
}
Offline Abuse

JGO Ninja


Medals: 68


falling into the abyss of reality


« Reply #1 - Posted 2003-04-25 11:28:39 »

why do u need to do that?
Offline freecmk

Junior Newbie




Java games rock!


« Reply #2 - Posted 2003-04-25 11:44:09 »

Because I want to blend (like alpha blending) from image 1 to image 2.

I want to create all frames of the blending before I display the frames. It takes too long time to display frame1 -> draw frame2 -> display frame2 -> draw frame3 -> display frame3 and so on.

Thanks
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Offline jbanes

JGO Coder


Projects: 1


"Java Games? Incredible! Mr. Incredible, that is!"


« Reply #3 - Posted 2003-04-25 12:55:13 »

Draw to BufferedImages, then draw the BufferedImages to the BufferStrategy.

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