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jeremybenn |
/* GraphicsEnvironment.java -- information about the graphics environment
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Copyright (C) 2002, 2004, 2005 Free Software Foundation, Inc.
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This file is part of GNU Classpath.
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GNU Classpath is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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GNU Classpath is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GNU Classpath; see the file COPYING. If not, write to the
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Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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02110-1301 USA.
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Linking this library statically or dynamically with other modules is
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making a combined work based on this library. Thus, the terms and
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conditions of the GNU General Public License cover the whole
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combination.
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As a special exception, the copyright holders of this library give you
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permission to link this library with independent modules to produce an
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executable, regardless of the license terms of these independent
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modules, and to copy and distribute the resulting executable under
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terms of your choice, provided that you also meet, for each linked
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independent module, the terms and conditions of the license of that
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module. An independent module is a module which is not derived from
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or based on this library. If you modify this library, you may extend
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this exception to your version of the library, but you are not
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obligated to do so. If you do not wish to do so, delete this
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exception statement from your version. */
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package java.awt;
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import gnu.java.awt.ClasspathToolkit;
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import gnu.classpath.SystemProperties;
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import java.awt.image.BufferedImage;
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import java.util.Locale;
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/**
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* This descibes the collection of GraphicsDevice and Font objects available
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* on a given platform. The resources might be local or remote, and specify
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* the valid configurations for displaying graphics.
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*
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* @author Eric Blake (ebb9@email.byu.edu)
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* @see GraphicsDevice
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* @see GraphicsConfiguration
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* @since 1.4
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* @status updated to 1.4
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*/
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public abstract class GraphicsEnvironment
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{
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private static GraphicsEnvironment localGraphicsEnvironment;
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/**
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* The environment must be obtained from a factory or query method, hence
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* this constructor is protected.
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*/
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protected GraphicsEnvironment()
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{
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}
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/**
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* Returns the local graphics environment. If the java.awt.graphicsenv
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* system property is set, it instantiates the specified class,
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* otherwise it assume that the awt toolkit is a ClasspathToolkit
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* and delegates to it to create the instance.
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*
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* @return the local environment
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*/
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public static GraphicsEnvironment getLocalGraphicsEnvironment()
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{
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if (localGraphicsEnvironment != null)
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return localGraphicsEnvironment;
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String graphicsenv = SystemProperties.getProperty("java.awt.graphicsenv",
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null);
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if (graphicsenv != null)
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{
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try
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{
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// We intentionally use the bootstrap class loader.
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localGraphicsEnvironment = (GraphicsEnvironment)
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Class.forName(graphicsenv).newInstance();
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return localGraphicsEnvironment;
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}
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catch (Exception x)
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{
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throw (InternalError)
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new InternalError("Unable to instantiate java.awt.graphicsenv")
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.initCause(x);
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}
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}
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else
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{
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ClasspathToolkit tk;
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tk = ((ClasspathToolkit) Toolkit.getDefaultToolkit());
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localGraphicsEnvironment = tk.getLocalGraphicsEnvironment();
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return localGraphicsEnvironment;
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}
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}
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/**
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* Check if the local environment is headless, meaning that it does not
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* support a display, keyboard, or mouse. Many methods in the Abstract
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* Windows Toolkit (java.awt) throw a {@link HeadlessException} if this
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* returns true.
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*
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* This method returns true if the java.awt.headless property is set
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* to "true".
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*
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* @return true if the environment is headless, meaning that graphics are
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* unsupported
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* @since 1.4
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*/
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public static boolean isHeadless()
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{
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String headless = SystemProperties.getProperty("java.awt.headless", null);
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return "true".equalsIgnoreCase(headless);
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}
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/**
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* Check if the given environment is headless, meaning that it does not
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* support a display, keyboard, or mouse. Many methods in the Abstract
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* Windows Toolkit (java.awt) throw a {@link HeadlessException} if this
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* returns true. This default implementation returns isHeadless(), so
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* subclasses need only override it if they differ.
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*
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* @return true if the environment is headless, meaning that graphics are
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* unsupported
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* @since 1.4
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*/
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public boolean isHeadlessInstance()
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{
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return isHeadless();
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}
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/**
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* Get an array of all the GraphicsDevice objects.
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*
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* @return the available graphics devices, may be 0 length
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* @throws HeadlessException if the environment is headless
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*/
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public abstract GraphicsDevice[] getScreenDevices();
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/**
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* Get the default screen GraphicsDevice object.
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*
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* @return the default screen device
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* @throws HeadlessException if the environment is headless
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*/
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public abstract GraphicsDevice getDefaultScreenDevice();
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/**
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* Return a Graphics2D object which will render into the specified image.
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*
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* @param image the image to render into
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* @return the object that renders into the image
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*/
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public abstract Graphics2D createGraphics(BufferedImage image);
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/**
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* Returns an array of the one-point size fonts available in this
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* environment. From there, the user can select the font and derive the
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* correct one of proper size and attributes, using <code>deriveFont</code>.
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* Only one master version of each font appears in this array; if a font
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* can be derived from another, it must be created in that way.
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*
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* @return the array of available fonts
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* @see #getAvailableFontFamilyNames()
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* @see Font#deriveFont(int, float)
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* @since 1.2
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*/
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public abstract Font[] getAllFonts();
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/**
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* Returns an array of the font family names available in this environment.
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* This allows flexibility in choosing the style of font, while still letting
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* the Font class decide its best match.
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*
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* @return the array of available font families
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* @see #getAllFonts()
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* @see Font#getFamily()
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* @since 1.2
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*/
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public abstract String[] getAvailableFontFamilyNames();
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/**
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* Returns an array of the font family names available in this environment,
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* localized to the current Locale if l is non-null. This allows
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* flexibility in choosing the style of font, while still letting the Font
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* class decide its best match.
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*
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* @param l the locale to use
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* @return the array of available font families, localized
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* @see #getAllFonts()
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* @see Font#getFamily()
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* @since 1.2
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*/
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public abstract String[] getAvailableFontFamilyNames(Locale l);
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/**
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* Returns the point where a window should be centered. You should probably
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* also check that the window fits within the screen bounds. The default
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* simply returns the center of the maximum window bounds; subclasses should
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* override this if native objects (like scrollbars) make that off-centered.
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*
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* @return the centering point
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* @throws HeadlessException if the environment is headless
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* @see #getMaximumWindowBounds()
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* @since 1.4
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*/
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public Point getCenterPoint()
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{
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Rectangle r = getMaximumWindowBounds();
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return new Point(r.x + r.width / 2, r.y + r.height / 2);
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}
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/**
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* Returns the maximum bounds for a centered window object. The default
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* implementation simply returns the bounds of the default configuration
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* of the default screen; subclasses should override this to if native
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* objects (like scrollbars) reduce what is truly available. Also,
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* subclasses should override this if the window should be centered across
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* a multi-screen display.
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*
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* @return the maximum window bounds
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* @throws HeadlessException if the environment is headless
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* @see #getCenterPoint()
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* @see GraphicsConfiguration#getBounds()
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* @see Toolkit#getScreenInsets(GraphicsConfiguration)
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* @since 1.4
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*/
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public Rectangle getMaximumWindowBounds()
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{
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return getDefaultScreenDevice().getDefaultConfiguration().getBounds();
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}
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} // class GraphicsEnvironment
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