diff --git a/src/dorkbox/util/swing/ActiveRenderLoop.java b/src/dorkbox/util/swing/ActiveRenderLoop.java
index e14d265..e0e3277 100644
--- a/src/dorkbox/util/swing/ActiveRenderLoop.java
+++ b/src/dorkbox/util/swing/ActiveRenderLoop.java
@@ -17,10 +17,10 @@ package dorkbox.util.swing;
import java.awt.Graphics;
import java.awt.Toolkit;
+import java.awt.Window;
import java.awt.image.BufferStrategy;
import javax.swing.JComponent;
-import javax.swing.JFrame;
import dorkbox.util.ActionHandlerLong;
import dorkbox.util.Property;
@@ -68,15 +68,15 @@ class ActiveRenderLoop implements Runnable {
// this needs to be synchronized because we don't want to our frame removed WHILE we are rendering it.
synchronized (SwingActiveRender.activeRenders) {
for (int i = 0; i < SwingActiveRender.activeRenders.size(); i++) {
- JFrame jFrame = SwingActiveRender.activeRenders.get(i);
+ Window window = SwingActiveRender.activeRenders.get(i);
- final BufferStrategy buffer = jFrame.getBufferStrategy();
+ final BufferStrategy buffer = window.getBufferStrategy();
// maybe the frame was closed
if (buffer != null) {
try {
graphics = buffer.getDrawGraphics();
- jFrame.paint(graphics);
+ window.paint(graphics);
} catch (Exception e) {
e.printStackTrace();
} finally {
diff --git a/src/dorkbox/util/swing/SwingActiveRender.java b/src/dorkbox/util/swing/SwingActiveRender.java
index 136e78f..43d879c 100644
--- a/src/dorkbox/util/swing/SwingActiveRender.java
+++ b/src/dorkbox/util/swing/SwingActiveRender.java
@@ -17,6 +17,7 @@ package dorkbox.util.swing;
import java.awt.Component;
import java.awt.EventQueue;
+import java.awt.Window;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collections;
@@ -25,24 +26,23 @@ import java.util.List;
import java.util.concurrent.CopyOnWriteArrayList;
import javax.swing.JComponent;
-import javax.swing.JFrame;
import dorkbox.util.ActionHandlerLong;
/**
* Contains all of the appropriate logic to setup and render via "Active" rendering (instead of "Passive" rendering). This permits us to
- * render JFrames (and their contents), OFF of the EDT - even though there are other frames/components that are ON the EDT.
Because we
+ * render Windows (and their contents), OFF of the EDT - even though there are other frames/components that are ON the EDT.
Because we
* still want to react to mouse events, etc on the EDT, we do not completely remove the EDT -- we merely allow us to "synchronize" the EDT
* object to our thread. It's a little bit hacky, but it works beautifully, and permits MUCH nicer animations.
*
- * It is also important to REMEMBER -- if you add a component to an actively managed JFrame, YOU MUST make sure to call {@link
+ * It is also important to REMEMBER -- if you add a component to an actively managed Window, YOU MUST make sure to call {@link
* JComponent#setIgnoreRepaint(boolean)} otherwise this component will "fight" on the EDT for updates.
*/
public final
class SwingActiveRender {
private static Thread activeRenderThread = null;
- static final List activeRenders = new ArrayList();
+ static final List activeRenders = new ArrayList();
static final List activeRenderEvents = new CopyOnWriteArrayList();
// volatile, so that access triggers thread synchrony, since 1.6. See the Java Language Spec, Chapter 17
@@ -56,25 +56,25 @@ class SwingActiveRender {
/**
- * Enables the jFrame to to added to an "Active Render" thread, at a target "Frames-per-second". This is to support smooth, swing-based
- * animations.
This works by removing this object from EDT updates, and instead manually calls paint(g) on the jFrame, updating it
+ * Enables the window to to added to an "Active Render" thread, at a target "Frames-per-second". This is to support smooth, swing-based
+ * animations.
This works by removing this object from EDT updates, and instead manually calls paint(g) on the window, updating it
* on our own thread.
*
- * @param jFrame the jFrame to add to the ActiveRender thread.
+ * @param window the window to add to the ActiveRender thread.
*/
public static
- void addActiveRender(final JFrame jFrame) {
+ void addActiveRender(final Window window) {
// this should be on the EDT
if (!EventQueue.isDispatchThread()) {
- throw new RuntimeException("adding a swing JFrame to be actively rendered must be done on the EDT.");
+ throw new RuntimeException("adding a swing Window to be actively rendered must be done on the EDT.");
}
// setup double-buffering, so we can properly use Active-Rendering, so the animations will be smooth
- jFrame.createBufferStrategy(2);
+ window.createBufferStrategy(2);
- // have to specify ALL children in jFrame to ignore EDT paint requests
+ // have to specify ALL children in Window to ignore EDT paint requests
Deque components = new ArrayDeque(8);
- components.add(jFrame);
+ components.add(window);
Component[] c;
Component pop;
@@ -93,7 +93,7 @@ class SwingActiveRender {
}
hasActiveRenders = true;
- activeRenders.add(jFrame);
+ activeRenders.add(window);
}
}
@@ -137,14 +137,14 @@ class SwingActiveRender {
/**
- * Removes a jFrame from the ActiveRender queue. This should happen when the jFrame is closed.
+ * Removes a window from the ActiveRender queue. This should happen when the window is closed.
*
- * @param jFrame the jFrame to remove
+ * @param window the window to remove
*/
public static
- void removeActiveRender(final JFrame jFrame) {
+ void removeActiveRender(final Window window) {
synchronized (activeRenders) {
- activeRenders.remove(jFrame);
+ activeRenders.remove(window);
final boolean hadActiveRenders = !activeRenders.isEmpty();
hasActiveRenders = hadActiveRenders;
@@ -154,9 +154,9 @@ class SwingActiveRender {
}
}
- // have to specify ALL children in jFrame to obey EDT paint requests
+ // have to specify ALL children in window to obey EDT paint requests
Deque components = new ArrayDeque(8);
- components.add(jFrame);
+ components.add(window);
Component[] c;
Component pop;