Changed method order to make logical sense
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513169b872
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@ -97,6 +97,40 @@ class SwingActiveRender {
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}
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}
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}
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}
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/**
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* Removes a window from the ActiveRender queue. This should happen when the window is closed.
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*
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* @param window the window to remove
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*/
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public static
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void removeActiveRender(final Window window) {
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synchronized (activeRenders) {
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activeRenders.remove(window);
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final boolean hadActiveRenders = !activeRenders.isEmpty();
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hasActiveRenders = hadActiveRenders;
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if (!hadActiveRenders) {
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activeRenderThread = null;
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}
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}
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// have to specify ALL children in window to obey EDT paint requests
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Deque<Component> components = new ArrayDeque<Component>(8);
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components.add(window);
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Component[] c;
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Component pop;
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while ((pop = components.poll()) != null) {
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pop.setIgnoreRepaint(false);
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if (pop instanceof JComponent) {
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c = ((JComponent) pop).getComponents();
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Collections.addAll(components, c);
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}
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}
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}
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/**
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/**
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* Specifies an ActionHandler to be called when the ActiveRender thread starts to render at each tick.
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* Specifies an ActionHandler to be called when the ActiveRender thread starts to render at each tick.
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*
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*
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@ -135,41 +169,6 @@ class SwingActiveRender {
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}
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}
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}
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}
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/**
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* Removes a window from the ActiveRender queue. This should happen when the window is closed.
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*
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* @param window the window to remove
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*/
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public static
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void removeActiveRender(final Window window) {
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synchronized (activeRenders) {
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activeRenders.remove(window);
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final boolean hadActiveRenders = !activeRenders.isEmpty();
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hasActiveRenders = hadActiveRenders;
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if (!hadActiveRenders) {
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activeRenderThread = null;
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}
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}
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// have to specify ALL children in window to obey EDT paint requests
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Deque<Component> components = new ArrayDeque<Component>(8);
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components.add(window);
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Component[] c;
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Component pop;
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while ((pop = components.poll()) != null) {
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pop.setIgnoreRepaint(false);
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if (pop instanceof JComponent) {
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c = ((JComponent) pop).getComponents();
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Collections.addAll(components, c);
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}
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}
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}
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/**
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/**
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* Creates (if necessary) the active-render thread. When there are no active-render targets, this thread will exit
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* Creates (if necessary) the active-render thread. When there are no active-render targets, this thread will exit
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*/
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*/
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