I'm working on a project and I've read up as much as I can on double buffering in java. What I want to do is add a component or panel or something to my JFrame that contains the double buffered surface to draw to. I want to use hardware acceleration if possible, otherwise use regular software renderer. My code looks like this so far:
public class JFrameGame extends Game {
protected final JFrame frame;
protected final GamePanel panel;
protected Graphics2D g2;
public class GamePanel extends JPanel {
public GamePanel() {
super(true);
}
@Override
public void paintComponent(Graphics g) {
g2 = (Graphics2D)g;
g2.clearRect(0, 0, getWidth(), getHeight());
}
}
public JFrameGame() {
super();
gameLoop = new FixedGameLoop();
frame = new JFrame();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
panel = new GamePanel();
panel.setIgnoreRepaint(true);
frame.add(panel);
panel.setVisible(true);
frame.setVisible(true);
}
@Override
protected void Draw() {
panel.repaint(); // aquire the graphics - can I acquire the graphics another way?
super.Draw(); // draw components
// draw stuff here
// is the buffer automatically swapped?
}
@Override
public void run() {
super.run();
}
}
I created an abstract game class and a game loop that calls Update and Draw. Now, if you see my comments, that's my main area of concern. Is there a way to get the graphics once instead of going through repaint and paintComponent and then assigning a variable every redraw? Also, is this hardware accelerated by default? If not what should I do to make it hardware accelerated?