This is a slight paradigm shift from the usual kind of GUI program in many ways. In traditional Java GUI programs, the AWT is responsible for propagating paint events from the operating system, through the event dispatch thread, and by calling AWT's Component.paint method when appropriate. In full-screen exclusive applications, painting is usually done actively by the program itself. Additionally, a traditional GUI application is limited to the bit depth and size of the screen chosen by the user. In a full-screen exclusive application, the program can control the bit depth and size (display mode) of the screen. Finally, many more advanced techniques, such as page flipping (discussed below) and stereo buffering (utilizing systems which use a separate set of frames for each eye) require, on some platforms, that an application first be in full-screen exclusive mode.
VolatileImage
Tutorial
(coming soon) for more information on volatile images.
Full-screen exclusive mode is handled through a java.awt.GraphicsDevice object. For a list of all available screen graphics devices (in single or multi-monitor systems), you can call the method getScreenDevices on the local java.awt.GraphicsEnvironment; for the default (primary) screen (the only screen on a single-monitor system), you can call the method getDefaultScreenDevice.
Once you have the graphics device, you can call one of the following methods:
Here are some tips about programming using full-screen exclusive mode:
GraphicsDevice myDevice; Window myWindow; try { myDevice.setFullScreenWindow(myWindow); ... } finally { myDevice.setFullScreenWindow(null); }