/**
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
 * "License"); you may not use this file except in compliance
 * with the License.  You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing,
 * software distributed under the License is distributed on an
 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
 * KIND, either express or implied.  See the License for the
 * specific language governing permissions and limitations
 * under the License.
 */
package org.drools.games;

import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;

public class GamePanel extends JPanel {
    private BufferedImage backbuffer;
    private Graphics2D g2d;
    private String name;
    private Color color;

    public GamePanel(String name, Color color) {
        this.name = name;
        this.color = color;
    }


    public BufferedImage getBufferedImage() {
        if (backbuffer == null) {
            backbuffer = new BufferedImage(getWidth(), getHeight(),
                                           BufferedImage.TYPE_INT_RGB);
            Graphics2D g = getGraphics2D();
            g.setColor( color ); // background
            g.fillRect( 0, 0, getWidth(), getHeight() );
            disposeGraphics2D();
        }
        return backbuffer;
    }

    public Graphics2D getGraphics2D() {
        if ( g2d == null ) {
            g2d = (Graphics2D) backbuffer.getGraphics();
        }
        return g2d;
    }

    public void disposeGraphics2D() {
        if ( g2d != null ) {
            g2d.dispose();
            g2d = null;
        }
    }

    private long time;
    private int frameCount;
    public synchronized void paintComponent(Graphics g) {
        // track approx frames per second
        long currentTime = System.currentTimeMillis();
        if ( currentTime-time >= 10000 || time == 0) {
            System.out.println( "fps(" + name + ") :" + (frameCount/10) );
            frameCount = 0;
            time = currentTime;
        }
        frameCount++;

        // paint the buffered image to the graphics
        g.drawImage(backbuffer, 0, 0, this);
        Toolkit.getDefaultToolkit().sync();
    }
}
