The answer depends on the definition of screen. Do you want the default screen bounds or a specific screen bounds?
I use the following (& variations of it) to determine the screen bounds for an individual screen
public static GraphicsDevice getGraphicsDeviceAt(Point pos) {
GraphicsDevice device = null;
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice lstGDs[] = ge.getScreenDevices();
ArrayList<GraphicsDevice> lstDevices = new ArrayList<GraphicsDevice>(lstGDs.length);
for (GraphicsDevice gd : lstGDs) {
GraphicsConfiguration gc = gd.getDefaultConfiguration();
Rectangle screenBounds = gc.getBounds();
if (screenBounds.contains(pos)) {
lstDevices.add(gd);
}
}
if (lstDevices.size() == 1) {
device = lstDevices.get(0);
}
return device;
}
public static Rectangle getScreenBoundsAt(Point pos) {
GraphicsDevice gd = getGraphicsDeviceAt(pos);
Rectangle bounds = null;
if (gd != null) {
bounds = gd.getDefaultConfiguration().getBounds();
}
return bounds;
}
The basic idea is to provide a screen location and find the screen that matches it. I have variations the take a Component
or Window
but essentially, it boils down to this.
From a MouseEvent
, you can obtain the screen coordinates simply enough with a call to MouseEvent.getLocationOnScreen
Now, from your question, it sounds like you want to know the entire "virtual" screen bounds (I might be wrong), but I use this method (actually I use it to create multi-monitor wallpapers on the fly, but that's another question)
public static Rectangle getVirtualScreenBounds() {
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice lstGDs[] = ge.getScreenDevices();
Rectangle bounds = new Rectangle();
for (GraphicsDevice gd : lstGDs) {
bounds.add(gd.getDefaultConfiguration().getBounds());
}
return bounds;
}
Basically, it just walks all the screen devices and add's there regions together to form a "virtual" rectangle. You could use the same concept to return the bounds of each screen device as an array instead.
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