更新时间:2023-11-14 12:58:28
我用这个
public static Rectangle getScreenViewableBounds() {
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gd = ge.getDefaultScreenDevice();
Rectangle bounds = new Rectangle(0, 0, 0, 0);
if (gd != null) {
GraphicsConfiguration gc = gd.getDefaultConfiguration();
bounds = gc.getBounds();
Insets insets = Toolkit.getDefaultToolkit().getScreenInsets(gc);
bounds.x += insets.left;
bounds.y += insets.top;
bounds.width -= (insets.left + insets.right);
bounds.height -= (insets.top + insets.bottom);
}
return bounds;
}
要确定的安全屏幕边界。这考虑到在屏幕插图,并产生一个安全的可视区域的矩形...
To determine the "safe" screen bounds. This takes into consideration the screen insets and produces a rectangle of a "safe" viewable area...
更新
一个小测试后,我satisifed(据我的Windows有多个屏幕)的 GraphicsEnvironment.getLocalGraphicsEnvironment()。getMaximumWindowBounds()
好像又回到了默认显示器相同的结果。的previous提及方法的benifit,是它可用于确定任何器件中的安全范围
After a little testing, I'm satisifed (as far as I have Windows with multiple screens) that GraphicsEnvironment.getLocalGraphicsEnvironment().getMaximumWindowBounds()
seems to return the same results for the default monitor. The benifit of the previous mention method, is it could be used to determine the "safe" bounds for any device