No, I understood...
my (soonish to be released) frontend was designed so it would work on a cocktail table where you could take control from any of 3 sides.... and it would rotate, and update the controls used to select and launch a game.
This would be useful for a rotating monitor. So when you rotate the monitor, it would then adjust the skin to one that is proper for the angle viewing, (it would also update the controls, but that wouldn't be necessary here). And then it would also allow you to change your defaults for mame (to have them run at the proper rotation).
So you could rotate the monitor, have a button switch automatically pressed when it moves to vertical (for instance). It would then change the skin to a vertical one, and use mames defaults needed to run all games at vertical. It also has sets the base sort / filters to the games you want for that controlpanel/orientation.
Its all working (those features anyway) but when rotating its drawing about 1/4 speed. And noticeable. And thats on a decent system (2ghz). I was hoping that the automatic rotation in java would have been more efficient (since it could be using hardware for rotation). I'm hoping to test it with jdk1.5 soon and see if that takes care of the speed problems.