本文整理了Java中org.lwjgl.opengl.Display.isActive()
方法的一些代码示例,展示了Display.isActive()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Display.isActive()
方法的具体详情如下:
包路径:org.lwjgl.opengl.Display
类名称:Display
方法名:isActive
暂无
代码示例来源:origin: libgdx/libgdx
protected int getFrameRate () {
int frameRate = Display.isActive() ? graphics.config.foregroundFPS : graphics.config.backgroundFPS;
if (frameRate == -1) frameRate = 10;
if (frameRate == 0) frameRate = graphics.config.backgroundFPS;
if (frameRate == 0) frameRate = 30;
return frameRate;
}
代码示例来源:origin: libgdx/libgdx
protected int getFrameRate () {
int frameRate = Display.isActive() ? graphics.config.foregroundFPS : graphics.config.backgroundFPS;
if (frameRate == -1) frameRate = 10;
if (frameRate == 0) frameRate = graphics.config.backgroundFPS;
if (frameRate == 0) frameRate = 30;
return frameRate;
}
代码示例来源:origin: MovingBlocks/Terasology
@Override
public boolean hasFocus() {
return Display.isActive();
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
listener.requestClose(false);
if (wasActive != Display.isActive()) {
if (!wasActive) {
listener.gainFocus();
代码示例来源:origin: libgdx/libgdx
if (Display.isCloseRequested()) exit();
boolean isActive = Display.isActive();
if (wasActive && !isActive) { // if it's just recently minimized from active state
wasActive = false;
代码示例来源:origin: libgdx/libgdx
if (Display.isCloseRequested()) exit();
boolean isActive = Display.isActive();
if (wasActive && !isActive) { // if it's just recently minimized from active state
wasActive = false;
代码示例来源:origin: org.slick2d/slick2d-core
/**
* @see org.newdawn.slick.GameContainer#hasFocus()
*/
public boolean hasFocus() {
// hmm, not really the right thing, talk to the LWJGL guys
return Display.isActive();
}
代码示例来源:origin: com.badlogicgames.gdx/gdx-backend-lwjgl
protected int getFrameRate () {
int frameRate = Display.isActive() ? graphics.config.foregroundFPS : graphics.config.backgroundFPS;
if (frameRate == -1) frameRate = 10;
if (frameRate == 0) frameRate = graphics.config.backgroundFPS;
if (frameRate == 0) frameRate = 30;
return frameRate;
}
代码示例来源:origin: org.mini2Dx/mini2Dx-desktop
@Override
public boolean isGameWindowReady() {
return Display.isActive();
}
代码示例来源:origin: com.ardor3d/ardor3d-lwjgl
private void checkFocus() {
// focusLost should be true if it is already true (hasn't been read/cleared yet), or
// the display is presently not in focus
_focusLost = _focusLost || !(Display.isActive() && Display.isVisible());
}
代码示例来源:origin: com.ardor3d/ardor3d-lwjgl
public boolean isActive() {
return Display.isCreated() && Display.isActive();
}
代码示例来源:origin: com.ardor3d/ardor3d-lwjgl
private void checkFocus() {
// focusLost should be true if it is already true (hasn't been read/cleared yet), or
// the display is presently not in focus
_focusLost = _focusLost || !(Display.isActive() && Display.isVisible());
//
// final boolean newFocus =
//
// if (!focusLost && newFocus) {
// // didn't use to have focus, but now we do
// // do nothing for now, just keep track of the fact that we have focus
// focusLost = newFocus;
// } else if (focusLost && !newFocus) {
// // had focus, but don't anymore - notify the physical input layer
// physicalLayer.lostFocus();
// focusLost = newFocus;
// }
}
代码示例来源:origin: playn/playn
@Override protected void loop () {
boolean wasActive = Display.isActive();
while (!Display.isCloseRequested()) {
// notify the app if lose or regain focus (treat said as pause/resume)
boolean newActive = Display.isActive();
if (wasActive != newActive) {
dispatchEvent(lifecycle, wasActive ? Lifecycle.PAUSE : Lifecycle.RESUME);
wasActive = newActive;
}
((LWJGLGraphics)graphics()).checkScaleFactor();
// process frame, if we don't need to provide true pausing
if (newActive || !config.truePause) processFrame();
Display.update();
// sleep until it's time for the next frame
Display.sync(60);
}
}
代码示例来源:origin: us.ihmc.thirdparty.jme/jme3-lwjgl
listener.requestClose(false);
if (wasActive != Display.isActive()) {
if (!wasActive) {
listener.gainFocus();
代码示例来源:origin: com.googlecode.playn/playn-java
@Override
public void run(final Game game) {
if (!config.headless) {
try {
Display.create();
} catch (LWJGLException e) {
throw new RuntimeException(e);
}
}
init(game);
boolean wasActive = Display.isActive();
while (!Display.isCloseRequested()) {
// Notify the app if lose or regain focus (treat said as pause/resume).
boolean newActive = Display.isActive();
if (wasActive != newActive) {
if (wasActive)
onPause();
else
onResume();
wasActive = newActive;
}
// Process frame, if we don't need to provide true pausing
if (newActive || !config.truePause)
processFrame(game);
Display.update();
// Sleep until it's time for the next frame.
Display.sync(60);
}
shutdown();
}
代码示例来源:origin: threerings/playn
@Override
public void run(final Game game) {
if (!config.headless) {
try {
Display.create();
} catch (LWJGLException e) {
throw new RuntimeException(e);
}
}
init(game);
boolean wasActive = Display.isActive();
while (!Display.isCloseRequested()) {
// Notify the app if lose or regain focus (treat said as pause/resume).
boolean newActive = Display.isActive();
if (wasActive != newActive) {
if (wasActive)
onPause();
else
onResume();
wasActive = newActive;
}
// Process frame, if we don't need to provide true pausing
if (newActive || !config.truePause)
processFrame(game);
Display.update();
// Sleep until it's time for the next frame.
Display.sync(60);
}
shutdown();
}
代码示例来源:origin: org.slick2d/slick2d-core
if (!Display.isActive()) {
clearControlPressedRecord();
clearKeyPressedRecord();
displayActive = Display.isActive();
代码示例来源:origin: com.badlogicgames.gdx/gdx-backend-lwjgl
if (Display.isCloseRequested()) exit();
boolean isActive = Display.isActive();
if (wasActive && !isActive) { // if it's just recently minimized from active state
wasActive = false;
代码示例来源:origin: org.mini2Dx/mini2Dx-desktop
boolean isGameActive = Display.isActive();
if (wasActive && !isGameActive) { // if it's just recently minimized
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