本文整理了Java中org.lwjgl.opengl.Display.isVisible()
方法的一些代码示例,展示了Display.isVisible()
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.isVisible()
方法的具体详情如下:
包路径:org.lwjgl.opengl.Display
类名称:Display
方法名:isVisible
暂无
代码示例来源:origin: MovingBlocks/Terasology
@Override
public void preShutdown() {
if (Display.isCreated() && !Display.isFullscreen() && Display.isVisible()) {
config.setWindowPosX(Display.getX());
config.setWindowPosY(Display.getY());
}
}
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
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: org.slick2d/slick2d-core
/**
* Strategy for overloading game loop context handling
*
* @throws SlickException Indicates a game failure
*/
protected void gameLoop() throws SlickException {
int delta = getDelta();
if (!Display.isVisible() && updateOnlyOnVisible) {
try { Thread.sleep(100); } catch (Exception e) {}
} else {
try {
updateAndRender(delta);
} catch (SlickException e) {
Log.error(e);
running = false;
return;
}
}
updateFPS();
Display.update();
if (Display.isCloseRequested()) {
if (game.closeRequested()) {
running = false;
}
}
}
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