@Override
  public void onPause() {
    stopChoreographerThread();

    final CountDownLatch cdl;
    if (null != mSurfaceView) {
      mSurfaceView.onPause();
      cdl = new CountDownLatch(1);
      mSurfaceView.queueEvent(
          new Runnable() {
            @Override
            public void run() {
              // these two must happen on the gl thread
              nativeLeaveVrMode(mPtr);
              destroySurfaceForTimeWarp();
              cdl.countDown();
            }
          });
    } else {
      cdl = null;
    }

    if (mVrApiInitialized) {
      if (null != cdl) {
        try {
          cdl.await();
        } catch (final InterruptedException ignored) {
        }
      }
      nativeUninitializeVrApi(mPtr);
      mVrApiInitialized = false;
    }
  }
 @Override
 protected void onPause() {
   super.onPause();
   if (renderSet) {
     glSurfaceView.onPause();
   }
 }
Пример #3
0
  /*----------------------onPause--------------------------------------------------------------------*/
  @Override
  public void onPause() {
    Log.d(TAG, "onPause()");

    stopRendering();
    super.onPause();
  }
  public void onPause() {
    if (glView != null) {
      glView.onPause();
    }

    deviceOrientationManager.pause();
  }
Пример #5
0
 @Override
 protected void onPause() {
   // Ideally a game should implement onResume() and onPause()
   // to take appropriate action when the activity looses focus
   super.onPause();
   mGLSurfaceView.onPause();
 }
  @Override
  protected void onPause() {
    super.onPause();

    if (mGLSurfaceView != null) {
      mGLSurfaceView.onPause();
    }
  }
 @Override
 protected void onPause() {
   super.onPause();
   if (mRajRenderer == null) return;
   mSurfaceView.onPause();
   mRajRenderer.onVisibilityChanged(false);
   mRajRenderer.onSurfaceDestroyed();
 }
Пример #8
0
  @Override
  public void onPause() {
    super.onPause();

    if (hasRenderer) {
      mRenderer.onPause();
    }
  }
  public void onPause() {
    if (glView != null) {
      glView.onPause();
    }

    if (canvasView != null) {
      canvasView.onStop();
    }
  }
 @Override
 protected void onPause() {
   super.onPause();
   // The following call pauses the rendering thread.
   // If your OpenGL application is memory intensive,
   // you should consider de-allocating objects that
   // consume significant memory here.
   mGLView.onPause();
 }
Пример #11
0
  @Override
  protected void onPause() {
    if (mPlaying == true) {
      GiderosApplication.getInstance().onPause();
      mGLView.onPause();
      mPlaying = false;
    }

    super.onPause();
  }
Пример #12
0
 @Override
 protected void onPause() {
   // The activity must call the GL surface view's onPause() on activity onPause().
   super.onPause();
   Log.d(TAG, "onPause");
   if (rendererSet) {
     Log.d(TAG, "onPause renderer set");
     glSurfaceView.onPause();
   }
 }
Пример #13
0
 @Override
 public void onPause() {
   super.onPause();
   Log.d(TAG, "onPause");
   if (gameView != null) {
     gameView.onPause();
   } else {
     Log.w(TAG, "pausing while gameView is null!");
   }
   engine.pause();
 }
Пример #14
0
  @Override
  protected void onPause() {
    super.onPause();
    if (glView != null) glView.onPause();

    // System hardware must be release in onPause(), so it's available to
    // any incoming activity. Removing the CameraPreview will do this for the
    // camera. Also do it for the GLSurfaceView, since it serves no purpose
    // with the camera preview gone.
    mainLayout.removeView(glView);
    mainLayout.removeView(camSurface);
  }
Пример #15
0
 @Override
 public void onPause() {
   loop.pause();
   // this is a terribly unfortunate hack; we would like to override surfaceDestroyed and indicate
   // that our surface was lost only when that method was called, but surfaceDestroyed is not
   // called when the screen is locked while our game is running (even though we do in fact lose
   // our GL context at that point); so we have to assume that we ALWAYS lose our GL context when
   // paused; that's generally true, so we're probably safe in assuming so, but it sucks
   queueEvent(
       new Runnable() {
         public void run() {
           platform.graphics().ctx.onSurfaceLost();
         }
       });
   super.onPause();
 }
 @Override
 protected void onPause() {
   Log.d(TAG, "onPause -- releasing camera");
   super.onPause();
   releaseCamera();
   mGLView.queueEvent(
       new Runnable() {
         @Override
         public void run() {
           // Tell the renderer that it's about to be paused so it can clean up.
           mRenderer.notifyPausing();
         }
       });
   mGLView.onPause();
   Log.d(TAG, "onPause complete");
 }
Пример #17
0
 @Override
 public void onPause() {
   synchronized (stateChanged) {
     if (isFinishing()) state = GLGameState.Finished;
     else state = GLGameState.Paused;
     while (true) {
       try {
         stateChanged.wait();
         break;
       } catch (InterruptedException e) {
       }
     }
   }
   wakeLock.release();
   glView.onPause();
   super.onPause();
 }
Пример #18
0
  @Override
  public void onPause() {
    if (androidVideoWindowImpl != null) {
      synchronized (androidVideoWindowImpl) {
        /*
         * this call will destroy native opengl renderer which is used by
         * androidVideoWindowImpl
         */
        LinphoneManager.getLc().setVideoWindow(null);
      }
    }

    if (mVideoView != null) {
      ((GLSurfaceView) mVideoView).onPause();
    }

    super.onPause();
  }
Пример #19
0
  @Override
  public void onPause() {
    synchronized (this) {
      if (isFinishing()) {
        state = State.FINISHING;
      } else {
        state = State.PAUSING;
      }

      // Wait for rendering thread to finish cleaning up.
      try {
        this.wait();
      } catch (InterruptedException e) {
        // Do nothing.
      }
    }
    glSurfaceView.onPause();
    super.onPause();
  }
Пример #20
0
 @Override
 protected void onPause() {
   // must call GLSurfaceView's onPause()
   super.onPause();
   mGLSurfaceView.onPause();
 }
Пример #21
0
 @Override
 protected void onPause() {
   super.onPause();
   mGLView.onPause();
   wakeLock.release();
 }
 @Override
 protected void onPause() {
   super.onPause();
   glSurfaceView.onPause();
 }
 @Override
 public void onPause() {
   super.onPause();
   mVisualizer.setEnabled(false);
 }
Пример #24
0
 @Override
 public void onPause() {
   super.onPause();
   pauseRendering();
 }
Пример #25
0
 @Override
 protected void onPause() {
   // The activity must call the GL surface view's onPause() on activity onPause().
   super.onPause();
   mGLSurfaceView.onPause();
 }
 public void onPause() {
   surfaceView.onPause();
 }
Пример #27
0
 /**
  * Implementacja metody dziedziczonych po View, wymagane aby aplikacja prawidłowo reagowała na
  * zmianę aktwnego activity
  */
 public void onPause() {
   super.onPause();
   audio.onPause();
 }
Пример #28
0
 @Override
 public void onPause() {
   // TODO Auto-generated method stub
   super.onPause();
   mRenderer.onPause();
 }
Пример #29
0
 @Override
 public void onPause() {
   super.onPause();
 }
Пример #30
0
 @Override
 protected void onPause() {
   super.onPause();
   surfaceView.onPause();
   PointF pointF;
 }