@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(); } }
/*----------------------onPause--------------------------------------------------------------------*/ @Override public void onPause() { Log.d(TAG, "onPause()"); stopRendering(); super.onPause(); }
public void onPause() { if (glView != null) { glView.onPause(); } deviceOrientationManager.pause(); }
@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(); }
@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(); }
@Override protected void onPause() { if (mPlaying == true) { GiderosApplication.getInstance().onPause(); mGLView.onPause(); mPlaying = false; } super.onPause(); }
@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(); } }
@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(); }
@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); }
@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"); }
@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(); }
@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(); }
@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(); }
@Override protected void onPause() { // must call GLSurfaceView's onPause() super.onPause(); mGLSurfaceView.onPause(); }
@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); }
@Override public void onPause() { super.onPause(); pauseRendering(); }
@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(); }
/** * Implementacja metody dziedziczonych po View, wymagane aby aplikacja prawidłowo reagowała na * zmianę aktwnego activity */ public void onPause() { super.onPause(); audio.onPause(); }
@Override public void onPause() { // TODO Auto-generated method stub super.onPause(); mRenderer.onPause(); }
@Override public void onPause() { super.onPause(); }
@Override protected void onPause() { super.onPause(); surfaceView.onPause(); PointF pointF; }