@Override
 protected void onResume() {
   super.onResume();
   if (renderSet) {
     glSurfaceView.onResume();
   }
 }
Пример #2
0
 @Override
 public void onResume() {
   super.onResume();
   // the very first time we're resumed, our loop will still be null because we wait to create it
   // until after our UI has been laid out and we know the size of the game screen
   if (loop != null) loop.start();
 }
  public void onResume() {
    if (glView != null) {
      glView.onResume();
    }

    deviceOrientationManager.resume();
  }
Пример #4
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 @Override
 protected void onResume() {
   // Ideally a game should implement onResume() and onPause()
   // to take appropriate action when the activity looses focus
   super.onResume();
   mGLSurfaceView.onResume();
 }
Пример #5
0
  @Override
  public void onResume() {
    super.onResume();

    if (hasRenderer) {
      mRenderer.onResume();
    }
  }
  @Override
  protected void onResume() {
    super.onResume();

    if (mGLSurfaceView != null) {
      mGLSurfaceView.onResume();
    }
  }
 @Override
 protected void onResume() {
   super.onResume();
   // The following call resumes a paused rendering thread.
   // If you de-allocated graphic objects for onPause()
   // this is a good place to re-allocate them.
   mGLView.onResume();
 }
 @Override
 protected void onResume() {
   super.onResume();
   if (mRajRenderer == null) return;
   mSurfaceView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
   mSurfaceView.onResume();
   mRajRenderer.onVisibilityChanged(true);
 }
  public void onResume() {
    if (glView != null) {
      glView.onResume();
    }

    if (canvasView != null) {
      canvasView.onStart();
    }
  }
Пример #10
0
 @Override
 protected void onResume() {
   // The activity must call the GL surface view's onResume() on activity onResume().
   super.onResume();
   Log.d(TAG, "onResume");
   if (rendererSet) {
     Log.d(TAG, "onResume renderer set");
     glSurfaceView.onResume();
   }
 }
Пример #11
0
  @Override
  protected void onResume() {
    super.onResume();

    if (mHasFocus == true && mPlaying == false) {
      mGLView.onResume();
      GiderosApplication.getInstance().onResume();
      mPlaying = true;
    }
  }
Пример #12
0
  @Override
  public void onResume() {
    super.onResume();

    this.queueEvent(
        new Runnable() {
          @Override
          public void run() {}
        });
  }
Пример #13
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  @Override
  public void onWindowFocusChanged(boolean hasFocus) {
    super.onWindowFocusChanged(hasFocus);

    mHasFocus = hasFocus;

    if (mHasFocus == true && mPlaying == false) {
      mGLView.onResume();
      GiderosApplication.getInstance().onResume();
      mPlaying = true;
    }
  }
Пример #14
0
 @Override
 public void onResume() {
   super.onResume();
   setRenderMode(RENDERMODE_CONTINUOUSLY);
   queueEvent(
       new Runnable() {
         @Override
         public void run() {
           sGLSurfaceView.mCocosRenderer.handleOnResume();
         }
       });
 }
Пример #15
0
 @Override
 public void onResume() {
   super.onResume();
   Log.d(TAG, "onResume");
   if (engine.isAlive()) {
     engine.resumeEngine();
   }
   if (gameView != null) {
     gameView.onResume();
   }
   Log.d(TAG, "finished resuming");
 }
  @Override
  public void onResume() {
    if (!mVrApiInitialized) {
      nativeInitializeVrApi(mPtr);
      mVrApiInitialized = true;
    }

    startChoreographerThreadIfNotStarted();
    if (null != mSurfaceView) {
      mSurfaceView.onResume();
    }
  }
Пример #17
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 @Override
 protected void onResume() {
   Log.d(TAG, "onResume -- acquiring camera");
   super.onResume();
   updateControls();
   // openCamera(640, 480);      // updates mCameraPreviewWidth/Height
   openCamera(1280, 720); // updates mCameraPreviewWidth/Height
   mGLView.onResume();
   mGLView.queueEvent(
       new Runnable() {
         @Override
         public void run() {
           mRenderer.setCameraPreviewSize(mCameraPreviewWidth, mCameraPreviewHeight);
         }
       });
   Log.d(TAG, "onResume complete: " + this);
 }
Пример #18
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  @Override
  public void onResume() {
    super.onResume();

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

    if (androidVideoWindowImpl != null) {
      synchronized (androidVideoWindowImpl) {
        LinphoneManager.getLc().setVideoWindow(androidVideoWindowImpl);
      }
    }

    mGestureDetector = new GestureDetector(inCallActivity, this);
    mScaleDetector = Compatibility.getScaleGestureDetector(inCallActivity, this);
  }
  @Override
  protected void onResume() {
    Log.d(TAG, "onResume -- acquiring camera");
    super.onResume();
    updateControls();
    openCamera(1080, 1080); // updates mCameraPreviewWidth/Height

    // Set the preview aspect ratio.
    AspectFrameLayout layout = (AspectFrameLayout) findViewById(R.id.cameraPreview_afl);
    layout.setAspectRatio((double) mCameraPreviewWidth / mCameraPreviewHeight);

    mGLView.onResume();
    mGLView.queueEvent(
        new Runnable() {
          @Override
          public void run() {
            mRenderer.setCameraPreviewSize(mCameraPreviewWidth, mCameraPreviewHeight);
          }
        });
    Log.d(TAG, "onResume complete: " + this);
  }
Пример #20
0
  @SuppressWarnings("deprecation") // FILL_PARENT still required for API level 7 (Android 2.1)
  @Override
  public void onResume() {
    super.onResume();

    // Update info on whether we have an Internet connection.
    ConnectivityManager cm =
        (ConnectivityManager) this.getSystemService(Context.CONNECTIVITY_SERVICE);
    NetworkInfo activeNetwork = cm.getActiveNetworkInfo();
    boolean isConnected = activeNetwork != null && activeNetwork.isConnectedOrConnecting();
    nativeSetInternetState(isConnected ? 1 : 0);

    // In order to ensure that the GL surface covers the camera preview each time onStart
    // is called, remove and add both back into the FrameLayout.
    // Removing GLSurfaceView also appears to cause the GL surface to be disposed of.
    // To work around this, we also recreate GLSurfaceView. This is not a lot of extra
    // work, since Android has already destroyed the OpenGL context too, requiring us to
    // recreate that and reload textures etc.

    // Create the camera view.
    camSurface = new CameraSurface(this);

    // Create/recreate the GL view.
    glView = new GLSurfaceView(this);
    // glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0); // Do we actually need a transparent surface?
    // I think not, (default is RGB888 with depth=16) and anyway, Android 2.2 barfs on this.
    glView.setRenderer(new Renderer());
    glView.setZOrderMediaOverlay(
        true); // Request that GL view's SurfaceView be on top of other SurfaceViews (including
               // CameraPreview's SurfaceView).

    mainLayout.addView(camSurface, new LayoutParams(128, 128));
    mainLayout.addView(
        glView, new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT));

    if (glView != null) glView.onResume();
  }
Пример #21
0
 @Override
 protected void onResume() {
   super.onResume();
   mGLView.onResume();
   wakeLock.acquire();
 }
 @Override
 protected void onResume() {
   super.onResume();
   glSurfaceView.onResume();
 }
Пример #23
0
 @Override
 public void onResume() {
   super.onResume();
 }
Пример #24
0
 @Override
 protected void onResume() {
   // The activity must call the GL surface view's onResume() on activity onResume().
   super.onResume();
   mGLSurfaceView.onResume();
 }
 public void onResume() {
   surfaceView.onResume();
 }
Пример #26
0
 /**
  * Implementacja metody dziedziczonych po View, wymagane aby aplikacja prawidłowo reagowała na
  * zmianę aktwnego activity
  */
 public void onResume() {
   super.onResume();
   audio.onResume();
 }
Пример #27
0
 @Override
 public void onResume() {
   // TODO Auto-generated method stub
   super.onResume();
   mRenderer.onResume();
 }
Пример #28
0
 @Override
 protected void onResume() {
   // must call GLSurfaceView's onResume()
   super.onResume();
   mGLSurfaceView.onResume();
 }
 public void onResume() {
   super.onResume();
   glView.onResume();
   wakeLock.acquire();
 }
  /**
   * When the activity is resumed we will resume the game this happens after an interstitial is
   * shown
   */
  @Override
  public void onResume() {
    super.onResume();

    if (mPaused) nextRound();
  }