@Override protected void onResume() { super.onResume(); if (renderSet) { glSurfaceView.onResume(); } }
@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(); }
@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(); }
@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(); } }
@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(); } }
@Override protected void onResume() { super.onResume(); if (mHasFocus == true && mPlaying == false) { mGLView.onResume(); GiderosApplication.getInstance().onResume(); mPlaying = true; } }
@Override public void onResume() { super.onResume(); this.queueEvent( new Runnable() { @Override public void run() {} }); }
@Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mHasFocus = hasFocus; if (mHasFocus == true && mPlaying == false) { mGLView.onResume(); GiderosApplication.getInstance().onResume(); mPlaying = true; } }
@Override public void onResume() { super.onResume(); setRenderMode(RENDERMODE_CONTINUOUSLY); queueEvent( new Runnable() { @Override public void run() { sGLSurfaceView.mCocosRenderer.handleOnResume(); } }); }
@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(); } }
@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); }
@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); }
@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(); }
@Override protected void onResume() { super.onResume(); mGLView.onResume(); wakeLock.acquire(); }
@Override protected void onResume() { super.onResume(); glSurfaceView.onResume(); }
@Override public void onResume() { super.onResume(); }
@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(); }
/** * Implementacja metody dziedziczonych po View, wymagane aby aplikacja prawidłowo reagowała na * zmianę aktwnego activity */ public void onResume() { super.onResume(); audio.onResume(); }
@Override public void onResume() { // TODO Auto-generated method stub super.onResume(); mRenderer.onResume(); }
@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(); }