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📄 canvas.java

📁 用于移动设备上的java虚拟机源代码
💻 JAVA
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 * of network usage. If the indicator is rendered on screen, * it must be visible when network activity occurs, even when * the <code>Canvas</code> is in full-screen mode.</P> * * @since MIDP 1.0 */public abstract class Canvas extends Displayable {        /**     * Constant for the <code>UP</code> game action.     *     * <P>Constant value <code>1</code> is set to <code>UP</code>.</P>     */    public static final int UP = 1;        /**     * Constant for the <code>DOWN</code> game action.     *     * <P>Constant value <code>6</code> is set to <code>DOWN</code>.</P>     */    public static final int DOWN = 6;            /**     * Constant for the <code>LEFT</code> game action.     *     * <P>Constant value <code>2</code> is set to <code>LEFT</code>.</P>     */    public static final int LEFT = 2;        /**     * Constant for the <code>RIGHT</code> game action.     *     * <P>Constant value <code>5</code> is set to <code>RIGHT</code>.</P>     */    public static final int RIGHT = 5;        /**     * Constant for the <code>FIRE</code> game action.     *     * <P>Constant value <code>8</code> is set to <code>FIRE</code>.</P>     */    public static final int FIRE = 8;            /**     * Constant for the general purpose &quot;<code>A</code>&quot; game action.     *     * <P>Constant value <code>9</code> is set to <code>GAME_A</code>.</P>     */    public static final int GAME_A = 9;        /**     * Constant for the general purpose &quot;<code>B</code>&quot; game action.     *     * <P>Constant value <code>10</code> is set to <code>GAME_B</code>.</P>     */    public static final int GAME_B = 10;      /**     * Constant for the general purpose &quot;<code>C</code>&quot; game action.     *     * <P>Constant value <code>11</code> is set to <code>GAME_C</code>.</P>     */    public static final int GAME_C = 11;      /**     * Constant for the general purpose &quot;<code>D</code>&quot; game action.     *     * <P>Constant value <code>12</code> is set to <code>GAME_D</code>.</P>     */    public static final int GAME_D = 12;        /**     * keyCode for ITU-T key <code>0</code>.     *     * <P>Constant value <code>48</code> is set to <code>KEY_NUM0</code>.</P>     */    public static final int KEY_NUM0 = 48;        /**     * keyCode for ITU-T key <code>1</code>.     *     * <P>Constant value <code>49</code> is set to <code>KEY_NUM1</code>.</P>     */    public static final int KEY_NUM1 = 49;        /**     * keyCode for ITU-T key <code>2</code>.     *     * <P>Constant value <code>50</code> is set to <code>KEY_NUM2</code>.</P>     */    public static final int KEY_NUM2 = 50;        /**     * keyCode for ITU-T key <code>3</code>.     *     * <P>Constant value <code>51</code> is set to <code>KEY_NUM3</code>.</P>     */    public static final int KEY_NUM3 = 51;        /**     * keyCode for ITU-T key <code>4</code>.     *     * <P>Constant value <code>52</code> is set to <code>KEY_NUM4</code>.</P>     */    public static final int KEY_NUM4 = 52;        /**     * keyCode for ITU-T key <code>5</code>.     *     * <P>Constant value <code>53</code> is set to <code>KEY_NUM5</code>.</P>     */    public static final int KEY_NUM5 = 53;        /**     * keyCode for ITU-T key <code>6</code>.     *     * <P>Constant value <code>54</code> is set to <code>KEY_NUM6</code>.</P>     */    public static final int KEY_NUM6 = 54;        /**     * keyCode for ITU-T key <code>7</code>.     *     * <P>Constant value <code>55</code> is set to <code>KEY_NUM7</code>.</P>     */    public static final int KEY_NUM7 = 55;        /**     * keyCode for ITU-T key <code>8</code>.     *     * <P>Constant value <code>56</code> is set to <code>KEY_NUM8</code>.</P>     */    public static final int KEY_NUM8 = 56;        /**     * keyCode for ITU-T key <code>9</code>.     *     * <P>Constant value <code>57</code> is set to <code>KEY_NUM09</code>.</P>     */    public static final int KEY_NUM9 = 57;        /**     * keyCode for ITU-T key &quot;star&quot; (<code>*</code>).     *     * <P>Constant value <code>42</code> is set to <code>KEY_STAR</code>.</P>     */    public static final int KEY_STAR = 42;        /**     * keyCode for ITU-T key &quot;pound&quot; (<code>#</code>).     *     * <P>Constant value <code>35</code> is set to <code>KEY_POUND</code>.</P>     */    public static final int KEY_POUND = 35;    /**     * Constructs a new <code>Canvas</code> object.     */    protected Canvas()  { }        /**     * Used by GameCanvas to suppress Game action key events     */    private boolean suppressKeyEvents; // = false    /**     * Checks if the <code>Canvas</code> is double buffered by the     * implementation.     * @return <code>true</code> if double buffered,     * <code>false</code> otherwise     */    public boolean isDoubleBuffered() {        // SYNC NOTE: return of atomic value, no locking necessary        return Display.IS_DOUBLE_BUFFERED;    }    /**     * Checks if the platform supports pointer press and release events.     * @return <code>true</code> if the device supports pointer events     */    public boolean hasPointerEvents() {        // SYNC NOTE: return of atomic value, no locking necessary        return Display.POINTER_SUPPORTED;    }        /**     * Checks if the platform supports pointer motion events (pointer dragged).     * Applications may use this method to determine if the platform is capable     * of supporting motion events.     * @return <code>true</code> if the device supports pointer motion events     */    public boolean hasPointerMotionEvents() {        // SYNC NOTE: return of atomic value, no locking necessary        return Display.MOTION_SUPPORTED;    }        /**     * Checks if the platform can generate repeat events when key     * is kept down.     * @return <code>true</code> if the device supports repeat events     */    public boolean hasRepeatEvents() {         // SYNC NOTE: return of atomic value, no locking necessary        return Display.REPEAT_SUPPORTED;    }        /**     * Gets a key code that corresponds to the specified game action on the     * device.  The implementation is required to provide a mapping for every     * game action, so this method will always return a valid key code for     * every game action.  See <a href="#gameactions">above</a> for further     * discussion of game actions.  There may be multiple keys associated     * with the same game action; however, this method will return only one of     * them.  Applications should translate the key code of every key event     * into a game action using {@link #getGameAction} and then interpret the      * resulting game action, instead of generating a table of key codes at      * using this method during initialization.     *      * <P>The mapping between key codes and game actions     * will not change during the execution of the application.</P>     *     * @param gameAction the game action     * @return a key code corresponding to this game action     * @throws IllegalArgumentException if <code>gameAction</code>      * is not a valid game action     */    public int getKeyCode(int gameAction) {        // SYNC NOTE: no locking necessary as we are doing a static        // table lookup and getKeyCode() is implemented natively        int n = Display.getKeyCode(gameAction);        if (n == 0) {            throw new IllegalArgumentException();        }        return n;    }        /**     * Gets an informative key string for a key. The string returned will     * resemble the text physically printed on the key.  This string is      * suitable for displaying to the user.  For example, on a device     * with function keys <code>F1</code> through <code>F4</code>,     * calling this method on the <code>keyCode</code> for     * the <code>F1</code> key will return the string     * &quot;<code>F1</code>&quot;. A typical use for this string     * will be to compose help text such as &quot;Press     * <code>F1</code> to proceed.&quot;     *     * <p> This method will return a non-empty string for every valid key code.     * </p>     *     * <p> There is no direct mapping from game actions to key names. To get     * the string name for a game action <code>GAME_A</code>, the     * application must call </p>     *     * <TABLE BORDER="2">     * <TR>     * <TD ROWSPAN="1" COLSPAN="1">     *    <pre><code>     *    getKeyName(getKeyCode(GAME_A));    </code></pre>     * </TD>     * </TR>     * </TABLE>     * @param keyCode the key code being requested     * @return a string name for the key     * @throws IllegalArgumentException if <code>keyCode</code>      * is not a valid key code     */    public String getKeyName(int keyCode) {        // SYNC NOTE: no locking necessary as we are doing a static        // table lookup and getKeyName() is implemented natively        String s = Display.getKeyName(keyCode);        if (s == null) {            throw new IllegalArgumentException();        }        return s;    }    /**     * Gets the game action associated with the given key code of the     * device.  Returns zero if no game action is associated with this key     * code.  See <a href="#gameactions">above</a> for further discussion of     * game actions.      *     * <P>The mapping between key codes and game actions     * will not change during the execution of the application.</P>     *      * @param keyCode the key code     * @return the game action corresponding to this key, or      * <code>0</code> if none     * @throws IllegalArgumentException if <code>keyCode</code>      * is not a valid key code     */    public int getGameAction(int keyCode) {        // SYNC NOTE: no locking necessary as we are doing a static        // table lookup and getGameAction() is implemented natively        int n = Display.getGameAction(keyCode);        if (n == -1) {            throw new IllegalArgumentException();        }

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