📄 display.html.svn-base
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<BR>
Returns true if we are currently in the event dispatch thread.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isLightMode()">isLightMode</A></B>()</CODE>
<BR>
Light mode allows the UI to adapt and show less visual effects/lighter versions of these visual effects to work properly on low end devices.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#isThirdSoftButton()">isThirdSoftButton</A></B>()</CODE>
<BR>
Indicates whether the 3rd softbutton should be supported on this device</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#numAlphaLevels()">numAlphaLevels</A></B>()</CODE>
<BR>
Return the number of alpha levels supported by the implementation.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#numColors()">numColors</A></B>()</CODE>
<BR>
Returns the number of colors applicable on the device, note that the API does not support gray scale devices.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setFlashGraphicsBug(boolean)">setFlashGraphicsBug</A></B>(boolean flushGraphicsBug)</CODE>
<BR>
Indicate to the implementation whether the flush graphics bug exists on this device.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setFramerate(int)">setFramerate</A></B>(int rate)</CODE>
<BR>
Indicates the maximum frames the API will try to draw every second by defult this is set to 10.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setLightMode(boolean)">setLightMode</A></B>(boolean lightMode)</CODE>
<BR>
Light mode allows the UI to adapt and show less visual effects/lighter versions of these visual effects to work properly on low end devices.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setThirdSoftButton(boolean)">setThirdSoftButton</A></B>(boolean thirdSoftButton)</CODE>
<BR>
Indicates whether the 3rd softbutton should be supported on this device</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../com/sun/lwuit/Display.html#setTransitionYield(int)">setTransitionYield</A></B>(int transitionDelay)</CODE>
<BR>
Indicates whether a delay should exist between calls to flush graphics during transition.</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail</B></FONT></TH>
</TR>
</TABLE>
<A NAME="GAME_FIRE"><!-- --></A><H3>
GAME_FIRE</H3>
<PRE>
public static final int <B>GAME_FIRE</B></PRE>
<DL>
<DD>Game action for fire
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_FIRE">Constant Field Values</A></DL>
</DL>
<HR>
<A NAME="GAME_LEFT"><!-- --></A><H3>
GAME_LEFT</H3>
<PRE>
public static final int <B>GAME_LEFT</B></PRE>
<DL>
<DD>Game action for left key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_LEFT">Constant Field Values</A></DL>
</DL>
<HR>
<A NAME="GAME_RIGHT"><!-- --></A><H3>
GAME_RIGHT</H3>
<PRE>
public static final int <B>GAME_RIGHT</B></PRE>
<DL>
<DD>Game action for right key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_RIGHT">Constant Field Values</A></DL>
</DL>
<HR>
<A NAME="GAME_UP"><!-- --></A><H3>
GAME_UP</H3>
<PRE>
public static final int <B>GAME_UP</B></PRE>
<DL>
<DD>Game action for UP key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_UP">Constant Field Values</A></DL>
</DL>
<HR>
<A NAME="GAME_DOWN"><!-- --></A><H3>
GAME_DOWN</H3>
<PRE>
public static final int <B>GAME_DOWN</B></PRE>
<DL>
<DD>Game action for left key
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.GAME_DOWN">Constant Field Values</A></DL>
</DL>
<HR>
<A NAME="KEY_POUND"><!-- --></A><H3>
KEY_POUND</H3>
<PRE>
public static final int <B>KEY_POUND</B></PRE>
<DL>
<DD>An attribute that encapsulates '#' int value.
<P>
<DL>
<DT><B>See Also:</B><DD><A HREF="../../../constant-values.html#com.sun.lwuit.Display.KEY_POUND">Constant Field Values</A></DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail</B></FONT></TH>
</TR>
</TABLE>
<A NAME="init(java.lang.Object)"><!-- --></A><H3>
init</H3>
<PRE>
public static void <B>init</B>(java.lang.Object m)</PRE>
<DL>
<DD>This is the Display initalization method. This method must be called before any Form is shown
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>m</CODE> - the main running MIDlet</DL>
</DD>
</DL>
<HR>
<A NAME="getInstance()"><!-- --></A><H3>
getInstance</H3>
<PRE>
public static <A HREF="../../../com/sun/lwuit/Display.html" title="class in com.sun.lwuit">Display</A> <B>getInstance</B>()</PRE>
<DL>
<DD>Return the Display instance
<P>
<DD><DL>
<DT><B>Returns:</B><DD>the Display instance</DL>
</DD>
</DL>
<HR>
<A NAME="setFramerate(int)"><!-- --></A><H3>
setFramerate</H3>
<PRE>
public void <B>setFramerate</B>(int rate)</PRE>
<DL>
<DD>Indicates the maximum frames the API will try to draw every second by defult this is set to 10. The advantage of limiting framerate is to allow the CPU to perform other tasks besides drawing. Notice that when no change is occuring on the screen no frame is drawn and so a high/low FPS will have no effect then. 10FPS would be very reasonable for a business application.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>rate</CODE> - the frame rate</DL>
</DD>
</DL>
<HR>
<A NAME="getFrameRate()"><!-- --></A><H3>
getFrameRate</H3>
<PRE>
public int <B>getFrameRate</B>()</PRE>
<DL>
<DD>Indicates the maximum frames the API will try to draw every second
<P>
<DD><DL>
<DT><B>Returns:</B><DD>the frame rate</DL>
</DD>
</DL>
<HR>
<A NAME="isEdt()"><!-- --></A><H3>
isEdt</H3>
<PRE>
public boolean <B>isEdt</B>()</PRE>
<DL>
<DD>Returns true if we are currently in the event dispatch thread. This is useful for generic code that can be used both with the EDT and outside of it.
<P>
<DD><DL>
<DT><B>Returns:</B><DD>true if we are currently in the event dispatch thread; otherwise false</DL>
</DD>
</DL>
<HR>
<A NAME="callSerially(java.lang.Runnable)"><!-- --></A><H3>
callSerially</H3>
<PRE>
public void <B>callSerially</B>(java.lang.Runnable r)</PRE>
<DL>
<DD>Causes the runnable to be invoked on the event dispatch thread. This method returns immediately and will not wait for the serial call to occur
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked on the EDT serial to the paint and key handling events
<DT><B>Throws:</B>
<DD><CODE>java.lang.IllegalStateException</CODE> - if this method is invoked on the event dispatch thread (e.g. during paint or event handling).</DL>
</DD>
</DL>
<HR>
<A NAME="callSeriallyAndWait(java.lang.Runnable)"><!-- --></A><H3>
callSeriallyAndWait</H3>
<PRE>
public void <B>callSeriallyAndWait</B>(java.lang.Runnable r)</PRE>
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