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💻 SVN-BASE
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<DL>
<DD>Identical to callSerially with the added benefit of waiting for the method to be invoked.
<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="invokeAndBlock(java.lang.Runnable)"><!-- --></A><H3>
invokeAndBlock</H3>
<PRE>
public void <B>invokeAndBlock</B>(java.lang.Runnable&nbsp;r)</PRE>
<DL>
<DD>Invokes runnable and blocks the current thread, if the current thread is the edt it will still be blocked however a separate thread would be launched to perform the duties of the EDT while it is blocked. Once blocking is finished the EDT would be restored to its original position. This is very similar to the "foxtrot" Swing toolkit and allows coding "simpler" logic that requires blocking code in the middle of event sensitive areas.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>r</CODE> - runnable (NOT A THREAD!) that will be invoked synchroniously by this method</DL>
</DD>
</DL>
<HR>

<A NAME="setFlashGraphicsBug(boolean)"><!-- --></A><H3>
setFlashGraphicsBug</H3>
<PRE>
public void <B>setFlashGraphicsBug</B>(boolean&nbsp;flushGraphicsBug)</PRE>
<DL>
<DD>Indicate to the implementation whether the flush graphics bug exists on this device. By default the flushGraphics bug is set to "true" and only disabled on handsets known 100% to be safe
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>flushGraphicsBug</CODE> - true if the bug exists on this device (the safe choice) false for slightly higher performance.</DL>
</DD>
</DL>
<HR>

<A NAME="setTransitionYield(int)"><!-- --></A><H3>
setTransitionYield</H3>
<PRE>
public void <B>setTransitionYield</B>(int&nbsp;transitionDelay)</PRE>
<DL>
<DD>Indicates whether a delay should exist between calls to flush graphics during transition. In some devices flushGraphics is asynchronious causing it to be very slow with our background thread. The solution is to add a short wait allowing the implementation time to paint the screen. This value is set automatically by default but can be overriden for some devices.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>transitionDelay</CODE> - -1 for no delay otherwise delay in milliseconds</DL>
</DD>
</DL>
<HR>

<A NAME="getCurrent()"><!-- --></A><H3>
getCurrent</H3>
<PRE>
public <A HREF="../../../com/sun/lwuit/Form.html" title="class in com.sun.lwuit">Form</A> <B>getCurrent</B>()</PRE>
<DL>
<DD>Return the form currently displayed on the screen or null if no form is currently displayed.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the form currently displayed on the screen or null if no form is currently displayed</DL>
</DD>
</DL>
<HR>

<A NAME="numAlphaLevels()"><!-- --></A><H3>
numAlphaLevels</H3>
<PRE>
public int <B>numAlphaLevels</B>()</PRE>
<DL>
<DD>Return the number of alpha levels supported by the implementation.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the number of alpha levels supported by the implementation</DL>
</DD>
</DL>
<HR>

<A NAME="numColors()"><!-- --></A><H3>
numColors</H3>
<PRE>
public int <B>numColors</B>()</PRE>
<DL>
<DD>Returns the number of colors applicable on the device, note that the API does not support gray scale devices.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the number of colors applicable on the device</DL>
</DD>
</DL>
<HR>

<A NAME="isLightMode()"><!-- --></A><H3>
isLightMode</H3>
<PRE>
public boolean <B>isLightMode</B>()</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setLightMode(boolean)"><!-- --></A><H3>
setLightMode</H3>
<PRE>
public void <B>setLightMode</B>(boolean&nbsp;lightMode)</PRE>
<DL>
<DD>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.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getDisplayWidth()"><!-- --></A><H3>
getDisplayWidth</H3>
<PRE>
public int <B>getDisplayWidth</B>()</PRE>
<DL>
<DD>Return the width of the display
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the width of the display</DL>
</DD>
</DL>
<HR>

<A NAME="getDisplayHeight()"><!-- --></A><H3>
getDisplayHeight</H3>
<PRE>
public int <B>getDisplayHeight</B>()</PRE>
<DL>
<DD>Return the height of the display
<P>
<DD><DL>

<DT><B>Returns:</B><DD>the height of the display</DL>
</DD>
</DL>
<HR>

<A NAME="getGameAction(int)"><!-- --></A><H3>
getGameAction</H3>
<PRE>
public int <B>getGameAction</B>(int&nbsp;keyCode)</PRE>
<DL>
<DD>Returns the game action code matching the given key combination
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>keyCode</CODE> - key code received from the event
<DT><B>Returns:</B><DD>game action matching this keycode</DL>
</DD>
</DL>
<HR>

<A NAME="getKeyCode(int)"><!-- --></A><H3>
getKeyCode</H3>
<PRE>
public int <B>getKeyCode</B>(int&nbsp;gameAction)</PRE>
<DL>
<DD>Returns the keycode matching the given game action constant (the opposite of getGameAction)
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>gameAction</CODE> - game action constant from this class
<DT><B>Returns:</B><DD>keycode matching this constant</DL>
</DD>
</DL>
<HR>

<A NAME="isThirdSoftButton()"><!-- --></A><H3>
isThirdSoftButton</H3>
<PRE>
public boolean <B>isThirdSoftButton</B>()</PRE>
<DL>
<DD>Indicates whether the 3rd softbutton should be supported on this device
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setThirdSoftButton(boolean)"><!-- --></A><H3>
setThirdSoftButton</H3>
<PRE>
public void <B>setThirdSoftButton</B>(boolean&nbsp;thirdSoftButton)</PRE>
<DL>
<DD>Indicates whether the 3rd softbutton should be supported on this device
<P>
<DD><DL>
</DL>
</DD>
</DL>
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