📄 transition3d.html.svn-base
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<DD>Optional operation to cleanup the garbage left over by a running transition
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html#cleanup()">cleanup</A></CODE> in class <CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html" title="class in com.sun.lwuit.animations">Transition</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setMaxTextureDimension(int)"><!-- --></A><H3>
setMaxTextureDimension</H3>
<PRE>
public static void <B>setMaxTextureDimension</B>(int size)</PRE>
<DL>
<DD>Allows performance/memory sensitive devices to define a maximum size for the texture thus increasing performance on the expence of quality.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>size</CODE> - </DL>
</DD>
</DL>
<HR>
<A NAME="createRotation(int, boolean)"><!-- --></A><H3>
createRotation</H3>
<PRE>
public static <A HREF="../../../../com/sun/lwuit/animations/Transition3D.html" title="class in com.sun.lwuit.animations">Transition3D</A> <B>createRotation</B>(int duration,
boolean rotateRight)</PRE>
<DL>
<DD>Creates a rotation transition from the current form to the next form
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>duration</CODE> - duration in milliseconds of the transition<DD><CODE>rotateRight</CODE> - indicates rotating towards the right side or the left side true == right
<DT><B>Returns:</B><DD>newly created transition object</DL>
</DD>
</DL>
<HR>
<A NAME="createCube(int, boolean)"><!-- --></A><H3>
createCube</H3>
<PRE>
public static <A HREF="../../../../com/sun/lwuit/animations/Transition3D.html" title="class in com.sun.lwuit.animations">Transition3D</A> <B>createCube</B>(int duration,
boolean rotateRight)</PRE>
<DL>
<DD>Creates a cube rotation transition from the current form to the next form
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>duration</CODE> - duration in milliseconds of the transition<DD><CODE>rotateRight</CODE> - indicates rotating towards the right side or the left side true == right
<DT><B>Returns:</B><DD>newly created transition object</DL>
</DD>
</DL>
<HR>
<A NAME="createFlyIn(int)"><!-- --></A><H3>
createFlyIn</H3>
<PRE>
public static <A HREF="../../../../com/sun/lwuit/animations/Transition3D.html" title="class in com.sun.lwuit.animations">Transition3D</A> <B>createFlyIn</B>(int duration)</PRE>
<DL>
<DD>Creates a fly in transition object.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>duration</CODE> - duration in milliseconds of the transition
<DT><B>Returns:</B><DD>newly created transition object</DL>
</DD>
</DL>
<HR>
<A NAME="copy()"><!-- --></A><H3>
copy</H3>
<PRE>
public <A HREF="../../../../com/sun/lwuit/animations/Transition.html" title="class in com.sun.lwuit.animations">Transition</A> <B>copy</B>()</PRE>
<DL>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html#copy()">copy</A></CODE> in class <CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html" title="class in com.sun.lwuit.animations">Transition</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="animate()"><!-- --></A><H3>
animate</H3>
<PRE>
public boolean <B>animate</B>()</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html#animate()">Animation</A></CODE></B></DD>
<DD>Allows the animation to reduce "repaint" calls when it returns false. It is called once for every frame. Frames are defined by the <A HREF="../../../../com/sun/lwuit/Display.html" title="class in com.sun.lwuit"><CODE>Display</CODE></A> class.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html#animate()">animate</A></CODE> in interface <CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html" title="interface in com.sun.lwuit.animations">Animation</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Returns:</B><DD>true if a repaint is desired or false if no repaint is necessary</DL>
</DD>
</DL>
<HR>
<A NAME="paint(com.sun.lwuit.Graphics)"><!-- --></A><H3>
paint</H3>
<PRE>
public void <B>paint</B>(<A HREF="../../../../com/sun/lwuit/Graphics.html" title="class in com.sun.lwuit">Graphics</A> g)</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html#paint(com.sun.lwuit.Graphics)">Animation</A></CODE></B></DD>
<DD>Draws the animation, within a component the standard paint method would be invoked since it bares the exact same signature.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html#paint(com.sun.lwuit.Graphics)">paint</A></CODE> in interface <CODE><A HREF="../../../../com/sun/lwuit/animations/Animation.html" title="interface in com.sun.lwuit.animations">Animation</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="initTransition()"><!-- --></A><H3>
initTransition</H3>
<PRE>
public void <B>initTransition</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html#initTransition()">Transition</A></CODE></B></DD>
<DD>Callback thats invoked before a transition begins, the source form may be null for the first form in the application.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html#initTransition()">initTransition</A></CODE> in class <CODE><A HREF="../../../../com/sun/lwuit/animations/Transition.html" title="class in com.sun.lwuit.animations">Transition</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="paintM3G(javax.microedition.m3g.Graphics3D)"><!-- --></A><H3>
paintM3G</H3>
<PRE>
public void <B>paintM3G</B>(javax.microedition.m3g.Graphics3D g)</PRE>
<DL>
<DD><B>Description copied from interface: <CODE><A HREF="../../../../com/sun/lwuit/M3G.Callback.html#paintM3G(javax.microedition.m3g.Graphics3D)">M3G.Callback</A></CODE></B></DD>
<DD>Invoked as a result of a renderM3G call, receives a bound and ready Graphics3D object that doesn't need "releaseTarget()" calls. Make sure to return properly from this method or painting won't continue until you do.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../com/sun/lwuit/M3G.Callback.html#paintM3G(javax.microedition.m3g.Graphics3D)">paintM3G</A></CODE> in interface <CODE><A HREF="../../../../com/sun/lwuit/M3G.Callback.html" title="interface in com.sun.lwuit">M3G.Callback</A></CODE></DL>
</DD>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>g</CODE> - Graphics3D object from the M3G API<DT><B>See Also:</B><DD><A HREF="../../../../com/sun/lwuit/M3G.html" title="class in com.sun.lwuit"><CODE>M3G</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="isHighQualityMode()"><!-- --></A><H3>
isHighQualityMode</H3>
<PRE>
public boolean <B>isHighQualityMode</B>()</PRE>
<DL>
<DD>High quality mode renders the transition using smoother graphics but can take a whole lot more memory per texture and bitmap resulting in a likely out of memory error on high resolution/low memory devices with complex UI elements.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="setHighQualityMode(boolean)"><!-- --></A><H3>
setHighQualityMode</H3>
<PRE>
public void <B>setHighQualityMode</B>(boolean highQualityMode)</PRE>
<DL>
<DD>High quality mode renders the transition using smoother graphics but can take a whole lot more memory per texture and bitmap resulting in a likely out of memory error on high resolution/low memory devices with complex UI elements.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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