gamecanvas.java
来自「This is a resource based on j2me embedde」· Java 代码 · 共 373 行 · 第 1/2 页
JAVA
373 行
/* * * * Copyright 1990-2007 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License version * 2 only, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License version 2 for more details (a copy is * included at /legal/license.txt). * * You should have received a copy of the GNU General Public License * version 2 along with this work; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA * 02110-1301 USA * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa * Clara, CA 95054 or visit www.sun.com if you need additional * information or have any questions. */package javax.microedition.lcdui.game;import javax.microedition.lcdui.Graphics;import javax.microedition.lcdui.Canvas;import com.sun.midp.lcdui.GameMap;import com.sun.midp.lcdui.GameCanvasLFImpl;import com.sun.midp.lcdui.GameAccess;/** * The GameCanvas class provides the basis for a game user interface. In * addition to the features inherited from Canvas (commands, input events, * etc.) it also provides game-specific capabilities such as an * off-screen graphics buffer and the ability to query key status. * <p> * A dedicated buffer is created for each GameCanvas instance. Since a * unique buffer is provided for each GameCanvas instance, it is preferable * to re-use a single GameCanvas instance in the interests of minimizing * heap usage. The developer can assume that the contents of this buffer * are modified only by calls to the Graphics object(s) obtained from the * GameCanvas instance; the contents are not modified by external sources * such as other MIDlets or system-level notifications. The buffer is * initially filled with white pixels. * <p> * The buffer's size is set to the maximum dimensions of the GameCanvas. * However, the area that may be flushed is limited by the current * dimensions of the GameCanvas (as influenced by the presence of a Ticker, * Commands, etc.) when the flush is requested. The current dimensions of * the GameCanvas may be obtained by calling * {@link javax.microedition.lcdui.Canvas#getWidth getWidth} and * {@link javax.microedition.lcdui.Canvas#getHeight getHeight}. * <p> * A game may provide its own thread to run the game loop. A typical loop * will check for input, implement the game logic, and then render the updated * user interface. The following code illustrates the structure of a typical * game loop: <code> * <pre> * // Get the Graphics object for the off-screen buffer * Graphics g = getGraphics(); * * while (true) { * // Check user input and update positions if necessary * int keyState = getKeyStates(); * if ((keyState & LEFT_PRESSED) != 0) { * sprite.move(-1, 0); * } * else if ((keyState & RIGHT_PRESSED) != 0) { * sprite.move(1, 0); * } * * // Clear the background to white * g.setColor(0xFFFFFF); * g.fillRect(0,0,getWidth(), getHeight()); * * // Draw the Sprite * sprite.paint(g); * * // Flush the off-screen buffer * flushGraphics(); * } * </pre> * </code> * <P> **/public abstract class GameCanvas extends Canvas{ /** The look&feel implementation associated with this GameCanvas */ private GameCanvasLFImpl gameCanvasLF; /** Implementor of GameAccess interface handed out to external packages */ private static GameAccess gameAccess; /** * The bit representing the UP key. This constant has a value of * <code>0x0002</code> (1 << Canvas.UP). */ public static final int UP_PRESSED = 1 << Canvas.UP; /** * The bit representing the DOWN key. This constant has a value of * <code>0x0040</code> (1 << Canvas.DOWN). */ public static final int DOWN_PRESSED = 1 << Canvas.DOWN; /** * The bit representing the LEFT key. This constant has a value of * <code>0x0004</code> (1 << Canvas.LEFT). */ public static final int LEFT_PRESSED = 1 << Canvas.LEFT; /** * The bit representing the RIGHT key. This constant has a value of * <code>0x0020</code> (1 << Canvas.RIGHT). */ public static final int RIGHT_PRESSED = 1 << Canvas.RIGHT; /** * The bit representing the FIRE key. This constant has a value of * <code>0x0100</code> (1 << Canvas.FIRE). */ public static final int FIRE_PRESSED = 1 << Canvas.FIRE; /** * The bit representing the GAME_A key (may not be supported on all * devices). This constant has a value of * <code>0x0200</code> (1 << Canvas.GAME_A). */ public static final int GAME_A_PRESSED = 1 << Canvas.GAME_A; /** * The bit representing the GAME_B key (may not be supported on all * devices). This constant has a value of * <code>0x0400</code> (1 << Canvas.GAME_B). */ public static final int GAME_B_PRESSED = 1 << Canvas.GAME_B; /** * The bit representing the GAME_C key (may not be supported on all * devices). This constant has a value of * <code>0x0800</code> (1 << Canvas.GAME_C). */ public static final int GAME_C_PRESSED = 1 << Canvas.GAME_C; /** * The bit representing the GAME_D key (may not be supported on all * devices). This constant has a value of * <code>0x1000</code> (1 << Canvas.GAME_D). */ public static final int GAME_D_PRESSED = 1 << Canvas.GAME_D; /** * Creates a new instance of a GameCanvas. A new buffer is also created * for the GameCanvas and is initially filled with white pixels. * <p> * If the developer only needs to query key status using the getKeyStates * method, the regular key event mechanism can be suppressed for game keys * while this GameCanvas is shown. If not needed by the application, the * suppression of key events may improve performance by eliminating * unnecessary system calls to keyPressed, keyRepeated and keyReleased * methods. * <p> * If requested, key event suppression for a given GameCanvas is started * when it is shown (i.e. when showNotify is called) and stopped when it * is hidden (i.e. when hideNotify is called). Since the showing and * hiding of screens is serialized with the event queue, this arrangement * ensures that the suppression effects only those key events intended for * the corresponding GameCanvas. Thus, if key events are being generated * while another screen is still shown, those key events will continue to * be queued and dispatched until that screen is hidden and the GameCanvas * has replaced it. * <p> * Note that key events can be suppressed only for the defined game keys * (UP, DOWN, FIRE, etc.); key events are always generated for all other * keys. * <p> * @param suppressKeyEvents <code>true</code> to suppress the regular * key event mechanism for game keys, otherwise <code>false</code>. */ protected GameCanvas(boolean suppressKeyEvents) {
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