本文整理了Java中com.badlogic.gdx.scenes.scene2d.Stage.getActionsRequestRendering()
方法的一些代码示例,展示了Stage.getActionsRequestRendering()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Stage.getActionsRequestRendering()
方法的具体详情如下:
包路径:com.badlogic.gdx.scenes.scene2d.Stage
类名称:Stage
方法名:getActionsRequestRendering
暂无
代码示例来源:origin: libgdx/libgdx
public void addAction (Action action) {
action.setActor(this);
actions.add(action);
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
代码示例来源:origin: libgdx/libgdx
@Override
public void act (float delta) {
super.act(delta);
if (animateTime > 0) {
animateTime -= delta;
Stage stage = getStage();
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
}
代码示例来源:origin: libgdx/libgdx
@Override
public void act (float delta) {
super.act(delta);
if (animateTime > 0) {
animateTime -= delta;
Stage stage = getStage();
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
}
代码示例来源:origin: libgdx/libgdx
public void addAction (Action action) {
action.setActor(this);
actions.add(action);
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
代码示例来源:origin: libgdx/libgdx
/** Updates the actor based on time. Typically this is called each frame by {@link Stage#act(float)}.
* <p>
* The default implementation calls {@link Action#act(float)} on each action and removes actions that are complete.
* @param delta Time in seconds since the last frame. */
public void act (float delta) {
Array<Action> actions = this.actions;
if (actions.size == 0) return;
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
try {
for (int i = 0; i < actions.size; i++) {
Action action = actions.get(i);
if (action.act(delta) && i < actions.size) {
Action current = actions.get(i);
int actionIndex = current == action ? i : actions.indexOf(action, true);
if (actionIndex != -1) {
actions.removeIndex(actionIndex);
action.setActor(null);
i--;
}
}
}
} catch (RuntimeException ex) {
String context = toString();
throw new RuntimeException("Actor: " + context.substring(0, Math.min(context.length(), 128)), ex);
}
}
代码示例来源:origin: libgdx/libgdx
/** Updates the actor based on time. Typically this is called each frame by {@link Stage#act(float)}.
* <p>
* The default implementation calls {@link Action#act(float)} on each action and removes actions that are complete.
* @param delta Time in seconds since the last frame. */
public void act (float delta) {
Array<Action> actions = this.actions;
if (actions.size == 0) return;
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
try {
for (int i = 0; i < actions.size; i++) {
Action action = actions.get(i);
if (action.act(delta) && i < actions.size) {
Action current = actions.get(i);
int actionIndex = current == action ? i : actions.indexOf(action, true);
if (actionIndex != -1) {
actions.removeIndex(actionIndex);
action.setActor(null);
i--;
}
}
}
} catch (RuntimeException ex) {
String context = toString();
throw new RuntimeException("Actor: " + context.substring(0, Math.min(context.length(), 128)), ex);
}
}
代码示例来源:origin: libgdx/libgdx
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
代码示例来源:origin: libgdx/libgdx
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
代码示例来源:origin: libgdx/libgdx
if (stage != null && stage.getActionsRequestRendering() && isPressed != clickListener.isPressed())
Gdx.graphics.requestRendering();
代码示例来源:origin: libgdx/libgdx
if (stage != null && stage.getActionsRequestRendering() && isPressed != clickListener.isPressed())
Gdx.graphics.requestRendering();
代码示例来源:origin: com.badlogicgames.gdx/gdx
public void addAction (Action action) {
action.setActor(this);
actions.add(action);
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
@Override
public void act (float delta) {
super.act(delta);
if (animateTime > 0) {
animateTime -= delta;
Stage stage = getStage();
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
}
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
/** Updates the actor based on time. Typically this is called each frame by {@link Stage#act(float)}.
* <p>
* The default implementation calls {@link Action#act(float)} on each action and removes actions that are complete.
* @param delta Time in seconds since the last frame. */
public void act (float delta) {
Array<Action> actions = this.actions;
if (actions.size > 0) {
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
for (int i = 0; i < actions.size; i++) {
Action action = actions.get(i);
if (action.act(delta) && i < actions.size) {
Action current = actions.get(i);
int actionIndex = current == action ? i : actions.indexOf(action, true);
if (actionIndex != -1) {
actions.removeIndex(actionIndex);
action.setActor(null);
i--;
}
}
}
}
}
代码示例来源:origin: com.badlogicgames.gdx/gdx
if (stage != null && stage.getActionsRequestRendering()) Gdx.graphics.requestRendering();
代码示例来源:origin: stackoverflow.com
if (stage != null && stage.getActionsRequestRendering()){
Gdx.graphics.requestRendering();
代码示例来源:origin: com.badlogicgames.gdx/gdx
if (stage != null && stage.getActionsRequestRendering() && isPressed != clickListener.isPressed())
Gdx.graphics.requestRendering();
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