本文整理汇总了Java中master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState类的典型用法代码示例。如果您正苦于以下问题:Java RenderingState类的具体用法?Java RenderingState怎么用?Java RenderingState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
RenderingState类属于master.flame.danmaku.danmaku.renderer.IRenderer包,在下文中一共展示了RenderingState类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
public long drawDanmakus() {
if (!this.isSurfaceCreated) {
return 0;
}
if (!isShown()) {
return -1;
}
long stime = SystemClock.uptimeMillis();
Canvas canvas = this.mSurfaceHolder.lockCanvas();
if (canvas != null) {
if (this.handler != null) {
RenderingState rs = this.handler.draw(canvas);
if (this.mShowFps) {
if (this.mDrawTimes == null) {
this.mDrawTimes = new LinkedList();
}
long dtime = SystemClock.uptimeMillis() - stime;
DrawHelper.drawFPS(canvas, String.format(Locale.getDefault(), "fps %.2f,time:%d s,cache:%d,miss:%d", new Object[]{Float.valueOf(fps()), Long.valueOf(getCurrentTime() / 1000), Long.valueOf(rs.cacheHitCount), Long.valueOf(rs.cacheMissCount)}));
}
}
if (this.isSurfaceCreated) {
this.mSurfaceHolder.unlockCanvasAndPost(canvas);
}
}
return SystemClock.uptimeMillis() - stime;
}
示例2: onDraw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
protected void onDraw(Canvas canvas) {
if (this.mDanmakuVisible || this.mRequestRender) {
if (this.mClearFlag) {
DrawHelper.clearCanvas(canvas);
this.mClearFlag = false;
} else if (this.handler != null) {
RenderingState rs = this.handler.draw(canvas);
if (this.mShowFps) {
if (this.mDrawTimes == null) {
this.mDrawTimes = new LinkedList();
}
DrawHelper.drawFPS(canvas, String.format(Locale.getDefault(), "fps %.2f,time:%d s,cache:%d,miss:%d", new Object[]{Float.valueOf(fps()), Long.valueOf(getCurrentTime() / 1000), Long.valueOf(rs.cacheHitCount), Long.valueOf(rs.cacheMissCount)}));
}
}
this.mRequestRender = false;
unlockCanvasAndPost();
return;
}
super.onDraw(canvas);
}
示例3: onDraw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
protected void onDraw(Canvas canvas) {
if ((!mDanmakuVisible) && (!mRequestRender)) {
super.onDraw(canvas);
return;
}
if (mClearFlag) {
DrawHelper.clearCanvas(canvas);
mClearFlag = false;
} else {
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
}
mRequestRender = false;
unlockCanvasAndPost();
}
示例4: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
protected RenderingState drawDanmakus(AbsDisplayer<?> disp, DanmakuTimer timer) {
if (danmakuList != null) {
Canvas canvas = (Canvas) disp.getExtraData();
if (clearFlag > 0) {
DrawHelper.clearCanvas(canvas);
clearFlag--;
} else {
float[] refreshRect = mRenderer.getRefreshArea().mRefreshRect;
mRectCache.push(refreshRect);
float[] rect = mRectCache.getRect();
DrawHelper.clearCanvas(canvas, Math.max(0, rect[0]), Math.max(0, rect[1]),
Math.min(disp.getWidth(), rect[2]), Math.min(disp.getHeight(), rect[3]));
}
long currMills = timer.currMillisecond;
danmakus = danmakuList.sub(currMills - DanmakuFactory.MAX_DANMAKU_DURATION - 100,
currMills);
if (danmakus != null) {
return mRenderer.draw(mDisp, danmakus, mStartRenderTime);
}
}
return null;
}
示例5: draw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
public RenderingState draw(Canvas canvas) {
if (this.drawTask == null) {
return this.mRenderingState;
}
this.mDisp.setExtraData(canvas);
this.mRenderingState.set(this.drawTask.draw(this.mDisp));
recordRenderingTime();
return this.mRenderingState;
}
示例6: draw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
public RenderingState draw(AbsDisplayer displayer) {
RenderingState result = super.draw(displayer);
synchronized (this.mDrawingNotify) {
this.mDrawingNotify.notify();
}
if (!(result == null || this.mCacheManager == null || result.incrementCount >= -20)) {
this.mCacheManager.requestClearTimeout();
this.mCacheManager.requestBuild(-this.mContext.mDanmakuFactory.MAX_DANMAKU_DURATION);
}
return result;
}
示例7: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
public synchronized long drawDanmakus() {
long dtime;
if (this.isSurfaceCreated) {
long stime = SystemClock.uptimeMillis();
if (isShown()) {
Canvas canvas = lockCanvas();
if (canvas != null) {
if (this.handler != null) {
RenderingState rs = this.handler.draw(canvas);
if (this.mShowFps) {
if (this.mDrawTimes == null) {
this.mDrawTimes = new LinkedList();
}
dtime = SystemClock.uptimeMillis() - stime;
DrawHelper.drawFPS(canvas, String.format(Locale.getDefault(), "fps %.2f,time:%d s,cache:%d,miss:%d", new Object[]{Float.valueOf(fps()), Long.valueOf(getCurrentTime() / 1000), Long.valueOf(rs.cacheHitCount), Long.valueOf(rs.cacheMissCount)}));
}
}
if (this.isSurfaceCreated) {
unlockCanvasAndPost(canvas);
}
}
dtime = SystemClock.uptimeMillis() - stime;
} else {
dtime = -1;
}
} else {
dtime = 0;
}
return dtime;
}
示例8: draw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
public RenderingState draw(Canvas canvas) {
if (drawTask == null)
return mRenderingState;
mDisp.setExtraData(canvas);
mRenderingState.set(drawTask.draw(mDisp));
recordRenderingTime();
return mRenderingState;
}
示例9: draw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public RenderingState draw(AbsDisplayer displayer) {
RenderingState result = super.draw(displayer);
synchronized (mDrawingNotify) {
mDrawingNotify.notify();
}
if (result != null && mCacheManager != null) {
if (result.incrementCount < -20) {
mCacheManager.requestClearTimeout();
mCacheManager.requestBuild(-mContext.mDanmakuFactory.MAX_DANMAKU_DURATION);
}
}
return result;
}
示例10: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public long drawDanmakus() {
if (!isSurfaceCreated)
return 0;
if (!isShown())
return -1;
long stime = SystemClock.uptimeMillis();
long dtime = 0;
Canvas canvas = mSurfaceHolder.lockCanvas();
if (canvas != null){
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
dtime = SystemClock.uptimeMillis() - stime;
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
if (isSurfaceCreated)
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
dtime = SystemClock.uptimeMillis() - stime;
return dtime;
}
示例11: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public synchronized long drawDanmakus() {
if (!isSurfaceCreated)
return 0;
long stime = SystemClock.uptimeMillis();
if (!isShown())
return -1;
long dtime = 0;
Canvas canvas = lockCanvas();
if (canvas != null) {
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
dtime = SystemClock.uptimeMillis() - stime;
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
if (isSurfaceCreated)
unlockCanvasAndPost(canvas);
}
dtime = SystemClock.uptimeMillis() - stime;
return dtime;
}
示例12: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public long drawDanmakus() {
if (!isSurfaceCreated)
return 0;
if (!isShown())
return -1;
long stime = System.currentTimeMillis();
long dtime = 0;
Canvas canvas = mSurfaceHolder.lockCanvas();
if (canvas != null){
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
dtime = System.currentTimeMillis() - stime;
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
if (isSurfaceCreated)
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
dtime = System.currentTimeMillis() - stime;
return dtime;
}
示例13: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public synchronized long drawDanmakus() {
if (!isSurfaceCreated)
return 0;
long stime = System.currentTimeMillis();
if (!isShown())
return -1;
long dtime = 0;
Canvas canvas = lockCanvas();
if (canvas != null) {
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
dtime = System.currentTimeMillis() - stime;
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
if (isSurfaceCreated)
unlockCanvasAndPost(canvas);
}
dtime = System.currentTimeMillis() - stime;
return dtime;
}
示例14: drawDanmakus
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public long drawDanmakus() {
if (!isSurfaceCreated)
return 0;
if (!isShown())
return -1;
long stime = SystemClock.uptimeMillis();
long dtime = 0;
Canvas canvas = mSurfaceHolder.lockCanvas();
if (canvas != null) {
if (handler != null) {
RenderingState rs = handler.draw(canvas);
if (mShowFps) {
if (mDrawTimes == null)
mDrawTimes = new LinkedList<Long>();
dtime = SystemClock.uptimeMillis() - stime;
String fps = String.format(Locale.getDefault(),
"fps %.2f,time:%d s,cache:%d,miss:%d", fps(), getCurrentTime() / 1000,
rs.cacheHitCount, rs.cacheMissCount);
DrawHelper.drawFPS(canvas, fps);
}
}
if (isSurfaceCreated)
mSurfaceHolder.unlockCanvasAndPost(canvas);
}
dtime = SystemClock.uptimeMillis() - stime;
return dtime;
}
示例15: draw
import master.flame.danmaku.danmaku.renderer.IRenderer.RenderingState; //导入依赖的package包/类
@Override
public RenderingState draw(AbsDisplayer<?> displayer) {
RenderingState result = null;
synchronized (danmakuList) {
result = super.draw(displayer);
}
synchronized(mDrawingNotify){
mDrawingNotify.notify();
}
return result;
}