@Override public boolean isCloseRequested() { return Display.isCloseRequested(); }
if (Display.isCloseRequested()) listener.requestClose(false);
public void run () { if (!running || Display.isCloseRequested()) { running = false; stopped();
public void run () { if (!running || Display.isCloseRequested()) { running = false; stopped();
while (running) { Display.processMessages(); if (Display.isCloseRequested()) exit();
while (running) { Display.processMessages(); if (Display.isCloseRequested()) exit();
@MainThread public boolean isClosing() { return Display.isCreated() && Display.isCloseRequested(); }
int updates = 0; int frames = 0; while(!Display.isCloseRequested() && !getCloseRequested())
if (Display.isCloseRequested()) listener.requestClose(false);
/** * Strategy for overloading game loop context handling * * @throws SlickException Indicates a game failure */ protected void gameLoop() throws SlickException { int delta = getDelta(); if (!Display.isVisible() && updateOnlyOnVisible) { try { Thread.sleep(100); } catch (Exception e) {} } else { try { updateAndRender(delta); } catch (SlickException e) { Log.error(e); running = false; return; } } updateFPS(); Display.update(); if (Display.isCloseRequested()) { if (game.closeRequested()) { running = false; } } }
long startTime = System.currentTimeMillis() + 5000; long fps = 0; while (run && !Display.isCloseRequested()) {
@Override protected void loop () { boolean wasActive = Display.isActive(); while (!Display.isCloseRequested()) { // notify the app if lose or regain focus (treat said as pause/resume) boolean newActive = Display.isActive(); if (wasActive != newActive) { dispatchEvent(lifecycle, wasActive ? Lifecycle.PAUSE : Lifecycle.RESUME); wasActive = newActive; } ((LWJGLGraphics)graphics()).checkScaleFactor(); // process frame, if we don't need to provide true pausing if (newActive || !config.truePause) processFrame(); Display.update(); // sleep until it's time for the next frame Display.sync(60); } }
@Override public void run(final Game game) { if (!config.headless) { try { Display.create(); } catch (LWJGLException e) { throw new RuntimeException(e); } } init(game); boolean wasActive = Display.isActive(); while (!Display.isCloseRequested()) { // Notify the app if lose or regain focus (treat said as pause/resume). boolean newActive = Display.isActive(); if (wasActive != newActive) { if (wasActive) onPause(); else onResume(); wasActive = newActive; } // Process frame, if we don't need to provide true pausing if (newActive || !config.truePause) processFrame(game); Display.update(); // Sleep until it's time for the next frame. Display.sync(60); } shutdown(); }
@Override public void run(final Game game) { if (!config.headless) { try { Display.create(); } catch (LWJGLException e) { throw new RuntimeException(e); } } init(game); boolean wasActive = Display.isActive(); while (!Display.isCloseRequested()) { // Notify the app if lose or regain focus (treat said as pause/resume). boolean newActive = Display.isActive(); if (wasActive != newActive) { if (wasActive) onPause(); else onResume(); wasActive = newActive; } // Process frame, if we don't need to provide true pausing if (newActive || !config.truePause) processFrame(game); Display.update(); // Sleep until it's time for the next frame. Display.sync(60); } shutdown(); }
public void run () { if (!running || Display.isCloseRequested()) { running = false; stopped();
int height; while (!Display.isCloseRequested()) {
private void runGUILoop(GuiScreen screen) throws IOException { displayGuiScreen(screen); while (running && currentScreen != null && !(currentScreen instanceof GuiMainMenu) && !(Loader.isModLoaded("custommainmenu") && currentScreen instanceof GuiCustom)) { if (Display.isCreated() && Display.isCloseRequested()) System.exit(0); leftClickCounter = 10000; currentScreen.handleInput();
startEngine(); while (!Display.isCloseRequested()) {
while (running) { Display.processMessages(); if (Display.isCloseRequested()) exit();
while (running) { Display.processMessages(); if (Display.isCloseRequested()) { exit();