@Override public Connection atPrio (int priority) { for (Connection c : conns) c.atPrio(priority); return this; } @Override public Connection holdWeakly () {
@Override public Connection atPrio (int priority) { for (Connection c : conns) c.atPrio(priority); return this; } @Override public Connection holdWeakly () {
public Default (Platform plat) { this.plat = plat; plat.frame.connect(new Slot<Object>() { public void onEmit (Object unused) { dispatch(); } }).atPrio(Short.MAX_VALUE); }
public Default (Platform plat) { this.plat = plat; plat.frame.connect(new Slot<Object>() { public void onEmit (Object unused) { dispatch(); } }).atPrio(Short.MAX_VALUE); }
public SceneGame (Platform plat, int updateRate) { super(plat, updateRate); GL20 gl = plat.graphics().gl; gl.glDisable(GL20.GL_CULL_FACE); gl.glEnable(GL20.GL_BLEND); gl.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA); defaultBatch = createDefaultBatch(gl); viewSurf = new Surface(plat.graphics(), plat.graphics().defaultRenderTarget, defaultBatch); rootLayer = new RootLayer(); paint.connect(new Slot<Clock>() { public void onEmit (Clock clock) { paintScene(); } }).atPrio(scenePaintPrio()); }