libgdx使用了全屏模式之後,在某些機型會出現崩潰的情況,兩年前就存在了,一直到現在為止,官方都沒進行修複,其崩潰原因就是在源碼AndroidGraphics.java中的onPause可以看到這樣子的一段代碼:
void pause () {
synchronized (synch) {
if (!running) return;
running = false;
pause = true;
while (pause) {
try {
// TODO: fix deadlock race condition with quick resume/pause.
// Temporary workaround:
// Android ANR time is 5 seconds, so wait up to 4 seconds before assuming
// deadlock and killing process. This can easily be triggered by opening the
// Recent Apps list and then double-tapping the Recent Apps button with
// ~500ms between taps.
synch.wait(4000);
if (pause) {
// pause will never go false if onDrawFrame is never called by the GLThread
// when entering this method, we MUST enforce continuous rendering
Gdx.app.error(LOG_TAG, "waiting for pause synchronization took too long; assuming deadlock and killing");
android.os.Process.killProcess(android.os.Process.myPid());
}
} catch (InterruptedException ignored) {
Gdx.app.log(LOG_TAG, "waiting for pause synchronization failed!");
}
}
}
}
複制
崩潰的提示就是在這個方法中進行抛出的,解決方法就是,不讓他抛出這個錯誤,就是在try裡面把pause改為false,目前的解決方法是這樣子,靜候官方的修複了,自定義一個類,例如我用的是AndroidFragmentApplication,我自定義一個PatchedAndroidFragmentApplication,在onPause之後利用線程延遲100毫秒,執行一個onDrawFrame,使得pause為false即可:
open class PatchedAndroidFragmentApplication : AndroidFragmentApplication() {
private val exec = Executors.newSingleThreadExecutor()
private val forcePause = Runnable {
try {
Thread.sleep(100)
} catch (e: InterruptedException) {
}
graphics.onDrawFrame(null)
}
override fun onPause() {
if (activity!!.window.attributes.flags and WindowManager.LayoutParams.FLAG_FULLSCREEN == WindowManager.LayoutParams.FLAG_FULLSCREEN) {
// 是全屏
exec.submit(forcePause)
}
super.onPause()
}
}
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然後你的Fragment就繼承這個自定義的類就行。
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