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1  Java Game APIs & Engines / J2ME / Re: Custom game UI on: 2003-12-19 07:21:50
True. That's why I had to recode everything (including 'get name' screens etc) to use custom, low-level based UI.
2  Java Game APIs & Engines / J2ME / Re: Custom game UI on: 2003-12-19 05:07:19
I'm afraid I didn't find any solution. Well, I did, but it's not what I hoped for. I simply recoded everything to use one canvas, so no setCurrent() needed (apart from the one at the beginning of course).
3  Java Game APIs & Engines / J2ME / Re: Custom game UI on: 2003-12-12 09:13:37
I don't. I only call repaint() in order to refresh the selection bar. The flickering I mentioned happens when I have to switch to different menu screen (for example from main menu to settings menu with totally different options), then I have to call setCurrent().
4  Java Game APIs & Engines / J2ME / Re: Custom game UI on: 2003-12-12 07:37:58
Thanks for the tips. I have these Nokia documents, they're quite OK, but sadly they don't describe the details. Right now I have a FullCanvas derived class where I blit my menu. I don't use threads and repaint manually when the user moves selection bar. Seems to work OK except for that flickering problem. It's not caused by the lack of buffering it's rather something connected with the "Display.setCurrent()" you mention. When I switch between different menu screens (with setCurrent()) I can see the Nokia application menu (with "game", "settings" etc icons) for a fraction of second.
5  Java Game APIs & Engines / J2ME / Custom game UI on: 2003-12-12 06:51:41
Can anyone direct me to any _good_ (detailed, not only general guidelines) examples/documents about doing custom game UI (using low level classes), especially for Nokia S60 phones? I'm having some problems with that (like, should I use separate thread for each menu screen, I experience flickering when switching screens etc). Thanks in advance.
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