I encountered an issue, that my boss couldn't accept.
I write a game with much graphics (about 100 KB) and some sounds (about 6 KB). I don't use any of the standard menus - all is made with custom font, custom backgrounds, etc, drawn on GameCanvas with full screen set.
My problem is that when I use display.setCurrent(), white screen appears for a fraction of a second, and then the requested screen appears.
As far as I know, it doesn't happen on Nokia 7650, but annoys my boss on Nokia 6600. Such white screen flashes also appears on the blue Nokia emulator.
All I understood from ur posting is that U r developing a canvas based app;
I could not understand why u r using display.setCurrent() multiple times.
IMHO U need only one canvas to do all the operations;
Even if u r using multiple classes; draw every thing in a main canvas;So that I suppose ur problem will be solved.
Hope this helps!
PS: plz dont post same thread at multiple sections....It may lead to confusions...
You mean create the canvas, put all game's painting (menus, intro, highscore, level selection, etc.) in one paint method, and switch the painting and reactons for key presses from other classes?
Or just to paint in the graphics context, taken from this one canvas?
The latter would be easier, because the game is almost finished, but what about user input then?
As it is mentioned in the thread, when switching canvases there is a problem, system screen (with antenna gauge etc) came up and is overwritten with the new canvas. Is it a problem of OS or JRE or is it just wrong programming practice ?