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Methods and apparatus for optimized pausing of an embedded application to render pop-up window

  • US 9,021,390 B1
  • Filed: 05/05/2010
  • Issued: 04/28/2015
  • Est. Priority Date: 05/05/2010
  • Status: Active Grant
First Claim
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1. A method comprising:

  • by one or more computing devices,executing an embedded application within the context of a first client application, wherein executing the embedded application comprises;

    executing application logic to adjust states of one or more display objects;

    rendering the one or more display objects that are associated with a stage definition in a display region of the first client application, the rendering is configured to process the one or more display objects ordered in a hierarchy structure of game object definitions, wherein the one or more display objects change based on changes to scenes being rendered and continuing to process the display objects of the hierarchy structure during the rendering of the scenes;

    in response to a trigger event, causing the first application to generate an interface component in the display region and pausing the rendering of the embedded application by;

    generating a bitmap image to define a static image based on the states of the one or more display objects associated with the stage definition;

    associating the static image with the stage definition; and

    disassociating the one or more display objects from the stage definition while maintaining the hierarchy structure of game object definitions of the one or more display objects in memory,the embedded application is configured to stop processing the one or more display objects during a time period of disassociation,wherein during the time period disassociation the stage definition is not associated with the hierarchy structure of game object definitions of the one or more display objects and is instead associated with the static image which causes the rendering to cease processing; and

    resuming the rendering of the embedded application by associating the hierarchy structure of game object definitions of the one or more display objects maintained in memory with the stage definition; and

    disassociating the static image from the stage definition, which causes the rendering to resume processing using the hierarchy structure of game object definitions of the one or more display objects, without reconstructing the hierarchy at resume of the embedded application.

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