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Fixed out of sequence titles.

mitm 8 năm trước cách đây
mục cha
commit
6fdae3e7a5
1 tập tin đã thay đổi với 9 bổ sung9 xóa
  1. 9 9
      src/docs/asciidoc/jme3/android.adoc

+ 9 - 9
src/docs/asciidoc/jme3/android.adoc

@@ -1,6 +1,6 @@
 = Android Support in the jMonkeyEngine
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :keywords: documentation, sdk, android, deployment, tool
 :relfileprefix: ../
@@ -75,7 +75,7 @@ Mobile deployment is a “one-click option next to Desktop/WebStart/Applet deplo
 .  Open the jMonkeyEngine SDK Options>Mobile and enter the path to your Android SDK directory, and click OK. E.g. `C:\Program Files\android-sdk`
 
 
-==== Activate Android Deployment
+=== Activate Android Deployment
 
 .  Open an existing JME3 project, or create a new JME3 project.
 .  Right-click the project node in the Projects Window and open the Properties.
@@ -90,7 +90,7 @@ image:jme3/nvyyd.png[nvyyd.png,width="",height=""]
 The Android deployment option creates a separate sub-project for android and makes the main project and associated libraries available to the sub-project as libraries. The sub-project can be edited using NBAndroid (see below) or using Eclipse or any other IDE that supports standard android projects. Normally you do not need to edit the android project files. Exceptions are described further below. _The libraries are first added to the android sub-project when the main project is built for the first time._
 
 
-==== Build and Run
+=== Build and Run
 
 Open your game project in the jMonkeyEngine SDK.
 
@@ -124,7 +124,7 @@ During build, the libraries and main jar file from the main project are copied t
 *Be aware that logging has been identified as having a significant performance hit in Android applications. If getting poor performance please try turning logging either down or off and retesting.*
 
 
-==== Installing NBAndroid
+=== Installing NBAndroid
 
 Activating the nbandroid plugin in the jMonkeyEngine SDK is optional, but recommended. You do not need the nbandroid plugin for Android support to work, however nbandroid will not interfere and will in fact allow you to edit the android source files and project more conveniently. To be able to edit, extend and code android-specific code in Android projects, install NBAndroid from the update center:
 
@@ -135,7 +135,7 @@ Activating the nbandroid plugin in the jMonkeyEngine SDK is optional, but recomm
 *If the android plugin is not in that list follow link:https://bitbucket.org/nbandroid/nbandroid/wiki/Installation[these instructions].*
 
 
-==== Notes
+=== Notes
 
 *  The package name parameter is only used when creating the project and only sets the android MainActivity package name
 *  The needed android.jar comes with the plugin and is automatically added to the android build
@@ -151,7 +151,7 @@ Activating the nbandroid plugin in the jMonkeyEngine SDK is optional, but recomm
 You can use the jMonkeyEngine SDK to save (theoretically) any jMonkeyEngine app as Android app. But the application has to be prepared for the fact that Android devices have a smaller screen resolution, touchscreens instead of mouse buttons, and (typically) no keyboards.
 
 *  *Inputs:* Devise an alternate control scheme that works for Android users (e.g. using com.jme3.input.controls.TouchListener). This mobile scheme is likely quite different from the desktop scheme.
-*  *Effects:* Android devices do no support 3D features as well as PCs – or even not at all. This restriction includes post-processor filters (depth-of-field blur, bloom, light scattering, cartoon, etc), drop shadows, water effects, 3D Audio. Be prepared that these effects will (at best) slow down the application or (in the worst case) not work at all. Provide the option to switch to a low-fi equivalent! 
+*  *Effects:* Android devices do no support 3D features as well as PCs – or even not at all. This restriction includes post-processor filters (depth-of-field blur, bloom, light scattering, cartoon, etc), drop shadows, water effects, 3D Audio. Be prepared that these effects will (at best) slow down the application or (in the worst case) not work at all. Provide the option to switch to a low-fi equivalent!
 *  *Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++:* Use different base UI layout XML files for the mobile version of your app to account for a different screen resolution.
 
 *Best Practice:* Ideally, you write the core application code in a way that it checks for the environment it's being run on, and automatically adapts the device's limitations by switching off effects, changing input mechanisms etc. Learn how to <<jme3/advanced/read_graphic_card_capabilites#,read graphic card capabilites>> here.
@@ -168,7 +168,7 @@ image::jme3/android_access.png[android_access.png,width="",height=""]
 
 Although you will use android specific api, using a camera is not exactly android specific and so you should try to design this part of the application as platform independent as possible as well. As an example, if you want to use the phones camera as an image input stream for a texture, you can create e.g. the AppState that manages the image and makes it available to the application inside the main project (no android code is needed). Then in the android part of the code you make a connection to the camera and update the image in the AppState. This also allows you to easily support cameras on other platforms in the same way or fallback to something else in case the platform doesn't support a camera.
 
-Note that you have to build the whole project once to make (new) classes in the main project available to the android part. 
+Note that you have to build the whole project once to make (new) classes in the main project available to the android part.
 
 
 == Signing an APK
@@ -176,7 +176,7 @@ Note that you have to build the whole project once to make (new) classes in the
 When you have a mobile project in the “important files” section you have an “Android Properties” file. +
 There are 2 entries in this file : +
 key.store=path/to/your/keystore/on/your/drive/mykeystore.keystore +
-key.alias=mykeystorealias 
+key.alias=mykeystorealias
 
 If those entries are filled, the apk will be signed during the build. +
 You’ll be prompted when building to enter the password (twice). It will generate a signed apk in the dist folder of your project.