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  249. <div class="content">
  250. <article class="doc">
  251. <h1 class="page">loading_screen</h1>
  252. <div class="sect1">
  253. <h2 id="nifty-loading-screen-progress-bar"><a class="anchor" href="#nifty-loading-screen-progress-bar"></a>Nifty Loading Screen (Progress Bar)</h2>
  254. <div class="sectionbody">
  255. <div class="paragraph">
  256. <p>This example will use the existing hello terrain as an example.
  257. It will require these 2 images inside Assets/Interface/ (save them as border.png and inner.png respectively).</p>
  258. </div>
  259. <div class="paragraph">
  260. <p><span class="image"><img src="../../_images/jme3/advanced/inner1.png" alt="inner1.png" width="" height=""></span></p>
  261. </div>
  262. <div class="paragraph">
  263. <p><span class="image"><img src="../../_images/jme3/advanced/border1.png" alt="border1.png" width="" height=""></span></p>
  264. </div>
  265. <div class="paragraph">
  266. <p>You need to add the jme3-niftygui and <a href="../../sdk/sample_code.html#jme3testdata-assets#" class="page">jme3-test-data</a> libraries.</p>
  267. </div>
  268. <div class="paragraph">
  269. <p>You will need to set your projects source to JDK 8.</p>
  270. </div>
  271. <div class="paragraph">
  272. <p>This is the progress bar at 90%:</p>
  273. </div>
  274. <div class="paragraph">
  275. <p><span class="image"><img src="../../_images/jme3/advanced/loadingscreen.png" alt="loadingscreen.png" width="" height=""></span></p>
  276. </div>
  277. <div class="paragraph">
  278. <p>nifty_loading.xml</p>
  279. </div>
  280. <div class="listingblock">
  281. <div class="content">
  282. <pre class="highlightjs highlight"><code class="language-xml hljs" data-lang="xml">&lt;?xml version="1.0" encoding="UTF-8"?&gt;
  283. &lt;nifty&gt;
  284. &lt;useStyles filename="nifty-default-styles.xml" /&gt;
  285. &lt;useControls filename="nifty-default-controls.xml" /&gt;
  286. &lt;controlDefinition name = "loadingbar" controller = "jme3test.TestLoadingScreen"&gt;
  287. &lt;image filename="Interface/border.png" childLayout="absolute"
  288. imageMode="resize:15,2,15,15,15,2,15,2,15,2,15,15"&gt;
  289. &lt;image id="progressbar" x="0" y="0" filename="Interface/inner.png" width="32px"
  290. height="100%" imageMode="resize:15,2,15,15,15,2,15,2,15,2,15,15" /&gt;
  291. &lt;/image&gt;
  292. &lt;/controlDefinition&gt;
  293. &lt;screen id="start" controller = "jme3test.TestLoadingScreen"&gt;
  294. &lt;layer id="layer" childLayout="center"&gt;
  295. &lt;panel id = "panel2" height="30%" width="50%" align="center" valign="center"
  296. childLayout="vertical" visibleToMouse="true"&gt;
  297. &lt;control id="startGame" name="button" backgroundColor="#0000" label="Load Game"
  298. align="center"&gt;
  299. &lt;interact onClick="showLoadingMenu()" /&gt;
  300. &lt;/control&gt;
  301. &lt;/panel&gt;
  302. &lt;/layer&gt;
  303. &lt;/screen&gt;
  304. &lt;screen id="loadlevel" controller = "jme3test.TestLoadingScreen"&gt;
  305. &lt;layer id="loadinglayer" childLayout="center" backgroundColor="#000000"&gt;
  306. &lt;panel id = "loadingpanel" childLayout="vertical" align="center" valign="center"
  307. height="32px" width="70%"&gt;
  308. &lt;control name="loadingbar" align="center" valign="center" width="100%"
  309. height="100%" /&gt;
  310. &lt;control id="loadingtext" name="label" align="center"
  311. text=" "/&gt;
  312. &lt;/panel&gt;
  313. &lt;/layer&gt;
  314. &lt;/screen&gt;
  315. &lt;screen id="end" controller = "jme3test.TestLoadingScreen"&gt;
  316. &lt;/screen&gt;
  317. &lt;/nifty&gt;</code></pre>
  318. </div>
  319. </div>
  320. <div class="sect2">
  321. <h3 id="understanding-nifty-xml"><a class="anchor" href="#understanding-nifty-xml"></a>Understanding Nifty XML</h3>
  322. <div class="paragraph">
  323. <p>The progress bar and text is done statically using nifty XML.
  324. A custom control is created, which represents the progress bar.</p>
  325. </div>
  326. <div class="listingblock">
  327. <div class="content">
  328. <pre class="highlightjs highlight"><code class="language-xml hljs" data-lang="xml">&lt;controlDefinition name = "loadingbar" controller = "jme3test.TestLoadingScreen"&gt;
  329. &lt;image filename="Interface/border.png" childLayout="absolute"
  330. imageMode="resize:15,2,15,15,15,2,15,2,15,2,15,15"&gt;
  331. &lt;image id="progressbar" x="0" y="0" filename="Interface/inner.png" width="32px"
  332. height="100%" imageMode="resize:15,2,15,15,15,2,15,2,15,2,15,15"/&gt;
  333. &lt;/image&gt;
  334. &lt;/controlDefinition&gt;</code></pre>
  335. </div>
  336. </div>
  337. <div class="paragraph">
  338. <p>This screen simply displays a button in the middle of the screen, which could be seen as a simple main menu UI.</p>
  339. </div>
  340. <div class="listingblock">
  341. <div class="content">
  342. <pre class="highlightjs highlight"><code class="language-xml hljs" data-lang="xml">&lt;screen id="start" controller = "jme3test.TestLoadingScreen"&gt;
  343. &lt;layer id="layer" childLayout="center"&gt;
  344. &lt;panel id = "panel2" height="30%" width="50%" align="center" valign="center"
  345. childLayout="vertical" visibleToMouse="true"&gt;
  346. &lt;control id="startGame" name="button" backgroundColor="#0000" label="Load Game"
  347. align="center"&gt; &lt;interact onClick="showLoadingMenu()" /&gt;
  348. &lt;/control&gt;
  349. &lt;/panel&gt;
  350. &lt;/layer&gt;
  351. &lt;/screen&gt;</code></pre>
  352. </div>
  353. </div>
  354. <div class="paragraph">
  355. <p>This screen displays our custom progress bar control with a text control.</p>
  356. </div>
  357. <div class="listingblock">
  358. <div class="content">
  359. <pre class="highlightjs highlight"><code class="language-xml hljs" data-lang="xml">&lt;screen id="loadlevel" controller = "jme3test.TestLoadingScreen"&gt;
  360. &lt;layer id="loadinglayer" childLayout="center" backgroundColor="#000000"&gt;
  361. &lt;panel id = "loadingpanel" childLayout="vertical" align="center" valign="center"
  362. height="32px" width="400px"&gt;
  363. &lt;control name="loadingbar" align="center" valign="center" width="400px"
  364. height="32px" /&gt;
  365. &lt;control id="loadingtext" name="label" align="center"
  366. text=" "/&gt;
  367. &lt;/panel&gt;
  368. &lt;/layer&gt;
  369. &lt;/screen&gt;</code></pre>
  370. </div>
  371. </div>
  372. </div>
  373. </div>
  374. </div>
  375. <div class="sect1">
  376. <h2 id="creating-the-bindings-to-use-the-nifty-xml"><a class="anchor" href="#creating-the-bindings-to-use-the-nifty-xml"></a>Creating the bindings to use the Nifty XML</h2>
  377. <div class="sectionbody">
  378. <div class="paragraph">
  379. <p>There are 3 main ways to update a progress bar. To understand why these methods are necessary, an understanding of the graphics pipeline is needed.</p>
  380. </div>
  381. <div class="paragraph">
  382. <p>Something like this in a single thread will not work:</p>
  383. </div>
  384. <div class="listingblock">
  385. <div class="content">
  386. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">load_scene();
  387. update_bar(30%);
  388. load_characters();
  389. update_bar(60%);
  390. load_sounds();
  391. update_bar(100%);</code></pre>
  392. </div>
  393. </div>
  394. <div class="paragraph">
  395. <p>If you do all of this in a single frame, then it is sent to the graphics card only after the whole code block has executed. By this time the bar has reached 100% and the game has already begun – for the user, the progressbar on the screen would not have visibly changed.</p>
  396. </div>
  397. <div class="paragraph">
  398. <p>The 2 main good solutions are:</p>
  399. </div>
  400. <div class="olist arabic">
  401. <ol class="arabic">
  402. <li>
  403. <p>Updating explicitly over many frames</p>
  404. </li>
  405. <li>
  406. <p>Multi-threading</p>
  407. </li>
  408. </ol>
  409. </div>
  410. <div class="sect2">
  411. <h3 id="updating-progress-bar-over-a-number-of-frames"><a class="anchor" href="#updating-progress-bar-over-a-number-of-frames"></a>Updating progress bar over a number of frames</h3>
  412. <div class="paragraph">
  413. <p>The idea is to break down the loading of the game into discrete parts.</p>
  414. </div>
  415. <div class="listingblock">
  416. <div class="content">
  417. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">package jme3test;
  418. import com.jme3.app.SimpleApplication;
  419. import com.jme3.material.Material;
  420. import com.jme3.niftygui.NiftyJmeDisplay;
  421. import static com.jme3.niftygui.NiftyJmeDisplay.newNiftyJmeDisplay;
  422. import com.jme3.renderer.Camera;
  423. import com.jme3.terrain.geomipmap.TerrainLodControl;
  424. import com.jme3.terrain.geomipmap.TerrainQuad;
  425. import com.jme3.terrain.heightmap.AbstractHeightMap;
  426. import com.jme3.terrain.heightmap.ImageBasedHeightMap;
  427. import com.jme3.texture.Texture;
  428. import com.jme3.texture.Texture.WrapMode;
  429. import de.lessvoid.nifty.Nifty;
  430. import de.lessvoid.nifty.controls.Controller;
  431. import de.lessvoid.nifty.controls.Parameters;
  432. import de.lessvoid.nifty.elements.Element;
  433. import de.lessvoid.nifty.elements.render.TextRenderer;
  434. import de.lessvoid.nifty.input.NiftyInputEvent;
  435. import de.lessvoid.nifty.screen.Screen;
  436. import de.lessvoid.nifty.screen.ScreenController;
  437. import de.lessvoid.nifty.tools.SizeValue;
  438. import java.util.ArrayList;
  439. import java.util.List;
  440. /**
  441. * This is the TestLoadingScreen Class of your Game. You should only do
  442. * initialization here. Move your Logic into AppStates or Controls
  443. *
  444. * @author normenhansen
  445. */
  446. public class TestLoadingScreen extends SimpleApplication implements
  447. ScreenController, Controller {
  448. private NiftyJmeDisplay niftyDisplay;
  449. private Nifty nifty;
  450. private Element progressBarElement;
  451. private TerrainQuad terrain;
  452. private Material mat_terrain;
  453. private float frameCount = 0;
  454. private boolean load = false;
  455. private TextRenderer textRenderer;
  456. public static void main(String[] args) {
  457. TestLoadingScreen app = new TestLoadingScreen();
  458. app.start();
  459. }
  460. @Override
  461. public void simpleInitApp() {
  462. flyCam.setEnabled(false);
  463. niftyDisplay = newNiftyJmeDisplay(assetManager,
  464. inputManager,
  465. audioRenderer,
  466. guiViewPort);
  467. nifty = niftyDisplay.getNifty();
  468. nifty.fromXml("Interface/nifty_loading.xml", "start", this);
  469. guiViewPort.addProcessor(niftyDisplay);
  470. }
  471. @Override
  472. public void simpleUpdate(float tpf) {
  473. if (load) { //loading is done over many frames
  474. if (frameCount == 1) {
  475. Element element = nifty.getScreen("loadlevel").findElementById(
  476. "loadingtext");
  477. textRenderer = element.getRenderer(TextRenderer.class);
  478. mat_terrain = new Material(assetManager,
  479. "Common/MatDefs/Terrain/Terrain.j3md");
  480. mat_terrain.setTexture("Alpha", assetManager.loadTexture(
  481. "Textures/Terrain/splat/alphamap.png"));
  482. setProgress(0.2f, "Loading grass");
  483. } else if (frameCount == 2) {
  484. Texture grass = assetManager.loadTexture(
  485. "Textures/Terrain/splat/grass.jpg");
  486. grass.setWrap(WrapMode.Repeat);
  487. mat_terrain.setTexture("Tex1", grass);
  488. mat_terrain.setFloat("Tex1Scale", 64f);
  489. setProgress(0.4f, "Loading dirt");
  490. } else if (frameCount == 3) {
  491. Texture dirt = assetManager.loadTexture(
  492. "Textures/Terrain/splat/dirt.jpg");
  493. dirt.setWrap(WrapMode.Repeat);
  494. mat_terrain.setTexture("Tex2", dirt);
  495. mat_terrain.setFloat("Tex2Scale", 32f);
  496. setProgress(0.5f, "Loading rocks");
  497. } else if (frameCount == 4) {
  498. Texture rock = assetManager.loadTexture(
  499. "Textures/Terrain/splat/road.jpg");
  500. rock.setWrap(WrapMode.Repeat);
  501. mat_terrain.setTexture("Tex3", rock);
  502. mat_terrain.setFloat("Tex3Scale", 128f);
  503. setProgress(0.6f, "Creating terrain");
  504. } else if (frameCount == 5) {
  505. AbstractHeightMap heightmap = null;
  506. Texture heightMapImage = assetManager.loadTexture(
  507. "Textures/Terrain/splat/mountains512.png");
  508. heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
  509. heightmap.load();
  510. terrain = new TerrainQuad("my terrain", 65, 513, heightmap.
  511. getHeightMap());
  512. setProgress(0.8f, "Positioning terrain");
  513. } else if (frameCount == 6) {
  514. terrain.setMaterial(mat_terrain);
  515. terrain.setLocalTranslation(0, -100, 0);
  516. terrain.setLocalScale(2f, 1f, 2f);
  517. rootNode.attachChild(terrain);
  518. setProgress(0.9f, "Loading cameras");
  519. } else if (frameCount == 7) {
  520. List&lt;Camera&gt; cameras = new ArrayList&lt;&gt;();
  521. cameras.add(getCamera());
  522. TerrainLodControl control = new TerrainLodControl(terrain,
  523. cameras);
  524. terrain.addControl(control);
  525. setProgress(1f, "Loading complete");
  526. } else if (frameCount == 8) {
  527. nifty.gotoScreen("end");
  528. nifty.exit();
  529. guiViewPort.removeProcessor(niftyDisplay);
  530. flyCam.setEnabled(true);
  531. flyCam.setMoveSpeed(50);
  532. }
  533. frameCount++;
  534. }
  535. }
  536. public void setProgress(final float progress, String loadingText) {
  537. final int MIN_WIDTH = 32;
  538. int pixelWidth = (int) (MIN_WIDTH + (progressBarElement.getParent().
  539. getWidth() - MIN_WIDTH) * progress);
  540. progressBarElement.setConstraintWidth(new SizeValue(pixelWidth + "px"));
  541. progressBarElement.getParent().layoutElements();
  542. textRenderer.setText(loadingText);
  543. }
  544. public void showLoadingMenu() {
  545. nifty.gotoScreen("loadlevel");
  546. load = true;
  547. }
  548. @Override
  549. public void onStartScreen() {
  550. }
  551. @Override
  552. public void onEndScreen() {
  553. }
  554. @Override
  555. public void bind(Nifty nifty, Screen screen) {
  556. progressBarElement = nifty.getScreen("loadlevel").findElementById(
  557. "progressbar");
  558. }
  559. // methods for Controller
  560. @Override
  561. public boolean inputEvent(final NiftyInputEvent inputEvent) {
  562. return false;
  563. }
  564. @Override
  565. public void onFocus(boolean getFocus) {
  566. }
  567. @Override
  568. public void bind(Nifty nifty, Screen screen, Element elmnt,
  569. Parameters prmtrs) {
  570. progressBarElement = elmnt.findElementById("progressbar");
  571. }
  572. @Override
  573. public void init(Parameters prmtrs) {
  574. }
  575. }</code></pre>
  576. </div>
  577. </div>
  578. <div class="admonitionblock note">
  579. <table>
  580. <tr>
  581. <td class="icon">
  582. <i class="fa icon-note" title="Note"></i>
  583. </td>
  584. <td class="content">
  585. Try and add all controls near the end, as their update loops may begin executing.
  586. </td>
  587. </tr>
  588. </table>
  589. </div>
  590. </div>
  591. <div class="sect2">
  592. <h3 id="using-multithreading"><a class="anchor" href="#using-multithreading"></a>Using multithreading</h3>
  593. <div class="paragraph">
  594. <p>For more info on multithreading: <a href="multithreading.html" class="page">The jME3 Threading Model</a></p>
  595. </div>
  596. <div class="paragraph">
  597. <p>Make sure to change the XML file to point the controller to TestLoadingScreen*1*.</p>
  598. </div>
  599. <div class="listingblock">
  600. <div class="content">
  601. <pre class="highlightjs highlight"><code class="language-java hljs" data-lang="java">package jme3test;
  602. import com.jme3.app.SimpleApplication;
  603. import com.jme3.material.Material;
  604. import com.jme3.niftygui.NiftyJmeDisplay;
  605. import static com.jme3.niftygui.NiftyJmeDisplay.newNiftyJmeDisplay;
  606. import com.jme3.renderer.Camera;
  607. import com.jme3.terrain.geomipmap.TerrainLodControl;
  608. import com.jme3.terrain.geomipmap.TerrainQuad;
  609. import com.jme3.terrain.heightmap.AbstractHeightMap;
  610. import com.jme3.terrain.heightmap.ImageBasedHeightMap;
  611. import com.jme3.texture.Texture;
  612. import com.jme3.texture.Texture.WrapMode;
  613. import de.lessvoid.nifty.Nifty;
  614. import de.lessvoid.nifty.controls.Controller;
  615. import de.lessvoid.nifty.controls.Parameters;
  616. import de.lessvoid.nifty.elements.Element;
  617. import de.lessvoid.nifty.elements.render.TextRenderer;
  618. import de.lessvoid.nifty.input.NiftyInputEvent;
  619. import de.lessvoid.nifty.screen.Screen;
  620. import de.lessvoid.nifty.screen.ScreenController;
  621. import de.lessvoid.nifty.tools.SizeValue;
  622. import java.util.ArrayList;
  623. import java.util.List;
  624. import java.util.concurrent.Callable;
  625. import java.util.concurrent.ExecutorService;
  626. import java.util.concurrent.Executors;
  627. import java.util.concurrent.Future;
  628. import java.util.concurrent.ScheduledExecutorService;
  629. import java.util.concurrent.TimeUnit;
  630. import java.util.logging.Level;
  631. import java.util.logging.Logger;
  632. public class TestLoadingScreen1 extends SimpleApplication implements
  633. ScreenController, Controller {
  634. private NiftyJmeDisplay niftyDisplay;
  635. private Nifty nifty;
  636. private Element progressBarElement;
  637. private TerrainQuad terrain;
  638. private Material mat_terrain;
  639. private boolean load = false;
  640. private ScheduledExecutorService exec = Executors.newScheduledThreadPool(2);
  641. private Future loadFuture = null;
  642. private TextRenderer textRenderer;
  643. private static final Logger LOG = Logger.getLogger(TestLoadingScreen1.class.
  644. getName());
  645. public static void main(String[] args) {
  646. TestLoadingScreen1 app = new TestLoadingScreen1();
  647. app.start();
  648. }
  649. @Override
  650. public void simpleInitApp() {
  651. flyCam.setEnabled(false);
  652. niftyDisplay = newNiftyJmeDisplay(assetManager,
  653. inputManager,
  654. audioRenderer,
  655. guiViewPort);
  656. nifty = niftyDisplay.getNifty();
  657. nifty.fromXml("Interface/nifty_loading.xml", "start", this);
  658. guiViewPort.addProcessor(niftyDisplay);
  659. }
  660. @Override
  661. public void simpleUpdate(float tpf) {
  662. if (load) {
  663. if (loadFuture == null) {
  664. //if we have not started loading, submit Callable to executor
  665. loadFuture = exec.submit(loadingCallable);
  666. }
  667. //check if the execution on the other thread is done
  668. if (loadFuture.isDone()) {
  669. //these calls have to be done on the update loop thread,
  670. //especially attaching the terrain to the rootNode
  671. //after it is attached, it's managed by the update loop thread
  672. // and may not be modified from any other thread anymore!
  673. nifty.gotoScreen("end");
  674. nifty.exit();
  675. guiViewPort.removeProcessor(niftyDisplay);
  676. flyCam.setEnabled(true);
  677. flyCam.setMoveSpeed(50);
  678. rootNode.attachChild(terrain);
  679. load = false;
  680. }
  681. }
  682. }
  683. //This is the callable that contains the code that is run on the other
  684. //thread.
  685. //Since the assetmananger is threadsafe, it can be used to load data from
  686. //any thread.
  687. //We do *not* attach the objects to the rootNode here!
  688. Callable&lt;Void&gt; loadingCallable = new Callable&lt;Void&gt;() {
  689. @Override
  690. public Void call() {
  691. Element element = nifty.getScreen("loadlevel").findElementById(
  692. "loadingtext");
  693. textRenderer = element.getRenderer(TextRenderer.class);
  694. mat_terrain = new Material(assetManager,
  695. "Common/MatDefs/Terrain/Terrain.j3md");
  696. mat_terrain.setTexture("Alpha", assetManager.loadTexture(
  697. "Textures/Terrain/splat/alphamap.png"));
  698. //setProgress is thread safe (see below)
  699. setProgress(0.2f, "Loading grass");
  700. Texture grass = assetManager.loadTexture(
  701. "Textures/Terrain/splat/grass.jpg");
  702. grass.setWrap(WrapMode.Repeat);
  703. mat_terrain.setTexture("Tex1", grass);
  704. mat_terrain.setFloat("Tex1Scale", 64f);
  705. setProgress(0.4f, "Loading dirt");
  706. Texture dirt = assetManager.loadTexture(
  707. "Textures/Terrain/splat/dirt.jpg");
  708. dirt.setWrap(WrapMode.Repeat);
  709. mat_terrain.setTexture("Tex2", dirt);
  710. mat_terrain.setFloat("Tex2Scale", 32f);
  711. setProgress(0.5f, "Loading rocks");
  712. Texture rock = assetManager.loadTexture(
  713. "Textures/Terrain/splat/road.jpg");
  714. rock.setWrap(WrapMode.Repeat);
  715. mat_terrain.setTexture("Tex3", rock);
  716. mat_terrain.setFloat("Tex3Scale", 128f);
  717. setProgress(0.6f, "Creating terrain");
  718. AbstractHeightMap heightmap = null;
  719. Texture heightMapImage = assetManager.loadTexture(
  720. "Textures/Terrain/splat/mountains512.png");
  721. heightmap = new ImageBasedHeightMap(heightMapImage.getImage());
  722. heightmap.load();
  723. terrain = new TerrainQuad("my terrain", 65, 513, heightmap.
  724. getHeightMap());
  725. setProgress(0.8f, "Positioning terrain");
  726. terrain.setMaterial(mat_terrain);
  727. terrain.setLocalTranslation(0, -100, 0);
  728. terrain.setLocalScale(2f, 1f, 2f);
  729. setProgress(0.9f, "Loading cameras");
  730. List&lt;Camera&gt; cameras = new ArrayList&lt;&gt;();
  731. cameras.add(getCamera());
  732. TerrainLodControl control = new TerrainLodControl(terrain, cameras);
  733. terrain.addControl(control);
  734. setProgress(1f, "Loading complete");
  735. return null;
  736. }
  737. };
  738. public void setProgress(final float progress, final String loadingText) {
  739. //Since this method is called from another thread, we enqueue the
  740. //changes to the progressbar to the update loop thread.
  741. enqueue(() -&gt; {
  742. final int MIN_WIDTH = 32;
  743. int pixelWidth = (int) (MIN_WIDTH + (progressBarElement.getParent().
  744. getWidth() - MIN_WIDTH) * progress);
  745. progressBarElement.setConstraintWidth(new SizeValue(pixelWidth
  746. + "px"));
  747. progressBarElement.getParent().layoutElements();
  748. textRenderer.setText(loadingText);
  749. return null;
  750. });
  751. }
  752. public void showLoadingMenu() {
  753. nifty.gotoScreen("loadlevel");
  754. load = true;
  755. }
  756. @Override
  757. public void onStartScreen() {
  758. }
  759. @Override
  760. public void onEndScreen() {
  761. }
  762. @Override
  763. public void bind(Nifty nifty, Screen screen) {
  764. progressBarElement = nifty.getScreen("loadlevel").findElementById(
  765. "progressbar");
  766. }
  767. // methods for Controller
  768. @Override
  769. public boolean inputEvent(final NiftyInputEvent inputEvent) {
  770. return false;
  771. }
  772. @Override
  773. public void onFocus(boolean getFocus) {
  774. }
  775. @Override
  776. public void destroy() {
  777. super.destroy();
  778. shutdownAndAwaitTermination(exec);
  779. }
  780. //standard shutdown process for executor
  781. private void shutdownAndAwaitTermination(ExecutorService pool) {
  782. pool.shutdown(); // Disable new tasks from being submitted
  783. try {
  784. // Wait a while for existing tasks to terminate
  785. if (!pool.awaitTermination(6, TimeUnit.SECONDS)) {
  786. pool.shutdownNow(); // Cancel currently executing tasks
  787. // Wait a while for tasks to respond to being cancelled
  788. if (!pool.awaitTermination(6, TimeUnit.SECONDS)) {
  789. LOG.log(Level.SEVERE, "Pool did not terminate {0}", pool);
  790. }
  791. }
  792. } catch (InterruptedException ie) {
  793. // (Re-)Cancel if current thread also interrupted
  794. pool.shutdownNow();
  795. // Preserve interrupt status
  796. Thread.currentThread().interrupt();
  797. }
  798. }
  799. @Override
  800. public void bind(Nifty nifty, Screen screen, Element elmnt,
  801. Parameters prmtrs) {
  802. progressBarElement = elmnt.findElementById("progressbar");
  803. }
  804. @Override
  805. public void init(Parameters prmtrs) {
  806. }
  807. }</code></pre>
  808. </div>
  809. </div>
  810. </div>
  811. </div>
  812. </div>
  813. </article>
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