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