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@@ -56,7 +56,7 @@ import java.util.logging.Logger;
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/**
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/**
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* <b>A RelativeLayout Class Holder that holds a #{{@link GLSurfaceView}} using #{{@link OGLESContext}} as a renderer to render
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* <b>A RelativeLayout Class Holder that holds a #{{@link GLSurfaceView}} using #{{@link OGLESContext}} as a renderer to render
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* a JME game on an android view for custom xmL designs.</b>
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* a JME game on an android view for custom xmL designs.</b>
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- * @apiNote The main idea of #{@link JmeSurfaceView} class is to start a jMonkeyEngine application in a SystemListener#{@link SystemListener} context in a GL_ES thread ,
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+ * The main idea of #{@link JmeSurfaceView} class is to start a jMonkeyEngine application in a {@link SystemListener} context in a GL_ES thread ,
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* then the GLSurfaceView holding the GL_ES thread joins the UI thread with a delay of user's choice using a #{@link Handler} , during the delay , the game runs normally in the GL_ES thread(but without coming up on the UI)
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* then the GLSurfaceView holding the GL_ES thread joins the UI thread with a delay of user's choice using a #{@link Handler} , during the delay , the game runs normally in the GL_ES thread(but without coming up on the UI)
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* and the user has the ability to handle a couple of actions asynchronously as displaying a progress bar on a SplashScreen or
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* and the user has the ability to handle a couple of actions asynchronously as displaying a progress bar on a SplashScreen or
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* an image or even play a preface game music of choice.
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* an image or even play a preface game music of choice.
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@@ -104,8 +104,8 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
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/**
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/**
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* starts the jmeRenderer on a GlSurfaceView attached to a RelativeLayout.
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* starts the jmeRenderer on a GlSurfaceView attached to a RelativeLayout.
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* @param delayMillis delay of the appearance of jme game on the screen , this doesn't delay the renderer though.
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* @param delayMillis delay of the appearance of jme game on the screen , this doesn't delay the renderer though.
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- * @apiNote use #{@link JmeSurfaceView#NO_DELAY} to disable the delay ,
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- * any values less than 1ms#{@link JmeSurfaceView#NO_DELAY} would be ignored & the delay would be disabled.
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+ * Use #{@link JmeSurfaceView#NO_DELAY} to disable the delay ,
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+ * any values less than 1ms#{@link JmeSurfaceView#NO_DELAY} would be ignored and the delay would be disabled.
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*/
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*/
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public void startRenderer(int delayMillis) {
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public void startRenderer(int delayMillis) {
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this.delayMillis = Math.max(NO_DELAY, delayMillis);
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this.delayMillis = Math.max(NO_DELAY, delayMillis);
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@@ -271,7 +271,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
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}
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}
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/**
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/**
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- * Displays an error dialog with a throwable message(error/exception) & with 2 buttons.
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+ * Displays an error dialog with a throwable message(error/exception) and 2 buttons.
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* @param throwable the throwable stack.
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* @param throwable the throwable stack.
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* @param message the string message.
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* @param message the string message.
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*/
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*/
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@@ -369,7 +369,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
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* the depth buffer or Z-buffer is basically coupled with stencil buffer ,
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* the depth buffer or Z-buffer is basically coupled with stencil buffer ,
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* usually 8bits stencilBuffer + 24bits depthBuffer = 32bits shared memory.
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* usually 8bits stencilBuffer + 24bits depthBuffer = 32bits shared memory.
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* @param eglDepthBits the depth bits.
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* @param eglDepthBits the depth bits.
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- * @see JmeSurfaceView#setEglStencilBits(int).
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+ * @see JmeSurfaceView#setEglStencilBits(int)
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*/
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*/
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public void setEglDepthBits(int eglDepthBits) {
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public void setEglDepthBits(int eglDepthBits) {
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this.eglDepthBits = eglDepthBits;
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this.eglDepthBits = eglDepthBits;
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@@ -403,11 +403,11 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
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/**
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/**
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* Set the number of stencil buffer bits.
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* Set the number of stencil buffer bits.
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- * Stencil buffer is used in depth-based shadow maps & shadow rendering as it limits rendering,
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+ * Stencil buffer is used in depth-based shadow maps and shadow rendering as it limits rendering,
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* it's coupled with Z-buffer or depth buffer,usually 8bits stencilBuffer + 24bits depthBuffer = 32bits shared memory.
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* it's coupled with Z-buffer or depth buffer,usually 8bits stencilBuffer + 24bits depthBuffer = 32bits shared memory.
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* (default = 0)
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* (default = 0)
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* @param eglStencilBits the desired number of stencil bits.
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* @param eglStencilBits the desired number of stencil bits.
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- * @see JmeSurfaceView#setEglDepthBits(int).
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+ * @see JmeSurfaceView#setEglDepthBits(int)
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*/
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*/
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public void setEglStencilBits(int eglStencilBits) {
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public void setEglStencilBits(int eglStencilBits) {
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this.eglStencilBits = eglStencilBits;
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this.eglStencilBits = eglStencilBits;
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@@ -431,7 +431,7 @@ public class JmeSurfaceView extends RelativeLayout implements SystemListener, Di
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/**
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/**
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* gets the limited FrameRate level for egl config.
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* gets the limited FrameRate level for egl config.
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- * @implNote
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+ *
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* @return the limit frameRate in integers.
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* @return the limit frameRate in integers.
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*/
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*/
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public int getFrameRate() {
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public int getFrameRate() {
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