Commit 7ed373de3b664fc193e7e1d67515433db3b2d186

Authored by Mumfrey
1 parent cf05cbea

Clean up comment style

src/main/java/com/examplemod/Clock.java
... ... @@ -12,25 +12,29 @@ import org.lwjgl.util.ReadableColor;
12 12 import java.util.Calendar;
13 13  
14 14 /**
15   - * Simple implementation of an analogue clock to demonstrate how to LiteLoader all the things
  15 + * Simple implementation of an analogue clock to demonstrate how to LiteLoader
  16 + * all the things
16 17 *
17 18 * @author Adam Mummery-Smith
18 19 */
19 20 public class Clock
20 21 {
21 22 /**
22   - * This is the clock face resource, you need to create a resource location for any assets that you
23   - * wish to use. It is best to make these static to avoid new instances being created for every instance
24   - * of the referencing object, this also means they will only be garbage collected when the class is
25   - * garbage collected or when no instances of the class are left.
  23 + * This is the clock face resource, you need to create a resource location
  24 + * for any assets that you wish to use. It is best to make these static to
  25 + * avoid new instances being created for every instance of the referencing
  26 + * object, this also means they will only be garbage collected when the
  27 + * class is garbage collected or when no instances of the class are left.
26 28 *
27   - * The first parameter for the resource location is the "domain" and this should normally be your mod's
28   - * name. The domain MUST be lower case! The second is the resource "path" and represents the path to the
29   - * resource within the domain. It is convention that the path always start with the resource type, such
30   - * as "textures" in this case.
  29 + * <p>The first parameter for the resource location is the "domain" and this
  30 + * should normally be your mod's name. The domain MUST be lower case! The
  31 + * second is the resource "path" and represents the path to the resource
  32 + * within the domain. It is convention that the path always start with the
  33 + * resource type, such as "textures" in this case.</p>
31 34 *
32   - * Resources are always stored in a path of the form "assets/{domain}/{path}" which makes the appropriate
33   - * path to the CLOCKFACE resource: "/assets/example/textures/clock/face.png"
  35 + * <p>Resources are always stored in a path of the form
  36 + * "assets/{domain}/{path}" which makes the appropriate path to the
  37 + * CLOCKFACE resource: "/assets/example/textures/clock/face.png"</p>
34 38 */
35 39 private static final ResourceLocation CLOCKFACE = new ResourceLocation("example", "textures/clock/face.png");
36 40  
... ... @@ -228,8 +232,8 @@ public class Clock
228 232  
229 233 float texMapScale = 0.001953125F; // 512px
230 234  
231   - // We use the tessellator rather than drawing individual quads because it uses vertex arrays to
232   - // draw the quads more efficiently.
  235 + // We use the tessellator rather than drawing individual quads because
  236 + // it uses vertex arrays to draw the quads more efficiently.
233 237 Tessellator tessellator = Tessellator.getInstance();
234 238 BufferBuilder worldRenderer = tessellator.getBuffer();
235 239 worldRenderer.begin(GL_QUADS, POSITION_TEX);
... ...
src/main/java/com/examplemod/ExampleModConfigPanel.java
... ... @@ -7,9 +7,9 @@ import com.mumfrey.liteloader.modconfig.ConfigPanelHost;
7 7 import net.minecraft.client.resources.I18n;
8 8  
9 9 /**
10   - * This is a simple example of adding a config panel to a mod. Your LiteMod class should implement
11   - * {@link Configurable} and return this class in order to support the settings functionality of the
12   - * mod panel.
  10 + * This is a simple example of adding a config panel to a mod. Your LiteMod
  11 + * class should implement {@link Configurable} and return this class in order to
  12 + * support the settings functionality of the mod panel.
13 13 *
14 14 * @author Adam Mummery-Smith
15 15 */
... ... @@ -25,7 +25,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel
25 25 }
26 26  
27 27 /* (non-Javadoc)
28   - * @see com.mumfrey.liteloader.modconfig.AbstractConfigPanel#addOptions(com.mumfrey.liteloader.modconfig.ConfigPanelHost)
  28 + * @see com.mumfrey.liteloader.modconfig.AbstractConfigPanel#addOptions(
  29 + * com.mumfrey.liteloader.modconfig.ConfigPanelHost)
29 30 */
30 31 @Override
31 32 protected void addOptions(ConfigPanelHost host)
... ... @@ -46,7 +47,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel
46 47 @Override
47 48 public void onPanelHidden()
48 49 {
49   - // This example applies the changes immediately, however you may wish to only save changes
50   - // when the user clicks "save and close". In which case you should apply your changes here
  50 + // This example applies the changes immediately, however you may wish to
  51 + // only save changes when the user clicks "save and close". In which
  52 + // case you should apply your changes here
51 53 }
52 54 }
... ...
src/main/java/com/examplemod/LiteModExample.java
... ... @@ -17,8 +17,9 @@ import org.lwjgl.input.Keyboard;
17 17 import java.io.File;
18 18  
19 19 /**
20   - * This is a very simple example LiteMod, it draws an analogue clock on the minecraft HUD using
21   - * a traditional onTick hook supplied by LiteLoader's "Tickable" interface.
  20 + * This is a very simple example LiteMod, it draws an analogue clock on the
  21 + * minecraft HUD using a traditional onTick hook supplied by LiteLoader's
  22 + * {@link Tickable} interface.
22 23 *
23 24 * @author Adam Mummery-Smith
24 25 */
... ... @@ -31,9 +32,11 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
31 32 private Clock clock = new Clock(10, 10);
32 33  
33 34 /**
34   - * This is a keybinding that we will register with the game and use to toggle the clock
  35 + * This is a keybinding that we will register with the game and use to
  36 + * toggle the clock
35 37 *
36   - * Notice that we specify the key name as an *unlocalised* string. The localisation is provided from the included resource file
  38 + * Notice that we specify the key name as an *unlocalised* string. The
  39 + * localisation is provided from the included resource file.
37 40 */
38 41 private static KeyBinding clockKeyBinding = new KeyBinding("key.clock.toggle", Keyboard.KEY_F12, "key.categories.litemods");
39 42  
... ... @@ -46,16 +49,18 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
46 49 private boolean clockVisible = true;
47 50  
48 51 /**
49   - * Default constructor. All LiteMods must have a default constructor. In general you should do very little
50   - * in the mod constructor EXCEPT for initialising any non-game-interfacing components or performing
51   - * sanity checking prior to initialisation
  52 + * Default constructor. All LiteMods must have a default constructor. In
  53 + * general you should do very little in the mod constructor EXCEPT for
  54 + * initialising any non-game-interfacing components or performing sanity
  55 + * checking prior to initialisation
52 56 */
53 57 public LiteModExample()
54 58 {
55 59 }
56 60  
57 61 /**
58   - * getName() should be used to return the display name of your mod and MUST NOT return null
  62 + * getName() should be used to return the display name of your mod and MUST
  63 + * NOT return null
59 64 *
60 65 * @see com.mumfrey.liteloader.LiteMod#getName()
61 66 */
... ... @@ -66,8 +71,8 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
66 71 }
67 72  
68 73 /**
69   - * getVersion() should return the same version string present in the mod metadata, although this is
70   - * not a strict requirement.
  74 + * getVersion() should return the same version string present in the mod
  75 + * metadata, although this is not a strict requirement.
71 76 *
72 77 * @see com.mumfrey.liteloader.LiteMod#getVersion()
73 78 */
... ... @@ -84,16 +89,17 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
84 89 }
85 90  
86 91 /**
87   - * init() is called very early in the initialisation cycle, before the game is fully initialised, this
88   - * means that it is important that your mod does not interact with the game in any way at this point.
  92 + * init() is called very early in the initialisation cycle, before the game
  93 + * is fully initialised, this means that it is important that your mod does
  94 + * not interact with the game in any way at this point.
89 95 *
90 96 * @see com.mumfrey.liteloader.LiteMod#init(java.io.File)
91 97 */
92 98 @Override
93 99 public void init(File configPath)
94 100 {
95   - // The key binding declared above won't do anything unless we register it, ModUtilties provides
96   - // a convenience method for this
  101 + // The key binding declared above won't do anything unless we register
  102 + // it, LiteLoader's Input manager provides a convenience method for this
97 103 LiteLoader.getInput().registerKeyBinding(LiteModExample.clockKeyBinding);
98 104  
99 105 this.clock.setSize(this.clockSize);
... ... @@ -101,9 +107,11 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
101 107 }
102 108  
103 109 /**
104   - * upgradeSettings is used to notify a mod that its version-specific settings are being migrated
  110 + * upgradeSettings is used to notify a mod that its version-specific
  111 + * settings are being migrated
105 112 *
106   - * @see com.mumfrey.liteloader.LiteMod#upgradeSettings(java.lang.String, java.io.File, java.io.File)
  113 + * @see com.mumfrey.liteloader.LiteMod#upgradeSettings(java.lang.String,
  114 + * java.io.File, java.io.File)
107 115 */
108 116 @Override
109 117 public void upgradeSettings(String version, File configPath, File oldConfigPath)
... ... @@ -113,8 +121,9 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
113 121 @Override
114 122 public void onTick(Minecraft minecraft, float partialTicks, boolean inGame, boolean clock)
115 123 {
116   - // The three checks here are critical to ensure that we only draw the clock as part of the "HUD"
117   - // and don't draw it over active GUI's or other elements
  124 + // The three checks here are critical to ensure that we only draw the
  125 + // clock as part of the "HUD" and don't draw it over active GUI's or
  126 + // other elements
118 127 if (inGame && minecraft.currentScreen == null && Minecraft.isGuiEnabled())
119 128 {
120 129 if (LiteModExample.clockKeyBinding.isPressed())
... ... @@ -131,8 +140,8 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
131 140 this.clockVisible = this.clock.isVisible();
132 141 }
133 142  
134   - // Our @Expose annotations control what properties get saved, this tells liteloader to
135   - // actually write the properties to disk
  143 + // Our @Expose annotations control what properties get saved,
  144 + // this tells liteloader to actually write properties to disk
136 145 LiteLoader.getInstance().writeConfig(this);
137 146 }
138 147  
... ...