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; @@ -12,25 +12,29 @@ import org.lwjgl.util.ReadableColor;
12 import java.util.Calendar; 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 * @author Adam Mummery-Smith 18 * @author Adam Mummery-Smith
18 */ 19 */
19 public class Clock 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 private static final ResourceLocation CLOCKFACE = new ResourceLocation("example", "textures/clock/face.png"); 39 private static final ResourceLocation CLOCKFACE = new ResourceLocation("example", "textures/clock/face.png");
36 40
@@ -228,8 +232,8 @@ public class Clock @@ -228,8 +232,8 @@ public class Clock
228 232
229 float texMapScale = 0.001953125F; // 512px 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 Tessellator tessellator = Tessellator.getInstance(); 237 Tessellator tessellator = Tessellator.getInstance();
234 BufferBuilder worldRenderer = tessellator.getBuffer(); 238 BufferBuilder worldRenderer = tessellator.getBuffer();
235 worldRenderer.begin(GL_QUADS, POSITION_TEX); 239 worldRenderer.begin(GL_QUADS, POSITION_TEX);
src/main/java/com/examplemod/ExampleModConfigPanel.java
@@ -7,9 +7,9 @@ import com.mumfrey.liteloader.modconfig.ConfigPanelHost; @@ -7,9 +7,9 @@ import com.mumfrey.liteloader.modconfig.ConfigPanelHost;
7 import net.minecraft.client.resources.I18n; 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 * @author Adam Mummery-Smith 14 * @author Adam Mummery-Smith
15 */ 15 */
@@ -25,7 +25,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel @@ -25,7 +25,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel
25 } 25 }
26 26
27 /* (non-Javadoc) 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 @Override 31 @Override
31 protected void addOptions(ConfigPanelHost host) 32 protected void addOptions(ConfigPanelHost host)
@@ -46,7 +47,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel @@ -46,7 +47,8 @@ public class ExampleModConfigPanel extends AbstractConfigPanel
46 @Override 47 @Override
47 public void onPanelHidden() 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; @@ -17,8 +17,9 @@ import org.lwjgl.input.Keyboard;
17 import java.io.File; 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 * @author Adam Mummery-Smith 24 * @author Adam Mummery-Smith
24 */ 25 */
@@ -31,9 +32,11 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -31,9 +32,11 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
31 private Clock clock = new Clock(10, 10); 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 private static KeyBinding clockKeyBinding = new KeyBinding("key.clock.toggle", Keyboard.KEY_F12, "key.categories.litemods"); 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 @@ -46,16 +49,18 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
46 private boolean clockVisible = true; 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 public LiteModExample() 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 * @see com.mumfrey.liteloader.LiteMod#getName() 65 * @see com.mumfrey.liteloader.LiteMod#getName()
61 */ 66 */
@@ -66,8 +71,8 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -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 * @see com.mumfrey.liteloader.LiteMod#getVersion() 77 * @see com.mumfrey.liteloader.LiteMod#getVersion()
73 */ 78 */
@@ -84,16 +89,17 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -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 * @see com.mumfrey.liteloader.LiteMod#init(java.io.File) 96 * @see com.mumfrey.liteloader.LiteMod#init(java.io.File)
91 */ 97 */
92 @Override 98 @Override
93 public void init(File configPath) 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 LiteLoader.getInput().registerKeyBinding(LiteModExample.clockKeyBinding); 103 LiteLoader.getInput().registerKeyBinding(LiteModExample.clockKeyBinding);
98 104
99 this.clock.setSize(this.clockSize); 105 this.clock.setSize(this.clockSize);
@@ -101,9 +107,11 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -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 @Override 116 @Override
109 public void upgradeSettings(String version, File configPath, File oldConfigPath) 117 public void upgradeSettings(String version, File configPath, File oldConfigPath)
@@ -113,8 +121,9 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -113,8 +121,9 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
113 @Override 121 @Override
114 public void onTick(Minecraft minecraft, float partialTicks, boolean inGame, boolean clock) 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 if (inGame && minecraft.currentScreen == null && Minecraft.isGuiEnabled()) 127 if (inGame && minecraft.currentScreen == null && Minecraft.isGuiEnabled())
119 { 128 {
120 if (LiteModExample.clockKeyBinding.isPressed()) 129 if (LiteModExample.clockKeyBinding.isPressed())
@@ -131,8 +140,8 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable @@ -131,8 +140,8 @@ public class LiteModExample implements Tickable, PreRenderListener, Configurable
131 this.clockVisible = this.clock.isVisible(); 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 LiteLoader.getInstance().writeConfig(this); 145 LiteLoader.getInstance().writeConfig(this);
137 } 146 }
138 147