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Enable Javadoc doclint errors
1 parent 16a28cc commit d1e7c04

24 files changed

Lines changed: 46 additions & 48 deletions

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build.gradle

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@@ -175,7 +175,8 @@ tasks.register('mergedJavadoc', Javadoc) {
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destinationDir = file("dist/javadoc")
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options.encoding = 'UTF-8'
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options.addStringOption('Xdoclint:none', '-quiet')
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options.addBooleanOption('Werror', true)
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options.addBooleanOption('Xdoclint:all,-missing', true)
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options.overview = file("javadoc-overview.html")
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source = mergedJavadocSubprojects.collect { project(it).sourceSets.main.allJava }

common.gradle

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@@ -70,7 +70,8 @@ jar {
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}
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javadoc {
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failOnError = false
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options.addBooleanOption('Werror', true)
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options.addBooleanOption('Xdoclint:all,-missing', true)
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options.memberLevel = org.gradle.external.javadoc.JavadocMemberLevel.PROTECTED
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options.docTitle = "jMonkeyEngine ${jmeFullVersion} ${project.name} Javadoc"
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options.windowTitle = "jMonkeyEngine ${jmeFullVersion} ${project.name} Javadoc"
@@ -79,7 +80,6 @@ javadoc {
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options.use = "true"
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options.charSet = "UTF-8"
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options.encoding = "UTF-8"
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options.addStringOption('Xdoclint:none', '-quiet')
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source = sourceSets.main.allJava // main only, exclude tests
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}
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javadoc-overview.html

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@@ -12,7 +12,7 @@
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in Java aimed at wide accessibility and quick deployment to desktop,
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web, and mobile platforms.
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<h3>Key Features</h3>
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<h1>Key Features</h1>
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<ul>
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<li>Free, open-source software (under the New BSD license) – Use our free engine for commercial, educational, or hobby game development</li>
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<li>Minimal adaptations for cross-compatibility – Create games that run on any OpenGL 2 and 3-ready device with the Java Virtual Machine – web, desktop, or mobile.</li>
@@ -23,4 +23,3 @@ <h3>Key Features</h3>
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</body>
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</html>
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jme3-core/src/main/java/com/jme3/anim/tween/action/Action.java

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@@ -39,12 +39,12 @@
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/**
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* Wraps an array of Tween actions into an action object.
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*
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* <p>
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* Notes :
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* <p>Notes:</p>
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* <ul>
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* <li> The sequence of tweens is determined by {@link com.jme3.anim.tween.Tweens} utility class and the {@link BaseAction} interpolates that sequence. </li>
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* <li> This implementation mimics the {@link com.jme3.anim.tween.AbstractTween}, but it delegates the interpolation method {@link Tween#interpolate(double)}
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* to the {@link BlendableAction} class. </li>
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* </p>
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* </ul>
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*
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* Created by Nehon.
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*
@@ -64,12 +64,12 @@ public abstract class Action implements JmeCloneable, Tween {
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/**
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* Instantiates an action object that wraps a tween actions array by extracting their actions to the collection {@link Action#actions}.
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* <p>
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* Notes :
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* <p>Notes:</p>
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* <ul>
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* <li> If intentions are to wrap some tween actions, then subclasses have to call this constructor, examples : {@link BlendableAction} and {@link BlendAction}. </li>
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* <li> If intentions are to make an implementation of {@link Action} that shouldn't wrap tweens of actions, then subclasses shouldn't call this
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* constructor, examples : {@link ClipAction} and {@link BaseAction}. </li>
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* </p>
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* </ul>
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*
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* @param tweens the tween actions to be wrapped (not null).
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*/
@@ -117,13 +117,13 @@ public double getSpeed() {
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/**
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* Alters the speedup factor applied by the layer running this action.
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* <p>
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* Notes:
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* <p>Notes:</p>
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* <ul>
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* <li> This factor controls the animation direction, if the speed is a positive value then the animation will run forward and vice versa. </li>
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* <li> The speed factor gets applied, inside the {@link com.jme3.anim.AnimLayer}, on each interpolation step by this formula : time += tpf * action.getSpeed() * composer.globalSpeed. </li>
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* <li> Default speed is 1.0, it plays the animation clips at their normal speed. </li>
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* <li> Setting the speed factor to Zero will stop the animation, while setting it to a negative number will play the animation in a backward fashion. </li>
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* </p>
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* </ul>
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*
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* @param speed the speed of frames.
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*/

jme3-core/src/main/java/com/jme3/anim/tween/action/BaseAction.java

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@@ -55,7 +55,6 @@
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* //run the action within this layer
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* animComposer.setCurrentAction("basicAction", ActionState.class.getSimpleName());
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* </pre>
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* </p>
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* Created by Nehon.
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*/
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public class BaseAction extends Action {

jme3-core/src/main/java/com/jme3/anim/tween/action/BlendSpace.java

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@@ -31,37 +31,34 @@
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*/
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package com.jme3.anim.tween.action;
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import com.jme3.anim.util.HasLocalTransform;
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import com.jme3.math.Transform;
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/**
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* A provider interface which provides a value {@link BlendSpace#getWeight()} to control the blending between 2 successive actions in a {@link BlendAction}.
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* The blending weight is a read-only value, and it can be manipulated using the arbitrary value {@link BlendSpace#setValue(float)} during the application runtime.
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*
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* <p>
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* Notes about the blending action and its relations with the blending weight:
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* <p>Notes about the blending action and its relations with the blending weight:</p>
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* <ul>
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* <li> Blending is the action of mixing between 2 successive animation {@link BlendableAction}s by interpolating their transforms and
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* then applying the result on the assigned {@link HasLocalTransform} object, the {@link BlendSpace} provides this blending action with a blend weight value. </li>
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* <li> The blend weight is the value for the interpolation for the target transforms. </li>
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* <li> The blend weight value must be in this interval [0, 1]. </li>
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* </ul>
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* </p>
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*
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* <p>
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* Different blending weight case scenarios managed by {@link BlendAction} internally:
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* <p>Different blending weight case scenarios managed by {@link BlendAction} internally:</p>
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* <ul>
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* <li> In case of (0 < Blending weight < 1), the blending is executed each update among 2 actions, the first action will use
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* <li> In case of (0 &lt; Blending weight &lt; 1), the blending is executed each update among 2 actions, the first action will use
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* a blend value of 1 and the second action will use the blend space weight as a value for the interpolation. </li>
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* <li> In case of (Blending weight = 0), the blending hasn't started yet, only the first action will be interpolated at (weight = 1). </li>
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* <li> In case of (Blending weight = 1), the blending is finished and only the second action will continue to run at (weight = 1). </li>
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* </ul>
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* </p>
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*
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* <p>
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* Notes about the blending weight value:
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* <p>Notes about the blending weight value:</p>
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* <ul>
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* <li> Negative values and values greater than 1 aren't allowed (i.e., extrapolations aren't allowed). </li>
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* <li> For more details, see {@link BlendAction#doInterpolate(double)} and {@link BlendAction#collectTransform(HasLocalTransform, Transform, float, BlendableAction)}. </li>
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* </ul>
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* </p>
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*
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* Created by Nehon.
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* @see LinearBlendSpace an example of blendspace implementation

jme3-core/src/main/java/com/jme3/input/controls/MouseAxisTrigger.java

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@@ -47,7 +47,7 @@ public class MouseAxisTrigger implements Trigger {
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/**
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* Create a new <code>MouseAxisTrigger</code>.
50-
* <p>
50+
*
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* @param mouseAxis Mouse axis. See AXIS_*** constants in {@link MouseInput}
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* @param negative True if listen to negative axis events, false if
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* listen to positive axis events.

jme3-core/src/main/java/com/jme3/material/logic/TechniqueDefLogic.java

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@@ -91,7 +91,7 @@ public Shader makeCurrent(AssetManager assetManager, RenderManager renderManager
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* {@link #makeCurrent(com.jme3.asset.AssetManager, com.jme3.renderer.RenderManager, java.util.EnumSet, com.jme3.light.LightList, com.jme3.shader.DefineList)}.
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* @param geometry The geometry to render
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* @param lights Lights which influence the geometry.
94-
* @param lastTexUnit the index of the most recently used texture unit
94+
* @param lastBindUnits the most recently used bind units
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*/
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public void render(RenderManager renderManager, Shader shader, Geometry geometry, LightList lights, BindUnits lastBindUnits);
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}

jme3-core/src/main/java/com/jme3/scene/Node.java

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@@ -685,22 +685,23 @@ with BoundingSphere bounding volumes and collideWith(BoundingSphere). Doing
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/**
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* Returns flat list of Spatials implementing the specified class AND
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* with name matching the specified pattern.
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* <P>
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*
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* Note that we are <i>matching</i> the pattern, therefore the pattern
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* must match the entire pattern (i.e. it behaves as if it is sandwiched
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* between "^" and "$").
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* You can set regex modes, like case insensitivity, by using the (?X)
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* or (?X:Y) constructs.
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* </P> <P>
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* By design, it is always safe to code loops like:<PRE>
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*
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* <p>By design, it is always safe to code loops like:</p>
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* <PRE>
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* for (Spatial spatial : node.descendantMatches(AClass.class, "regex"))
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* </PRE>
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* <P>
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*
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* "Descendants" does not include self, per the definition of the word.
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* To test for descendants AND self, you must do a
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* <code>node.matches(aClass, aRegex)</code> +
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* <code>node.descendantMatches(aClass, aRegex)</code>.
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* <P>
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*
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*
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* @param <T> the type of Spatial returned
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* @param spatialSubclass Subclass which matching Spatials must implement.

jme3-core/src/main/java/com/jme3/shader/bufferobject/BufferObject.java

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@@ -310,7 +310,7 @@ public AccessHint getAccessHint() {
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/**
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* Set AccessHint to hint the renderer on how to access this data.
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*
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* @param natureHint
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* @param accessHint the access hint
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*/
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public void setAccessHint(AccessHint accessHint) {
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this.accessHint = accessHint;

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