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Some javadoc cleanup (#1986)
* Fix some invalid HTML tags * Correct deprecation annotations * Doc-comments cleanup - Corrected some typos, grammar, etc. - reflowed egregiously long comment lines to comply with column limits
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jme3-android/src/main/java/com/jme3/audio/plugins/NativeVorbisFile.java

+3-6
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@@ -35,14 +35,11 @@
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import java.nio.ByteBuffer;
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/**
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* Represents the android implementation for the native <a href="https://xiph.org"/> vorbis file decoder.
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* Represents the android implementation for the native <a href="https://xiph.org"> vorbis file decoder.</a>
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* This decoder initializes an OggVorbis_File from an already opened file designated by the {@link NativeVorbisFile#fd}.
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* <br/>
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*
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* Code by Kirill Vainer.
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* <br/>
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*
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* Modified by pavl_g.
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* @author Kirill Vainer
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* @author Modified by pavl_g
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*/
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public class NativeVorbisFile {
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jme3-vr/src/main/java/com/jme3/input/vr/VRInputAPI.java

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@@ -12,11 +12,11 @@
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public interface VRInputAPI {
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/**
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* Registers an action manifest. An actions manifest is a file that defines "actions" a player can make.
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* Registers an action manifest. An action manifest is a file that defines "actions" a player can make.
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* (An action is an abstract version of a button press). The action manifest may then also include references to
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* further files that define default mappings between those actions and physical buttons on the VR controllers.
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*
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* Note that registering an actions manifest will deactivate legacy inputs (i.e. methods such as {@link #isButtonDown}
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* Note that registering an actions manifest will deactivate legacy inputs. i.e. methods such as {@link #isButtonDown}
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* will no longer work
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*
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* See https://github.com/ValveSoftware/openvr/wiki/Action-manifest for documentation on how to create an
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/**
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* Check if the given button is down (more generally if the given input type is activated).
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest}. Note; action based will only work with the OpenVR api
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* @deprecated Use the action-manifest approach instead. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*
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* @param controllerIndex the index of the controller to check.
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* @param checkButton the button / input to check.
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/**
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* Check if the given button / input from the given controller has been just pressed / activated.
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest}. Note; action based will only work with the OpenVR api
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* @deprecated Use the action-manifest approach instead. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*
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* @param controllerIndex the index of the controller.
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* @param checkButton the button / input to check.
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* @return <code>true</code> if the given button / input from the given controller has been just pressed / activated and <code>false</code> otherwise.
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* @return <code>true</code> if the given input from the given controller has just been activated,
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* <code>false</code> otherwise.
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*/
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@Deprecated
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public boolean wasButtonPressedSinceLastCall(int controllerIndex, VRInputType checkButton);
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/**
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* Reset the current activation of the inputs. After a call to this method, all input activation is considered as new activation.
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* Reset the current activation of the inputs. After a call to this method, any input activation is
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* considered a new activation.
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*
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* @see #wasButtonPressedSinceLastCall(int, VRInputType)
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest}. Note; action based will only work with the OpenVR api
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* @deprecated Use the action-manifest approach instead. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*/
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@Deprecated
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public void resetInputSinceLastCall();
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/**
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* Get the controller axis delta from the last value.
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest}. Note; action based will only work with the OpenVR api
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* @deprecated Use action-manifest approach instead. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*
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* @param controllerIndex the index of the controller.
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* @param forAxis the axis.
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/**
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* Get the axis value for the given input on the given controller.
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* This value is the {@link #getAxisRaw(int, VRInputType) raw value} multiplied by the {@link #getAxisMultiplier() axis multiplier}.
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* This value is the {@link #getAxisRaw(int, VRInputType) raw value} multiplied by the
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* {@link #getAxisMultiplier() axis multiplier}.
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest}. Note; action based will only work with the OpenVR api
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* @deprecated Use action-manifest approach instead. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*
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* @param controllerIndex the index of the controller.
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* @param forAxis the axis.
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/**
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* Get the axis value for the given input on the given controller.
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*
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* Deprecated as should use an actions manifest approach. See {@link #registerActionManifest} Note; action based will only work with the OpenVR api
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* @deprecated Use the action-manifest approach. See {@link #registerActionManifest}.
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* Note: action-manifest will only work with the OpenVR api.
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*
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* @param controllerIndex the index of the controller.
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* @param forAxis the axis.
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/**
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* Trigger a haptic pulse on the selected controller for the duration given in parameters (in seconds).
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*
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* Deprecated, use triggerHapticAction instead (as it has more options and doesn't use deprecated methods)
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* @deprecated Use triggerHapticAction instead - it has more options and doesn't use deprecated methods.
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*
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* @param controllerIndex the index of the controller.
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* @param seconds the duration of the pulse in seconds.
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/**
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* Triggers a haptic action (aka a vibration).
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*
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* Note if you want a haptic action in only one hand that is done either by only binding the action to one hand in
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* the action manifest's standard bindings or by binding to both and using {@link #triggerHapticAction(String, float, float, float, String)}
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* to control which input it gets set to at run time
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* Note: if you want a haptic action in only one hand, you can either bind the action to one hand in
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* the action manifest's standard bindings or bind to both and use
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* {@link #triggerHapticAction(String, float, float, float, String)}
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* to control which input it gets set to at runtime.
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*
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* @param actionName The name of the action. Will be something like /actions/main/out/vibrate
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* @param duration how long in seconds the
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/**
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* Triggers a haptic action (aka a vibration) restricted to just one input (e.g. left or right hand).
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*
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* Note that restrictToInput only restricts, it must still be bound to the input you want to send the haptic to in
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* the action manifest default bindings.
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* Note: restrictToInput only restricts which input is used at runtime. You must still bind the input
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* you want to send the haptic to in the action manifest default bindings.
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*
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* This method is typically used to bind the haptic to both hands then decide at run time which hand to sent to *
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* This method is typically used by binding the haptic to both hands, and then deciding at runtime which
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* hand it should be sent to.
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*
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* @param actionName The name of the action. Will be something like /actions/main/out/vibrate
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* @param duration how long in seconds the
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* @param frequency in cycles per second
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* @param amplitude between 0 and 1
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* @param restrictToInput the input to restrict the action to. E.g. /user/hand/right, /user/hand/left. Or null, which means "any input"
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* @param restrictToInput the input to restrict the action to, such as <code>/user/hand/right</code> or
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* <code>/user/hand/left</code>. <code>null</code> means "any input".
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*/
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default void triggerHapticAction( String actionName, float duration, float frequency, float amplitude, String restrictToInput){
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throw new UnsupportedOperationException("Action manifests are not supported for the currently used VR API");

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