/* * SpriteGameScreen.java * * Copyright � 1998-2011 Research In Motion Limited * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Note: For the sake of simplicity, this sample application may not leverage * resource bundles and resource strings. However, it is STRONGLY recommended * that application developers make use of the localization features available * within the BlackBerry development platform to ensure a seamless application * experience across a variety of languages and geographies. For more information * on localizing your application, please refer to the BlackBerry Java Development * Environment Development Guide associated with this release. */ package com.rim.samples.device.openglspritegamedemo; import net.rim.device.api.opengles.GLField; import net.rim.device.api.ui.Screen; import net.rim.device.api.ui.container.FullScreen; /** * This Screen sub class is a container for a SpriteGameGLField */ public class SpriteGameScreen extends FullScreen { private SpriteGameGLField _glField = null; /** * Creates a new SpriteGameScreen object * * @param version * The version of OpenGL to use */ SpriteGameScreen(final int version) { super(Screen.DEFAULT_CLOSE); displayGameScreen(version); } /** * Displays the game screen using the specified version of OpenGL ES * * @param glVersion * The version of OpenGL to use */ private void displayGameScreen(final int glVersion) { if (glVersion == SpriteGame.OPENGLES11) { _glField = new SpriteGameGLField(GLField.VERSION_1_1); add(_glField); } else if (glVersion == SpriteGame.OPENGLES20) { _glField = new SpriteGameGLField(GLField.VERSION_2_0); add(_glField); } // Set the main field to get focus so it can process input events. setFieldWithFocus(_glField); getDelegate().setFieldWithFocus(_glField); } /** * @see net.rim.device.api.ui.Screen#onClose() */ public boolean onClose() { Sprite.cleanup(); return super.onClose(); } }