/*
* 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();
}
}