moving and vm options
This commit is contained in:
@@ -0,0 +1,111 @@
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package org.hl.engine.graphics;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import org.lwjgl.system.MemoryUtil;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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public class Mesh {
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private Vertex[] vertices;
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private int[] indices;
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private int vertexArrayObject, positionBufferObject, indicesBufferObject, colorBufferObject;
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// A group of vertices combined based on the indexes
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public Mesh(Vertex[] vertices, int[] indices) {
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this.vertices = vertices;
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this.indices = indices;
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}
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// Destroy the mesh
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public void destroy () {
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GL15.glDeleteBuffers(positionBufferObject);
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GL15.glDeleteBuffers(indicesBufferObject);
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GL15.glDeleteBuffers(colorBufferObject);
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GL30.glDeleteVertexArrays(vertexArrayObject);
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}
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// getters for the mesh
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public Vertex[] getVertices() {
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return vertices;
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}
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public int[] getIndices() {
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return indices;
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}
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public int getVertexArrayObject() {
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return vertexArrayObject;
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}
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public int getPositionBufferObject() {
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return positionBufferObject;
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}
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public int getIndicesBufferObject() {
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return indicesBufferObject;
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}
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public int getColorBufferObject() {
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return colorBufferObject;
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}
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public void create() {
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// Creates the mesh by formatting the vertices and indices and inputting them to OpenGL
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vertexArrayObject = GL30.glGenVertexArrays();
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GL30.glBindVertexArray(vertexArrayObject);
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// Putting the position of the vertex into the buffer so the renderer can read it
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FloatBuffer positionBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] positionData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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positionData[i * 3] = vertices[i].getPosition().getX();
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positionData[i * 3 + 1] = vertices[i].getPosition().getY();
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positionData[i * 3 + 2] = vertices[i].getPosition().getZ();
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}
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positionBuffer.put(positionData).flip();
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positionBufferObject = storeData(positionBuffer, 0, 3);
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// Putting the color into the buffer so renderer and shader can read it
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FloatBuffer colorBuffer = MemoryUtil.memAllocFloat(vertices.length * 3);
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float[] colorData = new float[vertices.length * 3];
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for (int i = 0; i < vertices.length; i ++ ) {
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colorData[i * 3] = vertices[i].getColor().getX();
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colorData[i * 3 + 1] = vertices[i].getColor().getY();
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colorData[i * 3 + 2] = vertices[i].getColor().getZ();
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}
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colorBuffer.put(colorData).flip();
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colorBufferObject = storeData(colorBuffer, 1, 3);
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IntBuffer indicesBuffer = MemoryUtil.memAllocInt(indices.length);
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indicesBuffer.put(indices).flip();
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indicesBufferObject = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBufferObject);
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GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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// Storing data to the buffer at position index (helps with storing color / position)
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private int storeData(FloatBuffer buffer, int index, int size) {
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int bufferID = GL15.glGenBuffers();
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
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GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
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GL20.glVertexAttribPointer(index, size, GL11.GL_FLOAT, false, 0, 0);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
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return bufferID;
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}
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}
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@@ -0,0 +1,34 @@
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package org.hl.engine.graphics;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL30;
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public class Renderer {
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private Shader shader;
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public Renderer(Shader shader) {
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this.shader = shader;
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}
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public void renderMesh(Mesh mesh) {
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// Renders the mesh by drawing it using triangles (least complicated)
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GL30.glBindVertexArray(mesh.getVertexArrayObject());
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GL30.glEnableVertexAttribArray(0);
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GL30.glEnableVertexAttribArray(1);
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GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, mesh.getIndicesBufferObject());
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shader.bind();
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GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0);
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shader.unbind();
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GL30.glDisableVertexAttribArray(0);
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GL30.glDisableVertexAttribArray(1);
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GL30.glBindVertexArray(0);
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}
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}
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@@ -0,0 +1,88 @@
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package org.hl.engine.graphics;
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import org.hl.engine.utils.FileUtils;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL20;
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public class Shader {
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private String vertexFile;
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private String fragmentFile;
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private int vertexID, fragmentID, programID;
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public Shader(String vertexPath, String fragmentPath) {
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vertexFile = FileUtils.loadAsString(vertexPath);
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fragmentFile = FileUtils.loadAsString(fragmentPath);
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}
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public void create() {
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// Creates the program
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programID = GL20.glCreateProgram();
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// loads the vertex shader
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vertexID = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
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GL20.glShaderSource(vertexID, vertexFile);
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GL20.glCompileShader(vertexID);
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if (GL20.glGetShaderi(vertexID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
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System.err.println("Vertex Shader: " + GL20.glGetShaderInfoLog(vertexID));
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System.exit(1);
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}
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// loads the fragment shader
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fragmentID = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
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GL20.glShaderSource(fragmentID, fragmentFile);
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GL20.glCompileShader(fragmentID);
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if (GL20.glGetShaderi(fragmentID, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
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System.err.println("Fragment Shader: " + GL20.glGetShaderInfoLog(fragmentID));
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System.exit(1);
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}
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// Attach shaders to program
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GL20.glAttachShader(programID, vertexID);
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GL20.glAttachShader(programID, fragmentID);
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// Link the program
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GL20.glLinkProgram(programID);
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if (GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
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System.err.println("Program Linking: " + GL20.glGetProgramInfoLog(programID));
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System.exit(1);
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return;
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}
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// Validate the program
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GL20.glValidateProgram(programID);
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if (GL20.glGetProgrami(programID, GL20.GL_VALIDATE_STATUS) == GL11.GL_FALSE) {
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System.err.println("Program Validation: " + GL20.glGetProgramInfoLog(programID));
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System.exit(1);
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return;
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}
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GL20.glDeleteShader(vertexID);
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GL20.glDeleteShader(fragmentID);
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}
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// Bind so we can use the shader
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public void bind() {
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GL20.glUseProgram(programID);
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}
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// Unbind the shader after use
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public void unbind() {
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GL20.glUseProgram(0);
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}
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// Destroy the program
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public void destroy() {
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GL20.glDeleteProgram(programID);
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}
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}
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@@ -0,0 +1,24 @@
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package org.hl.engine.graphics;
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import org.hl.engine.math.Vector3f;
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public class Vertex {
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// Just a vertex
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private Vector3f position;
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private Vector3f color;
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public Vertex (Vector3f position, Vector3f color) {
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this.position = position;
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this.color = color;
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}
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public Vector3f getPosition() {
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return position;
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}
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public Vector3f getColor() {
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return color;
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}
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}
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@@ -0,0 +1,212 @@
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package org.hl.engine.io;
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import org.hl.engine.math.Vector3f;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.glfw.GLFWWindowSizeCallback;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.opengl.GL11;
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import static org.lwjgl.glfw.GLFW.*;
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public class Display {
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private int width, height;
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private String windowName;
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private long window;
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public int frames;
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public int previousFrames = frames;
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public long time;
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public Input input;
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private Vector3f background = new Vector3f(0, 0, 0);
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private GLFWWindowSizeCallback resizeCallback;
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private boolean isResized;
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private boolean isFullscreen;
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private int[] windowXPos = new int[1];
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private int[] windowYPos = new int[1];
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private GLFWVidMode videoMode;
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private int savedPosX;
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private int savedPosY;
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private int savedWidth;
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private int savedHeight;
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// Constructor to create the display
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public Display (int width, int height, String windowName) {
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this.width = width;
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this.height = height;
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this.windowName = windowName;
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}
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// Change the window name
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public void setWindowName(String windowName) {
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this.windowName = windowName;
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glfwSetWindowTitle(window, windowName);
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}
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// Getters for size, name, window, time, and fullScreen
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public int getWidth() {
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return width;
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}
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public int getHeight() {
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return height;
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}
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public String getWindowName() {
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return windowName;
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}
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public long getWindow() {
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return window;
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}
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public long getTime() {
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return time;
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}
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public boolean isFullscreen() {
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return isFullscreen;
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}
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// Makes the screen fullscreen or not based on the argument
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public void setFullscreen(boolean fullscreen) {
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isFullscreen = fullscreen;
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isResized = true;
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GL11.glViewport(0, 0, width, height);
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if (isFullscreen) {
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int[] xpos = {0};
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int[] ypos = {0};
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glfwGetWindowPos(this.window, xpos, ypos);
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savedPosX = xpos[0];
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savedPosY = ypos[0];
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savedWidth = width;
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savedHeight = height;
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glfwGetWindowPos(window, windowXPos, windowYPos);
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glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, videoMode.width(), videoMode.height(), 0);
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} else {
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glfwSetWindowMonitor(window, 0, savedPosX, savedPosY, savedWidth, savedHeight, 0);
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}
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}
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// resized getter
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public boolean isResized() {
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return isResized;
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}
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// Creates the window (should go in the init() function of your Main program)
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public void create() {
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// initializing glfw
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if (!glfwInit()) {
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System.err.println("Failed to initialize GLFW! ");
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System.exit(1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL11.GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//Creating window
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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window = glfwCreateWindow(this.width, this.height, this.windowName, isFullscreen ? glfwGetPrimaryMonitor():0, 0);
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if (window == 0) {
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System.err.println("Failed to create window! ");
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System.exit(1);
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}
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// Setting size of window
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videoMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
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windowXPos[0] = (videoMode.width() - this.width) / 2;
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windowYPos[0] = (videoMode.height() - this.height ) / 2;
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glfwSetWindowPos(window, windowXPos[0], windowYPos[0]);
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// Graphics
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glfwMakeContextCurrent(window);
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GL.createCapabilities();
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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callBacks();
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glfwShowWindow(window);
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glfwSwapInterval(1);
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// setting time
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time = System.currentTimeMillis();
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}
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// Creating the resize callback (all other callbacks were removed and are now in Input class)
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private void callBacks() {
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resizeCallback = new GLFWWindowSizeCallback() {
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@Override
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public void invoke(long window, int w, int h) {
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width = w;
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height = h;
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isResized = true;
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}
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};
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glfwSetWindowSizeCallback(window, resizeCallback);
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}
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// Refreshes the screen, resets frame count
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public int update() {
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if (isResized) {
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GL11.glViewport(0, 0, width, height);
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isResized = false;
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}
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GL11.glClearColor(background.getX(), background.getY(), background.getZ(), 1.0F);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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glfwPollEvents();
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frames++;
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if (System.currentTimeMillis() > time + 1000) {
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previousFrames = frames;
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time = System.currentTimeMillis();
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frames = 0;
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return frames;
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} else {
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return previousFrames;
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}
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}
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// Terminates the program (making WindowShouldClose)
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public void terminate() {
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glfwSetWindowShouldClose(window, true);
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}
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// Completely DESTROYS the window
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public void destroy() {
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resizeCallback.free();
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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// switches the buffers (for rendering)
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public void swapBuffers() {
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glfwSwapBuffers(window);
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}
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// get whether the window should close
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public boolean shouldClose() {
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return glfwWindowShouldClose(window);
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}
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// changes the background color
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public void setBackgroundColor(float r, float g, float b) {
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background.setVector(r, g, b);
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}
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}
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@@ -0,0 +1,121 @@
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package org.hl.engine.io;
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import org.lwjgl.glfw.GLFW;
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import java.util.Arrays;
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import static org.lwjgl.glfw.GLFW.*;
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public class Input {
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private boolean[] keys = new boolean[GLFW.GLFW_KEY_LAST];
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private boolean[] buttons = new boolean[GLFW.GLFW_MOUSE_BUTTON_LAST];
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private int[] keyState = new int[GLFW.GLFW_KEY_LAST];
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private int[] buttonState = new int[GLFW.GLFW_MOUSE_BUTTON_LAST];
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private long window;
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private Display display;
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private boolean inWindow;
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private double mouseX, mouseY;
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private double scrollX, scrollY;
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// Sets up the callbacks based on the window
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public Input(Display d) {
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this.display = d;
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this.window = this.display.getWindow();
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glfwSetKeyCallback(this.window, (window, key, scancode, action, mods) -> {
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keys[key] = action != GLFW.GLFW_RELEASE;
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keyState[key] = action;
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});
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glfwSetMouseButtonCallback(this.window, (window, button, action, mods) -> {
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buttons[button] = action != GLFW.GLFW_RELEASE;
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buttonState[button] = action;
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});
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glfwSetCursorPosCallback(this.window, (window, xpos, ypos) -> {
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mouseX = xpos;
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mouseY = ypos;
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});
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glfwSetCursorEnterCallback(this.window, (window, entered) -> {
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inWindow = entered;
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});
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glfwSetScrollCallback(this.window, (window, xoffset, yoffset) -> {
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scrollX += xoffset;
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||||
scrollY += yoffset;
|
||||
});
|
||||
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
|
||||
// All states (is<name>Down will return whether it has been held down but <name>Press only returns a press)
|
||||
|
||||
public boolean isKeyDown(int key) {
|
||||
return keys[key];
|
||||
}
|
||||
|
||||
public boolean keyPress(int key) {
|
||||
return keyState[key] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
|
||||
public boolean keyReleased(int key) {
|
||||
return keyState[key] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
|
||||
public boolean isButtonDown(int button) {
|
||||
return buttons[button];
|
||||
}
|
||||
|
||||
public boolean buttonPress(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_PRESS;
|
||||
}
|
||||
|
||||
public boolean buttonReleased(int button) {
|
||||
return buttonState[button] == GLFW.GLFW_RELEASE;
|
||||
}
|
||||
|
||||
// Resets keyboard and buttons so the presses will only be registered once
|
||||
private void resetKeyboard() {
|
||||
Arrays.fill(keyState, -1);
|
||||
}
|
||||
|
||||
private void resetButtons() {
|
||||
Arrays.fill(buttonState, -1);
|
||||
}
|
||||
|
||||
|
||||
// This function should only be called after all input has been taken inside the loop. It must be called if keyPress and buttonPress should work.
|
||||
|
||||
public void reset() {
|
||||
resetKeyboard();
|
||||
resetButtons();
|
||||
}
|
||||
|
||||
// Scroll, mouse, and window getters
|
||||
|
||||
public double getMouseX() {
|
||||
return mouseX;
|
||||
}
|
||||
|
||||
public double getMouseY() {
|
||||
return mouseY;
|
||||
}
|
||||
|
||||
public boolean inWindow() {
|
||||
return inWindow;
|
||||
}
|
||||
|
||||
public double getScrollX() {
|
||||
return scrollX;
|
||||
}
|
||||
|
||||
public double getScrollY() {
|
||||
return scrollY;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
package org.hl.engine.math;
|
||||
|
||||
public class Vector3f {
|
||||
private float x;
|
||||
private float y;
|
||||
private float z;
|
||||
|
||||
// Just a vector if you know what I mean
|
||||
public Vector3f (float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public void setVector(float x, float y, float z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public float getX() {
|
||||
return x;
|
||||
}
|
||||
|
||||
public void setX(float x) {
|
||||
this.x = x;
|
||||
}
|
||||
|
||||
public float getY() {
|
||||
return y;
|
||||
}
|
||||
|
||||
public void setY(float y) {
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public float getZ() {
|
||||
return z;
|
||||
}
|
||||
|
||||
public void setZ(float z) {
|
||||
this.z = z;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
package org.hl.engine.utils;
|
||||
|
||||
import java.io.BufferedReader;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
import java.io.InputStreamReader;
|
||||
|
||||
public class FileUtils {
|
||||
|
||||
// Reads a filepath and returns that as a String
|
||||
public static String loadAsString(String filepath) {
|
||||
StringBuilder result = new StringBuilder();
|
||||
try (BufferedReader reader = new BufferedReader(new
|
||||
InputStreamReader(FileUtils.class.getResourceAsStream(filepath)))) {
|
||||
String line = "";
|
||||
while ((line = reader.readLine()) != null) {
|
||||
result.append(line) .append("\n");
|
||||
}
|
||||
} catch (Exception e) {
|
||||
System.err.println("Couldn't get the file at " + filepath);
|
||||
System.exit(1);
|
||||
|
||||
}
|
||||
|
||||
|
||||
return result.toString();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user