updated documentation

This commit is contained in:
turanszkij
2015-12-09 16:51:18 +01:00
parent 5b32f0fd29
commit 2b588d3cb4
+58 -1
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@@ -37,6 +37,7 @@ The documentation completion is still pending....
1. Server
2. Client
10. Input Handling
11. ResourceManager
## Introduction and usage
Scripting in Wicked Engine is powered by Lua, meaning that the user can make use of the
@@ -321,23 +322,71 @@ Emitter particlesystem.
### Renderable Components
A RenderableComponent describes a scene wich can render itself.
- [constructor]RenderableComponent()
- GetContent() : Resource result
- Initialize()
- Load()
- Unload()
- Start()
- Stop()
- Update()
- Render()
- Compose()
#### Renderable2DComponent
It can hold Sprites and Fonts and can sort them by layers, update and render them.
- [constructor]Renderable2DComponent()
- AddSprite(Sprite sprite, opt string layer)
- AddFont(Font font, opt string layer)
- RemoveFont(Font font)
- ClearSprites()
- ClearFonts()
- GetSpriteOrder(Sprite sprite) : int? result
- GetFontOrder(Font font) : int? result
- AddLayer(string name)
- GetLayers() : string? result
- SetLayerOrder(string name, int order)
- SetSpriteOrder(Sprite sprite, int order)
- SetFontOrder(Font font, int order)
#### Renderable3DComponent
A 3D scene can either be rendered by a Forward or Deferred render path.
- [void-constructor]Renderable3DComponent()
- SetSSAOEnabled(bool value)
- SetSSREnabled(bool value)
- SetShadowsEnabled(bool value)
- SetReflectionsEnabled(bool value)
- SetFXAAEnabled(bool value)
- SetBloomEnabled(bool value)
- SetColorGradingEnabled(bool value)
- SetEmitterParticlesEnabled(bool value)
- SetHairParticlesEnabled(bool value)
- SetHairParticlesReflectionEnabled(bool value)
- SetVolumeLightsEnabled(bool value)
- SetLightShaftsEnabled(bool value)
- SetLensFlareEnabled(bool value)
- SetMotionBlurEnabled(bool value)
- SetSSSEnabled(bool value)
- SetDepthOfFieldEnabled(bool value)
- SetDepthOfFieldFocus(float value)
- SetDepthOfFieldStrength(float value)
- SetPreferredThreadingCount(int value)
##### ForwardRenderableComponent
It renders the scene contained by the Renderer in a forward render path. The component does not hold the scene information,
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
- [constructor]ForwardRenderableComponent()
##### DeferredRenderableComponent
It renders the scene contained by the Renderer in a deferred render path. The component does not hold the scene information,
only the effects to render the scene. The scene is managed and ultimately rendered by the Renderer.
- [constructor]DeferredRenderableComponent()
#### LoadingScreenComponent
It is a Renderable2DComponent but one that internally manages resource loading and can display information about the process.
- [constructor]LoadingScreenComponent()
- AddLoadingComponent(RenderableComponent component)
### Network
Here are the network communication features.
@@ -375,4 +424,12 @@ These provide functions to check the state of the input devices.
#### Mouse Key Codes
- [outer]VK_LBUTTON : int
- [outer]VK_MBUTTON : int
- [outer]VK_RBUTTON : int
- [outer]VK_RBUTTON : int
### ResourceManager
Stores and manages resources such as textures, sounds and shaders.
- [void-constructor]Resource()
- Get(string name)
- Add(string name)
- Del(string name)
- List() : string result