From 2b588d3cb4e28cbe98823b029fd66440e75c3045 Mon Sep 17 00:00:00 2001 From: turanszkij Date: Wed, 9 Dec 2015 16:51:18 +0100 Subject: [PATCH] updated documentation --- ScriptingAPI-Documentation.md | 59 ++++++++++++++++++++++++++++++++++- 1 file changed, 58 insertions(+), 1 deletion(-) diff --git a/ScriptingAPI-Documentation.md b/ScriptingAPI-Documentation.md index b52aed107..5a01ab8cf 100644 --- a/ScriptingAPI-Documentation.md +++ b/ScriptingAPI-Documentation.md @@ -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 \ No newline at end of file +- [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