updated documentation

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turanszkij
2017-05-04 23:33:16 +02:00
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@@ -83,16 +83,77 @@ The main renderer. The responsibility of this class is managing the scene graph,
This also holds an instance of the GraphicsDevice.
This is a fully static class which means that there can be only a single renderer per application instance.
### Physics
This section provides description for the physics engine interface.
#### wiPHYSICS
An interface for physics engine integration. The current implementation uses Bullet physics (see wiBULLET) but a private HAVOK physics implementation is also available to use.
#### wiBULLET
implements the wiPHYSICS interface. Wraps up the open source Bullet physics engine. The source is incuded inside the project and builds itself automatically.
### GUI
This section contains information about the graphical user interface usage.
#### wiGUI
Its purpose is to manages all widgets. Management consists of updating and rendering them.
#### wiWidget
This is an interface to GUI widgets. The following widgets are available:
- wiButton
- wiCheckBox
- wiLabel
- wiSlider
- wiComboBox
- wiWindow
- wiColorPicker
Each widget can register callback events by implementing functions starting with "On" keywork, like OnClick(wiEventArgs args). Each callback sends an wiEventArgs struct for the receiver.
This struct has members defining the event parameters. A simple callback register can look like this:
myCheckBox->OnClick([&](wiEventArgs args) {
if(args.bValue){
messageBox("Activated!");
}
else
{
messaageBox("Disabled!");
}
});
### Input
This section is about the input manager instance.
### Helpers
This section provides information about the various helper utilities.
### Network
### Scripting
This section contains documentation about the Lua scripting interface implementation side. For scripting API documentation refer to: [Wicked Engine Scripting API](ScriptingAPI-Documentation.md)
### Network
This section is about networking features.
### Tools
This section describes engine tools.