mirror of https://github.com/marrub--/zscript-doc
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ZScriptDoc
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==========
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# ZScriptDoc
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This is documentation for the ZScript language. CC0 public domain. See
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[LICENSE](LICENSE.txt) for more information.
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57
api.md
57
api.md
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@ -1,8 +1,11 @@
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# API
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<!-- vim-markdown-toc GFM -->
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* [Actors](#actors)
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* [Base](#base)
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* [Drawing](#drawing)
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* [Event Handling](#event-handling)
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* [Files](#files)
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* [Intermission Screens](#intermission-screens)
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* [Level Data](#level-data)
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@ -11,6 +14,8 @@
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* [Weapons](#weapons)
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* [Global Objects](#global-objects)
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<!-- vim-markdown-toc -->
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The ZScript API (Advanced Programming Interface) is vast and has some holes
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which are hard to explain. Some parts are implemented in ways that don't make
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sense to user code, but are fine to the engine. Because of this, the API shall
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@ -25,17 +30,17 @@ are part of the API.
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# Actors
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<!-- toc actor -->
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<!-- inter-toc actor -->
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* [State](api-actor-State.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Base
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<!-- toc base -->
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<!-- inter-toc base -->
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* [Array](api-base-Array.md)
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* [Color](api-base-Color.md)
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@ -47,13 +52,13 @@ TODO
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* [Thinker](api-base-Thinker.md)
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* [Vector](api-base-Vector.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Drawing
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<!-- toc drawing -->
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<!-- inter-toc drawing -->
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* [BrokenLines](api-drawing-BrokenLines.md)
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* [Console](api-drawing-Console.md)
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@ -64,33 +69,33 @@ TODO
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* [TexMan](api-drawing-TexMan.md)
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* [TextureID](api-drawing-TextureID.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Event Handling
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<!-- toc events -->
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<!-- inter-toc events -->
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<!-- toc end -->
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<!-- end -->
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TODO
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# Files
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<!-- toc files -->
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<!-- inter-toc files -->
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* [Wads](api-files-Wads.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Intermission Screens
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<!-- toc inter -->
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<!-- inter-toc inter -->
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* [InterBackground](api-inter-InterBackground.md)
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* [PatchInfo](api-inter-PatchInfo.md)
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@ -98,7 +103,7 @@ TODO
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* [WBPlayerStruct](api-inter-WBPlayerStruct.md)
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* [WBStartStruct](api-inter-WBStartStruct.md)
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<!-- toc end -->
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<!-- end -->
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For legacy reasons, many intermission-related things may be prefixed with `WI`
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or `WB`. The abbreviation `WI` means *World Intermission* (the intermission
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@ -108,7 +113,7 @@ for [statistics drivers](https://doomwiki.org/wiki/Statistics_driver).
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# Level Data
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<!-- toc level -->
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<!-- inter-toc level -->
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* [F3DFloor](api-level-F3DFloor.md)
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* [FColorMap](api-level-FColorMap.md)
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@ -121,45 +126,45 @@ for [statistics drivers](https://doomwiki.org/wiki/Statistics_driver).
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* [Side](api-level-Side.md)
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* [Vertex](api-level-Vertex.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Players
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<!-- toc player -->
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<!-- inter-toc player -->
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* [PlayerClass](api-player-PlayerClass.md)
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* [PlayerSkin](api-player-PlayerSkin.md)
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* [Team](api-player-Team.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Sounds
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<!-- toc sound -->
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<!-- inter-toc sound -->
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* [SeqNode](api-sound-SeqNode.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Weapons
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<!-- toc wep -->
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<!-- inter-toc wep -->
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* [PSprite](api-wep-PSprite.md)
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<!-- toc end -->
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<!-- end -->
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TODO
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# Global Objects
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<!-- toc global-data -->
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<!-- inter-toc global-data -->
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* [Client](api-global-data-Client.md)
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* [Constants](api-global-data-Constants.md)
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@ -167,12 +172,12 @@ TODO
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* [Information](api-global-data-Information.md)
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* [Player](api-global-data-Player.md)
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<!-- toc end -->
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<!-- end -->
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These variables are accessible in any context and are not bound by any specific
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object. Generally these mirror global information within the engine itself.
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<!-- toc global-func -->
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<!-- inter-toc global-func -->
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* [Classes](api-global-func-Classes.md)
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* [Game](api-global-func-Game.md)
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@ -181,19 +186,19 @@ object. Generally these mirror global information within the engine itself.
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* [Sound](api-global-func-Sound.md)
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* [System](api-global-func-System.md)
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<!-- toc end -->
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<!-- end -->
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These functions are accessible in any context and are not bound by any specific
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object. Generally these are utility functions.
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<!-- toc global -->
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<!-- inter-toc global -->
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* [DEHInfo](api-global-DEHInfo.md)
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* [FOptionMenuSettings](api-global-FOptionMenuSettings.md)
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* [GameInfoStruct](api-global-GameInfoStruct.md)
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* [LevelLocals](api-global-LevelLocals.md)
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<!-- toc end -->
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<!-- end -->
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These are the types used by global variables.
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39
entry.md
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entry.md
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Entry Points
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============
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# Entry Points
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<!-- vim-markdown-toc GFM -->
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@ -23,8 +22,7 @@ itself, many interactions with the engine are not defined in ZScript. This
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section describes all ZScript interactions with the engine, both inside and
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outside of ZScript itself.
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ACS
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===
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# ACS
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ACS has several functions for interfacing with ZScript: `SetUserVariable`
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(callfunc `24`,) `GetUserVariable` (callfunc `25`,) `SetUserArray` (callfunc
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@ -57,8 +55,7 @@ values, although more than one value will be ignored. The returned value may be
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`double` (converted to fixed-point,) `name`, `sound` or `string` (converted to
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ACS string.) If it is not one of these types, it will be ignored.
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Actors
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======
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# Actors
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Actor classes can be replaced by the `replaces` class flag, which during
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dynamic actor replacement will choose to spawn this class over its replaced
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@ -73,52 +70,44 @@ class MyActor : Actor replaces OtherActor {} // OtherActor will be dynamically r
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class MyOtherActor : Actor replaces OtherActor {} // OtherActor will now be replaced with MyOtherActor instead of MyActor
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```
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Console Commands
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================
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# Console Commands
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While ZScript cannot be directly called by console commands, one can use the
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`event` and `netevent` console commands. `event` will call the `ConsoleProcess`
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event handler, or `NetworkProcess` if it was not called by a player. `netevent`
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acts the same as `EventHandler::SendNetworkEvent`.
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CVARINFO
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========
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# CVARINFO
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Any CVars declared as a server CVar in `CVARINFO` or by the engine will be
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accessible as a global variable in ZScript, which has a special type that can
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be implicitly cast to the type of the CVar. They cannot be set this way, only
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accessed.
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DECALDEF
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========
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# DECALDEF
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`DECALDEF` can set the decal generator for a specific `Actor` class with the
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`generator` keyword. An actor can also define its generator and inherited
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classes' generators with the `Decal` property.
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DECORATE
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========
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# DECORATE
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TODO: lots of things to note here
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LOCKDEFS
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========
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# LOCKDEFS
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Key and lock groups in `LOCKDEFS` are defined as groups of `Inventory` or `Key`
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descendants.
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GLDEFS
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======
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# GLDEFS
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Lights can be associated with `Actor` classes and frames in `GLDEFS`.
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KEYCONF
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=======
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# KEYCONF
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TODO: this can be used for custom buttons
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MAPINFO
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=======
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# MAPINFO
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In `MAPINFO`, the `GameInfo` block (referred to as `MAPINFO`/GameInfo in this
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document) the following properties interact directly with ZScript:
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@ -135,13 +124,11 @@ document) the following properties interact directly with ZScript:
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TODO: there are other things here as well, like map event handlers
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MENUDEF
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=======
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# MENUDEF
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TODO: this directly uses ZScript classes
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TERRAIN
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=======
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# TERRAIN
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The `SmallSplash`, `SplashBase` and `SplashChunk` properties of `Splash` blocks
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use `Actor`s.
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Glossary
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========
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# Glossary
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<!-- toc glossary -->
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<!-- inter-toc -->
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* [Classes](glossary-Classes.md)
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* [Concepts](glossary-Concepts.md)
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* [Structures](glossary-Structures.md)
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* [Versions](glossary-Versions.md)
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<!-- toc end -->
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<!-- end -->
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Miscallaneous information about ZScript, including code examples and version
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Miscallaneous information about ZScript, including class lists and version
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differences.
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<!-- EOF -->
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@ -1,5 +1,4 @@
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Class Definitions
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=================
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# Class Definitions
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<!-- vim-markdown-toc GFM -->
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@ -112,8 +111,7 @@ int m_MyMember;
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// end of file
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```
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Class Flags
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===========
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# Class Flags
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| Flag | Description |
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| ---- | ----------- |
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@ -127,8 +125,7 @@ Class Flags
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`Replace-class` in this context is an `Identifier` denoting a class which
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inherits `Actor`.
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Class Content
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=============
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# Class Content
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Class contents are an optional list of various things logically contained
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within the class, including:
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@ -144,8 +141,7 @@ within the class, including:
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- Constant definitions
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- Static array definitions
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Property Definitions
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====================
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# Property Definitions
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Property definitions are used within classes to define defaultable attributes
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on actors. They are not valid on classes not derived from Actor.
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@ -185,8 +181,7 @@ class MyCoolActor : Actor
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}
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```
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Flag Definitions
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================
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# Flag Definitions
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*Version 3.7.0 and newer.*
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@ -243,8 +238,7 @@ class MyCoolActorWithFlags : Actor
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}
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```
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Default Blocks
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==============
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# Default Blocks
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Default blocks are used on classes derived from Actor to create an overridable
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list of defaults to properties, allowing for swift creation of flexible actor
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@ -297,8 +291,7 @@ actor. Here is a list of them:
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Note that like any other property, they require a semicolon after them,
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although they do not use an expression.
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State Definitions
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=================
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# State Definitions
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These are the same as `DECORATE`, but states that do not have function blocks
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require terminating semicolons. Double quotes around `#` and `-` are no longer
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@ -1,5 +1,4 @@
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Constant Definitions
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====================
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# Constant Definitions
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<!-- vim-markdown-toc GFM -->
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const MY_COOL_INT = int(777.7777);
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```
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Static array definitions
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=========================
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# Static array definitions
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Similar to constants, static arrays are named values, but for an array. They
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are created with the syntax:
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@ -1,5 +1,4 @@
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Expressions and Operators
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=========================
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# Expressions and Operators
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<!-- vim-markdown-toc GFM -->
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@ -23,8 +22,7 @@ Expressions and Operators
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<!-- vim-markdown-toc -->
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Literals
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========
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# Literals
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Much like C or most other programming languages, ZScript has object literals,
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including string literals, integer literals, float literals, name literals,
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|
@ -157,8 +155,7 @@ The null pointer literal is spelled `null` and represents an object that does
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not exist in memory. Like C, it is not equivalent to the integer literal `0`,
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and is more similar to C++'s `nullptr`.
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Expressions
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===========
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# Expressions
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Expressions contain literals or other such *expressions* of objects, including
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arithmetic and various conditions.
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|
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@ -1,5 +1,4 @@
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Member Declarations
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===================
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# Member Declarations
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<!-- vim-markdown-toc GFM -->
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|
@ -30,8 +29,7 @@ private int m_CoolPrivateInt;
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protected meta int m_CoolMetaInt;
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```
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Member Declaration Flags
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========================
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# Member Declaration Flags
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| Flag | Description |
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| ---- | ----------- |
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|
|
|
@ -1,5 +1,4 @@
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Method Definitions
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==================
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# Method Definitions
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<!-- vim-markdown-toc GFM -->
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|
@ -43,8 +42,7 @@ All methods which are not `static` have an implicit `self` parameter which
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refers to this object, although if you wish to refer to a member of `self`, you
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do not need to reference it directly, as it is already implicitly in scope.
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Method Argument List
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====================
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# Method Argument List
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Method arguments must all have a name and type, and optionally the last
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arguments in the list may have a default value, (*Version 3.3.0 and newer*)
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|
@ -86,8 +84,7 @@ Fn(5, 6, 7);
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Fn(7, 8, 9, 10);
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```
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Method Definition Flags
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=======================
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# Method Definition Flags
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| Flag | Description |
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| ---- | ----------- |
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|
|
|
@ -1,5 +1,4 @@
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Statements
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==========
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# Statements
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<!-- vim-markdown-toc GFM -->
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|
@ -25,8 +24,7 @@ All functions are made up of a list of *statements* enclosed with left and
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right braces, which in and of itself is a statement called a *compound
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statement*, or *block*.
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Compound Statements
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===================
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# Compound Statements
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A compound statement is formed as:
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|
@ -39,8 +37,7 @@ A compound statement is formed as:
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Note that the statement list is optional, so an empty compound statement `{}`
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is entirely valid.
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Expression Statements
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=====================
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# Expression Statements
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An expression statement is the single most common type of statement in just
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about any programming language. In ZScript, exactly like C and C++, an
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|
@ -64,8 +61,7 @@ m_MyCoolMember = 500;
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5 * 5; // does nothing of course, but valid
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```
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Conditional Statements
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======================
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# Conditional Statements
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A conditional statement will, conditionally, choose a statement (or none) to
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execute. They work the same as in C and ACS:
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|
@ -95,8 +91,7 @@ else
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e = f;
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```
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Switch Statements
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=================
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# Switch Statements
|
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|
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A switch statement takes an expression of integer or name type and selects a
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labeled statement to run. They work the same as in C and ACS:
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|
@ -121,8 +116,7 @@ default:
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|||
}
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||||
```
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Loop Statements
|
||||
===============
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# Loop Statements
|
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|
||||
ZScript has five loop statements, `for`, `while`, `until`, `do while` and `do
|
||||
until`. `for`, `while` and `do while` work the same as in C, C++ and ACS, while
|
||||
|
@ -160,8 +154,7 @@ do
|
|||
until ( Expression )
|
||||
```
|
||||
|
||||
Control Flow Statements
|
||||
=======================
|
||||
# Control Flow Statements
|
||||
|
||||
As in C, there are three control flow statements that manipulate where the
|
||||
program will execute statements next, which are available contextually. They
|
||||
|
@ -238,8 +231,7 @@ int, int ReturnsTwoInts()
|
|||
}
|
||||
```
|
||||
|
||||
Local Variable Statements
|
||||
=========================
|
||||
# Local Variable Statements
|
||||
|
||||
Local variable statements are formed in one of 2 ways. The `let` keyword can be
|
||||
used to automatically determine the type of the variable from the initializer,
|
||||
|
@ -259,8 +251,7 @@ let Identifier = Expression ;
|
|||
Type Variable $[ , Variable]$... ;
|
||||
```
|
||||
|
||||
Multi-assignment Statements
|
||||
===========================
|
||||
# Multi-assignment Statements
|
||||
|
||||
Expressions or functions that return multiple values can be assigned into
|
||||
multiple variables with the syntax:
|
||||
|
@ -281,13 +272,11 @@ bool spawned;
|
|||
[spawned, mo] = A_SpawnItemEx("MyCoolActor");
|
||||
```
|
||||
|
||||
Static Array Statements
|
||||
=======================
|
||||
# Static Array Statements
|
||||
|
||||
Static arrays can be defined normally as a statement.
|
||||
|
||||
Null Statements
|
||||
===============
|
||||
# Null Statements
|
||||
|
||||
A null statement does nothing, and is formed `;`. It is similar to an empty
|
||||
compound statement.
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
Structure Definitions
|
||||
=====================
|
||||
# Structure Definitions
|
||||
|
||||
<!-- vim-markdown-toc GFM -->
|
||||
|
||||
|
@ -46,8 +45,7 @@ struct MyCoolStructure
|
|||
}
|
||||
```
|
||||
|
||||
Structure Flags
|
||||
===============
|
||||
# Structure Flags
|
||||
|
||||
| Flag | Description |
|
||||
| ---- | ----------- |
|
||||
|
@ -57,8 +55,7 @@ Structure Flags
|
|||
| `ui` | Structure has UI scope. |
|
||||
| `version ( "ver" )` | Restricted to ZScript version `ver` or higher. |
|
||||
|
||||
Structure Content
|
||||
=================
|
||||
# Structure Content
|
||||
|
||||
Structure contents are an optional list of various things logically contained
|
||||
within the structure, including:
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
Types
|
||||
=====
|
||||
# Types
|
||||
|
||||
<!-- vim-markdown-toc GFM -->
|
||||
|
||||
|
@ -36,8 +35,7 @@ Most basic types have methods attached to them, and both integer and
|
|||
floating-point type names have symbols accessible from them. See the API
|
||||
section for more information.
|
||||
|
||||
Integer Types
|
||||
=============
|
||||
# Integer Types
|
||||
|
||||
Integer types are basic integral numbers. They include:
|
||||
|
||||
|
@ -72,8 +70,7 @@ for instance `int.Max`.
|
|||
|
||||
Minimum value of type.
|
||||
|
||||
Floating-point Types
|
||||
====================
|
||||
# Floating-point Types
|
||||
|
||||
Floating-point types hold exponents, generally represented as regular decimal
|
||||
numbers. There are two such types available to ZScript:
|
||||
|
@ -138,8 +135,7 @@ Floating-point types have symbols attached which can be accessed by
|
|||
|
||||
Not-a-Number value of type.
|
||||
|
||||
Strings
|
||||
=======
|
||||
# Strings
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -149,8 +145,7 @@ The `string` type is a mutable, garbage-collected string reference type.
|
|||
Strings are not structures or classes, however there are methods attached to
|
||||
the type, detailed in the API section.
|
||||
|
||||
Names
|
||||
=====
|
||||
# Names
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -165,8 +160,7 @@ Names can be converted to `int` with an explicit cast, and the negative of
|
|||
`int(name())` may be used to create an integer representation of a string
|
||||
usable by action specials, most prominently `ACS_NamedExecute`.
|
||||
|
||||
Colors
|
||||
======
|
||||
# Colors
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -180,8 +174,7 @@ color(R, G, B)
|
|||
color(A, R, G, B)
|
||||
```
|
||||
|
||||
Vectors
|
||||
=======
|
||||
# Vectors
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -196,8 +189,7 @@ as a `vector2` with `xy`.
|
|||
Vectors can use many operators and even have special ones to themselves. See
|
||||
the Expressions and Operators section for more information.
|
||||
|
||||
Fixed-size Arrays
|
||||
=================
|
||||
# Fixed-size Arrays
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -212,8 +204,7 @@ or greater.
|
|||
|
||||
Note that this kind of type can also be declared in variable names themselves.
|
||||
|
||||
Dynamic-size Arrays
|
||||
===================
|
||||
# Dynamic-size Arrays
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -239,8 +230,7 @@ Will result in an array with 5 elements.
|
|||
Dynamically sized arrays also cannot store other dynamically sized arrays, or
|
||||
user-defined `struct` objects.
|
||||
|
||||
Maps
|
||||
====
|
||||
# Maps
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -248,8 +238,7 @@ Maps
|
|||
|
||||
Map types take the form `map<Type, Type>`. They are not yet implemented.
|
||||
|
||||
Class Types
|
||||
===========
|
||||
# Class Types
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -261,8 +250,7 @@ object. They simply take the form `class`, and can be restrained to descendants
|
|||
of a type with the syntax `class<Type>`. Strings are implicitly cast to class
|
||||
type references.
|
||||
|
||||
User Types
|
||||
==========
|
||||
# User Types
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -281,8 +269,7 @@ A type name that is within a specific scope can be accessed by prefixing it
|
|||
with a `.`. The type `.MyClass.MySubStructure` will resolve to the type
|
||||
`MySubStructure` contained within `MyClass`.
|
||||
|
||||
Read-only Types
|
||||
===============
|
||||
# Read-only Types
|
||||
|
||||
| Name | Usable as argument |
|
||||
| ---- | :----------------: |
|
||||
|
@ -292,8 +279,7 @@ A read-only type, as its name implies, may only be read from, and is
|
|||
effectively immutable. They take the form `readonly<Type>`. Do note that this
|
||||
is separate from the member declaration flag.
|
||||
|
||||
Other Types
|
||||
===========
|
||||
# Other Types
|
||||
|
||||
| Name | Usable as argument | Description |
|
||||
| ---- | :----------------: | ----------- |
|
||||
|
@ -308,8 +294,7 @@ Other Types
|
|||
|
||||
Strings will implicitly convert to `sound` and `statelabel`.
|
||||
|
||||
Variable Name
|
||||
=============
|
||||
# Variable Name
|
||||
|
||||
Variable names can have an array's size on them, instead of on the type, or
|
||||
none. Variable names are formed as either:
|
||||
|
@ -319,8 +304,7 @@ Identifier
|
|||
Identifier Array-size
|
||||
```
|
||||
|
||||
Array Size
|
||||
==========
|
||||
# Array Size
|
||||
|
||||
Array sizes can be multi-dimensional or automatically sized, so all of the
|
||||
following syntaxes are available:
|
||||
|
|
25
lang.md
25
lang.md
|
@ -1,5 +1,4 @@
|
|||
Language
|
||||
========
|
||||
# Language
|
||||
|
||||
<!-- vim-markdown-toc GFM -->
|
||||
|
||||
|
@ -40,8 +39,7 @@ the hope that it is useful reference and serves as a solid basis for further
|
|||
writings. This document was originally written by Alison Sanderson (Marrub.)
|
||||
Attribution is encouraged but not required.
|
||||
|
||||
Reading This Document
|
||||
=====================
|
||||
# Reading This Document
|
||||
|
||||
This document's syntaxes are written in a specific way to be easy to read but
|
||||
still close enough to a formal syntax that, for instance, someone writing a
|
||||
|
@ -58,8 +56,7 @@ element spellings:
|
|||
| `$[` and `]$` | An optional syntax element, which may be omitted by the user. |
|
||||
| `"text"` | Any string literal, contents do not necessarily have to be what is inside unless explicitly stated. |
|
||||
|
||||
Translation Unit
|
||||
================
|
||||
# Translation Unit
|
||||
|
||||
Full ZScript files are referred to as "translation units." This terminology
|
||||
comes from the C standard, and refers simply to the entirety of a ZScript
|
||||
|
@ -73,8 +70,7 @@ Included translation units may not have version directives.
|
|||
|
||||
All keywords and identifiers in ZScript are case insensitive.
|
||||
|
||||
Versions
|
||||
========
|
||||
# Versions
|
||||
|
||||
A version directive may be placed at the very beginning of a ZScript file, the
|
||||
syntax being:
|
||||
|
@ -88,8 +84,7 @@ Where `num` is the ZScript version to use. By default ZScript is version
|
|||
by this documentation and it is highly encouraged to always use the latest
|
||||
version of ZScript. The minimum version supported by this documentation is 3.0.
|
||||
|
||||
Top-level
|
||||
=========
|
||||
# Top-level
|
||||
|
||||
A ZScript file can have one of several things at the top level of the file,
|
||||
following a version directive:
|
||||
|
@ -101,8 +96,7 @@ following a version directive:
|
|||
- Include directives
|
||||
|
||||
|
||||
Include directives
|
||||
==================
|
||||
# Include directives
|
||||
|
||||
Include directives include other files to be processed by the ZScript compiler,
|
||||
allowing you to organize and separate code into different files. Their syntax
|
||||
|
@ -127,12 +121,11 @@ Basic includes.
|
|||
#include "zscript/MyCoolMod/MyCoolClasses.zsc"
|
||||
```
|
||||
|
||||
Table of Contents
|
||||
=================
|
||||
# Table of Contents
|
||||
|
||||
Finally, here is a table of contents for each language element:
|
||||
|
||||
<!-- toc glossary -->
|
||||
<!-- inter-toc -->
|
||||
|
||||
* [Classes](lang-Classes.md)
|
||||
* [Constants](lang-Constants.md)
|
||||
|
@ -144,6 +137,6 @@ Finally, here is a table of contents for each language element:
|
|||
* [Structures](lang-Structures.md)
|
||||
* [Types](lang-Types.md)
|
||||
|
||||
<!-- toc end -->
|
||||
<!-- end -->
|
||||
|
||||
<!-- EOF -->
|
||||
|
|
|
@ -15,7 +15,8 @@ def filter_emit r
|
|||
end
|
||||
|
||||
def find_toc_areas f
|
||||
f.to_enum(:scan, /^(<!-- toc (.+) -->)(?:.|\n)*?(<!-- toc end -->)/i).map{$~}
|
||||
re = /^(<!-- inter-toc ([^\s]+)\s+-->)(?:.|\n)*?(<!-- end -->)/i
|
||||
f.to_enum(:scan, re).map{$~}
|
||||
end
|
||||
|
||||
def filter_toc_areas f
|
||||
|
@ -41,8 +42,16 @@ def rewrite fnam
|
|||
File.write fnam, o
|
||||
end
|
||||
|
||||
rewrite "api.md" do |f| filter_toc_areas f do |a| /api-#{a}-(\w+).md/ end end
|
||||
rewrite "glossary.md" do |f| filter_toc_areas f do |a| /glossary-(\w+).md/ end end
|
||||
rewrite "lang.md" do |f| filter_toc_areas f do |a| /lang-(\w+).md/ end end
|
||||
rewrite "api.md" do |f|
|
||||
filter_toc_areas f do |a| /api-#{a}-(\w+).md/ end
|
||||
end
|
||||
|
||||
rewrite "glossary.md" do |f|
|
||||
filter_toc_areas f do |a| /glossary-(\w+).md/ end
|
||||
end
|
||||
|
||||
rewrite "lang.md" do |f|
|
||||
filter_toc_areas f do |a| /lang-(\w+).md/ end
|
||||
end
|
||||
|
||||
## EOF
|
||||
|
|
Loading…
Reference in New Issue