Compare commits

...

4 Commits

Author SHA1 Message Date
an 11b4e635e5 whoops 2019-08-14 05:28:36 -04:00
an 94e70bd557 organize into folders (why didn't i think of this sooner?) 2019-08-14 05:27:32 -04:00
an b7f8614ab4 add Array::Append 2019-08-14 04:31:58 -04:00
an 03f151dca4 change flags style 2019-08-14 04:31:50 -04:00
80 changed files with 262 additions and 249 deletions

128
api.md
View File

@ -26,7 +26,7 @@ modder rather than for the engine.
<!-- inter-toc actor -->
* [State](api-actor-State.md)
* [State](api/actor/State.md)
<!-- end -->
@ -36,15 +36,15 @@ TODO
<!-- inter-toc base -->
* [Array](api-base-Array.md)
* [Color](api-base-Color.md)
* [CVar](api-base-CVar.md)
* [FixedArray](api-base-FixedArray.md)
* [Object](api-base-Object.md)
* [String](api-base-String.md)
* [StringTable](api-base-StringTable.md)
* [Thinker](api-base-Thinker.md)
* [Vector](api-base-Vector.md)
* [Array](api/base/Array.md)
* [CVar](api/base/CVar.md)
* [Color](api/base/Color.md)
* [FixedArray](api/base/FixedArray.md)
* [Object](api/base/Object.md)
* [StringTable](api/base/StringTable.md)
* [String](api/base/String.md)
* [Thinker](api/base/Thinker.md)
* [Vector](api/base/Vector.md)
<!-- end -->
@ -54,14 +54,14 @@ TODO
<!-- inter-toc drawing -->
* [BrokenLines](api-drawing-BrokenLines.md)
* [Console](api-drawing-Console.md)
* [Font](api-drawing-Font.md)
* [GIFont](api-drawing-GIFont.md)
* [Screen](api-drawing-Screen.md)
* [Shape2D](api-drawing-Shape2D.md)
* [TexMan](api-drawing-TexMan.md)
* [TextureID](api-drawing-TextureID.md)
* [BrokenLines](api/drawing/BrokenLines.md)
* [Console](api/drawing/Console.md)
* [Font](api/drawing/Font.md)
* [GIFont](api/drawing/GIFont.md)
* [Screen](api/drawing/Screen.md)
* [Shape2D](api/drawing/Shape2D.md)
* [TexMan](api/drawing/TexMan.md)
* [TextureID](api/drawing/TextureID.md)
<!-- end -->
@ -71,11 +71,11 @@ TODO
<!-- inter-toc events -->
* [ConsoleEvent](api-events-ConsoleEvent.md)
* [EventHandler](api-events-EventHandler.md)
* [RenderEvent](api-events-RenderEvent.md)
* [ReplaceEvent](api-events-ReplaceEvent.md)
* [StaticEventHandler](api-events-StaticEventHandler.md)
* [ConsoleEvent](api/events/ConsoleEvent.md)
* [EventHandler](api/events/EventHandler.md)
* [RenderEvent](api/events/RenderEvent.md)
* [ReplaceEvent](api/events/ReplaceEvent.md)
* [StaticEventHandler](api/events/StaticEventHandler.md)
<!-- end -->
@ -85,7 +85,7 @@ TODO
<!-- inter-toc files -->
* [Wads](api-files-Wads.md)
* [Wads](api/files/Wads.md)
<!-- end -->
@ -95,11 +95,11 @@ TODO
<!-- inter-toc inter -->
* [InterBackground](api-inter-InterBackground.md)
* [PatchInfo](api-inter-PatchInfo.md)
* [StatusScreen](api-inter-StatusScreen.md)
* [WBPlayerStruct](api-inter-WBPlayerStruct.md)
* [WBStartStruct](api-inter-WBStartStruct.md)
* [InterBackground](api/inter/InterBackground.md)
* [PatchInfo](api/inter/PatchInfo.md)
* [StatusScreen](api/inter/StatusScreen.md)
* [WBPlayerStruct](api/inter/WBPlayerStruct.md)
* [WBStartStruct](api/inter/WBStartStruct.md)
<!-- end -->
@ -115,17 +115,17 @@ for [statistics drivers][1].
<!-- inter-toc level -->
* [F3DFloor](api-level-F3DFloor.md)
* [FColorMap](api-level-FColorMap.md)
* [Line](api-level-Line.md)
* [LineIdIterator](api-level-LineIdIterator.md)
* [SecPlane](api-level-SecPlane.md)
* [SecSpecial](api-level-SecSpecial.md)
* [Sector](api-level-Sector.md)
* [SectorEffect](api-level-SectorEffect.md)
* [SectorTagIterator](api-level-SectorTagIterator.md)
* [Side](api-level-Side.md)
* [Vertex](api-level-Vertex.md)
* [F3DFloor](api/level/F3DFloor.md)
* [FColorMap](api/level/FColorMap.md)
* [LineIdIterator](api/level/LineIdIterator.md)
* [Line](api/level/Line.md)
* [SecPlane](api/level/SecPlane.md)
* [SecSpecial](api/level/SecSpecial.md)
* [SectorEffect](api/level/SectorEffect.md)
* [SectorTagIterator](api/level/SectorTagIterator.md)
* [Sector](api/level/Sector.md)
* [Side](api/level/Side.md)
* [Vertex](api/level/Vertex.md)
<!-- end -->
@ -135,9 +135,9 @@ TODO
<!-- inter-toc player -->
* [PlayerClass](api-player-PlayerClass.md)
* [PlayerSkin](api-player-PlayerSkin.md)
* [Team](api-player-Team.md)
* [PlayerClass](api/player/PlayerClass.md)
* [PlayerSkin](api/player/PlayerSkin.md)
* [Team](api/player/Team.md)
<!-- end -->
@ -147,7 +147,7 @@ TODO
<!-- inter-toc sound -->
* [SeqNode](api-sound-SeqNode.md)
* [SeqNode](api/sound/SeqNode.md)
<!-- end -->
@ -155,9 +155,9 @@ TODO
# Weapons
<!-- inter-toc wep -->
<!-- inter-toc weapon -->
* [PSprite](api-wep-PSprite.md)
* [PSprite](api/weapon/PSprite.md)
<!-- end -->
@ -165,39 +165,39 @@ TODO
# Global Objects
<!-- inter-toc global-data -->
<!-- inter-toc global/data -->
* [Client](api-global-data-Client.md)
* [Constants](api-global-data-Constants.md)
* [Game](api-global-data-Game.md)
* [Information](api-global-data-Information.md)
* [Player](api-global-data-Player.md)
* [Client](api/global/data/Client.md)
* [Constants](api/global/data/Constants.md)
* [Game](api/global/data/Game.md)
* [Information](api/global/data/Information.md)
* [Player](api/global/data/Player.md)
<!-- end -->
These variables are accessible in any context and are not bound by any specific
object. Generally these mirror global information within the engine itself.
<!-- inter-toc global-func -->
<!-- inter-toc global/func -->
* [Classes](api-global-func-Classes.md)
* [Game](api-global-func-Game.md)
* [Math](api-global-func-Math.md)
* [Random](api-global-func-Random.md)
* [Sound](api-global-func-Sound.md)
* [System](api-global-func-System.md)
* [Classes](api/global/func/Classes.md)
* [Game](api/global/func/Game.md)
* [Math](api/global/func/Math.md)
* [Random](api/global/func/Random.md)
* [Sound](api/global/func/Sound.md)
* [System](api/global/func/System.md)
<!-- end -->
These functions are accessible in any context and are not bound by any specific
object. Generally these are utility functions.
<!-- inter-toc global-type -->
<!-- inter-toc global/type -->
* [DehInfo](api-global-type-DehInfo.md)
* [FOptionMenuSettings](api-global-type-FOptionMenuSettings.md)
* [GameInfoStruct](api-global-type-GameInfoStruct.md)
* [LevelLocals](api-global-type-LevelLocals.md)
* [DehInfo](api/global/type/DehInfo.md)
* [FOptionMenuSettings](api/global/type/FOptionMenuSettings.md)
* [GameInfoStruct](api/global/type/GameInfoStruct.md)
* [LevelLocals](api/global/type/LevelLocals.md)
<!-- end -->

View File

@ -17,13 +17,13 @@ struct State
readonly uint16 TicRange;
readonly uint8 UseFlags;
readonly bool bCANRAISE;
readonly bool bDEHACKED;
readonly bool bFAST;
readonly bool bFULLBRIGHT;
readonly bool bNODELAY;
readonly bool bSAMEFRAME;
readonly bool bSLOW;
readonly bool bCanRaise;
readonly bool bDeHackEd;
readonly bool bFast;
readonly bool bFullBright;
readonly bool bNoDelay;
readonly bool bSameFrame;
readonly bool bSlow;
int DistanceTo(State other);
bool InStateSequence(State base);
@ -65,38 +65,38 @@ struct State
The scope of this state. See *Action Scoping*. Can have any of the
`DefaultStateUsage` flags.
- `bCANRAISE`
- `bCanRaise`
State has the `CANRAISE` flag, allowing `A_VileChase` to target this actor
State has the `CanRaise` flag, allowing `A_VileChase` to target this actor
for healing without entering an infinitely long state.
- `bDEHACKED`
- `bDeHackEd`
`true` if the state has been modified by DeHackEd.
- `bFAST`
- `bFast`
State has the `FAST` flag, halving the duration when fast monsters is
State has the `Fast` flag, halving the duration when fast monsters is
enabled.
- `bFULLBRIGHT`
- `bFullBright`
State has the `BRIGHT` flag, making it fully bright regardless of other
State has the `Bright` flag, making it fully bright regardless of other
lighting conditions.
- `bNODELAY`
- `bNoDelay`
State has the `NODELAY` flag, forcing the associated action function to be
State has the `NoDelay` flag, forcing the associated action function to be
run if the actor is in its first tic.
- `bSAMEFRAME`
- `bSameFrame`
`true` if the state's frame is to be kept from the last frame used, i.e., is
`#`.
- `bSLOW`
- `bSlow`
State has the `SLOW` flag, doubling the duration when slow monsters is
State has the `Slow` flag, doubling the duration when slow monsters is
enabled.
- `DistanceTo`

View File

@ -12,6 +12,7 @@ struct Array<Type>
uint Max() const;
uint Size() const;
void Append(array<Type> other);
void Copy(array<Type> other);
void Move(array<Type> other);
@ -51,6 +52,11 @@ struct Array<Type>
Removes the last item in the array, possibly destroying it. Returns `false`
if there are no items in the array to begin with.
- `Append`
Value-copies another array's contents and places them into this array at the
end.
- `Copy`
Value-copies another array's contents into this array. The contents of

View File

@ -5,7 +5,7 @@ The base class of all `class` types.
```
class Object
{
bool bDESTROYED;
bool bDestroyed;
class GetClass();
string GetClassName();
@ -17,7 +17,7 @@ class Object
}
```
- `bDESTROYED`
- `bDestroyed`
This object wants to be destroyed but has not yet been garbage collected.

View File

@ -36,11 +36,11 @@ class PSprite : Object play
double X;
double Y;
bool bADDBOB;
bool bADDWEAPON;
bool bCVARFAST;
bool bFLIP;
bool bPOWDOUBLE;
bool bAddBob;
bool bAddWeapon;
bool bCVarFast;
bool bFlip;
bool bPowDouble;
void SetState(State newstate, bool pending = false);
void Tick();
@ -108,23 +108,23 @@ class PSprite : Object play
The offset from the weapon's normal resting position on the vertical axis.
Note that `32` is the real resting position because of `A_Raise`.
- `bADDBOB`
- `bAddBob`
Adds the weapon's bobbing to this layer's offset.
- `bADDWEAPON`
- `bAddWeapon`
Adds the weapon layer's offsets to this layer's offset.
- `bCVARFAST`
- `bCVarFast`
Layer will respect `sv_fastweapons`.
- `bFLIP`
- `bFlip`
Flips the weapon visually horizontally.
- `bPOWDOUBLE`
- `bPowDouble`
Layer will respect `PowerDoubleFiringSpeed`.

View File

@ -2,11 +2,11 @@
<!-- inter-toc -->
* [Classes](glossary-Classes.md)
* [Concepts](glossary-Concepts.md)
* [Structures](glossary-Structures.md)
* [Style](glossary-Style.md)
* [Versions](glossary-Versions.md)
* [Classes](glossary/Classes.md)
* [Concepts](glossary/Concepts.md)
* [Structures](glossary/Structures.md)
* [Style](glossary/Style.md)
* [Versions](glossary/Versions.md)
<!-- end -->

View File

@ -127,15 +127,15 @@ Finally, here is a table of contents for each language element:
<!-- inter-toc -->
* [Classes](lang-Classes.md)
* [Constants](lang-Constants.md)
* [Enumerations](lang-Enumerations.md)
* [Expressions](lang-Expressions.md)
* [Members](lang-Members.md)
* [Methods](lang-Methods.md)
* [Statements](lang-Statements.md)
* [Structures](lang-Structures.md)
* [Types](lang-Types.md)
* [Classes](language/Classes.md)
* [Constants](language/Constants.md)
* [Enumerations](language/Enumerations.md)
* [Expressions](language/Expressions.md)
* [Members](language/Members.md)
* [Methods](language/Methods.md)
* [Statements](language/Statements.md)
* [Structures](language/Structures.md)
* [Types](language/Types.md)
<!-- end -->

View File

@ -2,17 +2,17 @@
<!-- vim-markdown-toc GFM -->
* [Example: Class headers](#example-class-headers)
* [Example: Class definitions](#example-class-definitions)
* [Example: Class headers](#example-class-headers)
* [Example: Class definitions](#example-class-definitions)
* [Class Flags](#class-flags)
* [Class Content](#class-content)
* [Property Definitions](#property-definitions)
* [Example: Property definitions](#example-property-definitions)
* [Example: Property definitions](#example-property-definitions)
* [Flag Definitions](#flag-definitions)
* [Example: Flag definitions](#example-flag-definitions)
* [Example: Flag definitions](#example-flag-definitions)
* [Default Blocks](#default-blocks)
* [Default Flag](#default-flag)
* [Default Property](#default-property)
* [Default Flag](#default-flag)
* [Default Property](#default-property)
* [State Definitions](#state-definitions)
<!-- vim-markdown-toc -->
@ -211,7 +211,7 @@ Flag definitions are used within classes to define defaultable boolean flags on
actors. They are not valid on classes not derived from Actor.
When registered, a flag will be available in the `default` block as
`CLASSNAME.FLAGNAME`, as well as a member as `bFLAGNAME`.
`ClassName.FlagName`, as well as a member as `bFlagName`.
Each flag operates on a singular bit of any integer member of the class. The
integer must be exactly 32 bits, though if it is signed or not does not matter.
@ -246,23 +246,23 @@ class MyCoolActorWithFlags : Actor
// Hey, those sentences sounded familiar...
default
{
+MYCOOLACTORWITHFLAGS.THIS_ONE_IS_ON
-MYCOOLACTORWITHFLAGS.THIS_ONE_IS_OFF
+MyCoolActorWithFlags.ThisOneIsOn
-MyCoolActorWithFlags.ThisOneIsOff
}
// Declare a flag field for all of the flags. This can hold up to 32 flags.
int m_Flags;
// Declare the flags, one at a time...
flagdef THIS_ONE_IS_ON: m_Flags, 0;
flagdef THIS_ONE_IS_OFF: m_Flags, 1;
flagdef THIS_ONE_ALIASES_ON: m_Flags, 0;
flagdef ThisOneIsOn: m_Flags, 0;
flagdef ThisOneIsOff: m_Flags, 1;
flagdef ThisOneAliasesOn: m_Flags, 0;
// Unnecessary, since you can just access it directly, but this demonstrates
// how declared flags can be used in methods.
bool CheckIfOnIsOn()
{
return bTHIS_ONE_IS_ON;
return bThisOneIsOn;
}
}
```

View File

@ -3,55 +3,62 @@
## By Alison Sanderson. Attribution is encouraged, though not required.
## <https://creativecommons.org/publicdomain/zero/1.0/legalcode>
## TOCGen: Generates inter-file TOCs.
## Example usage:
## tools/tocgen.rb
$d = Dir["*.md"]
def emit_filtered_file_toc file_matcher
links = []
files = ALL_MD_FILES.map do |p| p.match file_matcher end.compact
def filter_emit r
res = []
for m in $d.map{|p| p.match r}.compact
res << "* [#{m[1]}](#{m[0]})"
end
res.join ?\n
for md_file in files
links << "* [#{md_file[1]}](#{md_file[0]})"
end
links.sort.join ?\n
end
def find_toc_areas f
re = /^(<!-- inter-toc\s*([^\s]+)\s*-->)(?:.|\n)*?(<!-- end -->)/i
f.to_enum(:scan, re).map{$~}
TOC_REGEX = /^(<!-- inter-toc\s*([^\s]+)?\s*-->)(?:.|\n)*?(<!-- end -->)/i
def find_inter_toc_areas file
file.to_enum(:scan, TOC_REGEX).map do $~ end
end
def filter_toc_areas f
o = String.new
lof = 0
for area in find_toc_areas f
of = area.offset 0
o << f[lof...of[0]]
o << area[1]
o << "\n\n"
o << filter_emit(yield area[2])
o << "\n\n"
o << area[3]
lof = of[1]
end
o << f[lof..-1]
o
def filter_toc_areas file
content = ""
last_offset = 0
for area in find_inter_toc_areas file
offset = area.offset 0
content << file[last_offset...offset[0]]
content << area[1]
content << "\n\n"
content << emit_filtered_file_toc(yield area[2])
content << "\n\n"
content << area[3]
last_offset = offset[1]
end
content << file[last_offset..-1]
content
end
def rewrite fnam
f = File.read fnam
o = yield f
File.write fnam, o
def rewrite filename
file = File.read filename
output = yield file
File.write filename, output
end
rewrite "api.md" do |f|
filter_toc_areas f do |a| /api-#{a}-(\w+).md/ end
ALL_MD_FILES = Dir["{api,glossary,language}/**/*.md"]
rewrite "api.md" do |file|
filter_toc_areas file do |folder| /api\/#{folder}\/(\w+).md/ end
end
rewrite "glossary.md" do |f|
filter_toc_areas f do |a| /glossary-(\w+).md/ end
rewrite "glossary.md" do |file|
filter_toc_areas file do |_| /glossary\/(\w+).md/ end
end
rewrite "lang.md" do |f|
filter_toc_areas f do |a| /lang-(\w+).md/ end
rewrite "language.md" do |file|
filter_toc_areas file do |_| /language\/(\w+).md/ end
end
## EOF

View File

@ -4,51 +4,51 @@
## <https://creativecommons.org/publicdomain/zero/1.0/legalcode>
## TreeGen: Generates the glossary files for classes.
## Example usage:
## tools/treegen.rb \
## tools/treegen.rb \
## '/mnt/g/Archive/gzdoom-g4.1.0/wadsrc/static/zscript/**/*.zs' \
## 4.1.0
require "./tools/zsclasstree.rb"
DIR = ARGV.shift
VER = ARGV.shift
FILES = ARGV.shift
VERSION = ARGV.shift
si = ClassSiphon.new DIR
siphon = ClassSiphon.new FILES
f = open "glossary-Classes.md", "wb"
f.puts <<_end_
file = open "glossary-Classes.md", "wb"
file.puts <<_end_
# Classes
Here is a full tree of all classes in ZScript as of GZDoom #{VER}. There are
#{si.classes.count + 1} classes total.
Here is a full tree of all classes in ZScript as of GZDoom #{VERSION}. There
are #{siphon.classes.count + 1} classes total.
```
Object
_end_
si.print_classes f
siphon.print_classes file
f.puts <<_end_
file.puts <<_end_
```
<!-- EOF -->
_end_
f = open "glossary-Structures.md", "wb"
f.puts <<_end_
file = open "glossary-Structures.md", "wb"
file.puts <<_end_
# Structures
Here is a full list of all structures in ZScript as of GZDoom #{VER}. There are
#{si.structs.count} structures total. Note that some of these are merely
implementation details and should not be used in code.
Here is a full list of all structures in ZScript as of GZDoom #{VERSION}.
There are #{siphon.structs.count} structures total. Note that some of these
are merely implementation details and should not be used in code.
```
Struct
_end_
si.print_structs f
siphon.print_structs file
f.puts <<_end_
file.puts <<_end_
```
<!-- EOF -->

View File

@ -11,101 +11,101 @@
require 'set'
class ClassSiphon
attr_reader :structs, :classes, :clstree, :strtree, :caps
attr_reader :structs, :classes, :clstree, :strtree, :caps
def initialize dirs
@subcls = {}
@classes = Set[]
@structs = Set[]
@caps = {}
def initialize dirs
@subcls = {}
@classes = Set[]
@structs = Set[]
@caps = {}
Dir.glob dirs do |f| proc_file File.read f end
Dir.glob dirs do |f| proc_file File.read f end
@clstree = make_tree "OBJECT", @subcls["OBJECT"]
@strtree = @structs.map {|type| [type, nil]}
@clstree = make_tree "OBJECT", @subcls["OBJECT"]
@strtree = @structs.map {|type| [type, nil]}
@classes.freeze
@structs.freeze
@clstree.freeze
@strtree.freeze
@caps.freeze
end
@classes.freeze
@structs.freeze
@clstree.freeze
@strtree.freeze
@caps.freeze
end
def print_classes out, filter = []
print_tree out, filter, "OBJECT", clstree
end
def print_classes out, filter = []
print_tree out, filter, "OBJECT", clstree
end
def print_structs out, filter = []
print_tree out, filter, "STRUCT", strtree
end
def print_structs out, filter = []
print_tree out, filter, "STRUCT", strtree
end
private
def add_class m
ctype = m[0] .strip
cbase = (m[1] or "Object").strip
type = ctype.upcase
base = cbase.upcase
@caps[type] = ctype
@caps[base] = cbase
private
def add_class m
ctype = m[0] .strip
cbase = (m[1] or "Object").strip
type = ctype.upcase
base = cbase.upcase
@caps[type] = ctype
@caps[base] = cbase
if base != type
if @subcls[base]
@subcls[base] << type
else
@subcls[base] = [type]
end
raise "duplicate class #{type}" if @classes === type
@classes << type
end
end
if base != type
if @subcls[base]
@subcls[base] << type
else
@subcls[base] = [type]
end
raise "duplicate class #{type}" if @classes === type
@classes << type
end
end
def add_struct m
ctype = m[0]
type = ctype.upcase
@caps[type] = ctype
@structs << type
end
def add_struct m
ctype = m[0]
type = ctype.upcase
@caps[type] = ctype
@structs << type
end
def proc_file f
f.gsub! /\/\*(?!\*\/)+\*\//m, ""
f.gsub! /\/\/.+/, ""
f.scan(/^class\s*(\w*)[\s\w]+(?::\s+(\w*))?/).each {|m| add_class m}
f.scan(/^struct\s*(\w*)/) .each {|m| add_struct m}
end
def proc_file f
f.gsub! /\/\*(?!\*\/)+\*\//m, ""
f.gsub! /\/\/.+/, ""
f.scan(/^class\s*(\w*)[\s\w]+(?::\s+(\w*))?/).each {|m| add_class m}
f.scan(/^struct\s*(\w*)/) .each {|m| add_struct m}
end
# work our way down the subclasses recursively, making them into a tree structure
def make_tree bcl, subs
return nil unless subs
node = {}
subs.each do |cl| node[cl] = make_tree cl, @subcls[cl] end
node
end
# work our way down the subclasses recursively, making them into a tree structure
def make_tree bcl, subs
return nil unless subs
node = {}
subs.each do |cl| node[cl] = make_tree cl, @subcls[cl] end
node
end
def print_tree out, filter, base, tree, tab = ""
return if !tree or filter.include? base
def print_tree out, filter, base, tree, tab = ""
return if !tree or filter.include? base
tree = tree.map do |type, base| [type, base] end
tree.sort!
tree = tree.map do |type, base| [type, base] end
tree.sort!
for type, base in tree
last = type == tree[-1][0]
sep = last ? "" : ""
nxt = last ? " " : ""
for type, base in tree
last = type == tree[-1][0]
sep = last ? "" : ""
nxt = last ? " " : ""
out.puts tab + sep + @caps[type]
out.puts tab + sep + @caps[type]
print_tree out, filter, type, base, tab + nxt
end
end
print_tree out, filter, type, base, tab + nxt
end
end
end
if __FILE__ == $0
in_dirs = ARGV.shift
filters = ARGV
in_dirs = ARGV.shift
filters = ARGV
si = ClassSiphon.new in_dirs
puts "Object"; si.print_classes STDOUT, filters
puts "Struct"; si.print_structs STDOUT, filters
si = ClassSiphon.new in_dirs
puts "Object"; si.print_classes STDOUT, filters
puts "Struct"; si.print_structs STDOUT, filters
end
## EOF