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more docs generation work
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1
.idea/dictionaries/roman.xml
generated
1
.idea/dictionaries/roman.xml
generated
@ -6,6 +6,7 @@
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<w>outdirname</w>
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<w>pagename</w>
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<w>pythondir</w>
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<w>templatesdir</w>
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<w>unhashable</w>
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</words>
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</dictionary>
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@ -1 +1 @@
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191473689765959071642564573343309028448
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93799056966445196696254000169758935495
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File diff suppressed because it is too large
Load Diff
@ -81,13 +81,14 @@ from ba._collision import Collision, getcollision
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app: App
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__all__: list[str] = []
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# Change everything's listed module to simply 'ba' (instead of 'ba.foo.bar').
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def _simplify_module_names() -> None:
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for attr, obj in globals().items():
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for attr, _obj in globals().items():
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if not attr.startswith('_'):
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if getattr(obj, '__module__', None) not in [None, 'ba']:
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obj.__module__ = 'ba'
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__all__.append(attr)
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_simplify_module_names()
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@ -32,99 +32,92 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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Examples of Activities include games, score-screens, cutscenes, etc.
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A ba.Session has one 'current' Activity at any time, though their existence
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can overlap during transitions.
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Attributes:
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settings_raw
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The settings dict passed in when the activity was made.
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This attribute is deprecated and should be avoided when possible;
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activities should pull all values they need from the 'settings' arg
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passed to the Activity __init__ call.
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teams
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The list of ba.Team-s in the Activity. This gets populated just
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before on_begin() is called and is updated automatically as players
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join or leave the game. (at least in free-for-all mode where every
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player gets their own team; in teams mode there are always 2 teams
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regardless of the player count).
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players
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The list of ba.Player-s in the Activity. This gets populated just
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before on_begin() is called and is updated automatically as players
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join or leave the game.
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"""
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# pylint: disable=too-many-public-methods
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# Annotating attr types at the class level lets us introspect at runtime.
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settings_raw: dict[str, Any]
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"""The settings dict passed in when the activity was made.
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This attribute is deprecated and should be avoided when possible;
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activities should pull all values they need from the 'settings' arg
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passed to the Activity __init__ call."""
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teams: list[TeamType]
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"""The list of ba.Team-s in the Activity. This gets populated just
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before on_begin() is called and is updated automatically as players
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join or leave the game. (at least in free-for-all mode where every
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player gets their own team; in teams mode there are always 2 teams
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regardless of the player count)."""
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players: list[PlayerType]
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"""The list of ba.Player-s in the Activity. This gets populated just
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before on_begin() is called and is updated automatically as players
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join or leave the game."""
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# Whether to print every time a player dies. This can be pertinent
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# in games such as Death-Match but can be annoying in games where it
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# doesn't matter.
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announce_player_deaths = False
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"""Whether to print every time a player dies. This can be pertinent
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in games such as Death-Match but can be annoying in games where it
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doesn't matter."""
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# Joining activities are for waiting for initial player joins.
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# They are treated slightly differently than regular activities,
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# mainly in that all players are passed to the activity at once
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# instead of as each joins.
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is_joining_activity = False
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"""Joining activities are for waiting for initial player joins.
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They are treated slightly differently than regular activities,
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mainly in that all players are passed to the activity at once
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instead of as each joins."""
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# Whether game-time should still progress when in menus/etc.
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allow_pausing = False
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"""Whether game-time should still progress when in menus/etc."""
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# Whether idle players can potentially be kicked (should not happen in
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# menus/etc).
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allow_kick_idle_players = True
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"""Whether idle players can potentially be kicked (should not happen in
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menus/etc)."""
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# In vr mode, this determines whether overlay nodes (text, images, etc)
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# are created at a fixed position in space or one that moves based on
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# the current map. Generally this should be on for games and off for
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# transitions/score-screens/etc. that persist between maps.
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use_fixed_vr_overlay = False
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"""In vr mode, this determines whether overlay nodes (text, images, etc)
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are created at a fixed position in space or one that moves based on
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the current map. Generally this should be on for games and off for
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transitions/score-screens/etc. that persist between maps."""
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# If True, runs in slow motion and turns down sound pitch.
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slow_motion = False
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"""If True, runs in slow motion and turns down sound pitch."""
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# Set this to True to inherit slow motion setting from previous
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# activity (useful for transitions to avoid hitches).
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inherits_slow_motion = False
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"""Set this to True to inherit slow motion setting from previous
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activity (useful for transitions to avoid hitches)."""
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# Set this to True to keep playing the music from the previous activity
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# (without even restarting it).
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inherits_music = False
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"""Set this to True to keep playing the music from the previous activity
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(without even restarting it)."""
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# Set this to true to inherit VR camera offsets from the previous
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# activity (useful for preventing sporadic camera movement
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# during transitions).
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inherits_vr_camera_offset = False
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"""Set this to true to inherit VR camera offsets from the previous
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activity (useful for preventing sporadic camera movement
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during transitions)."""
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# Set this to true to inherit (non-fixed) VR overlay positioning from
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# the previous activity (useful for prevent sporadic overlay jostling
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# during transitions).
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inherits_vr_overlay_center = False
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"""Set this to true to inherit (non-fixed) VR overlay positioning from
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the previous activity (useful for prevent sporadic overlay jostling
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during transitions)."""
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# Set this to true to inherit screen tint/vignette colors from the
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# previous activity (useful to prevent sudden color changes during
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# transitions).
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inherits_tint = False
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"""Set this to true to inherit screen tint/vignette colors from the
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previous activity (useful to prevent sudden color changes during
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transitions)."""
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# Whether players should be allowed to join in the middle of this
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# activity. Note that Sessions may not allow mid-activity-joins even
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# if the activity says its ok.
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allow_mid_activity_joins: bool = True
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"""Whether players should be allowed to join in the middle of this
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activity. Note that Sessions may not allow mid-activity-joins even
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if the activity says its ok."""
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# If the activity fades or transitions in, it should set the length of
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# time here so that previous activities will be kept alive for that
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# long (avoiding 'holes' in the screen)
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# This value is given in real-time seconds.
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transition_time = 0.0
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"""If the activity fades or transitions in, it should set the length of
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time here so that previous activities will be kept alive for that
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long (avoiding 'holes' in the screen)
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This value is given in real-time seconds."""
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# Is it ok to show an ad after this activity ends before showing
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# the next activity?
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can_show_ad_on_death = False
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"""Is it ok to show an ad after this activity ends before showing
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the next activity?"""
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def __init__(self, settings: dict):
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"""Creates an Activity in the current ba.Session.
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@ -386,11 +379,11 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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return UNHANDLED
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def has_transitioned_in(self) -> bool:
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"""Return whether ba.Activity.on_transition_in() has been called."""
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"""Return whether ba.Activity.on_transition_in has been called."""
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return self._has_transitioned_in
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def has_begun(self) -> bool:
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"""Return whether ba.Activity.on_begin() has been called."""
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"""Return whether ba.Activity.on_begin has been called."""
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return self._has_begun
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def has_ended(self) -> bool:
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@ -398,7 +391,7 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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return self._has_ended
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def is_transitioning_out(self) -> bool:
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"""Return whether ba.Activity.on_transition_out() has been called."""
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"""Return whether ba.Activity.on_transition_out has been called."""
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return self._transitioning_out
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def transition_in(self, prev_globals: Optional[ba.Node]) -> None:
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@ -36,14 +36,14 @@ class Actor:
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Example:
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```python
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>>> # Create a flag Actor in our game activity:
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>>> from bastd.actor.flag import Flag
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>>> self.flag = Flag(position=(0, 10, 0))
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>>>
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>>> # Later, destroy the flag.
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>>> # (provided nothing else is holding a reference to it)
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>>> # We could also just assign a new flag to this value.
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>>> # Either way, the old flag disappears.
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>>> self.flag = None
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... from bastd.actor.flag import Flag
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... self.flag = Flag(position=(0, 10, 0))
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...
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... # Later, destroy the flag.
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... # (provided nothing else is holding a reference to it)
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... # We could also just assign a new flag to this value.
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... # Either way, the old flag disappears.
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... self.flag = None
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```
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This is in contrast to the behavior of the more low level ba.Nodes,
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@ -65,7 +65,9 @@ class Actor:
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(though its not guaranteed to always have a meaningful effect).
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In this case the Actor instance will still be around, but its exists()
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and is_alive() methods will both return False.
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```python
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>>> self.flag.handlemessage(ba.DieMessage())
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```
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"""
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def __init__(self) -> None:
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@ -155,18 +155,23 @@ class _WeakCall:
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bar() method 5 seconds later; it will be kept alive even though
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we overwrite its variable with None because the bound method
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we pass as a timer callback (foo.bar) strong-references it
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```python
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>>> foo = FooClass()
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... ba.timer(5.0, foo.bar)
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... foo = None
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```
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EXAMPLE B: this code will *not* keep our object alive; it will die
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when we overwrite it with None and the timer will be a no-op when it
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fires
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```python
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>>> foo = FooClass()
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... ba.timer(5.0, ba.WeakCall(foo.bar))
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... foo = None
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```
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EXAMPLE C: Wrap a method call with some positional and keyword args:
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```python
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>>> myweakcall = ba.WeakCall(self.dostuff, argval1,
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... namedarg=argval2)
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... # Now we have a single callable to run that whole mess.
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@ -174,6 +179,7 @@ class _WeakCall:
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... # (provided my_obj still exists; this will do nothing
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... # otherwise).
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... myweakcall()
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```
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Note: additional args and keywords you provide to the WeakCall()
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constructor are stored as regular strong-references; you'll need
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@ -232,10 +238,12 @@ class _Call:
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Example:
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Wrap a method call with 1 positional and 1 keyword arg:
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```python
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>>> mycall = ba.Call(myobj.dostuff, argval, namedarg=argval2)
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... # Now we have a single callable to run that whole mess.
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... # ..the same as calling myobj.dostuff(argval, namedarg=argval2)
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... mycall()
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```
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"""
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self._call = args[0]
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self._args = args[1:]
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@ -18,18 +18,16 @@ class Keyboard:
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Keyboards are discoverable by the meta-tag system
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and the user can select which one they want to use.
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On-screen keyboard uses chars from active ba.Keyboard.
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Attributes:
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name
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Displays when user selecting this keyboard.
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chars
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Used for row/column lengths.
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pages
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Extra chars like emojis.
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nums
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The 'num' page.
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"""
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name: str
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"""Displays when user selecting this keyboard."""
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chars: list[tuple[str, ...]]
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"""Used for row/column lengths."""
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pages: dict[str, tuple[str, ...]]
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"""Extra chars like emojis."""
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nums: tuple[str, ...]
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"""The 'num' page."""
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@ -378,19 +378,25 @@ class Lstr:
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Examples:
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EXAMPLE 1: specify a string from a resource path
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```python
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>>> mynode.text = ba.Lstr(resource='audioSettingsWindow.titleText')
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```
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EXAMPLE 2: specify a translated string via a category and english
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value; if a translated value is available, it will be used; otherwise
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the english value will be. To see available translation categories,
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look under the 'translations' resource section.
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```python
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>>> mynode.text = ba.Lstr(translate=('gameDescriptions',
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... 'Defeat all enemies'))
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```
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EXAMPLE 3: specify a raw value and some substitutions. Substitutions
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can be used with resource and translate modes as well.
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```python
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>>> mynode.text = ba.Lstr(value='${A} / ${B}',
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... subs=[('${A}', str(score)), ('${B}', str(total))])
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```
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EXAMPLE 4: ba.Lstr's can be nested. This example would display the
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resource at res_a but replace ${NAME} with the value of the
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@ -48,18 +48,15 @@ class Player(Generic[TeamType]):
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These correspond to ba.SessionPlayer objects, but are associated with a
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single ba.Activity instance. This allows activities to specify their
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own custom ba.Player types.
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Attributes:
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actor
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The ba.Actor associated with the player.
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"""
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# These are instance attrs but we define them at the type level so
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# their type annotations are introspectable (for docs generation).
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character: str
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actor: Optional[ba.Actor]
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"""The ba.Actor associated with the player."""
|
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color: Sequence[float]
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highlight: Sequence[float]
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@ -28,29 +28,21 @@ class ScoreConfig:
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"""Settings for how a game handles scores.
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||||
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Category: Gameplay Classes
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|
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Attributes:
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label
|
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A label show to the user for scores; 'Score', 'Time Survived', etc.
|
||||
|
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scoretype
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How the score value should be displayed.
|
||||
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lower_is_better
|
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Whether lower scores are preferable. Higher scores are by default.
|
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|
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none_is_winner
|
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Whether a value of None is considered better than other scores.
|
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By default it is not.
|
||||
|
||||
version
|
||||
To change high-score lists used by a game without renaming the game,
|
||||
change this. Defaults to an empty string.
|
||||
|
||||
"""
|
||||
|
||||
label: str = 'Score'
|
||||
"""A label show to the user for scores; 'Score', 'Time Survived', etc."""
|
||||
|
||||
scoretype: ba.ScoreType = ScoreType.POINTS
|
||||
"""How the score value should be displayed."""
|
||||
|
||||
lower_is_better: bool = False
|
||||
"""Whether lower scores are preferable. Higher scores are by default."""
|
||||
|
||||
none_is_winner: bool = False
|
||||
"""Whether a value of None is considered better than other scores.
|
||||
By default it is not."""
|
||||
|
||||
version: str = ''
|
||||
"""To change high-score lists used by a game without renaming the game,
|
||||
change this. Defaults to an empty string."""
|
||||
|
||||
@ -19,7 +19,7 @@ if TYPE_CHECKING:
|
||||
class Session:
|
||||
"""Defines a high level series of ba.Activity-es with a common purpose.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: Gameplay Classes
|
||||
|
||||
Examples of sessions are ba.FreeForAllSession, ba.DualTeamSession, and
|
||||
ba.CoopSession.
|
||||
@ -27,58 +27,48 @@ class Session:
|
||||
A Session is responsible for wrangling and transitioning between various
|
||||
ba.Activity instances such as mini-games and score-screens, and for
|
||||
maintaining state between them (players, teams, score tallies, etc).
|
||||
|
||||
Attributes:
|
||||
|
||||
sessionteams
|
||||
All the ba.SessionTeams in the Session. Most things should use the
|
||||
list of ba.Team-s in ba.Activity; not this.
|
||||
|
||||
sessionplayers
|
||||
All ba.SessionPlayers in the Session. Most things should use the
|
||||
list of ba.Player-s in ba.Activity; not this. Some players, such as
|
||||
those who have not yet selected a character, will only be
|
||||
found on this list.
|
||||
|
||||
min_players
|
||||
The minimum number of players who must be present for the Session
|
||||
to proceed past the initial joining screen.
|
||||
|
||||
max_players
|
||||
The maximum number of players allowed in the Session.
|
||||
|
||||
lobby
|
||||
The ba.Lobby instance where new ba.Player-s go to select a
|
||||
Profile/Team/etc. before being added to games.
|
||||
Be aware this value may be None if a Session does not allow
|
||||
any such selection.
|
||||
|
||||
use_teams
|
||||
Whether this session groups players into an explicit set of
|
||||
teams. If this is off, a unique team is generated for each
|
||||
player that joins.
|
||||
|
||||
use_team_colors
|
||||
Whether players on a team should all adopt the colors of that
|
||||
team instead of their own profile colors. This only applies if
|
||||
use_teams is enabled.
|
||||
|
||||
customdata
|
||||
A shared dictionary for objects to use as storage on this session.
|
||||
Ensure that keys here are unique to avoid collisions.
|
||||
|
||||
"""
|
||||
use_teams: bool = False
|
||||
use_team_colors: bool = True
|
||||
|
||||
# Note: even though these are instance vars, we annotate them at the
|
||||
# class level so that docs generation can access their types.
|
||||
use_teams: bool = False
|
||||
"""Whether this session groups players into an explicit set of
|
||||
teams. If this is off, a unique team is generated for each
|
||||
player that joins."""
|
||||
|
||||
use_team_colors: bool = True
|
||||
"""Whether players on a team should all adopt the colors of that
|
||||
team instead of their own profile colors. This only applies if
|
||||
use_teams is enabled."""
|
||||
|
||||
# Note: even though these are instance vars, we annotate and document them
|
||||
# at the class level so that looks better and nobody get lost while
|
||||
# reading large __init__
|
||||
|
||||
lobby: ba.Lobby
|
||||
"""The ba.Lobby instance where new ba.Player-s go to select a
|
||||
Profile/Team/etc. before being added to games.
|
||||
Be aware this value may be None if a Session does not allow
|
||||
any such selection."""
|
||||
|
||||
max_players: int
|
||||
"""The maximum number of players allowed in the Session."""
|
||||
|
||||
min_players: int
|
||||
"""The minimum number of players who must be present for the Session
|
||||
to proceed past the initial joining screen"""
|
||||
|
||||
sessionplayers: list[ba.SessionPlayer]
|
||||
"""All ba.SessionPlayers in the Session. Most things should use the
|
||||
list of ba.Player-s in ba.Activity; not this. Some players, such as
|
||||
those who have not yet selected a character, will only be
|
||||
found on this list."""
|
||||
|
||||
customdata: dict
|
||||
"""A shared dictionary for objects to use as storage on this session.
|
||||
Ensure that keys here are unique to avoid collisions."""
|
||||
|
||||
sessionteams: list[ba.SessionTeam]
|
||||
"""All the ba.SessionTeams in the Session. Most things should use the
|
||||
list of ba.Team-s in ba.Activity; not this."""
|
||||
|
||||
def __init__(self,
|
||||
depsets: Sequence[ba.DependencySet],
|
||||
|
||||
@ -22,13 +22,10 @@ class PlayerScoredMessage:
|
||||
"""Informs something that a ba.Player scored.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
score
|
||||
The score value.
|
||||
"""
|
||||
|
||||
score: int
|
||||
"""The score value."""
|
||||
|
||||
|
||||
class PlayerRecord:
|
||||
@ -232,7 +229,7 @@ class PlayerRecord:
|
||||
class Stats:
|
||||
"""Manages scores and statistics for a ba.Session.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: Gameplay Classes
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
|
||||
20
assets/src/pdoc/templates/module.html.jinja2
Normal file
20
assets/src/pdoc/templates/module.html.jinja2
Normal file
@ -0,0 +1,20 @@
|
||||
{% extends "default/module.html.jinja2" %}
|
||||
|
||||
{% block style_content %}
|
||||
{{ super() }}
|
||||
/* Docstrings */
|
||||
<style>
|
||||
.pdoc .docstring {
|
||||
margin-bottom: 1.5rem;
|
||||
margin-left: 2rem;
|
||||
}
|
||||
</style>
|
||||
{% endblock %}
|
||||
|
||||
{% macro is_public(doc) %}
|
||||
{% if "(internal)" in doc.docstring %}
|
||||
{# Returning no text is interpreted as false #}
|
||||
{% else %}
|
||||
{{ default_is_public(doc) }}
|
||||
{% endif %}
|
||||
{% endmacro %}
|
||||
@ -25,9 +25,9 @@ void PythonClassCollideModel::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a collide-model.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getcollidemodel() to instantiate one.";
|
||||
"Use ba.getcollidemodel to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -19,7 +19,7 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"A game context state.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"Many operations such as ba.newnode or ba.gettexture operate\n"
|
||||
"implicitly on the current context. Each ba.Activity has its own\n"
|
||||
@ -30,46 +30,43 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
|
||||
"since timers and other callbacks will take care of saving and\n"
|
||||
"restoring the context automatically, but there may be rare cases where\n"
|
||||
"you need to deal with them, such as when loading media in for use in\n"
|
||||
"the UI (there is a special 'ui' context for all user-interface-related\n"
|
||||
"functionality)\n"
|
||||
"the UI (there is a special `'ui'` context for all\n"
|
||||
"user-interface-related functionality).\n"
|
||||
"\n"
|
||||
"When instantiating a ba.Context instance, a single ``'source'`` "
|
||||
"When instantiating a ba.Context instance, a single `'source'` "
|
||||
"argument\n"
|
||||
"is passed, which can be one of the following strings/objects:\n\n"
|
||||
"``'empty'``:\n"
|
||||
" Gives an empty context; it can be handy to run code here to ensure\n"
|
||||
" it does no loading of media, creation of nodes, etc.\n"
|
||||
"`'empty'`:\n"
|
||||
"> Gives an empty context; it can be handy to run code here to ensure\n"
|
||||
"it does no loading of media, creation of nodes, etc.\n"
|
||||
"\n"
|
||||
"``'current'``:\n"
|
||||
" Sets the context object to the current context.\n"
|
||||
"###### `'current'`\n"
|
||||
"> Sets the context object to the current context.\n"
|
||||
"\n"
|
||||
"``'ui'``:\n"
|
||||
" Sets to the UI context. UI functions as well as loading of media to\n"
|
||||
" be used in said functions must happen in the UI context.\n"
|
||||
"###### `'ui'`\n"
|
||||
"> Sets to the UI context. UI functions as well as loading of media to\n"
|
||||
"be used in said functions must happen in the UI context.\n"
|
||||
"\n"
|
||||
"A ba.Activity instance:\n"
|
||||
" Gives the context for the provided ba.Activity.\n"
|
||||
"###### A ba.Activity instance\n"
|
||||
"> Gives the context for the provided ba.Activity.\n"
|
||||
" Most all code run during a game happens in an Activity's Context.\n"
|
||||
"\n"
|
||||
"A ba.Session instance:\n"
|
||||
" Gives the context for the provided ba.Session.\n"
|
||||
" Generally a user should not need to run anything here.\n"
|
||||
"###### A ba.Session instance\n"
|
||||
"> Gives the context for the provided ba.Session.\n"
|
||||
"Generally a user should not need to run anything here.\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"Usage:\n"
|
||||
" Contexts are generally used with the python 'with' statement, "
|
||||
"which\n"
|
||||
" sets the context as current on entry and resets it to the previous\n"
|
||||
" value on exit.\n"
|
||||
"##### Usage\n"
|
||||
"Contexts are generally used with the python 'with' statement, which\n"
|
||||
"sets the context as current on entry and resets it to the previous\n"
|
||||
"value on exit.\n"
|
||||
"\n"
|
||||
"Example:\n"
|
||||
" Load a few textures into the UI context\n"
|
||||
" (for use in widgets, etc):\n"
|
||||
" ```python\n"
|
||||
" >>> with ba.Context('ui'):\n"
|
||||
" ... tex1 = ba.gettexture('foo_tex_1')\n"
|
||||
" ... tex2 = ba.gettexture('foo_tex_2')\n"
|
||||
" ```\n";
|
||||
"##### Example\n"
|
||||
"Load a few textures into the UI context\n"
|
||||
"(for use in widgets, etc):\n"
|
||||
">>> with ba.Context('ui'):\n"
|
||||
"... tex1 = ba.gettexture('foo_tex_1')\n"
|
||||
"... tex2 = ba.gettexture('foo_tex_2')\n";
|
||||
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -16,7 +16,7 @@ void PythonClassContextCall::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"A context-preserving callable.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"A ContextCall wraps a callable object along with a reference\n"
|
||||
"to the current context (see ba.Context); it handles restoring the\n"
|
||||
@ -38,23 +38,20 @@ void PythonClassContextCall::SetupType(PyTypeObject* obj) {
|
||||
"shutdown, whereas ba.WeakCall simply looks at whether the target\n"
|
||||
"object still exists.\n"
|
||||
"\n"
|
||||
"Examples:\n"
|
||||
" Example A: code like this can inadvertently prevent our activity\n"
|
||||
" (self) from ending until the operation completes, since the bound\n"
|
||||
" method we're passing (self.dosomething) contains a "
|
||||
"strong-reference\n"
|
||||
" to self).\n"
|
||||
" >>> start_some_long_action(callback_when_done=self.dosomething)\n"
|
||||
"##### Examples\n"
|
||||
"**Example A:** code like this can inadvertently prevent our activity\n"
|
||||
"(self) from ending until the operation completes, since the bound\n"
|
||||
"method we're passing (self.dosomething) contains a strong-reference\n"
|
||||
"to self).\n"
|
||||
">>> start_some_long_action(callback_when_done=self.dosomething)\n"
|
||||
"\n"
|
||||
" Example B: in this case our activity (self) can still die\n"
|
||||
" properly; the callback will clear itself when the activity starts\n"
|
||||
" shutting down, becoming a harmless no-op and releasing the "
|
||||
"reference\n"
|
||||
" to our activity.\n"
|
||||
" ```python\n"
|
||||
" >>> start_long_action(\n"
|
||||
" ... callback_when_done=ba.ContextCall(self.mycallback))\n"
|
||||
" ```\n";
|
||||
"**Example B:** in this case our activity (self) can still die\n"
|
||||
"properly; the callback will clear itself when the activity starts\n"
|
||||
"shutting down, becoming a harmless no-op and releasing the reference\n"
|
||||
"to our activity.\n"
|
||||
"\n"
|
||||
">>> start_long_action(\n"
|
||||
"... callback_when_done=ba.ContextCall(self.mycallback))\n";
|
||||
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -24,9 +24,9 @@ void PythonClassData::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a data object.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getdata() to instantiate one.";
|
||||
"Use ba.getdata to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -19,7 +19,7 @@ void PythonClassInputDevice::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"An input-device such as a gamepad, touchscreen, or keyboard.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"Attributes:\n"
|
||||
"\n"
|
||||
|
||||
@ -280,147 +280,151 @@ PyMethodDef PythonClassMaterial::tp_methods[] = {
|
||||
"\n"
|
||||
"Add one or more actions to the material, optionally with conditions.\n"
|
||||
"\n"
|
||||
"Conditions:\n"
|
||||
" Conditions are provided as tuples which can be combined\n"
|
||||
" to form boolean logic. A single condition might look like\n"
|
||||
" ``('condition_name', cond_arg)``, or a more complex nested one\n"
|
||||
" might look like ``(('some_condition', cond_arg), 'or',\n"
|
||||
" ('another_condition', cond2_arg))``.\n"
|
||||
"##### Conditions\n"
|
||||
"Conditions are provided as tuples which can be combined\n"
|
||||
"to form boolean logic. A single condition might look like\n"
|
||||
"`('condition_name', cond_arg)`, or a more complex nested one\n"
|
||||
"might look like `(('some_condition', cond_arg), 'or',\n"
|
||||
"('another_condition', cond2_arg))`.\n"
|
||||
"\n"
|
||||
" ``'and'``, ``'or'``, and ``'xor'`` are available to chain\n"
|
||||
" together 2 conditions, as seen above.\n"
|
||||
"`'and'`, `'or'`, and `'xor'` are available to chain\n"
|
||||
"together 2 conditions, as seen above.\n"
|
||||
"\n"
|
||||
"Available Conditions:\n"
|
||||
" ``('they_have_material', material)`` - does the part we\'re\n"
|
||||
" hitting have a given ba.Material?\n"
|
||||
"##### Available Conditions\n"
|
||||
"###### `('they_have_material', material)`\n"
|
||||
"> Does the part we\'re hitting have a given ba.Material?\n"
|
||||
"\n"
|
||||
" ``('they_dont_have_material', material)`` - does the part we\'re\n"
|
||||
" hitting not have a given ba.Material?\n"
|
||||
"###### `('they_dont_have_material', material)`\n"
|
||||
"> Does the part we\'re hitting not have a given ba.Material?\n"
|
||||
"\n"
|
||||
" ``('eval_colliding')`` - is ``'collide'`` true at this point\n"
|
||||
" in material evaluation? (see the modify_part_collision action)\n"
|
||||
"###### `('eval_colliding')`\n"
|
||||
"> Is `'collide'` true at this point\n"
|
||||
"in material evaluation? (see the `modify_part_collision` action)\n"
|
||||
"\n"
|
||||
" ``('eval_not_colliding')`` - is 'collide' false at this point\n"
|
||||
" in material evaluation? (see the modify_part_collision action)\n"
|
||||
"###### `('eval_not_colliding')`\n"
|
||||
"> Is 'collide' false at this point\n"
|
||||
"in material evaluation? (see the `modify_part_collision` action)\n"
|
||||
"\n"
|
||||
" ``('we_are_younger_than', age)`` - is our part younger than\n"
|
||||
" ``'age'`` (in milliseconds)?\n"
|
||||
"###### `('we_are_younger_than', age)`\n"
|
||||
"> Is our part younger than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
" ``('we_are_older_than', age)`` - is our part older than ``'age'``\n"
|
||||
" (in milliseconds)?\n"
|
||||
"###### `('we_are_older_than', age)`\n"
|
||||
"> Is our part older than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
" ``('they_are_younger_than', age)`` - is the part we're hitting\n"
|
||||
" younger than ``'age'`` (in milliseconds)?\n"
|
||||
"###### `('they_are_younger_than', age)`\n"
|
||||
"> Is the part we're hitting younger than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
" ``('they_are_older_than', age)`` - is the part we're hitting\n"
|
||||
" older than ``'age'`` (in milliseconds)?\n"
|
||||
"###### `('they_are_older_than', age)`\n"
|
||||
"> Is the part we're hitting older than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
" ``('they_are_same_node_as_us')`` - does the part we're hitting\n"
|
||||
" belong to the same ba.Node as us?\n"
|
||||
"###### `('they_are_same_node_as_us')`\n"
|
||||
"> Does the part we're hitting belong to the same ba.Node as us?\n"
|
||||
"\n"
|
||||
" ``('they_are_different_node_than_us')`` - does the part we're\n"
|
||||
" hitting belong to a different ba.Node than us?\n"
|
||||
"###### `('they_are_different_node_than_us')`\n"
|
||||
"> Does the part we're hitting belong to a different ba.Node than us?\n"
|
||||
"\n"
|
||||
"Actions:\n"
|
||||
" In a similar manner, actions are specified as tuples.\n"
|
||||
" Multiple actions can be specified by providing a tuple\n"
|
||||
" of tuples.\n"
|
||||
"##### Actions\n"
|
||||
"In a similar manner, actions are specified as tuples.\n"
|
||||
"Multiple actions can be specified by providing a tuple\n"
|
||||
"of tuples.\n"
|
||||
"\n"
|
||||
"Available Actions:\n"
|
||||
" ``('call', when, callable)`` - calls the provided callable;\n"
|
||||
" ``'when'`` can be either ``'at_connect'`` or ``'at_disconnect'``.\n"
|
||||
" ``'at_connect'`` means to fire\n"
|
||||
" when the two parts first come in contact; ``'at_disconnect'``\n"
|
||||
" means to fire once they cease being in contact.\n"
|
||||
"##### Available Actions\n"
|
||||
"###### `('call', when, callable)`\n"
|
||||
"> Calls the provided callable;\n"
|
||||
"`when` can be either `'at_connect'` or `'at_disconnect'`.\n"
|
||||
"`'at_connect'` means to fire\n"
|
||||
"when the two parts first come in contact; `'at_disconnect'`\n"
|
||||
"means to fire once they cease being in contact.\n"
|
||||
"\n"
|
||||
" ``('message', who, when, message_obj)`` - sends a message object;\n"
|
||||
" ``'who'`` can\n"
|
||||
" be either ``'our_node'`` or ``'their_node'``, ``'when'`` can be\n"
|
||||
" ``'at_connect'`` or\n"
|
||||
" ``'at_disconnect'``, and message_obj is the message object to send.\n"
|
||||
" This has the same effect as calling the node's\n"
|
||||
" ba.Node.handlemessage method.\n"
|
||||
"###### `('message', who, when, message_obj)`\n"
|
||||
"> Sends a message object;\n"
|
||||
"`who` can be either `'our_node'` or `'their_node'`, `when` can be\n"
|
||||
"`'at_connect'` or `'at_disconnect'`, and `message_obj` is the message\n"
|
||||
"object to send.\n"
|
||||
"This has the same effect as calling the node's\n"
|
||||
"ba.Node.handlemessage method.\n"
|
||||
"\n"
|
||||
" ``('modify_part_collision', attr, value)`` - changes some\n"
|
||||
" characteristic of the physical collision that will occur between\n"
|
||||
" our part and their part. This change will remain in effect as\n"
|
||||
" long as the two parts remain overlapping. This means if you have a\n"
|
||||
" part with a material that turns ``'collide'`` off against parts\n"
|
||||
" younger than 100ms, and it touches another part that is 50ms old,\n"
|
||||
" it will continue to not collide with that part until they separate,\n"
|
||||
" even if the 100ms threshold is passed. Options for attr/value are:\n"
|
||||
" ``'physical'`` (boolean value; whether a *physical* response will\n"
|
||||
" occur at all), ``'friction'`` (float value; how friction-y the\n"
|
||||
" physical response will be), ``'collide'`` (boolean value;\n"
|
||||
" whether *any* collision will occur at all, including non-physical\n"
|
||||
" stuff like callbacks), ``'use_node_collide'``\n"
|
||||
" (boolean value; whether to honor modify_node_collision\n"
|
||||
" overrides for this collision), ``'stiffness'`` (float value,\n"
|
||||
" how springy the physical response is), ``'damping'`` (float\n"
|
||||
" value, how damped the physical response is), ``'bounce'`` (float\n"
|
||||
" value; how bouncy the physical response is)."
|
||||
"###### `('modify_part_collision', attr, value)`\n"
|
||||
"> Changes some\n"
|
||||
"characteristic of the physical collision that will occur between\n"
|
||||
"our part and their part. This change will remain in effect as\n"
|
||||
"long as the two parts remain overlapping. This means if you have a\n"
|
||||
"part with a material that turns `'collide'` off against parts\n"
|
||||
"younger than 100ms, and it touches another part that is 50ms old,\n"
|
||||
"it will continue to not collide with that part until they separate,\n"
|
||||
"even if the 100ms threshold is passed. Options for attr/value are:\n"
|
||||
"`'physical'` (boolean value; whether a *physical* response will\n"
|
||||
"occur at all), `'friction'` (float value; how friction-y the\n"
|
||||
"physical response will be), `'collide'` (boolean value;\n"
|
||||
"whether *any* collision will occur at all, including non-physical\n"
|
||||
"stuff like callbacks), `'use_node_collide'`\n"
|
||||
"(boolean value; whether to honor modify_node_collision\n"
|
||||
"overrides for this collision), `'stiffness'` (float value,\n"
|
||||
"how springy the physical response is), `'damping'` (float\n"
|
||||
"value, how damped the physical response is), `'bounce'` (float\n"
|
||||
"value; how bouncy the physical response is)."
|
||||
"\n"
|
||||
" ``('modify_node_collision', attr, value)`` - similar to\n"
|
||||
" ``modify_part_collision``, but operates at a node-level.\n"
|
||||
" collision attributes set here will remain in effect as long as\n"
|
||||
" *anything* from our part's node and their part's node overlap.\n"
|
||||
" A key use of this functionality is to prevent new nodes from\n"
|
||||
" colliding with each other if they appear overlapped;\n"
|
||||
" if ``modify_part_collision`` is used, only the individual\n"
|
||||
" parts that were overlapping would avoid contact, but other parts\n"
|
||||
" could still contact leaving the two nodes 'tangled up'. Using\n"
|
||||
" ``modify_node_collision ensures`` that the nodes must completely\n"
|
||||
" separate before they can start colliding. Currently the only attr\n"
|
||||
" available here is ``'collide'`` (a boolean value).\n"
|
||||
"###### `('modify_node_collision', attr, value)`\n"
|
||||
"> Similar to\n"
|
||||
"`modify_part_collision`, but operates at a node-level.\n"
|
||||
"collision attributes set here will remain in effect as long as\n"
|
||||
"*anything* from our part's node and their part's node overlap.\n"
|
||||
"A key use of this functionality is to prevent new nodes from\n"
|
||||
"colliding with each other if they appear overlapped;\n"
|
||||
"if `modify_part_collision` is used, only the individual\n"
|
||||
"parts that were overlapping would avoid contact, but other parts\n"
|
||||
"could still contact leaving the two nodes 'tangled up'. Using\n"
|
||||
"`modify_node_collision` ensures that the nodes must completely\n"
|
||||
"separate before they can start colliding. Currently the only attr\n"
|
||||
"available here is `'collide'` (a boolean value).\n"
|
||||
"\n"
|
||||
" ``('sound', sound, volume)`` - plays a ba.Sound when a collision\n"
|
||||
" occurs, at a given volume, regardless of the collision speed/etc.\n"
|
||||
"###### `('sound', sound, volume)`\n"
|
||||
"> Plays a ba.Sound when a collision\n"
|
||||
"occurs, at a given volume, regardless of the collision speed/etc.\n"
|
||||
"\n"
|
||||
" ``('impact_sound', sound, targetImpulse, volume)`` - plays a sound\n"
|
||||
" when a collision occurs, based on the speed of impact.\n"
|
||||
" Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"###### `('impact_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"when a collision occurs, based on the speed of impact.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"\n"
|
||||
" ``('skid_sound', sound, targetImpulse, volume)`` - plays a sound\n"
|
||||
" during a collision when parts are 'scraping' against each other.\n"
|
||||
" Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"###### `('skid_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"during a collision when parts are 'scraping' against each other.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"\n"
|
||||
" ``('roll_sound', sound, targetImpulse, volume)`` - plays a sound\n"
|
||||
" during a collision when parts are 'rolling' against each other.\n"
|
||||
" Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"###### `('roll_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"during a collision when parts are 'rolling' against each other.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\n"
|
||||
"\n"
|
||||
"Examples:\n"
|
||||
" example 1: create a material that lets us ignore\n"
|
||||
" collisions against any nodes we touch in the first\n"
|
||||
" 100 ms of our existence; handy for preventing us from\n"
|
||||
" exploding outward if we spawn on top of another object:\n"
|
||||
" ```python\n"
|
||||
" >>> m = ba.Material()\n"
|
||||
" ... m.add_actions(\n"
|
||||
" ... conditions=(('we_are_younger_than', 100),\n"
|
||||
" ... 'or', ('they_are_younger_than', 100)),\n"
|
||||
" ... actions=('modify_node_collision', 'collide', False))\n"
|
||||
" ```\n"
|
||||
"##### Examples\n"
|
||||
"**Example 1:** create a material that lets us ignore\n"
|
||||
"collisions against any nodes we touch in the first\n"
|
||||
"100 ms of our existence; handy for preventing us from\n"
|
||||
"exploding outward if we spawn on top of another object:\n"
|
||||
">>> m = ba.Material()\n"
|
||||
"... m.add_actions(\n"
|
||||
"... conditions=(('we_are_younger_than', 100),\n"
|
||||
"... 'or', ('they_are_younger_than', 100)),\n"
|
||||
"... actions=('modify_node_collision', 'collide', False))\n"
|
||||
"\n"
|
||||
" example 2: send a ba.DieMessage to anything we touch, but cause\n"
|
||||
" no physical response. This should cause any ba.Actor to drop dead:\n"
|
||||
" ```python\n"
|
||||
" >>> m = ba.Material()\n"
|
||||
" ... m.add_actions(\n"
|
||||
" ... actions=(('modify_part_collision', 'physical', False),\n"
|
||||
" ... ('message', 'their_node', 'at_connect',\n"
|
||||
" ... ba.DieMessage())))\n"
|
||||
" ```\n"
|
||||
"**Example 2:** send a ba.DieMessage to anything we touch, but cause\n"
|
||||
"no physical response. This should cause any ba.Actor to drop dead:\n"
|
||||
"```python\n"
|
||||
">>> m = ba.Material()\n"
|
||||
"... m.add_actions(\n"
|
||||
"... actions=(('modify_part_collision', 'physical', False),\n"
|
||||
"... ('message', 'their_node', 'at_connect',\n"
|
||||
"... ba.DieMessage())))\n"
|
||||
"\n"
|
||||
" example 3: play some sounds when we're contacting the ground:\n"
|
||||
" ```python\n"
|
||||
" >>> m = ba.Material()\n"
|
||||
" ... m.add_actions(\n"
|
||||
" ... conditions=('they_have_material',\n"
|
||||
" shared.footing_material),\n"
|
||||
" ... actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),\n"
|
||||
" ... ('skid_sound', ba.getsound('metalSkid'), 2, 5)))\n"
|
||||
" ```\n"
|
||||
"\n"},
|
||||
"**Example 3:** play some sounds when we're contacting the ground:\n"
|
||||
"```python\n"
|
||||
">>> m = ba.Material()\n"
|
||||
"... m.add_actions(\n"
|
||||
"... conditions=('they_have_material',\n"
|
||||
"... shared.footing_material),\n"
|
||||
"... actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),\n"
|
||||
"... ('skid_sound', ba.getsound('metalSkid'), 2, 5)))\n"},
|
||||
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
|
||||
"allows inclusion of our custom attrs in standard python dir()"},
|
||||
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassModel::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a model.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Models are used for drawing.\n"
|
||||
"Use ba.getmodel() to instantiate one.";
|
||||
|
||||
@ -34,8 +34,8 @@ void PythonClassNode::SetupType(PyTypeObject* obj) {
|
||||
"to a game node; *not* the node itself. This means a Node's\n"
|
||||
"lifecycle is completely independent of how many Python references\n"
|
||||
"to it exist. To explicitly add a new node to the game, use\n"
|
||||
"ba.newnode(), and to explicitly delete one, use ba.Node.delete().\n"
|
||||
"ba.Node.exists() can be used to determine if a Node still points to\n"
|
||||
"ba.newnode, and to explicitly delete one, use ba.Node.delete.\n"
|
||||
"ba.Node.exists can be used to determine if a Node still points to\n"
|
||||
"a live node in the game.\n"
|
||||
"\n"
|
||||
"You can use ba.Node(None) to instantiate an invalid\n"
|
||||
@ -413,7 +413,7 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
{"delete", (PyCFunction)Delete, METH_VARARGS | METH_KEYWORDS,
|
||||
"delete(ignore_missing: bool = True) -> None\n"
|
||||
"\n"
|
||||
"Delete the node. Ignores already-deleted nodes if ignore_missing\n"
|
||||
"Delete the node. Ignores already-deleted nodes if `ignore_missing`\n"
|
||||
"is True; otherwise a ba.NodeNotFoundError is thrown."},
|
||||
{"handlemessage", (PyCFunction)HandleMessage, METH_VARARGS,
|
||||
"handlemessage(*args: Any) -> None\n"
|
||||
@ -423,7 +423,7 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
"All standard message objects are forwarded along to the ba.Node's\n"
|
||||
"delegate for handling (generally the ba.Actor that made the node).\n"
|
||||
"\n"
|
||||
"ba.Nodes are unique, however, in that they can be passed a second\n"
|
||||
"ba.Node-s are unique, however, in that they can be passed a second\n"
|
||||
"form of message; 'node-messages'. These consist of a string type-name\n"
|
||||
"as a first argument along with the args specific to that type name\n"
|
||||
"as additional arguments.\n"
|
||||
@ -445,13 +445,11 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
"setting the target attribute to any value or connecting another\n"
|
||||
"node attribute to it.\n"
|
||||
"\n"
|
||||
"Example:\n"
|
||||
" Create a locator and attach a light to it:\n"
|
||||
" ```python\n"
|
||||
" >>> light = ba.newnode('light')\n"
|
||||
" ... loc = ba.newnode('locator', attrs={'position': (0, 10, 0)})\n"
|
||||
" ... loc.connectattr('position', light, 'position')\n"
|
||||
" ```\n"},
|
||||
"##### Example\n"
|
||||
"Create a locator and attach a light to it:\n"
|
||||
">>> light = ba.newnode('light')\n"
|
||||
"... loc = ba.newnode('locator', attrs={'position': (0, 10, 0)})\n"
|
||||
"... loc.connectattr('position', light, 'position')\n"},
|
||||
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
|
||||
"allows inclusion of our custom attrs in standard python dir()"},
|
||||
{nullptr}};
|
||||
|
||||
@ -46,14 +46,14 @@ void PythonClassSessionPlayer::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a player in the ba.Session.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"These are created and managed internally and\n"
|
||||
"provided to your Session/Activity instances.\n"
|
||||
"provided to your ba.Session/ba.Activity instances.\n"
|
||||
"Be aware that, like ba.Nodes, ba.SessionPlayer objects are 'weak'\n"
|
||||
"references under-the-hood; a player can leave the game at\n"
|
||||
" any point. For this reason, you should make judicious use of the\n"
|
||||
"ba.SessionPlayer.exists() method (or boolean operator) to ensure\n"
|
||||
"ba.SessionPlayer.exists method (or boolean operator) to ensure\n"
|
||||
"that a SessionPlayer is still present if retaining references to one\n"
|
||||
"for any length of time.\n"
|
||||
"\n"
|
||||
|
||||
@ -24,9 +24,9 @@ void PythonClassSound::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a sound.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getsound() to instantiate one.";
|
||||
"Use ba.getsound to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassTexture::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a texture.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.gettexture() to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -19,7 +19,7 @@ void PythonClassTimer::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"Timers are used to run code at later points in time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"This class encapsulates a timer in the current ba.Context.\n"
|
||||
"The underlying timer will be destroyed when either this object is\n"
|
||||
@ -27,38 +27,41 @@ void PythonClassTimer::SetupType(PyTypeObject* obj) {
|
||||
"do not want to worry about keeping a reference to your timer around,\n"
|
||||
"you should use the ba.timer() function instead.\n"
|
||||
"\n"
|
||||
"time: length of time (in seconds by default) that the timer will wait\n"
|
||||
"###### time\n"
|
||||
"> Length of time (in seconds by default) that the timer will wait\n"
|
||||
"before firing. Note that the actual delay experienced may vary\n"
|
||||
"depending on the timetype. (see below)\n"
|
||||
"\n"
|
||||
"call: A callable Python object. Note that the timer will retain a\n"
|
||||
"###### call\n"
|
||||
"> A callable Python object. Note that the timer will retain a\n"
|
||||
"strong reference to the callable for as long as it exists, so you\n"
|
||||
"may want to look into concepts such as ba.WeakCall if that is not\n"
|
||||
"desired.\n"
|
||||
"\n"
|
||||
"repeat: if True, the timer will fire repeatedly, with each successive\n"
|
||||
"###### repeat\n"
|
||||
"> If True, the timer will fire repeatedly, with each successive\n"
|
||||
"firing having the same delay as the first.\n"
|
||||
"\n"
|
||||
"timetype: A ba.TimeType value determining which timeline the timer is\n"
|
||||
"###### timetype\n"
|
||||
"> A ba.TimeType value determining which timeline the timer is\n"
|
||||
"placed onto.\n"
|
||||
"\n"
|
||||
"timeformat: A ba.TimeFormat value determining how the passed time is\n"
|
||||
"###### timeformat\n"
|
||||
"> A ba.TimeFormat value determining how the passed time is\n"
|
||||
"interpreted.\n"
|
||||
"\n"
|
||||
"Example:\n"
|
||||
" Use a Timer object to print repeatedly for a few seconds:\n"
|
||||
" ```python\n"
|
||||
" >>> def say_it():\n"
|
||||
" ... ba.screenmessage('BADGER!')\n"
|
||||
" ... def stop_saying_it():\n"
|
||||
" ... self.t = None\n"
|
||||
" ... ba.screenmessage('MUSHROOM MUSHROOM!')\n"
|
||||
" ... # Create our timer; it will run as long as we have the self.t "
|
||||
"ref.\n"
|
||||
" ... self.t = ba.Timer(0.3, say_it, repeat=True)\n"
|
||||
" ... # Now fire off a one-shot timer to kill it.\n"
|
||||
" ... ba.timer(3.89, stop_saying_it)\n"
|
||||
" ```\n";
|
||||
"##### Example\n"
|
||||
"\n"
|
||||
"Use a Timer object to print repeatedly for a few seconds:\n"
|
||||
">>> def say_it():\n"
|
||||
"... ba.screenmessage('BADGER!')\n"
|
||||
"... def stop_saying_it():\n"
|
||||
"... self.t = None\n"
|
||||
"... ba.screenmessage('MUSHROOM MUSHROOM!')\n"
|
||||
"... # Create our timer; it will run as long as we have the self.t ref.\n"
|
||||
"... self.t = ba.Timer(0.3, say_it, repeat=True)\n"
|
||||
"... # Now fire off a one-shot timer to kill it.\n"
|
||||
"... ba.timer(3.89, stop_saying_it)\n";
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
}
|
||||
|
||||
@ -29,7 +29,7 @@ void PythonClassVec3::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A vector of 3 floats.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"These can be created the following ways (checked in this order):\n"
|
||||
"- with no args, all values are set to 0\n"
|
||||
|
||||
@ -22,11 +22,11 @@ void PythonClassWidget::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"Internal type for low level UI elements; buttons, windows, etc.\n"
|
||||
"\n"
|
||||
"Category: User Interface Classes\n"
|
||||
"Category: **User Interface Classes**\n"
|
||||
"\n"
|
||||
"This class represents a weak reference to a widget object\n"
|
||||
"in the internal c++ layer. Currently, functions such as\n"
|
||||
"ba.buttonwidget() must be used to instantiate or edit these.";
|
||||
"in the internal C++ layer. Currently, functions such as\n"
|
||||
"ba.buttonwidget must be used to instantiate or edit these.";
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -926,7 +926,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"log(message: str, to_stdout: bool = True,\n"
|
||||
" to_server: bool = True) -> None\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Log a message. This goes to the default logging mechanism depending\n"
|
||||
"on the platform (stdout on mac, android log on android, etc).\n"
|
||||
@ -989,7 +989,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Quit the game.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"On systems like android, 'soft' will end the activity but keep the\n"
|
||||
"app running."},
|
||||
@ -1003,7 +1003,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Print a message to the local client's screen, in a given color.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"If 'top' is True, the message will go to the top message area.\n"
|
||||
"For 'top' messages, 'image' can be a texture to display alongside "
|
||||
@ -1027,41 +1027,34 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Schedule a call to run at a later point in time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This function adds a timer to the current ba.Context.\n"
|
||||
"This timer cannot be canceled or modified once created. If you\n"
|
||||
" require the ability to do so, use the ba.Timer class instead.\n"
|
||||
"\n"
|
||||
"Arguments:\n"
|
||||
" time (float):\n"
|
||||
" Length of time (in seconds by default) that the timer will "
|
||||
"wait\n"
|
||||
" before firing. Note that the actual delay experienced may "
|
||||
"vary\n "
|
||||
" depending on the timetype. (see below)\n"
|
||||
"##### Arguments\n"
|
||||
"###### time (float):\n"
|
||||
"> Length of time (in seconds by default) that the timer will wait\n"
|
||||
"before firing. Note that the actual delay experienced may vary\n "
|
||||
"depending on the timetype. (see below)\n"
|
||||
"\n"
|
||||
" call (Callable[[], Any]):\n"
|
||||
" A callable Python object. Note that the timer will retain a\n"
|
||||
" strong reference to the callable for as long as it exists, "
|
||||
"so you\n"
|
||||
" may want to look into concepts such as ba.WeakCall if that "
|
||||
"is not\n"
|
||||
" desired.\n"
|
||||
"###### call (Callable[[], Any])\n"
|
||||
"> A callable Python object. Note that the timer will retain a\n"
|
||||
"strong reference to the callable for as long as it exists, so you\n"
|
||||
"may want to look into concepts such as ba.WeakCall if that is not\n"
|
||||
"desired.\n"
|
||||
"\n"
|
||||
" repeat (bool):\n"
|
||||
" If True, the timer will fire repeatedly, with each "
|
||||
"successive\n"
|
||||
" firing having the same delay as the first.\n"
|
||||
"###### repeat (bool)\n"
|
||||
"> If True, the timer will fire repeatedly, with each successive\n"
|
||||
"firing having the same delay as the first.\n"
|
||||
"\n"
|
||||
"###### timetype (ba.TimeType)\n"
|
||||
"> Can be either `SIM`, `BASE`, or `REAL`. It defaults to\n"
|
||||
"`SIM`.\n"
|
||||
"\n"
|
||||
" timetype (ba.TimeType):\n"
|
||||
" Can be either ``SIM``, ``BASE``, or ``REAL``. It defaults "
|
||||
"to\n"
|
||||
" ``SIM``.\n"
|
||||
"\n"
|
||||
" timeformat (ba.TimeFormat):\n"
|
||||
" Defaults to seconds but can also be milliseconds.\n"
|
||||
"###### timeformat (ba.TimeFormat)\n"
|
||||
"> Defaults to seconds but can also be milliseconds.\n"
|
||||
"\n"
|
||||
"- SIM time maps to local simulation time in ba.Activity or "
|
||||
"ba.Session\n"
|
||||
@ -1081,15 +1074,13 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"backgrounded, system time changing, etc.)\n"
|
||||
"Real time timers are currently only available in the UI context.\n"
|
||||
"\n"
|
||||
"Examples:\n"
|
||||
" Print some stuff through time:\n"
|
||||
" ```python\n"
|
||||
" >>> ba.screenmessage('hello from now!')\n"
|
||||
" >>> ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the "
|
||||
"##### Examples\n"
|
||||
"Print some stuff through time:\n"
|
||||
">>> ba.screenmessage('hello from now!')\n"
|
||||
">>> ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the "
|
||||
"future!'))\n"
|
||||
" >>> ba.timer(2.0, ba.Call(ba.screenmessage,\n"
|
||||
" ... 'hello from the future 2!'))\n"
|
||||
" ```\n"},
|
||||
">>> ba.timer(2.0, ba.Call(ba.screenmessage,\n"
|
||||
"... 'hello from the future 2!'))\n"},
|
||||
|
||||
{"time", (PyCFunction)PyTime, METH_VARARGS | METH_KEYWORDS,
|
||||
"time(timetype: ba.TimeType = TimeType.SIM,\n"
|
||||
@ -1098,32 +1089,32 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return the current time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"The time returned depends on the current ba.Context and timetype.\n"
|
||||
"\n"
|
||||
"timetype can be either SIM, BASE, or REAL. It defaults to\n"
|
||||
"SIM. Types are explained below:\n"
|
||||
"\n"
|
||||
"SIM time maps to local simulation time in ba.Activity or ba.Session\n"
|
||||
"- SIM time maps to local simulation time in ba.Activity or "
|
||||
"ba.Session\n"
|
||||
"Contexts. This means that it may progress slower in slow-motion "
|
||||
"play\n"
|
||||
"modes, stop when the game is paused, etc. This time type is not\n"
|
||||
"available in UI contexts.\n"
|
||||
"\n"
|
||||
"BASE time is also linked to gameplay in ba.Activity or ba.Session\n"
|
||||
"- BASE time is also linked to gameplay in ba.Activity or ba.Session\n"
|
||||
"Contexts, but it progresses at a constant rate regardless of\n "
|
||||
"slow-motion states or pausing. It can, however, slow down or stop\n"
|
||||
"in certain cases such as network outages or game slowdowns due to\n"
|
||||
"cpu load. Like 'sim' time, this is unavailable in UI contexts.\n"
|
||||
"\n"
|
||||
"REAL time always maps to actual clock time with a bit of filtering\n"
|
||||
"added, regardless of Context. (the filtering prevents it from "
|
||||
"going\n"
|
||||
"- REAL time always maps to actual clock time with a bit of "
|
||||
"filtering\n"
|
||||
"added, regardless of Context. (The filtering prevents it from going\n"
|
||||
"backwards or jumping forward by large amounts due to the app being\n"
|
||||
"backgrounded, system time changing, etc.)\n"
|
||||
"Real time timers are currently only available in the UI context.\n"
|
||||
"\n"
|
||||
"the 'timeformat' arg defaults to SECONDS which returns float "
|
||||
"The 'timeformat' arg defaults to SECONDS which returns float "
|
||||
"seconds,\n"
|
||||
"but it can also be MILLISECONDS to return integer milliseconds.\n"
|
||||
"\n"
|
||||
@ -1136,7 +1127,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Pushes a call onto the event loop to be run during the next cycle.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This can be handy for calls that are disallowed from within other\n"
|
||||
"callbacks, etc.\n"
|
||||
@ -1155,7 +1146,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return the current ba.Activity instance.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Note that this is based on context; thus code run in a timer "
|
||||
"generated\n"
|
||||
@ -1171,7 +1162,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Instantiates a ba.Activity given a type object.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Activities require special setup and thus cannot be directly\n"
|
||||
"instantiated; you must go through this function."},
|
||||
@ -1220,7 +1211,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
{"getsession", (PyCFunction)PyGetSession, METH_VARARGS | METH_KEYWORDS,
|
||||
"getsession(doraise: bool = True) -> <varies>\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Returns the current ba.Session instance.\n"
|
||||
"Note that this is based on context; thus code being run in the UI\n"
|
||||
|
||||
@ -685,7 +685,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Emit particles, smoke, etc. into the fx sim layer.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"The fx sim layer is a secondary dynamics simulation that runs in\n"
|
||||
"the background and just looks pretty; it does not affect gameplay.\n"
|
||||
@ -698,17 +698,17 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Play a ba.Sound a single time.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"If position is not provided, the sound will be at a constant volume\n"
|
||||
"everywhere. Position should be a float tuple of size 3."},
|
||||
"everywhere. Position should be a float tuple of size 3."},
|
||||
|
||||
{"camerashake", (PyCFunction)PyCameraShake, METH_VARARGS | METH_KEYWORDS,
|
||||
"camerashake(intensity: float = 1.0) -> None\n"
|
||||
"\n"
|
||||
"Shake the camera.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Note that some cameras and/or platforms (such as VR) may not display\n"
|
||||
"camera-shake, so do not rely on this always being visible to the\n"
|
||||
@ -719,7 +719,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return collision related values\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Returns a single collision value or tuple of values such as location,\n"
|
||||
"depth, nodes involved, etc. Only call this in the handler of a\n"
|
||||
@ -730,14 +730,14 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return all nodes in the current ba.Context."
|
||||
"\n"
|
||||
"Category: Gameplay Functions"},
|
||||
"Category: **Gameplay Functions**"},
|
||||
|
||||
{"printnodes", PyPrintNodes, METH_VARARGS,
|
||||
"printnodes() -> None\n"
|
||||
"\n"
|
||||
"Print various info about existing nodes; useful for debugging.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions"},
|
||||
"Category: **Gameplay Functions**"},
|
||||
|
||||
{"newnode", (PyCFunction)PyNewNode, METH_VARARGS | METH_KEYWORDS,
|
||||
"newnode(type: str, owner: ba.Node = None,\n"
|
||||
@ -746,7 +746,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Add a node of the given type to the game.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"If a dict is provided for 'attributes', the node's initial attributes\n"
|
||||
"will be set based on them.\n"
|
||||
|
||||
@ -423,7 +423,7 @@ auto PythonMethodsGraphics::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Given a color tuple, return a color safe to display as text.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Accepts tuples of length 3 or 4. This will slightly brighten very\n"
|
||||
"dark colors, etc."},
|
||||
@ -433,7 +433,7 @@ auto PythonMethodsGraphics::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Get a unicode string representing a special character.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Note that these utilize the private-use block of unicode characters\n"
|
||||
"(U+E000-U+F8FF) and are specific to the game; exporting or rendering\n"
|
||||
|
||||
@ -468,7 +468,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a collide-model, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Collide-models are used in physics calculations for such things as\n"
|
||||
"terrain.\n"
|
||||
@ -491,7 +491,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a model, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -510,7 +510,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a sound, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -529,7 +529,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a data, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -548,7 +548,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a texture, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
|
||||
@ -791,7 +791,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether this platform supports clipboard operations at all.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"If this returns False, UIs should not show 'copy to clipboard'\n"
|
||||
"buttons, etc."},
|
||||
@ -800,7 +800,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether there is currently text on the clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This will return False if no system clipboard is available; no need\n"
|
||||
" to call ba.clipboard_available() separately."},
|
||||
@ -810,18 +810,18 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Copy a string to the system clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Ensure that ba.clipboard_available() returns True before adding\n"
|
||||
"Ensure that ba.clipboard_available returns True before adding\n"
|
||||
" buttons/etc. that make use of this functionality."},
|
||||
{"clipboard_get_text", (PyCFunction)PyClipboardGetText, METH_NOARGS,
|
||||
"clipboard_get_text() -> str\n"
|
||||
"\n"
|
||||
"Return text currently on the system clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Ensure that ba.clipboard_has_text() returns True before calling\n"
|
||||
"Ensure that ba.clipboard_has_text returns True before calling\n"
|
||||
" this function."},
|
||||
{"printobjects", (PyCFunction)PyPrintObjects,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
@ -829,7 +829,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Print debugging info about game objects.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This call only functions in debug builds of the game.\n"
|
||||
"It prints various info about the current object count, etc."},
|
||||
@ -839,20 +839,18 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether this is the first time running a line of code.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This is used by 'print_once()' type calls to keep from overflowing\n"
|
||||
"logs. The call functions by registering the filename and line where\n"
|
||||
"The call is made from. Returns True if this location has not been\n"
|
||||
"registered already, and False if it has.\n"
|
||||
"\n"
|
||||
"Example:\n"
|
||||
" This print will only fire for the first loop iteration:\n"
|
||||
" ```python\n"
|
||||
" >>> for i in range(10):\n"
|
||||
" ... if ba.do_once():\n"
|
||||
" ... print('Hello once from loop!')\n"
|
||||
" ```\n"},
|
||||
"##### Example\n"
|
||||
"This print will only fire for the first loop iteration:\n"
|
||||
">>> for i in range(10):\n"
|
||||
"... if ba.do_once():\n"
|
||||
"... print('Hello once from loop!')\n"},
|
||||
|
||||
{"_app", (PyCFunction)PyApp, METH_VARARGS | METH_KEYWORDS,
|
||||
"_app() -> ba.App\n"
|
||||
@ -904,7 +902,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Used for analytics to see where in the app players spend their time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Generally called when opening a new window or entering some UI.\n"
|
||||
"'screen' should be a string description of an app location\n"
|
||||
@ -1006,7 +1004,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"print_context", (PyCFunction)PyPrintContext,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
|
||||
@ -2331,7 +2331,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Open a provided URL.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Open the provided url in a web-browser, or display the URL\n"
|
||||
"string in a window if that isn't possible.\n"},
|
||||
@ -2395,7 +2395,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"show_progress_bar", (PyCFunction)PyShowProgressBar,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
@ -2403,7 +2403,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"show_app_invite", (PyCFunction)PyShowAppInvite,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
@ -2413,7 +2413,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"show_ad", (PyCFunction)PyShowAd, METH_VARARGS | METH_KEYWORDS,
|
||||
"show_ad(purpose: str, on_completion_call: Callable[[], None] = None)\n"
|
||||
@ -2508,7 +2508,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a button widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2534,7 +2534,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a check-box widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2555,7 +2555,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit an image widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2583,7 +2583,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a column widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2625,7 +2625,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a container widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2643,7 +2643,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a row widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2666,7 +2666,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a scroll widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2688,7 +2688,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a horizontal scroll widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2719,7 +2719,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a text widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2734,7 +2734,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Edit common attributes of any widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Unlike other UI calls, this can only be used to edit, not to "
|
||||
"create.\n"},
|
||||
|
||||
@ -80,15 +80,17 @@ def generate(projroot: str) -> None:
|
||||
# Make sure we're running from the dir above this script.
|
||||
os.chdir(projroot)
|
||||
|
||||
pythondir = str(
|
||||
Path(projroot, 'assets', 'src', 'ba_data', 'python').absolute())
|
||||
sys.path.append(pythondir)
|
||||
outdirname = Path('build', 'docs_html').absolute()
|
||||
templatesdir = (Path(projroot) / 'assets' / 'src' / 'pdoc' /
|
||||
'templates').absolute()
|
||||
pythondir = (Path(projroot) / 'assets' / 'src' / 'ba_data' /
|
||||
'python').absolute()
|
||||
outdirname = (Path(projroot) / 'build' / 'docs_html').absolute()
|
||||
sys.path.append(str(pythondir))
|
||||
|
||||
try:
|
||||
pdoc.render.configure(docformat='google',
|
||||
search=True,
|
||||
show_source=True)
|
||||
pdoc.render.configure(search=True,
|
||||
show_source=True,
|
||||
template_directory=templatesdir)
|
||||
pdoc.pdoc('ba', 'bastd', output_directory=outdirname)
|
||||
except Exception as exc:
|
||||
import traceback
|
||||
|
||||
@ -252,7 +252,8 @@ def _writefuncs(parent: Any, funcnames: Sequence[str], indent: int,
|
||||
f'unknown returns value: {returns} for {funcname}')
|
||||
returnspc = indstr + ' '
|
||||
returnstr = ('\n' + returnspc).join(returnstr.strip().splitlines())
|
||||
docstr_out = _formatdoc(docstr, indent + 4, funcname=funcname)
|
||||
docstr_out = _formatdoc(_filterdoc(docstr, funcname=funcname),
|
||||
indent + 4)
|
||||
out += spcstr + defsline + docstr_out + f'{returnspc}{returnstr}\n'
|
||||
return out
|
||||
|
||||
@ -470,11 +471,7 @@ def _special_class_cases(classname: str) -> str:
|
||||
return out
|
||||
|
||||
|
||||
def _formatdoc(docstr: str,
|
||||
indent: int,
|
||||
funcname: Optional[str] = None) -> str:
|
||||
out = ''
|
||||
indentstr = indent * ' '
|
||||
def _filterdoc(docstr: str, funcname: Optional[str] = None) -> str:
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
if (funcname and docslines and docslines[0]
|
||||
@ -484,14 +481,48 @@ def _formatdoc(docstr: str,
|
||||
_, docstr = docstr.split('\n\n', maxsplit=1)
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
# Assuming that each line between 'Attributes:' and '\n\n' belongs to
|
||||
# attrs descriptions.
|
||||
empty_lines_count = 0
|
||||
attributes_line: Optional[int] = None
|
||||
attrs_definitions_last_line: Optional[int] = None
|
||||
for i, line in enumerate(docslines):
|
||||
if line.strip() in ['Attrs:', 'Attributes:']:
|
||||
if attributes_line is not None:
|
||||
raise Exception("Multiple 'Attributes:' lines found")
|
||||
attributes_line = i
|
||||
if not line.strip():
|
||||
empty_lines_count += 1
|
||||
else:
|
||||
empty_lines_count = 0
|
||||
if empty_lines_count >= 2 and attributes_line is not None:
|
||||
# It seems attribute definitions ended.
|
||||
attrs_definitions_last_line = i
|
||||
break
|
||||
if attrs_definitions_last_line is None:
|
||||
attrs_definitions_last_line = len(docslines) - 1
|
||||
|
||||
return '\n'.join(docslines[:attributes_line] +
|
||||
docslines[attrs_definitions_last_line + 1:])
|
||||
|
||||
|
||||
def _formatdoc(docstr: str,
|
||||
indent: int,
|
||||
no_end_newline: bool = False,
|
||||
inner_indent: int = 0) -> str:
|
||||
out = ''
|
||||
indentstr = indent * ' '
|
||||
inner_indent_str = inner_indent * ' '
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
if len(docslines) == 1:
|
||||
out += '\n' + indentstr + '"""' + docslines[0] + '"""\n'
|
||||
else:
|
||||
for i, line in enumerate(docslines):
|
||||
if i != 0 and line != '':
|
||||
docslines[i] = indentstr + line
|
||||
out += ('\n' + indentstr + '"""' + '\n'.join(docslines) + '\n' +
|
||||
indentstr + '"""\n')
|
||||
docslines[i] = indentstr + inner_indent_str + line
|
||||
out += ('\n' + indentstr + '"""' + '\n'.join(docslines) +
|
||||
('' if no_end_newline else '\n' + indentstr) + '"""\n')
|
||||
return out
|
||||
|
||||
|
||||
@ -514,7 +545,7 @@ def _writeclasses(module: ModuleType, classnames: Sequence[str]) -> str:
|
||||
|
||||
docstr = cls.__doc__
|
||||
# classname is constructor name
|
||||
out += _formatdoc(docstr, 4, funcname=classname)
|
||||
out += _formatdoc(_filterdoc(docstr, funcname=classname), 4)
|
||||
|
||||
# Create a public constructor if it has one.
|
||||
# If the first docs line appears to be a function signature
|
||||
@ -548,6 +579,12 @@ def _writeclasses(module: ModuleType, classnames: Sequence[str]) -> str:
|
||||
for attr in attrs:
|
||||
if attr.attr_type is not None:
|
||||
out += f' {attr.name}: {attr.attr_type}\n'
|
||||
if attr.docs:
|
||||
out += _formatdoc(_filterdoc(attr.docs),
|
||||
indent=4,
|
||||
inner_indent=3,
|
||||
no_end_newline=True)
|
||||
out += '\n'
|
||||
else:
|
||||
raise Exception(f'Found untyped attr in'
|
||||
f' {classname} docs: {attr.name}')
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user