Browse Source

Minor cleanup of doxygen files

Mike Lilligreen 11 years ago
parent
commit
b644aede20

BIN
tools/documentation/doxygen.exe


BIN
tools/documentation/doxyindexer.exe


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tools/documentation/.gitignore → tools/doxygen/.gitignore


+ 0 - 0
tools/documentation/ReadMe.txt → tools/doxygen/ReadMe.txt


+ 0 - 0
tools/documentation/comment.rb → tools/doxygen/comment.rb


+ 0 - 0
tools/documentation/config/t2d-stylesheet-extra.css → tools/doxygen/config/t2d-stylesheet-extra.css


+ 0 - 0
tools/documentation/config/torque2DReference.cfg → tools/doxygen/config/torque2DReference.cfg


+ 0 - 0
tools/documentation/config/torqueScriptReference-footer.html → tools/doxygen/config/torqueScriptReference-footer.html


+ 0 - 0
tools/documentation/config/torqueScriptReference-from-dump.cfg → tools/doxygen/config/torqueScriptReference-from-dump.cfg


+ 0 - 0
tools/documentation/config/torqueScriptReference-header.html → tools/doxygen/config/torqueScriptReference-header.html


+ 0 - 0
tools/documentation/config/torqueScriptReference-layout.xml → tools/doxygen/config/torqueScriptReference-layout.xml


+ 0 - 0
tools/documentation/config/torqueScriptReference.cfg → tools/doxygen/config/torqueScriptReference.cfg


+ 0 - 0
tools/documentation/doxysearch.cgi → tools/doxygen/doxysearch.cgi


+ 0 - 0
tools/documentation/generateDocs.bat → tools/doxygen/generateDocs.bat


+ 0 - 0
tools/documentation/generateDocs.cs → tools/doxygen/generateDocs.cs


+ 0 - 0
tools/documentation/hhc.exe → tools/doxygen/hhc.exe


+ 0 - 0
tools/documentation/input/.gitignore → tools/doxygen/input/.gitignore


+ 0 - 0
tools/documentation/main.generateDocs.cs → tools/doxygen/main.generateDocs.cs


+ 0 - 0
tools/documentation/output/.gitignore → tools/doxygen/output/.gitignore


+ 0 - 62
tutorials/starterProject/.gitignore

@@ -1,62 +0,0 @@
-# Dev Files #
-###################
-*.xcworkspace
-*.xcuserdatad
-.LSOverride
-/tmp/*
-/preferences.cs
-*.dso
-*.edso
-*.user
-*.sdf
-*.suo
-*.dir
-*.opensdf
-*.idea
-*.dSYM
-*.res
-*.cache
-*.exports
-*.opt
-*.tmp
-Torque2D.app
-Torque2D_DEBUG.app
-Torque2D.exe
-Torque2D_DEBUG.exe
-Torque2DGame.app
-Torque2DGame_Debug.app
-linkmap.txt
-    
-# Compiled source #
-###################
-*.com
-*.class
-*.o
-*.a
-*.so
-*.obj
-*.lib
-*.idb
-*.pdb
-*.ilk
-*.ipch
-*.lastbuildstate
-*.unsuccessfulbuild
-*.manifest
-*.tlog
-
-# Logs and databases #
-######################
-*.log
-*.sql
-
-# OS generated files #
-######################
-.DS_Store
-.DS_Store?
-._*
-.Spotlight-V100
-.Trashes
-Icon?
-ehthumbs.db
-Thumbs.db

+ 0 - 24
tutorials/starterProject/README - setup.md

@@ -1,24 +0,0 @@
-## What Is This `StarterProject` Directory
-
-`starterProject` is a template project for starting a Torque2D game from scratch.  You don't have to start here, but it should be easy to do so.
-
-## What Does a Torque2D Game Project Consist Of?
-
-In its simplest form, a project consists of a top-level directory with the following contents:
-
-* the Torque2D game engine
-* a `main.cs` script file, which the engine runs when it starts
-* almost certainly a `modules` directory containing one or more modules of game assets and scripts
-* almost certainly a bootstrap module, such as `AppCore`, to setup common variables and other required bits for the engine.
-
-## How To Start With This `starterProject`
-
-1. If you do not have a copy of the Torque2D binary, obtain or compile one.
-2. Copy this "startProject" directory to wherever you want to create the project.  This becomes the main project directory.
-3. If you are running Windows, copy the following files from your Torque2D original to this directory:
-  * Torque2D.exe
-  * OpenAL32.dll
-	* unicows.dll
-4. If you are running OSX, copy the following files from your Torque2D original to this directory:
-  * Torque2D(.app)
-5. Go to your Torque2D original and copy the modules/AppCore directory to this projects modules/ directory.

+ 0 - 1
tutorials/starterProject/cleandso.bat

@@ -1 +0,0 @@
-del /s *.dso

+ 0 - 36
tutorials/starterProject/main.cs

@@ -1,36 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2013 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-// debug amounts of log output
-setLogMode(6);
-// run game from the script files.  don't compile them first
-$Scripts::ignoreDSOs = true;
-
-ModuleDatabase.scanModules( "modules" );
-ModuleDatabase.LoadExplicit( "BlankGame" );
-
-//-----------------------------------------------------------------------------
-
-function onExit()
-{
-    ModuleDatabase.unloadExplicit( "BlankGame" );
-}

+ 0 - 9
tutorials/starterProject/modules/BlankGame/1/assets/images/font.asset.taml

@@ -1,9 +0,0 @@
-<ImageAsset
-    AssetName="font"
-    ImageFile="font.png"
-	CellOffsetY="1"
-	CellStrideY="16"
-    CellCountX="16"
-    CellCountY="6"
-    CellWidth="16"
-    CellHeight="14" />

BIN
tutorials/starterProject/modules/BlankGame/1/assets/images/font.png


+ 0 - 72
tutorials/starterProject/modules/BlankGame/1/main.cs

@@ -1,72 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2013 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-function BlankGame::create( %this )
-{
-    // We need a main "Scene" we can use as our game world.  The place where sceneObjects play.
-    // Give it a global name "mainScene" since we may want to access it directly in our scripts.
-    new Scene(mainScene);
-
-    // Without a system window or "Canvas", we can't see or interact with our scene.
-    // AppCore initialized the Canvas already
-
-    // Now that we have a Canvas, we need a viewport into the scene.
-    // Give it a global name "mainWindow" since we may want to access it directly in our scripts.
-    new SceneWindow(mainWindow);
-    mainWindow.profile = new GuiControlProfile();
-    Canvas.setContent(mainWindow);
-
-    // Finally, connect our scene into the viewport (or sceneWindow).
-    // Note that a viewport comes with a camera built-in.
-    mainWindow.setScene(mainScene);
-    mainWindow.setCameraPosition( 0, 0 );
-    mainWindow.setCameraSize( 100, 75 );
-
-    // load some scripts and variables
-    // exec("./scripts/someScript.cs");
-
-    // let's do a little something to make sure we are up and running.
-    // write "hello world!"  :)
-    %this.sayHello();
-}
-
-//-----------------------------------------------------------------------------
-
-function BlankGame::destroy( %this )
-{
-}
-
-//-----------------------------------------------------------------------------
-
-
-function BlankGame::sayHello( %this )
-{
-    %phrase = new ImageFont();
-    %phrase.Image = "BlankGame:Font";
-       
-    // Set the font size in both axis.  This is in world-units and not typicaly font "points".
-    %phrase.FontSize = "2 2";
-    
-    %phrase.TextAlignment = "Center";
-    %phrase.Text = "Hello, World!";
-    mainScene.add( %phrase );    
-}

+ 0 - 13
tutorials/starterProject/modules/BlankGame/1/module.taml

@@ -1,13 +0,0 @@
-<ModuleDefinition
-	ModuleId="blankGame"
-	VersionId="1"
-	Description="Blank Project as a Template.  You should probably rename this module!"
-	Dependencies="AppCore=1"
-	ScriptFile="main.cs"
-	CreateFunction="create"
-	DestroyFunction="destroy">
-		<DeclaredAssets
-			Path="assets"
-			Extension="asset.taml"
-			Recurse="true"/>
-</ModuleDefinition>

+ 0 - 34
tutorials/starterProject/starterProject.torsion

@@ -1,34 +0,0 @@
-<TorsionProject>
-<Name>starterProject</Name>
-<WorkingDir/>
-<EntryScript>main.cs</EntryScript>
-<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
-<Mods>
-<Folder>modules</Folder>
-</Mods>
-<ScannerExts>cs; gui</ScannerExts>
-<Configs>
-<Config>
-<Name>Release</Name>
-<Executable>Torque2D.exe</Executable>
-<Arguments/>
-<HasExports>true</HasExports>
-<Precompile>false</Precompile>
-<InjectDebugger>true</InjectDebugger>
-<UseSetModPaths>false</UseSetModPaths>
-</Config>
-<Config>
-<Name>Debug</Name>
-<Executable>Torque2D_DEBUG.exe</Executable>
-<Arguments/>
-<HasExports>false</HasExports>
-<Precompile>false</Precompile>
-<InjectDebugger>true</InjectDebugger>
-<UseSetModPaths>false</UseSetModPaths>
-</Config>
-</Configs>
-<SearchURL/>
-<SearchProduct>baseProject</SearchProduct>
-<SearchVersion>HEAD</SearchVersion>
-<ExecModifiedScripts>true</ExecModifiedScripts>
-</TorsionProject>