Browse Source

Tweaks for native C++ docs

Josh Engebretson 9 years ago
parent
commit
0ed66b9223

BIN
Build/Docs/CPlusPlus/Atomic_Logo.png


+ 7 - 7
Build/Docs/Doxyfile → Build/Docs/CPlusPlus/Doxyfile

@@ -13,7 +13,7 @@
 # TAG += value [value, ...]
 # Values that contain spaces should be placed between quotes (\" \").
 
-# Atomic Note - this file is to be executed in the AtomicGameEngine/Source 
+# Atomic Note - this file is to be executed in the AtomicGameEngine/Source
 #   directory, so all pathnames should be relative to that.
 
 #---------------------------------------------------------------------------
@@ -35,7 +35,7 @@ DOXYFILE_ENCODING      = UTF-8
 # title of most generated pages and in a few other places.
 # The default value is: My Project.
 
-PROJECT_NAME           = "Atomic Game Engine"
+PROJECT_NAME           = ""
 
 # The PROJECT_NUMBER tag can be used to enter a project or revision number. This
 # could be handy for archiving the generated documentation or if some version
@@ -54,7 +54,7 @@ PROJECT_BRIEF          =
 # and the maximum width should not exceed 200 pixels. Doxygen will copy the logo
 # to the output directory.
 
-PROJECT_LOGO           =  ../Build/Docs/atomic-theme/assets/images/atomic-icon.png
+PROJECT_LOGO           =  ../Build/Docs/CPlusPlus/Atomic_Logo.png
 
 # The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path
 # into which the generated documentation will be written. If a relative path is
@@ -746,7 +746,7 @@ WARN_LOGFILE           =
 # spaces.
 # Note: If this tag is empty the current directory is searched.
 
-INPUT                  +=  ../README.md
+INPUT                  +=  ../Build/Docs/CPlusPlus/README.md
 INPUT                  +=  .
 
 # This tag can be used to specify the character encoding of the source files
@@ -883,7 +883,7 @@ FILTER_SOURCE_PATTERNS =
 # (index.html). This can be useful if you have a project on for instance GitHub
 # and want to reuse the introduction page also for the doxygen output.
 
-USE_MDFILE_AS_MAINPAGE = ../README.md
+USE_MDFILE_AS_MAINPAGE = ../Build/Docs/CPlusPlus/README.md
 
 #---------------------------------------------------------------------------
 # Configuration options related to source browsing
@@ -1039,7 +1039,7 @@ HTML_FILE_EXTENSION    = .html
 # of the possible markers and block names see the documentation.
 # This tag requires that the tag GENERATE_HTML is set to YES.
 
-HTML_HEADER            = 
+HTML_HEADER            =
 
 # The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each
 # generated HTML page. If the tag is left blank doxygen will generate a standard
@@ -1049,7 +1049,7 @@ HTML_HEADER            =
 # that doxygen normally uses.
 # This tag requires that the tag GENERATE_HTML is set to YES.
 
-HTML_FOOTER            = ../Build/Docs/atomicfooter.html
+HTML_FOOTER            = ../Build/Docs/CPlusPlus/atomicfooter.html
 
 # The HTML_STYLESHEET tag can be used to specify a user-defined cascading style
 # sheet that is used by each HTML page. It can be used to fine-tune the look of

+ 50 - 0
Build/Docs/CPlusPlus/README.md

@@ -0,0 +1,50 @@
+## Atomic Native C++ API Reference
+
+### [Annotated C++ Class List](annotated.html)
+
+### [C++ Class Index](classes.html)
+
+---
+
+#### Atomic Technology
+
+Website: <a href="http://www.atomicgameengine.com" target="_blank">http://www.AtomicGameEngine.com</a>
+
+Email: [email protected]
+
+- Consistent **2D/3D API** available in **JavaScript, TypeScript, C#, and C++**
+- **Android, iOS, Windows, macOS, Linux, and WebGL** platform deployment
+- High performance native C++ core with single command builds and absolute minimum dependencies
+- Node based scene graph with access to low level graphics API for custom rendering on D3D 9/11, OpenGL 2/3/ES2, and WebGL
+- Modular component system including C#, JavaScript, TypeScript, and C++ logic components with networking
+- Drag and drop standard 2D/3D format import, including Autodesk FBX, Collada, Blender, Spriter, Tiled, and more
+- C# IDE integration with Visual Studio, Xamarin Studio, and MonoDevelop
+- Built-in Monaco JavaScript/TypeScript editor with support for VSCode and Atom
+- Innovative preview mode runs in subprocess for editor stability, reduced memory fragmentation, and is the foundation for future previewing on device
+- Chromium WebView for E-Commerce payments, accessing Facebook social graph, video streaming, and many more use cases
+- Automated script binding generation of native C++ subsystems
+- Best in class third party integrations including Box2D/Bullet physics, Recast/Detour pathfinding, TurboBadger UI, CEF3, duktape VM, SDL2
+- Available as precompiled binaries or fork on GitHub under the permissive MIT license
+- Backed by software professionals with decades of experience in the technology and game industries
+
+#### Downloads
+
+**[Download the Atomic Editor](http://atomicgameengine.com/#download-the-atomic-editor)**
+
+#### Documentation
+
+**[GitHub Wiki](https://github.com/AtomicGameEngine/AtomicGameEngine/wiki/)**
+
+**API References:** <a href="http://docs.atomicgameengine.com/api/globals.html">JavaScript/TypeScript</a>, *C# (Coming Soon)*, <a href="http://docs.atomicgameengine.com/cpp/">C++</a>
+
+#### Atomic Community
+
+**[Question & Answer](https://qa.atomicgameengine.com/)**, **[Facebook Discussion Group](https://www.facebook.com/groups/AtomicGameEngine/)**, **[Gitter Chat](https://gitter.im/AtomicGameEngine/AtomicGameEngine/)**
+
+#### Looking for Examples?
+
+They are over here: <a href="https://github.com/AtomicGameEngine/AtomicExamples">Javascript, TypeScript, C#, C++ Examples</a>
+
+#### Building the Atomic Editor from Source
+
+Please see [Building the Atomic Editor from Source](https://github.com/AtomicGameEngine/AtomicGameEngine/wiki/Building-Atomic---The-Quick-and-Easy-Way) for Visual Studio 2015, XCode, and QtCreator build instructions.

+ 1 - 1
Build/Docs/atomicfooter.html → Build/Docs/CPlusPlus/atomicfooter.html

@@ -8,7 +8,7 @@
 <!--END GENERATE_TREEVIEW-->
 <!--BEGIN !GENERATE_TREEVIEW-->
 <hr class="footer"/><address class="footer"><small>
-(C) 2014-2016 THUNDERBEAST GAMES LLC<br>
+(C) 2014-2016 <a target="_blank" href="http://www.atomicgameengine.com/">THUNDERBEAST GAMES LLC</a><br>
 (C) 2008-2016 The  <a target="_blank" href="http://urho3d.github.io/">Urho3D</a> Project<br>
 </small></address>
 <!--END !GENERATE_TREEVIEW-->

+ 3 - 7
Build/Scripts/BuildCommon.js

@@ -261,16 +261,12 @@ namespace('build', function() {
         cppDoc = "doxygen";  // I dont know what to do here...
     }
     else {
-
-        // check for installed doxygen, otherwise use one on path
-        cppDoc = "/usr/bin/doxygen";
-        if (!fs.existsSync(cppDoc)) {
-            cppDoc = "doxygen";
-        }
+        // use doxygen on path
+        cppDoc = "doxygen";
     }
 
     cmds = [
-      "cd " + atomicRoot + "Source && " + cppDoc + " " + atomicRoot + "Build/Docs/Doxyfile"
+      "cd " + atomicRoot + "Source && " + cppDoc + " " + atomicRoot + "Build/Docs/CPlusPlus/Doxyfile"
     ];
 
     jake.exec(cmds, function() {

+ 1 - 1
README.md

@@ -39,7 +39,7 @@ If you need excellent, high performance technology which leverages the full migh
 <a href="https://github.com/AtomicGameEngine/AtomicGameEngine/wiki/">![](http://atomicgameengine.com/images/community/Community_GitHub.png)
 </a>
 
-**API References:** <a href="http://docs.atomicgameengine.com/api/globals.html" target="_blank">JavaScript/TypeScript</a>, *C# (Coming Soon)*, *C++ (Coming Soon)*
+**API References:** <a href="http://docs.atomicgameengine.com/api/globals.html" target="_blank">JavaScript/TypeScript</a>, *C# (Coming Soon)*, <a href="http://docs.atomicgameengine.com/cpp" target="_blank">C++</a>
 
 #### Atomic Community