BearishSun 9 лет назад
Родитель
Сommit
362e8f530a

BIN
Documentation/Doxygen/SmallLogoRound.png


+ 22 - 4
Documentation/Doxygen/doxystyle.css

@@ -44,7 +44,7 @@ div.contents {
 
 /* Nav bar */
 .tabs, .tabs2, .tabs3 {
-	background-color: rgba(0, 0, 0, 0.12);
+	background-color: rgba(0, 0, 0, 0.8);
 	background-image: none;
     font-family: Lato,'Lucida Grande',Geneva,Helvetica,Arial,sans-serif;
 	border-bottom: none;
@@ -58,7 +58,7 @@ div.contents {
 
 .tablist a {
 	background-image: none;
-	color: rgba(0, 0, 0, 0.58);
+	color: rgba(255, 255, 255, 1.0);
 	background: transparent;
 	text-shadow: none;
 	font-weight: bold;
@@ -66,14 +66,13 @@ div.contents {
 
 .tablist a:hover {
     background-image: none;
-	color: rgba(0, 0, 0, 0.58);
+	color: rgba(255, 255, 255, 1.0);
 	text-shadow: none;
 }
 
 .tablist li.current a {
     background-image: none;
 	text-shadow: none;
-	color: rgba(0, 0, 0, 0.58);
 }
 
 .tablist li:hover {
@@ -228,6 +227,7 @@ div.toc {
 
 .icon {
 	background-color: transparent;
+	color: inherit;
 }
 
 table.directory {
@@ -301,6 +301,24 @@ dl.note {
 	border-color: rgba(89, 160, 195, 0.86);
 }
 
+#menuSegment {
+    padding: 0;
+    border-bottom: 5px solid #ffb028;
+}
+
+#footerSegment {
+    border-top: 5px solid #ffb028;
+}
+
+#logoItem {
+    padding-bottom: 0px;
+    padding-top: 3px;
+}
+
+#logo {
+    width: 55px;
+}
+
 #projectname
 {
 	font: 300% Lato, Tahoma, Arial,sans-serif;

+ 6 - 6
Documentation/Doxygen/footer.html

@@ -1,22 +1,22 @@
 <!-- HTML footer for doxygen 1.8.10-->
 <!-- start footer part -->
-	<div class="footer">
-    <div class="ui inverted vertical footer segment">
+    <!-- Footer -->
+    <div class="footer">
+    <div class="ui inverted vertical footer segment" id="footerSegment">
         <div class="ui container">
             <div class="ui stackable inverted divided equal height grid">
                 <div class="three wide column">
-                    <h4 class="ui inverted header">About</h4>
+                    <h4 class="ui inverted header">Contact</h4>
                     <div class="ui inverted link list">
                         <a href="http://www.banshee3d.com/contact-us" class="item">Contact us</a>
                         <a href="https://github.com/BearishSun/BansheeEngine/issues" target="_blank" class="item">Report an issue</a>
-                        <a href="http://www.banshee3d.com/support" class="item">Support us</a>
                     </div>
                 </div>
                 <div class="three wide column">
                     <h4 class="ui inverted header">Info</h4>
                     <div class="ui inverted link list">
-                        <a href="http://docs.banshee3d.com/Native" class="item">C++ API documentation</a>
-                        <a href="http://docs.banshee3d.com/Managed" class="item">C# API documentation</a>
+                        <a href="http://www.banshee3d.com/contribute" class="item">Contribute</a>
+                        <a href="http://www.banshee3d.com/development-state" class="item">Development state</a>
                         <a href="https://github.com/BearishSun/BansheeEngine/blob/master/Documentation/GitHub/roadmap.md" target="_blank" class="item">Roadmap</a>
                         <a href="https://github.com/BearishSun/BansheeEngine/blob/master/Documentation/GitHub/license.md" target="_blank" class="item">License</a>
                     </div>

+ 10 - 11
Documentation/Doxygen/header.html

@@ -22,19 +22,18 @@ $extrastylesheet
 </head>
 <body>
 <div class="everything">
-	<div class="ui inverted vertical masthead center aligned segment">
-		<div class="ui container">
-			<div class="ui inverted mainmenu menu">
-				<div class="item"><img src="$relpath^SmallLogoRound.png"></div>
-				<a class="item" href="http://www.banshee3d.com"><i class="home icon"></i>Home</a>
-				<a class="item" href="http://www.banshee3d.com/news"><i class="newspaper icon"></i>News</a>
-				<a class="item" href="http://www.banshee3d.com/features"><i class="grid layout icon"></i>Features</a>
-				<a class="item" href="http://www.banshee3d.com/support"><i class="users icon"></i>Support Us</a>
-				<a class="active item" href="http://www.banshee3d.com/docs"><i class="idea icon"></i>Docs</a>
-				<a class="item" href="http://www.banshee3d.com/download"><i class="download icon"></i>Download</a>
-			</div>
+	<div class="ui inverted vertical center aligned segment" id="menuSegment">
+    <div class="ui container">
+        <div class="ui inverted mainmenu menu">
+            <a href="http://www.banshee3d.com"><div class="item" id="logoItem"><img class="ui mini image" id="logo" src="$relpath^SmallLogoRound.png"></div></a>
+			<a class="active item" href="http://www.banshee3d.com"><i class="home icon"></i>Home</a>
+			<a class="item" href="http://www.banshee3d.com/news"><i class="newspaper icon"></i>News</a>
+			<a class="item" href="http://www.banshee3d.com/features"><i class="grid layout icon"></i>Features</a>
+			<a class="item" href="http://www.banshee3d.com/download"><i class="download icon"></i>Download</a>
+			<a class="item" href="http://www.banshee3d.com/docs"><i class="idea icon"></i>Docs</a>
 		</div>
 	</div>
+	</div>
 
 	<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
 

+ 1 - 1
Documentation/Manuals/Native/materials.md

@@ -187,7 +187,7 @@ From the simulation thread you cannot use material to render manually (you must
 
 Core thread gives you more flexibility and you can use @ref BansheeEngine::RendererUtility::setPass "RendererUtility::setPass" to bind a specific pass from a material to the pipeline, and @ref BansheeEngine::RendererUtility::setPassParams "RendererUtility::setPassParams" to bind material parameters for a specific pass. 
 
-In order to retrieve a set of per-program @ref BansheeEngine::RendererUtility::GpuParams "GpuParams" that can be used for binding directly to the pipeline, call @ref BansheeEngine::Material::createParamsSet "Material::createParamsSet", followed by @ref BansheeEngine::Material::updateParamsSet "Material::updateParamsSet". You are required to call @ref BansheeEngine::Material::updateParamsSet "Material::updateParamsSet" whenever material parameters change, in order to transfer the new data to @ref BansheeEngine::RendererUtility::GpuParams "GpuParams".
+In order to retrieve a set of per-program @ref BansheeEngine::GpuParams "GpuParams" that can be used for binding directly to the pipeline, call @ref BansheeEngine::Material::createParamsSet "Material::createParamsSet", followed by @ref BansheeEngine::Material::updateParamsSet "Material::updateParamsSet". You are required to call @ref BansheeEngine::Material::updateParamsSet "Material::updateParamsSet" whenever material parameters change, in order to transfer the new data to @ref BansheeEngine::GpuParams "GpuParams".
 
 After pass and pass parameters are bound you can follow them with draw calls as described in the [render API](@ref renderAPI) manual to render objects manually. 
 

+ 3 - 3
Source/BansheeCore/Include/BsAnimationCurve.h

@@ -39,7 +39,7 @@ namespace BansheeEngine
 		 * happens sequential order (which should be true for most curves). If evaluation is not happening in sequential
 		 * order using the non-caching version of evaluate() might yield better performance.
 		 *
-		 * @param[in]	time			Time to evaluate the curve at.
+		 * @param[in]	time			%Time to evaluate the curve at.
 		 * @param[in]	cache			Cached data from previous requests that can be used for speeding up sequential calls
 		 *								to this method. Caller should ensure to maintain a persistent instance of this data
 		 *								for every animation using this curve in order to ensure cache is maintained.
@@ -53,7 +53,7 @@ namespace BansheeEngine
 		 * Evaluate the animation curve at the specified time. If evaluating multiple values in a sequential order consider
 		 * using the cached version of evaluate() for better performance.
 		 *
-		 * @param[in]	time	Time to evaluate the curve at.		
+		 * @param[in]	time	%Time to evaluate the curve at.		
 		 * @param[in]	loop	If true the curve will loop when it goes past the end or beggining. Otherwise the curve 
 		 *						value will be clamped.
 		 * @return				Interpolated value from the curve at provided time.
@@ -64,7 +64,7 @@ namespace BansheeEngine
 		 * Evaluate the animation curve at the specified time and returns a new keyframe containing the evaluated value
 		 * and tangents.
 		 *
-		 * @param[in]	time	Time to evaluate the curve at.		
+		 * @param[in]	time	%Time to evaluate the curve at.		
 		 * @param[in]	loop	If true the curve will loop when it goes past the end or beggining. Otherwise the curve 
 		 *						value will be clamped.
 		 * @return				Keyframe containing the interpolated value and tangents at provided time.

+ 4 - 1
Source/BansheeCore/Include/BsMaterial.h

@@ -639,7 +639,10 @@ namespace BansheeEngine
 		 *  @{
 		 */
 
-		/** @copydoc CoreObject::markCoreDirty */
+		/** 
+		 * Marks the core data as dirty. This causes the syncToCore() method to trigger the next time objects are synced 
+		 * between core and sim threads. 
+		 */
 		void _markCoreDirty() override;
 
 		/** @} */

+ 2 - 2
Source/BansheeCore/Include/BsMaterialParams.h

@@ -556,7 +556,7 @@ namespace BansheeEngine
 		/** Initializes the core thread version of MaterialParams from its sim thread counterpart. */
 		MaterialParamsCore(const SPtr<ShaderCore>& shader, const SPtr<MaterialParams>& params);
 		
-		/** @copydoc TMaterialParams<Core>::TMaterialParams */
+		/** @copydoc TMaterialParams::TMaterialParams(const ShaderType&) */
 		MaterialParamsCore(const SPtr<ShaderCore>& shader);
 
 		/** 
@@ -587,7 +587,7 @@ namespace BansheeEngine
 	class BS_CORE_EXPORT MaterialParams : public IReflectable, public TMaterialParams<false>
 	{
 	public:
-		/** @copydoc TMaterialParams<Core>::TMaterialParams */
+		/** @copydoc TMaterialParams::TMaterialParams(const ShaderType&) */
 		MaterialParams(const HShader& shader);
 
 		/** 

+ 1 - 7
Source/BansheeEditor/Include/BsProjectResourceMeta.h

@@ -92,13 +92,7 @@ namespace BansheeEngine
 		 */
 		static SPtr<ProjectFileMeta> create(const SPtr<ImportOptions>& importOptions);
 
-		/** 
-		 * Registers a new resource in the file meta-data. 
-		 *
-		 * @param[in]	resourceMeta	Meta-data to register.
-		 * @param[in]	isOld			Set to true if the meta-data doesn't represent a currently active resource, but
-		 *								is instead stored in the case the resource gets restored later.
-		 */
+		/** Registers a new resource in the file meta-data. */
 		void add(const SPtr<ProjectResourceMeta>& resourceMeta);
 
 		/** 

+ 2 - 2
Source/BansheeEngine/Include/BsGUIScrollBarVert.h

@@ -29,7 +29,7 @@ namespace BansheeEngine
 		/**
 		 * Creates a new vertical scroll bar.
 		 *
-		 * @param[in]	resizeable		If true the scrollbar will have additional handles that allow the scroll handle to
+		 * @param[in]	resizable		If true the scrollbar will have additional handles that allow the scroll handle to
 		 *								be resized. This allows you to adjust the size of the visible scroll area.
 		 * @param[in]	styleName		Optional style to use for the element. Style will be retrieved from GUISkin of the
 		 *								GUIWidget the element is used on. If not specified default style is used.
@@ -49,7 +49,7 @@ namespace BansheeEngine
 		/**
 		 * Creates a new vertical scroll bar.
 		 *
-		 * @param[in]	resizeable		If true the scrollbar will have additional handles that allow the scroll handle to
+		 * @param[in]	resizable		If true the scrollbar will have additional handles that allow the scroll handle to
 		 *								be resized. This allows you to adjust the size of the visible scroll area.
 		 * @param[in]	options			Options that allow you to control how is the element positioned and sized.
 		 *								This will override any similar options set by style.

+ 1 - 1
Source/BansheeUtility/Include/BsFlags.h

@@ -267,6 +267,6 @@ namespace BansheeEngine
 		}	
 	}; 
 
-	/** @encond */
+	/** @endcond */
 	/** @} */
 }