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Merge branch 'master' of https://github.com/BearishSun/BansheeEngine

BearishSun 9 лет назад
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a16ae0787d

+ 3 - 3
Documentation/Manuals/Native/coreThread.md

@@ -70,7 +70,7 @@ Aside from initialization/destruction, core objects also support synchronization
 ## Creating your own core objects {#coreThread_b_a}
 To create a custom core object, you need to implement the @ref BansheeEngine::CoreObject "CoreObject" class, which by default requires no methods to be implemented. 
 
-When creating your core object its important to note they are only allowed to be referenced using specialized shared pointers, and require specific initialization steps. The shared pointer needs to be created using the @ref BansheeEngine::bs_core_ptr_new<T> "bs_core_ptr_new<T>" method, followed by calls to @ref BansheeEngine::CoreObject::_setThisPtr "CoreObject::_setThisPtr" and @ref BansheeEngine::CoreObject::initialize "CoreObject::initialized". Due to this complex initialization procedure it is highly suggested that you create a static `create` method for your core object, which does every step automatically. For example:
+When creating your core object its important to note they are only allowed to be referenced using specialized shared pointers, and require specific initialization steps. The shared pointer needs to be created using the @ref BansheeEngine::bs_core_ptr_new<T> "bs_core_ptr_new<T>" method, followed by calls to @ref BansheeEngine::CoreObject::_setThisPtr "CoreObject::_setThisPtr" and @ref BansheeEngine::CoreObject::initialize "CoreObject::initialize". Due to this complex initialization procedure it is highly suggested that you create a static `create` method for your core object, which does every step automatically. For example:
 ~~~~~~~~~~~~~{.cpp}
 SPtr<MyCoreObject> MyCoreObject::create()
 {
@@ -84,7 +84,7 @@ SPtr<MyCoreObject> MyCoreObject::create()
 
 You will also want to override @ref BansheeEngine::CoreObject::createCore "CoreObject::createCore", which creates the core thread counterpart of your object. It should return a normal shared pointer to your implementation of @ref BansheeEngine::CoreObjectCore "CoreObjectCore".
 
-Once a core thread object is created you can use it as a normal object, while you can retrieve its core thread counterpart by calling @ref BansheeEngine::CoreObject::getCore "CoreObject::getCore", which you can use on the core thread. Object creation/destruction will happen automatically on the valid thread, and you also get the ability to synchronize information between the two (see below).
+Once a core object is created you can use it as a normal object, while you can retrieve its core thread counterpart by calling @ref BansheeEngine::CoreObject::getCore "CoreObject::getCore", which you can use on the core thread. Object creation/destruction will happen automatically on the valid thread, and you also get the ability to synchronize information between the two (see below).
 
 ### CoreObjectCore {#coreThread_b_a_a}
 To create the core thread counterpart of a @ref BansheeEngine::CoreObject "CoreObject" you must implement the @ref BansheeEngine::CoreObjectCore "CoreObjectCore" class. 
@@ -151,4 +151,4 @@ Core objects also have some other potentially useful features:
  - Override @ref BansheeEngine::CoreObject::initialize "CoreObject::initialize" or @ref BansheeEngine::CoreObject::destroy "CoreObject::destroy" methods instead of using the constructor/destructor. This ensures that your initialization code runs after things like serialization, and also allows you to call virtual methods.
  - You can construct a core object without a core thread counterpart. Simply don't override @ref BansheeEngine::CoreObject::createCore "CoreObject::createCore".
  - You can construct a core object with a @ref BansheeEngine::CoreObjectCore "CoreObjectCore" that isn't initialized on the core thread by setting the @ref BansheeEngine::CoreObject "CoreObject" constructor parameter `requiresCoreInit` to false.
- - Core objects always hold a shared pointer to themselves. Use @ref BansheeEngine::CoreObject::getThisPtr "CoreObject::getThisPtr" to access it.
+ - Core objects always hold a shared pointer to themselves. Use @ref BansheeEngine::CoreObject::getThisPtr "CoreObject::getThisPtr" to access it.

+ 2 - 2
Documentation/Manuals/Native/resources.md

@@ -41,7 +41,7 @@ Handles are used instead of pointers because:
  
 A little more elaboration for the last point. If you have read the [RTTI](@ref rtti) manual you know that objects can reference different field types. And resource handles can be referenced by "Reflectable" field types, allowing you to easily save/load references to resources within your objects with no additional code.
 
-Each handle internally stores a GUID that uniquely identifies the resource. You can access it by calling @ref BansheeEngine::ResourceHandleBase::getUUID() "HResource::getUUID".
+Each handle internally stores an UUID that uniquely identifies the resource. You can access it by calling @ref BansheeEngine::ResourceHandleBase::getUUID() "HResource::getUUID".
 
 ## Resource dependencies {#resource_a_b}
 We mentioned in the last section that objects (including resources) can reference resources. For example a @ref BansheeEngine::Font "Font" resource will reference @ref BansheeEngine::Texture "Texture" resources which store its pre-rendered font glyphs.
@@ -136,4 +136,4 @@ Without this manifest every time a user saved an object referencing a resource (
 
 Use @ref BansheeEngine::Resources::getResourceManifest "Resources::getResourceManifest" to retrieve a manifest. By default only one manifest with the name "Default" is registered. You will need to save this manifest before application shut-down and restore it upon application start-up. To restore a manifest call @ref BansheeEngine::Resources::registerResourceManifest "Resources::registerResourceManifest".
 
-You can register multiple manifests and the system will scan all of them to find resource paths. If a resource exists in multiple ones, then the latest registered one takes priority. You can unregister a manifest by calling @ref BansheeEngine::Resources::unregisterResourceManifest "Resources::unregisterResourceManifest"
+You can register multiple manifests and the system will scan all of them to find resource paths. If a resource exists in multiple ones, then the latest registered one takes priority. You can unregister a manifest by calling @ref BansheeEngine::Resources::unregisterResourceManifest "Resources::unregisterResourceManifest"