Bladeren bron

Delete old unused files

Daniele Bartolini 12 jaren geleden
bovenliggende
commit
107f2545b2
2 gewijzigde bestanden met toevoegingen van 0 en 109 verwijderingen
  1. 0 13
      TODO.txt
  2. 0 96
      docs/Gui.txt

+ 0 - 13
TODO.txt

@@ -1,13 +0,0 @@
-TODO list:
-1 - Nel namespace core, Aggiungere un compressore. esso fornirà la compressione dei dati in base agli algoritmi noti. 
-Il suo utilizzo spazia fra l'internetworking (invio dei dati client-server), alla compressione dei file (ad esempio delle risorse).
-
-2 - Compilatore di risorse e relativa gestione. le risorse devono essere assolutamente correte. il game engine non controlla la veridicità delle risorse.
-dovrà implementare una funzione di hash per l'indicizzazione delle risorse nel file binario specificandone il relatico offsetx. 
-Nel momento in cui viene generato il file binario con tutte le risorse al suo interno,
-si dovrà implementare un loader che prenda in input il suddetto file e carichi le risorse in base alla richiesta, che verrà fatta specificandone il nome
-
-3 - Cvar dovranno seguire un pattern JSON
-
-FIX:
-1 - In MallocAllocator, eseguendo il test compressors, se si tenta di deallocare si ottiene _invalid pointer_. l'offset è sempre di 4 byte

+ 0 - 96
docs/Gui.txt

@@ -1,96 +0,0 @@
-==Gui Subsystem==
--------------------------------------------------------------------------------
- - Description
-  The Gui subsystem provides an easy way to create in-game windows and populate
-  them with widgets.
-
- - The basic Widget:
-  Each widget, wether a simple button or a whole complex window, inherit from a
-  generic Widget. This class provides the skeleton for the Gui subsystem. It re
-  presents a generic 'Gui object' that has a dimension and can be displayed on 
-  screen. Its functionalities are common to all the derived types and are:
-  - Children handling and displaying:
-		Each widget contains a list of children widgets, representing a tree as a w
-		hole. A widgets belongs to his parent, that can be specified only in the wi
-		dget's constructor or by attaching later the widget to a parent if null was
-		specified in the constructor, and once set it can't change.
-		If no custom method is specified, the drawing of children is performed auto
-		matically, otherwise DrawChildren must be called when defining the OnDraw() 
-		method (usually at the end).
-
-  - Mouse interaction:
-		Mouse events are received through the On[Preview]Mouse???() method (where  
-		??? varies depending on the event being notified). Each mouse event is rece
-		ived only if the corresponding action was done inside the widget or one of 
-		its children. An exception to this is when the widget explicitly captures t
-		he mouse: in this case, the widget will receive the mouse events regadrless
-		of the fact that they occoured inside or outside the widget itself or one o
-		f its children. Of course in this case MouseIn and MouseOut occour only whe
-		n the mouse enters or exits the widget that captures the mouse, otherwise t
-		hey would not make sense.
-
-  - Position and dimension:
-		Size and position of widgets can be selected using SetDesiredSize() and Set
-		DesiredPosition() methods. Actual values may vary depending on the layout b
-		eing used. If values of -1 are specified for the desired size, the layout s
-		ystem will interpret it as 'i don't care, you choose', which for default la
-		yout means expand the widget as much as possible. Margins, Horizontal and V
-		ertical alignment provide a convenient way to handle how widgets are displa
-		yed.
-
- - Events:
-	Each interaction with the Gui can create an event for the application to resp
-	ond.
-	There are two kinds of events: OnEvents, and Signals.
-		- OnEvents:
-			The OnEvents are used by the Gui elements to handle specific behaviours o
-			f the elements themselves: for example, a ListView can use the OnPreviewM
-			ouseUp (covered later) to detect the selection of a child item. The Progr
-			ammer should use these events only when defining custom widgets.
-			Some(All?) OnEvents follow the Tunneling-Bubbling pattern:
-			When an OnEvent fires, for example an OnMouseMove event, the following pr
-			ocedure is followed:
-			1) The element on which the event occours is determined (called Target).
-			2) From the Root Ancestor of the Target, traversing the Widget Tree down
-				 the branch that leads to the Target, OnPreviewMouseMove is called on e
-				 ach widget encountered until some of them sets stopPropagation or the 
-				 Target is reached.
-			3) The same procedure is followed, from the Target to the Root Ancestor, 
-				 but this time calling OnMouseMove.
-			This mechanism allows parent widgets to be notified of events before the
-			Target can know it, allowing them to react accordingly: for example, a Li
-			stViewItems listen for OnPreviewMouseUp to detect when they are selected.
-			Note: Stopping a Preview event via stopPropagation does not block the cor
-						responding Bubbling event to be performed.
-
-		- Signals:
-			Signals expose a set of events that a Programmer can hook onto to detect 
-			when a particular User action occours. Each widget has its signals: a Lis
-			tView for example, has the SelectionChangedSignal that fires whenever the
-			selection changes to another item.
-			To attach to a signal, simply define a Slot with the same signature and a
-			n handler method and connect it to the desidered signal.
-
- - Layout:
-	Its purpose is to give widgets a size and position. It's performed automati
-	cally when needed, by means of the OnUpdateLayout event.
-	By default, widgets accomodate desired sizes and position requested by the 
-	children. If a different placement is desired, custom Layout widgets must b
-	e used. For example to place a series of button vertically, it's sufficient
-	to create a StackLayout widget as child of the container widget, and put th
-	e buttons inside it.
-
- - WindowsManager
- 	The WindowsManager offers an interface between the Crown Entity model and win
- 	dows. It is the container of all the windows, and is responsible of receiving
- 	keyboard and mouse events and propagate them in the windows hierarchy.
- 	Usually the user doesn't need to interface to it except for creation and wind
- 	dows assignment.
-
- - Window
-	It's a specialized Widget that has a title bar, a close button and a client a
-	rea where children Widgets are displayed. It is the basic host of all the wid
-	gets. This means that non-Window widgets can only exist inside the Widget tre
-  e of a Window.
-  To insert a widget in the Window client area, just pass them as parent the wi
-	dget returned by calling GetClientArea() on the window.