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Split up the workflow manual into three manuals. Also rearranged items in the menu.

Björn Ritzl 6 роки тому
батько
коміт
0056f0c0dc

+ 34 - 26
docs/en/en.json

@@ -172,24 +172,41 @@
                 ]
             },
             {
-                "name": "WORKFLOW",
+                "name": "PROJECT SETUP",
                 "items": [
+                    {
+                        "path": "/manuals/project-setup",
+                        "name": "Creating a project"
+                    },
                     {
                         "path": "/manuals/workflow",
                         "name": "Workflow"
                     },
                     {
-                        "path": "/manuals/writing-code",
-                        "name": "Writing code"
+                        "path": "/manuals/project-settings",
+                        "name": "Project settings"
                     },
                     {
-                        "path": "/manuals/hot-reload",
-                        "name": "Hot reloading"
+                        "path": "/manuals/libraries",
+                        "name": "Libraries"
+                    }
+                ]
+            },
+            {
+                "name": "WORKFLOW",
+                "items": [
+                    {
+                        "path": "/manuals/writing-code",
+                        "name": "Writing code"
                     },
                     {
                         "path": "/manuals/lua",
                         "name": "Lua in Defold"
                     },
+                    {
+                        "path": "/manuals/hot-reload",
+                        "name": "Hot reloading"
+                    },
                     {
                         "path": "/manuals/debugging",
                         "name": "Debugging"
@@ -198,9 +215,21 @@
                         "path": "/manuals/profiling",
                         "name": "Profiling"
                     },
+                    {
+                        "path": "/manuals/refactoring",
+                        "name": "Refactoring"
+                    },
                     {
                         "path": "/manuals/bundling",
                         "name": "Bundling an application"
+                    },
+                    {
+                        "path": "/manuals/bob",
+                        "name": "Bob the builder"
+                    },
+                    {
+                        "path": "/manuals/dev-app",
+                        "name": "The mobile dev app"
                     }
                 ]
             },
@@ -390,27 +419,6 @@
                     }
                 ]
             },
-            {
-                "name": "PROJECT SETUP",
-                "items": [
-                    {
-                        "path": "/manuals/project-settings",
-                        "name": "Project settings"
-                    },
-                    {
-                        "path": "/manuals/libraries",
-                        "name": "Libraries"
-                    },
-                    {
-                        "path": "/manuals/bob",
-                        "name": "Bob the builder"
-                    },
-                    {
-                        "path": "/manuals/dev-app",
-                        "name": "The mobile dev app"
-                    }
-                ]
-            },
             {
                 "name": "PLATFORMS",
                 "items": [

BIN
docs/en/manuals/images/workflow/import_project.png


BIN
docs/en/manuals/images/workflow/open_from_disk.png


+ 30 - 0
docs/en/manuals/project-setup.md

@@ -0,0 +1,30 @@
+---
+title: Project setup
+brief: This manual covers how to create or open a project in Defold.
+---
+
+# Project setup
+
+You can easily create a new project from within the Defold editor. You also have the option to import an existing project from the Defold dashboard as well as open an existing project already located on your computer.
+
+## Creating a new project
+
+Click the <kbd>New Project</kbd> option and select what kind of project you would like to create. Specify a location on your hard drive where the project files will be stored. Click <kbd>Create New Project</kbd> to create the project in the location you've chosen.
+
+![open project](images/workflow/open_project.png){srcset="images/workflow/[email protected] 2x"}
+
+## Importing a project
+
+Click the <kbd>Import Project</kbd> option to bring up a list of Defold hosted projects that you have access to. If you are not already signed in you must first do so. Specify a location on your hard drive where the project files will be stored.
+
+![import project](images/workflow/import_project.png)
+
+## Open an existing project
+
+Click the <kbd>Open From Disk</kbd> option to open a project already located on your computer.
+
+![import project](images/workflow/open_from_disk.png)
+
+## Open a recent project
+
+Once a project has been opened once it will show up in the list of recent projects. The list will show the projects you have worked on most recently and it will allow you to quickly open any of the projects by double-clicking the project in the list.

+ 20 - 0
docs/en/manuals/refactoring.md

@@ -0,0 +1,20 @@
+---
+title: Refactoring
+brief: This manual covers how you can change the structure of your project easily with the help of powerful refactoring.
+---
+
+# Refactoring
+
+Refactoring refers to the process of restructuring existing code and assets. During the development of a project, the need to change or move things around often surfaces: names need to change to adhere to naming conventions or to improve clarity and code or asset files need to move to a more logical place in the project hierarchy.
+
+Defold helps you refactor efficiently by keeping track of how assets are used. It automatically updates references to assets that are renamed and/or moved. As a developer, you should feel free in your work. Your project is a flexible structure that you can change at will without fearing that everything will break and fall to pieces.
+
+::: important
+It is important to keep in mind that for automatic refactoring to work any changes have to be made from within the editor. If you rename or move a file outside the editor any references to this file will not get automatically changed.
+:::
+
+However, if you break a reference by, for instance, deleting an asset, the editor can't resolve the problem, but will provide helpful error signals. For example, if you delete an animation from an atlas and that animation is in use somewhere, Defold will signal an error when you try to start the game. The editor will also mark where the errors occur to help you quickly locate the problem:
+
+![Refactoring error](images/workflow/delete_error.png){srcset="images/workflow/[email protected] 2x"}
+
+Build errors appear in the *Build Errors* pane at the bottom of the editor. <kbd>Double clicking</kbd> an error takes you to the location of the problem.

+ 7 - 17
docs/en/manuals/workflow.md

@@ -11,11 +11,9 @@ Defold is built intended for small teams that work in intense collaboration to c
 
 ## Your local working copy
 
-Before you can start working on a new project you need to get it to your local disk so the Defold editor can open it. 
+Before you can start working on a new project you need to get it to your local disk so the Defold editor can open it. Refer to the [Project Setup manual](/manuals/project_setup/) for more information.
 
-![open project](images/workflow/open_project.png){srcset="images/workflow/[email protected] 2x"}
-
-Click to open project <kbd>From Dashboard</kbd> to bring up a list of Defold hosted projects that you have access to. Specify a location on your hard drive where the project files will be stored. If you already have a folder on your hard drive containing a Defold project you can open it by clicking open project <kbd>From Disk</kbd>. 
+## Changed files
 
 When you save changes in your local working copy, Defold tracks all changes in the *Changed Files* editor pane, listing each file that has either been added, deleted or modified.
 
@@ -26,6 +24,10 @@ Select a file in the list and click <kbd>Diff</kbd> to view the changes that you
 
 ## Synchronizing
 
+::: important
+Project synchronization is only available for projects hosted on the Defold Dashboard. Projects hosted on GitHub or in other Git repositories will not be able to use synchronization.
+:::
+
 To synchronize your project means that the project files are brought into sync with the project as it looks on the server. You should synchronize if:
 
 1. You want to bring your project up to speed with what is stored on the server.
@@ -74,18 +76,6 @@ If you continue pushing and have local changes, you are asked to commit them bef
 
 Press <kbd>Push</kbd> to commit and push your changes to the server.
 
-## Refactoring
-
-Refactoring refers to the process of restructuring existing code and assets. During the development of a project, the need to change or move things around often surfaces: names need to change to adhere to naming conventions or to improve clarity and code or asset files need to move to a more logical place in the project hierarchy.
-
-Defold helps you refactor efficiently by keeping track of how assets are used. It automatically updates references to assets that are renamed and/or moved. As a developer, you should feel free in your work. Your project is a flexible structure that you can change at will without fearing that everything will break and fall to pieces.
-
-However, if you break a reference by, for instance, deleting an asset, the editor can't resolve the problem, but will provide helpful error signals. For example, if you delete an animation from an atlas and that animation is in use somewhere, Defold will signal an error when you try to start the game. The editor will also mark where the errors occur to help you quickly locate the problem:
-
-![Refactoring error](images/workflow/delete_error.png){srcset="images/workflow/[email protected] 2x"}
-
-Build errors appear in the *Build Errors* pane at the bottom of the editor. <kbd>Double clicking</kbd> an error takes you to the location of the problem.
-
 ## External editors and tools
 
 Defold does not provide editing tools for creating images, sound files, models or animations. Such assets need to be created outside of Defold in specialized tools and imported into Defold. Defold automatically detects changes to any asset in the project hierarchy and updates the editor view accordingly.
@@ -94,7 +84,7 @@ There is currently no way to hook custom build steps into the in-editor builder,
 
 The editor saves all Defold assets in text based files that are merge friendly. They are also easy to create and modify with simple scripts. See [this forum thread](https://forum.defold.com/t/deftree-a-python-module-for-editing-defold-files/15210) for more information. Note though that we do not publish our file format details since they do change once in a while.
 
-Extra care should be taken when working with Defold asset files through a text editor or external tool. If you introduce errors those can prevent the file from opening in the Defold editor. 
+Extra care should be taken when working with Defold asset files through a text editor or external tool. If you introduce errors those can prevent the file from opening in the Defold editor.
 
 ## Git