Переглянути джерело

Fixed a bunch of doc issues as reported from the site.

Mikael Säker 8 роки тому
батько
коміт
a87e82de96

+ 6 - 1
docs/en/faq/faq.md

@@ -127,7 +127,7 @@ Why does my HTML5-app freeze at the splash screen in Chrome?
   $ python -m SimpleHTTPServer [port]
   ```
 
-## Linux problems
+## Linux issues
 
 I'm running on Linux 64 bit and the editor won't start.
 : Make sure you downloaded the 64 bit version of the editor from the dashboard and that you start the editor with the supplied shell script:
@@ -153,6 +153,11 @@ When I try to run my game on Linux, the engine doesn't start.
 
   then you need to install *libopenal1*.
 
+## Android issues
+
+Is it possible to hide the the navigation and status bars on Android?
+: Yes, set the *immersive_mode* setting in the *Android* section of your *game.project* file. This lets your app take over the whole screen and capture all touch events on the screen.
+
 ## Game content
 
 Does Defold support prefabs?

+ 2 - 2
docs/en/manuals/android.md

@@ -38,7 +38,7 @@ $ sudo yum install android-tools
 On Mac OS X (Homebrew)
 
 ```sh
-$ brew install android-platform-tools
+$ brew cask install android-platform-tools
 ```
 
 You can veryfy that `adb` works by connecting your Android device to your computer via USB and issue the following command:
@@ -49,7 +49,7 @@ List of devices attached
 31002535c90ef000    device
 ```
 
-If your device does not show up, verify that you have enabled *USB debugging* on the Android device. Open the device *Settings* and check *Developer options* (or *Development*).
+If your device does not show up, verify that you have enabled *USB debugging* on the Android device. Open the device *Settings* and look for *Developer options* (or *Development*).
 
 ![Enable USB debugging](images/android/usb_debugging.png)
 

+ 10 - 1
docs/en/manuals/bob.md

@@ -19,22 +19,31 @@ Bob is run from a shell or from the command line by invoking `java` (or `java.ex
 ```sh
 $ java -jar bob.jar --help
 usage: bob [options] [commands]
- -,--identity <arg>                  Sign identity (iOS)
  -a,--archive                        Build archive
+    --binary-output <arg>            Location where built engine binary
+                                     will be placed. Default is
+                                     "<build-output>/<platform>/"
  -bo,--bundle-output <arg>           Bundle output directory
  -br,--build-report <arg>            Filepath where to save a build report
                                      as JSON
  -brhtml,--build-report-html <arg>   Filepath where to save a build report
                                      as HTML
+    --build-server <arg>             The build server (when using native
+                                     extensions)
  -ce,--certificate <arg>             Certificate (Android)
  -d,--debug                          Use debug version of dmengine (when
                                      bundling)
+    --defoldsdk <arg>                What version of the defold sdk (sha1)
+                                     to use
  -e,--email <arg>                    User email
  -h,--help                           This help message
  -i,--input <arg>                    Source directory. Default is current
                                      directory
+    --identity <arg>                 Sign identity (iOS)
  -k,--keep-unused                    Keep unused resources in archived
                                      output
+ -l,--liveupdate <arg>               yes if liveupdate content should be
+                                     published
  -mp,--mobileprovisioning <arg>      mobileprovisioning profile (iOS)
  -o,--output <arg>                   Output directory. Default is
                                      "build/default"

+ 5 - 5
docs/en/manuals/extensions.md

@@ -78,11 +78,11 @@ static int Rot13(lua_State* L)
     char *rot = (char *) malloc(len + 1);
 
     // Iterate over the parameter string and create rot13 string
-    for(int i = 0; i <= len; i`+) {
+    for(int i = 0; i <= len; i++) {
         const char c = str[i];
         if((c >= 'A' && c <= 'M') || (c >= 'a' && c <= 'm')) {
             // Between A-M just add 13 to the char.
-            rot[i] = c ` 13;
+            rot[i] = c + 13;
         } else if((c >= 'N' && c <= 'Z') || (c >= 'n' && c <= 'z')) {
             // If rolling past 'Z' which happens below 'M', wrap back (subtract 13)
             rot[i] = c - 13;
@@ -181,16 +181,16 @@ platforms:
     arm64-ios:
         context:
             frameworks: ["CoreGraphics", "CFNetwork", "GLKit", "CoreMotion", "MessageUI", "MediaPlayer", "StoreKit", "MobileCoreServices", "AdSupport", "AudioToolbox", "AVFoundation", "CoreGraphics", "CoreMedia", "CoreMotion", "CoreTelephony", "CoreVideo", "Foundation", "GLKit", "JavaScriptCore", "MediaPlayer", "MessageUI", "MobileCoreServices", "OpenGLES", "SafariServices", "StoreKit", "SystemConfiguration", "UIKit", "WebKit"]
-            flags:      ["-stdlib=libc`+"]
+            flags:      ["-stdlib=libc++"]
             linkFlags:  ["-ObjC"]
-            libs:       ["z", "c``", "sqlite3"]
+            libs:       ["z", "c++", "sqlite3"]
 
     armv7-ios:
         context:
             frameworks: ["CoreGraphics", "CFNetwork", "GLKit", "CoreMotion", "MessageUI", "MediaPlayer", "StoreKit", "MobileCoreServices", "AdSupport", "AudioToolbox", "AVFoundation", "CoreGraphics", "CoreMedia", "CoreMotion", "CoreTelephony", "CoreVideo", "Foundation", "GLKit", "JavaScriptCore", "MediaPlayer", "MessageUI", "MobileCoreServices", "OpenGLES", "SafariServices", "StoreKit", "SystemConfiguration", "UIKit", "WebKit"]
             flags:      ["-stdlib=libc``"]
             linkFlags:  ["-ObjC"]
-            libs:       ["z", "c`+", "sqlite3"]
+            libs:       ["z", "c++", "sqlite3"]
 ```
 
 ## Known issues

+ 5 - 1
docs/en/manuals/font.md

@@ -72,13 +72,17 @@ Shadow rendering of fonts is currently disabled by default because of performanc
 
 ::: sidenote
 The ASCII printable characters are:
-space ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~
+space ! " # $ % & ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; < = > ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ \` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~
 :::
 
 ## Bitmap BMFonts
 
 In addition to generated bitmaps Defold supports prebaked bitmap "BMFont" format fonts. These fonts consists of a PNG font sheet with all the glyphs. In addition, a *.fnt* file contains information on where on the sheet each glyph can be found as well as size and kerning information.
 
+::: important
+Defold currently only support plain text *.fnt* files and not the XML version of the format that is used by Phaser and other tools.
+:::
+
 These types of fonts provide no performance improvement from bitmap fonts generated from TrueType or OpenType font files, but can include arbitrary graphics, coloring and shadows right in the image.
 
 Add the generated *.fnt* and *.png* files to your Defold project. These files should reside in the same folder. Create a new font file and set the *font* property to the *.fnt* file. Make sure that *output_format* is set to `TYPE_BITMAP`. Defold will not generate a bitmap but use the one provided in the PNG.

+ 3 - 3
docs/en/manuals/gui-templates.md

@@ -31,11 +31,11 @@ Each instance node can overload any of the properties set in the template. Simpl
 
 ![Overloaded properties](images/gui-templates/gui-templates-overloaded.png)
 
-## Layers
+## Layouts
 
-Layers behave as expected. Any property settings done to a particular layout in the template file are reflected in the layout of the instance nodes, given that the layer exists. Conversely, overloads to the template node instances affect the layer that is currently selected.
+Layouts behave as expected. Any property settings done to a particular layout in the template file are reflected in the layout of the instance nodes, given that the layout exists. Conversely, overloads to the template node instances affect the layout that is currently selected.
 
-![Overloading in layers](images/gui-templates/gui-templates-layers.png)
+![Overloading in layouts](images/gui-templates/gui-templates-layouts.png)
 
 ## Scripting
 

+ 0 - 0
docs/en/manuals/images/gui-templates/gui-templates-layers.png → docs/en/manuals/images/gui-templates/gui-templates-layouts.png


+ 5 - 1
docs/en/manuals/live-update.md

@@ -272,10 +272,14 @@ Debugging
   ![Console output](images/live-update/run-bundle-console.png)
 
 Forcing re-download of resources
-: When an application stores resources, they end up on disk on the local computer or handheld device. If you restart the application, the resources are there and ready. When developing you sometimes want to remove resources and force the application to download them again. The path returned from the function `sys.get_save_file()` gives the location where Defold stores resources. In that folder, Defold creates a folder with the name of the hash of the created bundle. If you delete the files in this folder, the application will invalidate the resources from the manifest and you can download and store them again.
+: When an application stores resources, they end up on disk on the local computer or handheld device. If you restart the application, the resources are there and ready. When developing you might want to remove resources and force the application to download them again.
+
+  Defold creates a folder with the name of the hash of the created bundle on the device in the application support folder. If you delete the files in this folder, the application will invalidate the resources from the manifest and you can download and store them again.
 
   ![Local storage](images/live-update/local-storage.png)
 
+  The location of the application support folder depends on the operating system. It can be found with `print(sys.get_save_file("", ""))`.
+
 ## Known issues
 
 - At the moment you have access only to the manifest that is created at build-time. In the near future you will be able to store new manifests. This will allow you to modify existing resources, or add new resources to the game through Live update.

+ 3 - 0
docs/en/manuals/project-settings.md

@@ -328,6 +328,9 @@ iap_provider
 input_method
 : Specifies which method to use to get keyboard input on Android devices. Valid options are `KeyEvent` (old method) and `HiddenInputField` (new). `KeyEvent` by default.
 
+immersive_mode
+: If set, hides the navigation and status bars and lets your app capture all touch events on the screen.
+
 ## OS X
 
 app_icon

+ 1 - 1
docs/en/tutorials/grading.md

@@ -292,7 +292,7 @@ By using linear filtering we thus eliminate color quantization and get very good
 
 Let's implement the texture lookup in the fragment shader:
 
-1. Open *grading.texture*.
+1. Open *grade.material*.
 2. Add a second sampler called "lut" (for lookup table).
 3. Set the *Filter min* property to `FILTER_MODE_MIN_LINEAR` and the *Filter mag* property to `FILTER_MODE_MAG_LINEAR`.