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mitm001 5 年之前
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0f2657cb1b

+ 1 - 1
docs/modules/ROOT/pages/jme3/features.adoc

@@ -287,7 +287,7 @@ a|OGG Vorbis music and sounds
 **  Multiple views
 
 *  Swing canvas (e.g. for Applets)
-*  xref:jme3/advanced/input_handling.adoc[Input handling]
+*  xref:core:input/input_handling.adoc[Input handling]
 **  Mouse, keyboard, joystick
 **  xref:jme3/advanced/combo_moves.adoc[Combo moves]
 

+ 1 - 1
docs/modules/ROOT/pages/jme3/simpleapplication_from_the_commandline.adoc

@@ -257,7 +257,7 @@ mkdir assets/Textures
 
 ----
 
-This directory structure will allow xref:jme3/intermediate/simpleapplication.adoc[SimpleApplication]'s default xref:jme3/advanced/asset_manager.adoc[AssetManager] to load media files from your `assets` directory, like in this example:
+This directory structure will allow xref:core:app/simpleapplication.adoc[SimpleApplication]'s default xref:core:/app/asset_manager.adoc[AssetManager] to load media files from your `assets` directory, like in this example:
 
 [source]
 ----

+ 1 - 1
docs/modules/ROOT/pages/jme3/the_scene_graph.adoc

@@ -82,7 +82,7 @@ a|you look at the sky or your feet
 
 |===
 
-These default settings are called "`WASD`" keys and "`Mouse`" Look. You can customize xref:jme3/advanced/input_handling.adoc[input handling] for your game. Sorry, but these settings work best on a QWERTY/QWERTZ keyboard.
+These default settings are called "`WASD`" keys and "`Mouse`" Look. You can customize xref:core:input/input_handling.adoc[input handling] for your game. Sorry, but these settings work best on a QWERTY/QWERTZ keyboard.
 
 
 == Scene Graph and RootNode

+ 1 - 1
docs/modules/core/pages/app/simpleapplication.adoc

@@ -87,7 +87,7 @@ a|This object represents the user's ear for the jME3 xref:jme3/advanced/audio.ad
 
 a|inputManager +
 getInputManager()
-a|Use the xref:jme3/advanced/input_handling.adoc[inputManager] to configure your custom inputs (mouse movement, clicks, key presses, etc) and set mouse pointer visibility.
+a|Use the xref:input/input_handling.adoc[inputManager] to configure your custom inputs (mouse movement, clicks, key presses, etc) and set mouse pointer visibility.
 
 a|stateManager +
 getStateManager()

+ 2 - 2
docs/modules/core/pages/app/update_loop.adoc

@@ -12,7 +12,7 @@ To let you see the main update loop in context, understand that the SimpleApplic
 
 *  *Initialization* – Execute `simpleInitApp()` method once.
 *  *Main Update Loop*
-..  Input listeners respond to mouse clicks and keyboard presses – xref:jme3/advanced/input_handling.adoc[Input handling]
+..  Input listeners respond to mouse clicks and keyboard presses – xref:input/input_handling.adoc[Input handling]
 ..  Update game state:
 ...  Update overall game state – Execute xref:jme3/advanced/application_states.adoc[Application States]
 ...  User code update – Execute `simpleUpdate()` method
@@ -35,7 +35,7 @@ In a trivial xref:jme3/intermediate/simpleapplication.adoc[SimpleApplication] (s
 
 It's a best practice to modularize your game mechanics and spread out initialization and update loop code over several Java objects:
 
-*  Move modular code blocks from the `simpleInitApp()` method into xref:jme3/advanced/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of “one dungeon, and detach it when the player exits this “dungeon. +
+*  Move modular code blocks from the `simpleInitApp()` method into xref:jme3/advanced/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of "`one`" dungeon, and detach it when the player exits this "`dungeon`". +
 Examples: Weather/sky audio and visuals, physics collision shapes, sub-rootnodes of individual dungeons including dungeon NPCs, etc.
 *  Move modular code blocks from the `simpleUpdate()` method into the update loops of xref:jme3/advanced/custom_controls.adoc[Custom Controls] to control individual entity behavior (NPCs), and into the update method of xref:jme3/advanced/application_states.adoc[AppStates] to control world events. +
 Examples: Weather behaviour, light behaviour, physics behaviour, individual NPC behaviour, trap behaviour, etc.