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move xrefs to navbar

mitm001 5 年之前
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共有 2 个文件被更改,包括 11 次插入25 次删除
  1. 11 4
      docs/modules/sdk/nav.adoc
  2. 0 21
      docs/modules/sdk/pages/development.adoc

+ 11 - 4
docs/modules/sdk/nav.adoc

@@ -43,13 +43,20 @@
 ***  xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls]
 ***  xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls]
 ***  xref:vehicle_creator.adoc[Vehicle Creator]
 ***  xref:vehicle_creator.adoc[Vehicle Creator]
 ** Advanced Usage
 ** Advanced Usage
+**  xref:build_platform.adoc[Building jMonkeyEngine SDK]
 ***  xref:use_own_jme#.adoc[Using your own (modified) version of jME3 in jMonkeyEngine SDK]
 ***  xref:use_own_jme#.adoc[Using your own (modified) version of jME3 in jMonkeyEngine SDK]
-***  xref:development/model_loader.adoc[Create a custom model importer]
 ***  xref:increasing_heap_memory.adoc[Increasing Heap Memory]
 ***  xref:increasing_heap_memory.adoc[Increasing Heap Memory]
 ** Available external plugins
 ** Available external plugins
 ***  xref:ROOT:jme3/contributions.adoc[Contributions]
 ***  xref:ROOT:jme3/contributions.adoc[Contributions]
 ***  xref:neotexture.adoc[Neo Texture Editor for procedural textures]
 ***  xref:neotexture.adoc[Neo Texture Editor for procedural textures]
 ***  link:http://www.youtube.com/watch?v=yS9a9o4WzL8[Video: Mesh Tool & Physics Editor]
 ***  link:http://www.youtube.com/watch?v=yS9a9o4WzL8[Video: Mesh Tool & Physics Editor]
-** Development
-***  xref:build_platform.adoc[Building jMonkeyEngine SDK]
-***  xref:development.adoc[Developing plugins for jMonkeyEngine SDK]
+**  xref:development.adoc[Developing plugins for jMonkeyEngine SDK]
+***  xref:development/setup.adoc[Creating a plugin]
+***  xref:development/general.adoc[Creating components]
+** Extending jMonkeyEngine SDK
+***  xref:development/scene.adoc[The Main Scene]
+***  xref:development/sceneexplorer.adoc[The Scene Explorer]
+***  xref:development/projects_assets.adoc[Projects and Assets]
+** Recipes
+***  xref:development/extension_library.adoc[Create a library plugin from a jar file]
+***  xref:development/model_loader.adoc[Create a new or custom model filetype and loader]

+ 0 - 21
docs/modules/sdk/pages/development.adoc

@@ -12,27 +12,6 @@ In general, developing plugins for jMonkeyEngine SDK is not much different than
 
 
 If you feel like you want to make an addition to jMonkeyEngine SDK, don't hesitate to contact the jme team regardless of your knowledge in NetBeans platform development. For new plugins, the basic project creation and layout of the plugin can always be handled by a core developer and you can go on from there fleshing out the plugin. By using the Platform functions, your plugin feels more like a Platform application (global save button, file type support etc.).
 If you feel like you want to make an addition to jMonkeyEngine SDK, don't hesitate to contact the jme team regardless of your knowledge in NetBeans platform development. For new plugins, the basic project creation and layout of the plugin can always be handled by a core developer and you can go on from there fleshing out the plugin. By using the Platform functions, your plugin feels more like a Platform application (global save button, file type support etc.).
 
 
-
-=== Creating plugins and components
-
-*  xref:development/setup.adoc[Creating a plugin]
-*  xref:development/general.adoc[Creating components]
-*  xref:build_platform.adoc[Building the jME SDK from scratch] (not necessary for plugin development, only for contributors)
-
-
-=== Extending jMonkeyEngine SDK
-
-*  xref:development/scene.adoc[The Main Scene]
-*  xref:development/sceneexplorer.adoc[The Scene Explorer]
-*  xref:development/projects_assets.adoc[Projects and Assets]
-
-
-=== Recipes
-
-*  xref:development/extension_library.adoc[Create a library plugin from a jar file]
-*  xref:development/model_loader.adoc[Create a new or custom model filetype and loader]
-
-
 === General Notes
 === General Notes
 
 
 *  *Remember the scene runs on the render thread and most everything you do in the plugin (button events etc.) runs on the AWT thread, always encapsulate calls to either side correctly via Callables/Runnables or register as an AppState to the SceneApplication to have an update() call by the render thread.*
 *  *Remember the scene runs on the render thread and most everything you do in the plugin (button events etc.) runs on the AWT thread, always encapsulate calls to either side correctly via Callables/Runnables or register as an AppState to the SceneApplication to have an update() call by the render thread.*