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Updated content to AsciiDoctor.

mitm hace 7 años
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Se han modificado 1 ficheros con 34 adiciones y 38 borrados
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      src/docs/asciidoc/sdk/project_creation.adoc

+ 34 - 38
src/docs/asciidoc/sdk/project_creation.adoc

@@ -5,6 +5,7 @@
 :keywords: documentation, project, deployment, sdk
 :relfileprefix: ../
 :imagesdir: ..
+:experimental:
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
@@ -13,12 +14,12 @@ The jMonkeyEngine SDK makes it easy to get started with developing 3-D games bas
 
 == Creating a New jMonkeyEngine Project
 
-.  Choose File > New Project from the main menu.
-.  In the New Project Wizard, select the template JME3 > Basic Game
+.  Choose `menu:File[New Project]` from the main menu.
+.  In the New Project Wizard, select the template `menu:JME3[Basic Game]`.
 .  Click next to specify a project name, and the path where to store your new project.
 .  Click Finish. A skeleton application is created and opens in the Project Explorer.
 **  This basic jme3 application is based on the SimpleApplication class to allow an easy start with jme3.
-**  You can click the run button to run it: You will see a jMonkey cube.
+**  You can click the run button to run it: You will see a blue cube.
 
 
 
@@ -28,7 +29,7 @@ The jMonkeyEngine SDK makes it easy to get started with developing 3-D games bas
 image::sdk/jmonkeyplatform-docu-4.png[jmonkeyplatform-docu-4.png,width="421",height="298"]
 
 
-Let's have a look at the abstract project structure in the Project Explorer (ctrl-1).
+Let's have a look at the abstract project structure in the Project Explorer (kbd:[Ctrl]+kbd:[1]).
 
 *  *Project Assets node:* These directories have been created for you to store your games assets, such as fonts, materials, models, shaders, sounds, and textures. For a newly created project, these directories are empty.
 *  *Source Packages node:* This is where you manage your packages and classes. For a newly created project, it contains one package and one class, `Main.java`. Double click `Main.java` to open it in the editor.
@@ -37,7 +38,7 @@ Let's have a look at the abstract project structure in the Project Explorer (ctr
 
 === Directory Structure
 
-Now let's have a look at the project's file structure in the File Explorer (ctrl-2). This explorer shows the physical directory structure on your hard drive.
+Now let's have a look at the project's file structure in the File Explorer (kbd:[Ctrl]+kbd:[2]). This explorer shows the physical directory structure on your hard drive.
 
 *  *assets* – This directory corresponds to the Project Assets node. It is needed for the assetManager. This is the recommended internal structure:
 **  `assets/Interface`
@@ -56,24 +57,19 @@ Now let's have a look at the project's file structure in the File Explorer (ctrl
 *  *dist* – This directory contains the executable JAR files. (Will be generated by the jMonkeyEngine SDK when you build the project.)
 *  *test* – The jMonkeyEngine SDK will store JUnit tests here if you create any. (Optional.)
 
-Project Configuration
-
-Right-Click the project to open the Project properties.
-
-In the Run section, specify the main class of your project. (Pressing F6 runs this main class.)
-In the Run section, you can optionally configure JVM options and command line parameters *(in most cases set the-Xms VMOption [NUMBER] m for the memory usage. for example (-Xms500m). see link:http://performance.netbeans.org/howto/jvmswitches/[http://performance.netbeans.org/howto/jvmswitches/])*.
-In the Application section, specify the game title (by default the game will be named BasicGame).
-In the Application section, specify the vendor name (your name), a short description, your project's homepage, and a splash screen.
-
 
 === Project Configuration
 
-Right-Click the project to open the Project properties.
+[RMB] select the project and from the menu open the project `Properties`.
 
-*  In the Run section, specify the main class of your project. (Pressing F6 runs this main class.)
-*  In the Run section, you can optionally configure JVM options and command line parameters.
-*  In the Application section, specify the game title (by default the game will be named `BasicGame`).
-*  In the Application section, specify the vendor name (your name), a short description, your project's homepage, and a splash screen.
+*  In the `Run` section:
+**  Specify the main class of your project. (Pressing kbd:[F6] runs this main class.)
+**  You can optionally configure JVM options and command line parameters. In most cases, set the `-Xms VMOption [NUMBER] m` for the memory usage.
+***  For example (-Xms500m).
+***  see link:http://performance.netbeans.org/howto/jvmswitches/[http://performance.netbeans.org/howto/jvmswitches/]).
+*  In the Application section:
+**  Specify the game title (by default the game will be named `BasicGame`).
+**  Specify the vendor name (your name), a short description, your project's homepage, and a splash screen.
 
 
 === Clean, Build and Run Cycle
@@ -82,19 +78,19 @@ Right-Click the project to open the Project properties.
 image::sdk/jmonkeyplatform-docu-5.png[jmonkeyplatform-docu-5.png,width="421",height="298",align="right"]
 
 
-
 [IMPORTANT]
 ====
-Pressing *F6 builds & runs* the _main_ class of the _main project_. If there are several classes, or several projects, you have to specify which one you want F6 to run. Right-click a project and choose Set As Main Project, then right-click the project again and choose Properties > Run and choose a Main Class. +
-To build and run the main() of _any file that is open in the editor_, press *Shift-F6* !
+Pressing *kbd:[F6] builds & runs* the _main_ class of the _main project_. If there are several classes, or several projects, you have to specify which one you want kbd:[F6] to run. btn:[RMB] select a project and choose `Set As Main Project`, then btn:[RMB] select the project again and choose `menu:Properties[Run]` and choose a Main Class.
+
+To build and run the main() of _any file that is open in the editor_, press kbd:[Shift]+kbd:[F6]!
 ====
 
 
-*  Right-Click the project and use the context-menu to clean all generated classes and JARs.
-*  Right-Click individual files with a main method to build and run them. (Shift-F6)
-*  Press the Run button (green arrow in the toolbar) to build and run the project. (F6)
+*  btn:[RMB] select the project and use the context-menu to clean all generated classes and JARs.
+*  btn:[RMB] select individual files with a main method to build and run them. (kbd:[Shift]+kbd:[F6])
+*  Press the btn:[Run] button (green arrow in the toolbar) to build and run the project. (kbd:[F6])
 
-*More than one project open?* The toolbar buttons and the F-keys are bound to the main project, which is shown in bold in the Project Explorer. Right-click a project and select Set As Main Project to make it respond to the toolbar buttons and F-keys.
+*More than one project open?* The toolbar buttons and the F-keys are bound to the main project, which is shown in bold in the Project Explorer. btn:[RMB] select a project and select `Set As Main Project` to make it respond to the toolbar buttons and F-keys.
 
 *Worried About Proprietary Lock-in?* You are never locked into the jMonkeyEngine SDK: At any time, you can change into your project directory on the command line, and clean, build, and run your project, using non-proprietary Apache Ant commands:
 
@@ -106,7 +102,7 @@ ant clean; ant jar; ant run;
 
 == Development Process
 
-*  *Creating new files and packages:* Select the Source Packages node (or any of its subnodes), and press ctrl-N (File→New File): Use the New File wizard to create new Java classes, Java packages, Java beans, Swing forms, JUnit files, j3m Materials, j3o scenes, j3f filters, and many more.
+*  *Creating new files and packages:* Select the Source Packages node (or any of its subnodes), and press kbd:[Ctrl]+kbd:[N] (`menu:File[New File]`): Use the `New File` wizard to create new Java classes, Java packages, Java beans, Swing forms, JUnit files, j3m Materials, j3o scenes, j3f filters, and many more.
 *  *Editing files:* Open the Projects Explorer and double-click a Java file from the Source Packages to open it in the Editor. The <<sdk/code_editor#,jMonkeyEngine SDK Code Editor>> assists you in many ways, including syntactic and semantic code coloring, code completion, and javadoc.
 *  *Adding Assets:*
 **  You can <<sdk/model_loader_and_viewer#,import models, scenes, and materials>> as assets into your project.
@@ -129,20 +125,20 @@ You may want to use external Java libraries in your jME project, for example con
 
 Add the library to the global library list:
 
-*  Select Tools→Libraries in the main menu.
-*  Click “New Library, enter a name for the library, and press OK
-*  In the “Classpath tab, press “Add JAR/Folder and select the jar file(s) needed for the library
-*  (Optional) In the “JavaDoc tab, press “Add ZIP/Folder and select the javadoc for the library, as zip file or folder.
-*  (Optional) In the “Sources tab you can select a folder or jar file containing the source files of the library.
-*  Press OK
+*  Select menu:Tools[Libraries] in the main menu.
+*  Click "`New Library`", enter a name for the library, and press btn:[OK].
+*  In the "`Classpath`" tab, press "`Add JAR/Folder`" and select the jar file(s) needed for the library.
+*  (Optional) In the "`JavaDoc`" tab, press "`Add ZIP/Folder`" and select the javadoc for the library, as zip file or folder.
+*  (Optional) In the "`Sources`" tab you can select a folder or jar file containing the source files of the library.
+*  Press btn:[OK].
 
 Add the library to a project:
 
-*  Right-Click your project and select “Properties
-*  Select “Libaries on the left and then press “Add Library
-*  Select the library from the list and press OK
+*  btn:[RMB] select your project and select "`Properties`".
+*  Select "`Libaries`" on the left and then press "`Add Library`".
+*  Select the library from the list and press btn:[OK].
 
-That's it, your project can now use the external library. If you also linked the javadoc and sources, the SDK will assist you with javadoc popups, code completion (ctrl-space) and source navigation (ctrl-click).
+That's it, your project can now use the external library. If you also linked the javadoc and sources, the SDK will assist you with javadoc popups, code completion (kbd:[Ctrl]+kbd:[Space]) and source navigation (kbd:[Ctrl]+btn:[LMB] ).
 
 
 === Application Deployment
@@ -156,7 +152,7 @@ The SDK contains <<sdk/sample_code#,Sample Code>> (read more).
 
 Open the Source Packages node of the JmeTests project.
 
-*  Right-click the `JME3Tests` project and choose Run. +
+*  btn:[RMB] select the `JME3Tests` project and choose Run. +
 Choose samples from the TestChooser and try out the included demos.
 *  Browse a demo's source code in the SDK's Project window to learn how a feature is implemented and used.
 *  Feel free to modify the code samples and experiment! If you break something, you can always recreate the packaged samples from the `JME3 Tests` template.