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rm fenced codeblocks;

bjorn 2 years ago
parent
commit
df6c3874e3
4 changed files with 41 additions and 43 deletions
  1. 1 1
      api/init.lua
  2. 8 0
      api/lovr/filesystem/init.lua
  3. 22 42
      guides/Compiling.md
  4. 10 0
      guides/Getting_Started.md

+ 1 - 1
api/init.lua

@@ -1879,7 +1879,7 @@ return {
       description = "The `lovr.filesystem` module provides access to the filesystem.",
       description = "The `lovr.filesystem` module provides access to the filesystem.",
       key = "lovr.filesystem",
       key = "lovr.filesystem",
       enums = {},
       enums = {},
-      notes = "LÖVR programs can only write to a single directory, called the save directory.  The location of the save directory is platform-specific:\n\n<table>\n  <tr>\n    <td>Windows</td>\n    <td><code>C:\\Users\\&lt;user&gt;\\AppData\\Roaming\\LOVR\\&lt;identity&gt;</code></td>\n  </tr>\n  <tr>\n    <td>macOS</td>\n    <td><code>/Users/&lt;user&gt;/Library/Application Support/LOVR/&lt;identity&gt;</code></td>\n  </tr> </table>\n\n`<identity>` should be a unique identifier for your app.  It can be set either in `lovr.conf` or by using `lovr.filesystem.setIdentity`.\n\nAll filenames are relative to either the save directory or the directory containing the project source.  Files in the save directory take precedence over files in the project.",
+      notes = "LÖVR programs can only write to a single directory, called the save directory.  The location of the save directory is platform-specific:\n\n<table>\n  <tr>\n    <td>Windows</td>\n    <td><code>C:\\Users\\&lt;user&gt;\\AppData\\Roaming\\LOVR\\&lt;identity&gt;</code></td>\n  </tr>\n  <tr>\n    <td>macOS</td>\n    <td><code>/Users/&lt;user&gt;/Library/Application Support/LOVR/&lt;identity&gt;</code></td>\n  </tr>\n  <tr>\n    <td>Linux</td>\n    <td><code>/home/&lt;user&gt;/.local/share/LOVR/&lt;identity&gt;</code></td>\n  </tr>\n  <tr>\n    <td>Android</td>\n    <td><code>/sdcard/Android/data/&lt;identity&gt;/files</code></td>\n  </tr> </table>\n\n`<identity>` should be a unique identifier for your app.  It can be set either in `lovr.conf` or by using `lovr.filesystem.setIdentity`.\n\nAll filenames are relative to either the save directory or the directory containing the project source.  Files in the save directory take precedence over files in the project.",
       functions = {
       functions = {
         {
         {
           name = "append",
           name = "append",

+ 8 - 0
api/lovr/filesystem/init.lua

@@ -15,6 +15,14 @@ return {
         <td>macOS</td>
         <td>macOS</td>
         <td><code>/Users/&lt;user&gt;/Library/Application Support/LOVR/&lt;identity&gt;</code></td>
         <td><code>/Users/&lt;user&gt;/Library/Application Support/LOVR/&lt;identity&gt;</code></td>
       </tr>
       </tr>
+      <tr>
+        <td>Linux</td>
+        <td><code>/home/&lt;user&gt;/.local/share/LOVR/&lt;identity&gt;</code></td>
+      </tr>
+      <tr>
+        <td>Android</td>
+        <td><code>/sdcard/Android/data/&lt;identity&gt;/files</code></td>
+      </tr>
     </table>
     </table>
 
 
     `<identity>` should be a unique identifier for your app.  It can be set either in `lovr.conf` or
     `<identity>` should be a unique identifier for your app.  It can be set either in `lovr.conf` or

+ 22 - 42
guides/Compiling.md

@@ -26,25 +26,19 @@ Windows (CMake)
 
 
 First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
 First, install [lovr-deps](https://github.com/bjornbytes/lovr-deps):
 
 
-```
-cd lovr
-git clone --recursive https://github.com/bjornbytes/lovr-deps deps
-```
+    cd lovr
+    git clone --recursive https://github.com/bjornbytes/lovr-deps deps
 
 
 Next, use CMake to generate the build files:
 Next, use CMake to generate the build files:
 
 
-```
-mkdir build
-cd build
-cmake ..
-```
+    mkdir build
+    cd build
+    cmake ..
 
 
 This should output a Visual Studio solution, which can be built using Visual Studio.  Or you can
 This should output a Visual Studio solution, which can be built using Visual Studio.  Or you can
 just build it with CMake:
 just build it with CMake:
 
 
-```
-cmake --build .
-```
+    cmake --build .
 
 
 The executable will then exist at `/path/to/lovr/build/Debug/lovr.exe`.  The recommended way to
 The executable will then exist at `/path/to/lovr/build/Debug/lovr.exe`.  The recommended way to
 create and run a game from this point is:
 create and run a game from this point is:
@@ -60,33 +54,25 @@ Unix (CMake)
 First, clone [OpenVR](https://github.com/ValveSoftware/openvr).  For this example, we'll clone
 First, clone [OpenVR](https://github.com/ValveSoftware/openvr).  For this example, we'll clone
 `openvr` into the same directory that lovr was cloned into.
 `openvr` into the same directory that lovr was cloned into.
 
 
-```
-git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
-```
+    git clone --branch v1.0.5 https://github.com/ValveSoftware/openvr.git
 
 
 Next, install the other dependencies above using your package manager of choice:
 Next, install the other dependencies above using your package manager of choice:
 
 
-```
-brew install assimp glfw3 luajit physfs freetype openal-soft
-```
+    brew install assimp glfw3 luajit physfs freetype openal-soft
 
 
 On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
 On OSX, you'll need to set the `DYLD_LIBRARY_PATH` environment variable to be
 `/path/to/openvr/lib/osx32`.
 `/path/to/openvr/lib/osx32`.
 
 
 Next, build using CMake:
 Next, build using CMake:
 
 
-```
-mkdir build
-cd build
-cmake .. -DOPENVR_DIR=../../openvr
-cmake --build .
-```
+    mkdir build
+    cd build
+    cmake .. -DOPENVR_DIR=../../openvr
+    cmake --build .
 
 
 The lovr executable should exist in `lovr/build` now.  You can run a game like this:
 The lovr executable should exist in `lovr/build` now.  You can run a game like this:
 
 
-```
-./lovr /path/to/myGame
-```
+    ./lovr /path/to/myGame
 
 
 You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
 You can also copy or symlink LÖVR into a directory on your `PATH` environment variable (e.g.
 `/usr/local/bin`) and run games from anywhere by just typing 'lovr'.
 `/usr/local/bin`) and run games from anywhere by just typing 'lovr'.
@@ -99,27 +85,21 @@ branch](https://github.com/bjornbytes/emscripten/tree/lovr) of Emscripten.
 
 
 Unix:
 Unix:
 
 
-```
-mkdir build
-cd build
-emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
-emmake make -j2
-```
+    mkdir build
+    cd build
+    emcmake cmake -DCMAKE_BUILD_TYPE=Release ..
+    emmake make -j2
 
 
 Windows (from a Visual Studio Command Prompt, make sure the Emscripten SDK is on PATH):
 Windows (from a Visual Studio Command Prompt, make sure the Emscripten SDK is on PATH):
 
 
-```
-mkdir build
-cd build
-emcmake cmake -G "NMake Makefiles" ..
-emmake nmake
-```
+    mkdir build
+    cd build
+    emcmake cmake -G "NMake Makefiles" ..
+    emmake nmake
 
 
 The above commands will output `lovr.html`, `lovr.js`, and `lovr.js.mem`.  To package a game, run:
 The above commands will output `lovr.html`, `lovr.js`, and `lovr.js.mem`.  To package a game, run:
 
 
-```
-python /path/to/emscripten/tools/file_packager.py game.data --preload /path/to/game@/ --js-output=game.js
-```
+    python /path/to/emscripten/tools/file_packager.py game.data --preload /path/to/game@/ --js-output=game.js
 
 
 Which will output `game.js` and `game.data`.  The `lovr.html` file will need to be modified to
 Which will output `game.js` and `game.data`.  The `lovr.html` file will need to be modified to
 include `game.js` in a script tag.
 include `game.js` in a script tag.

+ 10 - 0
guides/Getting_Started.md

@@ -40,6 +40,7 @@ details of the code right now.  *However*, I recommend that you avoid just copyi
 Typing out each line does this magical thing to your brain that helps you read, write, and
 Typing out each line does this magical thing to your brain that helps you read, write, and
 understand the code better.  I promise.
 understand the code better.  I promise.
 
 
+<<<<<<< HEAD
 ```
 ```
 function lovr.draw()
 function lovr.draw()
   lovr.graphics.cube('line', 0, 1, 0)
   lovr.graphics.cube('line', 0, 1, 0)
@@ -51,6 +52,15 @@ name it `main.lua`.  Now we're ready to run our project!
 
 
 > Note: If you're trying this out without a VR headset, use the coordinates `0, 0, -2` instead of
 > Note: If you're trying this out without a VR headset, use the coordinates `0, 0, -2` instead of
 > `0, 1, 0` so the cube shows up correctly!
 > `0, 1, 0` so the cube shows up correctly!
+=======
+    function lovr.draw()
+      lovr.graphics.print('hello world', 0, 1.7, -3, .5)
+    end
+
+Don't worry if you're confused about the code, it's not important to understand it all right now.
+In short, we declared the `lovr.draw` callback and used `Pass:text` in there to render some text in
+the world.  We'll learn more about how this works in the next guide.
+>>>>>>> afca132 (rm fenced codeblocks;)
 
 
 Running a Project
 Running a Project
 ---
 ---