Removed old documentation

This commit is contained in:
Antoine Pilote
2024-09-04 01:09:35 -04:00
parent 7140d2b4ff
commit ec9748ecd7
20 changed files with 4 additions and 327 deletions

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# .readthedocs.yaml
# Read the Docs configuration file
# See https://docs.readthedocs.io/en/stable/config-file/v2.html for details
# Required
version: 2
# Build documentation in the docs/ directory with Sphinx
sphinx:
configuration: docs/conf.py
# Optionally build your docs in additional formats such as PDF
formats:
- pdf
# Optionally set the version of Python and requirements required to build your docs
python:
version: 3.7
#install:
#- requirements: docs/requirements.txt

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@@ -11,11 +11,11 @@ namespace Nuake
{
namespace UI
{
uint32_t PrimaryCol = IM_COL32(97, 0, 255, 255);
uint32_t GrabCol = IM_COL32(97, 0, 255, 255);
static uint32_t PrimaryCol = IM_COL32(97, 0, 255, 255);
static uint32_t GrabCol = IM_COL32(97, 0, 255, 255);
ImVec2 ButtonPadding = ImVec2(16.0f, 8.0f);
ImVec2 IconButtonPadding = ImVec2(8.0f, 8.0f);
static ImVec2 ButtonPadding = ImVec2(16.0f, 8.0f);
static ImVec2 IconButtonPadding = ImVec2(8.0f, 8.0f);
void BeginWindow(const std::string& name);

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How to build
==================
Building Nuake is currently the only supported way to get Nuake.
This means that you will need to build the projects file, build, then launch the project.
The following step should help you get Nuake running on your computer:
#. Clone the git repo and the submodules recursivly.
This can be done using the following command::
git clone --recurse-submodules https://github.com/antopilo/Nuake.git
#. Launch the cmd file called `generate.bat`.
This should generate a visual studio solution for you.
#. Build the project, everything should build in the right order and launch the editor.

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How do I contribute?
============
You can simply fork the current github `repository <https://github.com/antopilo/Nuake>`_ and create pull requests,
I will look over them personally.

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Introduction
============
.. toctree::
:maxdepth: 1
:name: toc-intro
introduction
Building
========
.. toctree::
:maxdepth: 1
:name: toc-building
building
Contribution
============
.. toctree::
:maxdepth: 1
:name: toc-contribution
contribution

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.. note:: Nuake is a work-in-progress project and is not suited for profesionnal game development.
Use at your own risk.
Welcome to the offical documentation of Nuake, an open-source 3D game engine!
Nuake is a 3D game engine aimed to create games similar to quake with modern technologies.
The recent resurgence of quake-like games gave me the initial ideas to create an engine designed
to make those types of games. This means that integration of tools like trenchbroom and quake-based tools
will be a priority during the development of Nuake.
What is Nuake?
============
Nuake is a work-in-progress game engine aimed to give a simple but flexible tool to create quake-type games.
What type of game is it for?
============
You can create any type of game using Nuake, but it is mostly designed to create 3D games.
You should be able to create FPS or TPS games without problems, although it was originally designed to create first person games.

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# Nuake engine
# UI system
The UI system uses yoga layout and custom styling properties. The styling properties will mimick the standard css properties but will be rendererd using a shader. Since the layout system is based on yoga, the actual writting of the layout will look a lot like html, the differences will lie in the actual components.
# The UI pipeline maybe
1. load xml file containing pseudo html with components
  Potential nodes
- Canvas basically a container for UI.
- Button with basic state and event
- Texture which display a engine texture(can use framebuffer!!)
- Slider(ouch)
2. Create an in engien structure of the layout
3. Create a yoga layotu from node and calculate when changes occurs
4. Draw each node in the structure using styling loaded somewhere idk.
# Styling
TODO MAN

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# Interface design
Interface component
Layout
Styling
Behaviour
## Layout
The layout is represented using XML
  ## Components
  The components all derives from Rect
## Styling
The styling could be done a file that looks like css
## Behaviour
The behaviour needs to be done using the scripting API

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Engine module API
==============

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Entity scripts
==============
Entity scripts are Wren scripts that are attached to an entity using the WrenScript component.
After attaching the WrenScript component on an entity, you can select the script file directly.
In addition to pointing to the script file, you need to specify which class in the script is considered as the
entity script.
The class chosen must inherit from ScriptableEntity.
Here is an example of a barebone entity scripts::
import "Scripts/ScriptableEntity" for ScriptableEntity
class TestScript is ScriptableEntity {
construct new() {
}
init() {
}
update(ts) {
}
exit() {
}
}

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Scripting
========
.. toctree::
:maxdepth: 1
:name: toc-scripting
entity_scripts
interface_scripts
engine
math
scene

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Interface scripts
=================

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Math module API
==============

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Scene module API
==============

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Tutorials
=====
.. toctree::
:maxdepth: 1
:name: toc-tutorial
project
scene

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Project tutorial
================

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Scene tutorial
==============

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# Configuration file for the Sphinx documentation builder.
#
# This file only contains a selection of the most common options. For a full
# list see the documentation:
# https://www.sphinx-doc.org/en/master/usage/configuration.html
# -- Path setup --------------------------------------------------------------
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
# import os
# import sys
# sys.path.insert(0, os.path.abspath('.'))
# -- Project information -----------------------------------------------------
project = 'Nuake'
copyright = '2021, Antoine Pilote'
author = 'Antoine Pilote'
# -- General configuration ---------------------------------------------------
# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
]
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
# This pattern also affects html_static_path and html_extra_path.
exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store']
# -- Options for HTML output -------------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = 'sphinx_rtd_theme'
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']

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.. Nuake documentation master file, created by
sphinx-quickstart on Sun Jun 13 13:25:29 2021.
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.
Welcome to Nuake's documentation!
=================================
Welcome to the offical Nuake documentation website!
Here you will find the most up-to-date documentation regarding the Nuake game engine.
I strongly advise everyone to read up the general section to learn more about the project
before cloning it.
.. toctree::
:maxdepth: 1
:caption: General
:name: sec-general
General/index
.. toctree::
:maxdepth: 1
:caption: Scripting
:name: sec-scripting
Scripting/index
.. toctree::
:maxdepth: 1
:caption: Tutorial
:name: sec-tutorial
Tutorial/index

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@ECHO OFF
pushd %~dp0
REM Command file for Sphinx documentation
if "%SPHINXBUILD%" == "" (
set SPHINXBUILD=sphinx-build
)
set SOURCEDIR=.
set BUILDDIR=_build
if "%1" == "" goto help
%SPHINXBUILD% >NUL 2>NUL
if errorlevel 9009 (
echo.
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
echo.installed, then set the SPHINXBUILD environment variable to point
echo.to the full path of the 'sphinx-build' executable. Alternatively you
echo.may add the Sphinx directory to PATH.
echo.
echo.If you don't have Sphinx installed, grab it from
echo.http://sphinx-doc.org/
exit /b 1
)
%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
goto end
:help
%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
:end
popd