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Docs update
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mwydmuch committed Dec 2, 2016
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5 changes: 2 additions & 3 deletions doc/Changelog.md
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Expand Up @@ -43,9 +43,7 @@ recording `filePath` argument added to `newEpisode`, `replayEpisode` added.
- ZDoom engine updated to 2.8.1
- **Basic support for multiplayer in PLAYER and SPECTATOR Modes.**
- **Paths in config files are now relative to config file.**
- Improved performance.
- Improved exceptions messages.
- Aliases for `DoomFixedToDouble` - `DoomFixedToNumber` in Lua and `doom_fixed_to_float` in Python added.
- Bugs associated with paths handling fixed.
- Many minor bugs fixed.
- Python bindings output changed to bin/python2 and bin/python3.
Expand All @@ -64,7 +62,7 @@ recording `filePath` argument added to `newEpisode`, `replayEpisode` added.
#### Lua specific

- Lua binding added.

- Aliases for `doomFixedToDouble` - `doomFixedToNumber` added.

#### Java specific

Expand All @@ -77,6 +75,7 @@ recording `filePath` argument added to `newEpisode`, `replayEpisode` added.
#### Python specific

- Consts added to Python.
- Aliases for `doom_fixed_to_double` - `doom_fixed_to_float` added.



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70 changes: 70 additions & 0 deletions doc/DoomGame.md
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* [getEpisodeTime](#getEpisodeTime)

##[Buttons settings methods](#buttons)
* [getAvailableButtons](#getAvailableButtons)
* [setAvailableButtons](#setAvailableButtons)
* [addAvailableButton](#addAvailableButton)
* [clearAvailableButtons](#clearAvailableButtons)
* [getAvailableButtonsSize](#getAvailableButtonsSize)
* [setButtonMaxValue](#setButtonMaxValue)
* [getButtonMaxValue](#getButtonMaxValue)

##[GameVariables methods](#vars)
* [getAvailableGameVariables](#getAvailableGameVariables)
* [setAvailableGameVariables](#setAvailableGameVariables)
* [addAvailableGameVariable](#addAvailableGameVariable)
* [clearAvailableGameVariables](#clearAvailableGameVariables)
* [getAvailableGameVariablesSize](#getAvailableGameVariablesSize)
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## <a name="buttons"></a> Buttons settings methods

---
### <a name="getAvailableButtons"></a> `getAvailableButtons`

| C++ | `std::vector<Button> getAvailableButtons()` |
| :-- | :-- |
| Lua | `table getAvailableButtons()` |
| Java | `Button[] getAvailableButtons()` |
| Python | `list get_available_buttons()` |

TODO

See also:
- [`Types: Button`](Types.md#button)
- [`ConfigFile: List`](ConfigFile.md#list)


---
### <a name="setAvailableButtons"></a> `setAvailableButtons`

| C++ | `void setAvailableButtons(std::vector<Button> buttons)` |
| :-- | :-- |
| Lua | `void addAvailableButton(table)` |
| Java | `void addAvailableButton(Button[] buttons)` |
| Python | `void add_available_button(list)` |

TODO

Config key: `availableButtons/available_buttons` (list)

See also:
- [`Types: Button`](Types.md#button)
- [`ConfigFile: List`](ConfigFile.md#list)


---
### <a name="addAvailableButton"></a> `addAvailableButton`

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## <a name="vars"></a> GameVariables methods

---
### <a name="addAvailableGameVariable"></a> `addAvailableGameVariable`

| C++ | `std::vector<GameVariable> getAvailableGameVariables()` |
| :-- | :-- |
| Lua | `table getAvailableGameVariables()` |
| Java | `GameVariable[] getAvailableGameVariables()` |
| Python | `list get_available_game_variables()` |

TODO

See also:
- [`Types: GameVariable`](Types.md#gamevariable)


---
### <a name="addAvailableGameVariable"></a> `addAvailableGameVariable`

| C++ | `void setAvailableGameVariables(td::vector<GameVariable> variables)` |
| :-- | :-- |
| Lua | `void setAvailableGameVariables(table variables)` |
| Java | `void setAvailableGameVariables(GameVariable[] variables)` |
| Python | `void set_available_game_variables(list variables)` |

TODO

Config key: `availableGameVariables/available_game_variables` (list)

See also:
- [`Types: GameVariable`](Types.md#gamevariable)
- [`ConfigFile: List`](ConfigFile.md#list)


---
### <a name="addAvailableGameVariable"></a> `addAvailableGameVariable`
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