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Add doc for ecs, asset

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Étienne Fildadut 2021-12-25 17:08:08 +01:00
parent 31472b2a85
commit d4e2a1d94a
14 changed files with 2938 additions and 592 deletions

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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Ubiquitousse reference</title>
<link rel="stylesheet" href="ldoc_fixed.css" type="text/css" />
<link rel="stylesheet" href="ldoc_new.css" type="text/css" />
</head>
<body>
@ -32,8 +32,10 @@
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="modules/init.html">init</a></li>
<li><a href="modules/ubiquitousse.html">ubiquitousse</a></li>
<li><a href="modules/ldtk.html">ldtk</a></li>
<li><a href="modules/ecs.html">ecs</a></li>
<li><a href="modules/asset.html">asset</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
@ -54,13 +56,23 @@
<h2>Modules</h2>
<table class="module_list">
<tr>
<td class="name" nowrap><a href="modules/init.html">init</a></td>
<td class="name" nowrap><a href="modules/ubiquitousse.html">ubiquitousse</a></td>
<td class="summary">Ubiquitousse main module.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ldtk.html">ldtk</a></td>
<td class="summary"><a href="https://ldtk.io/">LDtk</a> level importer for LÖVE.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/ecs.html">ecs</a></td>
<td class="summary">ECS (entity compenent system) library</p>
<p> Entity Component System library, inspired by the excellent tiny-ecs.</td>
</tr>
<tr>
<td class="name" nowrap><a href="modules/asset.html">asset</a></td>
<td class="summary">Asset manager.</td>
</tr>
</table>
<h2>Topics</h2>
<table class="module_list">
@ -78,7 +90,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-12-24 23:49:41 </i>
<i style="float:right;">Last updated 2021-12-25 17:06:47 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Ubiquitousse reference</title>
<link rel="stylesheet" href="../ldoc_new.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>Ubiquitousse</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
<li><a href="#Asset_objects">Asset objects </a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/ubiquitousse.html">ubiquitousse</a></li>
<li><a href="../modules/ldtk.html">ldtk</a></li>
<li><a href="../modules/ecs.html">ecs</a></li>
<li><strong>asset</strong></li>
</ul>
<h2>Topics</h2>
<ul class="">
<li><a href="../topics/README.md.html">README</a></li>
<li><a href="../topics/LICENSE.html">LICENSE</a></li>
</ul>
</div>
<div id="content">
<h1>Module <code>asset</code></h1>
<p>Asset manager.</p>
<p> Loads asset and cache them.</p>
<p> This only provides a streamlined way to handle asset, and doesn&rsquo;t handle the actual file loading/object creation itself; you are expected to provide your own asset loaders.</p>
<p> See the <a href="../modules/asset.html#Asset:__call">Asset:__call</a> method for more details on how assets are loaded. Hopefully this will allow you to use asset which are more game-specific than &ldquo;image&rdquo; or &ldquo;audio&rdquo;.</p>
<p> No dependencies.</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#new">new (directory, loaders[, mode="auto"])</a></td>
<td class="summary">Create a new asset manager.</td>
</tr>
</table>
<h2><a href="#Asset_objects">Asset objects </a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#Asset.prefix">Asset.prefix</a></td>
<td class="summary">A prefix for asset names.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Asset.cache">Asset.cache</a></td>
<td class="summary">The asset cache.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Asset.loaders">Asset.loaders</a></td>
<td class="summary">The loaders table.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Asset:__call">Asset:__call (assetName, ...)</a></td>
<td class="summary">Load (and cache) an asset.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Asset:load">Asset:load (list)</a></td>
<td class="summary">Preload a list of assets.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#Asset:clear">Asset:clear ()</a></td>
<td class="summary">Allow loaded assets to be garbage collected.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "new"></a>
<strong>new (directory, loaders[, mode="auto"])</strong>
</dt>
<dd>
Create a new asset manager. </p>
<p> If the caching &ldquo;mode&rdquo; is set to auto (default), the asset manager will allow assets to be automaticaly garbage collected by Lua.</p>
<p> If set to &ldquo;manual&rdquo;, the assets will not be garbage collected unless the clear method is called.
&ldquo;manual&rdquo; mode is useful if you have assets that are particularly slow to load and you want full control on when they are loaded and unloaded (typically a loading screen).
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">directory</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the directory in which the assets will be loaded
</li>
<li><span class="parameter">loaders</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
loaders table: {prefix = function, &hellip;}
</li>
<li><span class="parameter">mode</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
caching mode
(<em>default</em> "auto")
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="../modules/asset.html#Asset_objects">Asset</a></span>
the new asset manager
</ol>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Asset_objects"></a>Asset objects </h2>
<div class="section-description">
Asset manager.
</div>
<dl class="function">
<dt>
<a name = "Asset.prefix"></a>
<strong>Asset.prefix</strong>
</dt>
<dd>
A prefix for asset names.
</ul>
<h3>Type:</h3>
<ul>
<code>string</code>
</ul>
</ul>
</ul>
</dd>
<dt>
<a name = "Asset.cache"></a>
<strong>Asset.cache</strong>
</dt>
<dd>
The asset cache. Each cached asset is indexed with a string key &ldquo;type.assetName&rdquo;.
</ul>
<h3>Type:</h3>
<ul>
<code>table</code> {["assetName"]=asset}
</ul>
</ul>
</ul>
</dd>
<dt>
<a name = "Asset.loaders"></a>
<strong>Asset.loaders</strong>
</dt>
<dd>
The loaders table.
</ul>
<h3>Type:</h3>
<ul>
<code>table</code> {["prefix"]=function, ...}
</ul>
</ul>
</ul>
</dd>
<dt>
<a name = "Asset:__call"></a>
<strong>Asset:__call (assetName, ...)</strong>
</dt>
<dd>
<p>Load (and cache) an asset. </p>
<p> Asset name are similar to Lua module names (directory separator is the dot . and no extention should be specified).
To load an asset, ubiquitousse will try every loaders in the loader list with a name that prefix the asset name.
The first value returned will be used as the asset value.</p>
<p> Loaders are called with the arguments:</p>
<ul>
<li>path: the asset full path, except extension</li>
<li>&hellip;: other arguments given after the asset name. Can only be number and strings.</li>
</ul>
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">assetName</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
string the asset&rsquo;s full name
</li>
<li><span class="parameter">...</span>
<span class="types"><span class="type">number/string</span></span>
other arguments for the asset loader
</li>
</ul>
<h3>Returns:</h3>
<ol>
the asset
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> image = asset(<span class="string">"image.example"</span>)</pre>
</ul>
</dd>
<dt>
<a name = "Asset:load"></a>
<strong>Asset:load (list)</strong>
</dt>
<dd>
Preload a list of assets.
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">list</span>
<span class="types"><span class="type">{"asset1",...}</span></span>
list of assets to load
</li>
</ul>
</dd>
<dt>
<a name = "Asset:clear"></a>
<strong>Asset:clear ()</strong>
</dt>
<dd>
Allow loaded assets to be garbage collected.
Only useful if the caching mode is set to &ldquo;manual&rdquo; duritng creation.
</ul>
</ul>
</ul>
</ul>
</dd>
</dl>
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@ -4,7 +4,7 @@
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>Ubiquitousse reference</title>
<link rel="stylesheet" href="../ldoc_fixed.css" type="text/css" />
<link rel="stylesheet" href="../ldoc_new.css" type="text/css" />
</head>
<body>
@ -31,24 +31,18 @@
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Fields</h2>
<ul class="nowrap">
<li><a href="#version">version</a></li>
<li><a href="#asset">asset</a></li>
<li><a href="#ecs">ecs</a></li>
<li><a href="#input">input</a></li>
<li><a href="#ldtk">ldtk</a></li>
<li><a href="#scene">scene</a></li>
<li><a href="#signal">signal</a></li>
<li><a href="#timer">timer</a></li>
<li><a href="#util">util</a></li>
<h2>Contents</h2>
<ul>
<li><a href="#Fields">Fields</a></li>
</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><strong>init</strong></li>
<li><strong>ubiquitousse</strong></li>
<li><a href="../modules/ldtk.html">ldtk</a></li>
<li><a href="../modules/ecs.html">ecs</a></li>
<li><a href="../modules/asset.html">asset</a></li>
</ul>
<h2>Topics</h2>
<ul class="">
@ -60,7 +54,7 @@
<div id="content">
<h1>Module <code>init</code></h1>
<h1>Module <code>ubiquitousse</code></h1>
<p>Ubiquitousse main module.</p>
<p> Set of various Lua libraries to make game development easier, mainly made to be used alongside the <a href="https://love2d.org/">LÖVE</a> game framework.
Nothing that hasn&rsquo;t been done before, but these are tailored to what I need. They can be used independently too, and are relatively portable, even without LÖVE.</p>
@ -118,6 +112,49 @@
</ul>
<h2><a href="#Fields">Fields</a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap><a href="#version">version</a></td>
<td class="summary">Ubiquitousse version string (currently <code>&quot;0.1.0&quot;</code>).</td>
</tr>
<tr>
<td class="name" nowrap><a href="#asset">asset</a></td>
<td class="summary">Asset manager module, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ecs">ecs</a></td>
<td class="summary">Entity Component System, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#input">input</a></td>
<td class="summary">Input management, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#ldtk">ldtk</a></td>
<td class="summary">LDtk level import, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#scene">scene</a></td>
<td class="summary">Scene management, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#signal">signal</a></td>
<td class="summary">Signal management, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#timer">timer</a></td>
<td class="summary">Timer utilities, if available.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#util">util</a></td>
<td class="summary">Various useful functions, if available.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Fields"></a>Fields</h2>
@ -130,6 +167,9 @@
Ubiquitousse version string (currently <code>&quot;0.1.0&quot;</code>).
</ul>
</ul>
</ul>
</ul>
@ -145,13 +185,16 @@
Asset manager module, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#asset">asset</a>
<a href="../modules/asset.html#">asset</a>
</ul>
@ -164,13 +207,16 @@
Entity Component System, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#ecs">ecs</a>
<a href="../modules/ecs.html#">ecs</a>
</ul>
@ -183,13 +229,16 @@
Input management, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#input">input</a>
<a href="../modules/ubiquitousse.html#input">input</a>
</ul>
@ -202,6 +251,9 @@
LDtk level import, if available.
</ul>
</ul>
</ul>
</ul>
@ -221,13 +273,16 @@
Scene management, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#scene">scene</a>
<a href="../modules/ubiquitousse.html#scene">scene</a>
</ul>
@ -240,13 +295,16 @@
Signal management, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#signal">signal</a>
<a href="../modules/ubiquitousse.html#signal">signal</a>
</ul>
@ -259,13 +317,16 @@
Timer utilities, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#timer">timer</a>
<a href="../modules/ubiquitousse.html#timer">timer</a>
</ul>
@ -278,13 +339,16 @@
Various useful functions, if available.
</ul>
</ul>
</ul>
</ul>
<h3>See also:</h3>
<ul>
<a href="../modules/init.html#util">util</a>
<a href="../modules/ubiquitousse.html#util">util</a>
</ul>
@ -296,7 +360,7 @@
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</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/init.html">init</a></li>
<li><a href="../modules/ubiquitousse.html">ubiquitousse</a></li>
<li><a href="../modules/ldtk.html">ldtk</a></li>
<li><a href="../modules/ecs.html">ecs</a></li>
<li><a href="../modules/asset.html">asset</a></li>
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</ul>
<h2>Modules</h2>
<ul class="nowrap">
<li><a href="../modules/init.html">init</a></li>
<li><a href="../modules/ubiquitousse.html">ubiquitousse</a></li>
<li><a href="../modules/ldtk.html">ldtk</a></li>
<li><a href="../modules/ecs.html">ecs</a></li>
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