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Lunatic doc: add Lua source code highlighting using GNU Source-highlight.
DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@4113 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 35 additions and 3 deletions
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@ -1,7 +1,14 @@
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FILES=lunatic.html lunacon.html
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FILES=lunatic.html lunacon.html
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%.html: %.txt
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# NOTE: the 'source-highlight-args' attribute is not present in the default
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asciidoc $<
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# AsciiDoc distribution. It has to be hacked into its
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# filters/source/source-highlight-filter.conf like this:
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#
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# filter="source-highlight -f xhtml -s {language} (...)"
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# -->
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# filter="source-highlight {source-highlight-args} -f xhtml -s {language} (...)"
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%.html: %.txt Makefile lunatic_sh.style
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asciidoc -v -a source-highlight-args="--style-file=$(shell pwd)/lunatic_sh.style" $<
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all: $(FILES)
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all: $(FILES)
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@ -6,6 +6,7 @@ Helixhorned <contact: Duke4.net forums>
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:icons:
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:icons:
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:toc:
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:toc:
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:language: lua
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[red]*DRAFT DRAFT DRAFT*
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[red]*DRAFT DRAFT DRAFT*
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@ -202,6 +203,7 @@ will place them into this ``hidden'' table. Assuming no subsequent *`return`*
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is placed at file scope, this table will be the one obtained by a `require` for
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is placed at file scope, this table will be the one obtained by a `require` for
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the module at the client side.
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the module at the client side.
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[source]
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.Example file using using `module`
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.Example file using using `module`
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----------
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----------
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-- Import section: cache everything the module needs into locals
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-- Import section: cache everything the module needs into locals
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@ -230,7 +232,8 @@ possible to return its table directly instead of using `module`. However, due
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to the way modules are loaded, a trailing *`return`* statement must be wrapped
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to the way modules are loaded, a trailing *`return`* statement must be wrapped
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in a *`do`*...*`end`* block, like this:
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in a *`do`*...*`end`* block, like this:
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.Example module `MyEnemyDefs.lua` explicitly returning table
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.Example module `MyEnemyDefs.lua` explicitly returning a table
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[source]
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----------
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----------
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local args = { ... }
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local args = { ... }
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do return {
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do return {
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@ -431,6 +434,7 @@ event or actor code, the behavior is undefined.
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Composite variables can be used in various ways. All of them allow indexing
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Composite variables can be used in various ways. All of them allow indexing
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with an integer value from `0` to some maximum (sometimes the size of the array
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with an integer value from `0` to some maximum (sometimes the size of the array
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minus one, but occasionally less). For example, the code snippet
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minus one, but occasionally less). For example, the code snippet
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[source]
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----------
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----------
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local sec = sector[0]
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local sec = sector[0]
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----------
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----------
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@ -439,6 +443,7 @@ This reference can then be used to both read and write its members.
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Various structures also provide _methods_ in Lunatic to modify their state,
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Various structures also provide _methods_ in Lunatic to modify their state,
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usable with Lua's `v:func(args...)` syntax. Building on the previous example,
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usable with Lua's `v:func(args...)` syntax. Building on the previous example,
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[source]
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----------
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----------
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local cz = sec:ceilingzat(wall[sec.wallptr])
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local cz = sec:ceilingzat(wall[sec.wallptr])
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----------
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----------
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@ -449,6 +454,7 @@ Finally, some composite variables offer _static data_, which can contain
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functions or tables of constants. These are accessed using the dot notation on
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functions or tables of constants. These are accessed using the dot notation on
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the composite variable, *not* its constituents. For instance, the following can
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the composite variable, *not* its constituents. For instance, the following can
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be used to change the sector number of the sprite with index `i` manually:
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be used to change the sector number of the sprite with index `i` manually:
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[source]
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----------
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----------
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sprite.changesect(i, sectnum)
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sprite.changesect(i, sectnum)
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----------
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----------
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@ -545,6 +551,7 @@ Returns a number containing the bits of `bf` bitwise ANDed with those in
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.Examples
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.Examples
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==========
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==========
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After the lines setting sprite `i` to 33% translucent and blocking,
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After the lines setting sprite `i` to 33% translucent and blocking,
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[source]
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----------
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----------
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local CS = sprite.CSTAT
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local CS = sprite.CSTAT
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local spr = sprite[i]
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local spr = sprite[i]
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@ -594,6 +601,7 @@ member names given below.
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.Different ways of accessing the same member
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.Different ways of accessing the same member
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==========
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==========
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After the code lines
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After the code lines
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[source]
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----------
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----------
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local sec = sector[0]
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local sec = sector[0]
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local ceil = sec.ceiling
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local ceil = sec.ceiling
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@ -859,6 +867,7 @@ top. However, the per-tile z offset is not taken into account.
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Unconditionally sets the position of `spr` to `pos`, which can be anything
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Unconditionally sets the position of `spr` to `pos`, which can be anything
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indexable with `x`, `y` and `z`. Thus, in effect a shorthand for
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indexable with `x`, `y` and `z`. Thus, in effect a shorthand for
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+
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+
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[source]
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----------
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----------
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spr.x, spr.y, spr.z = pos.x, pos.y, pos.z
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spr.x, spr.y, spr.z = pos.x, pos.y, pos.z
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----------
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----------
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@ -901,6 +910,7 @@ the game world, or `sectnum` is an invalid sector index, an error is thrown.
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Updates the sector number of the sprite with index `i`, in effect setting
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Updates the sector number of the sprite with index `i`, in effect setting
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`sprite[i]`'s sector number to the result of
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`sprite[i]`'s sector number to the result of
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+
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+
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[source]
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----------
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----------
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updatesector(sprite[i].pos, sprite[i].sectnum, flags)
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updatesector(sprite[i].pos, sprite[i].sectnum, flags)
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----------
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----------
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@ -1014,6 +1024,7 @@ Sets the AI of actor `a` to `ai`, which must be an object returned by
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<<con_ai,`con.ai`>>. In addition to setting the current AI ID of the actor,
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<<con_ai,`con.ai`>>. In addition to setting the current AI ID of the actor,
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`a:set_ai(ai)` is equivalent to the sequence
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`a:set_ai(ai)` is equivalent to the sequence
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+
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+
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[source]
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----------
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----------
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a:set_action(ai.act)
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a:set_action(ai.act)
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a:set_move(ai.mov, ai.movflags)
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a:set_move(ai.mov, ai.movflags)
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@ -1098,6 +1109,7 @@ themselves being of signed 16-bit integer type. The array can be indexed with
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valid weapon numbers, or weapon names. In the following (constructed) example,
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valid weapon numbers, or weapon names. In the following (constructed) example,
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the first player's current pistol ammo count is set to that of the currently
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the first player's current pistol ammo count is set to that of the currently
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selected weapon:
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selected weapon:
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[source]
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----------
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----------
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local ps = player[0]
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local ps = player[0]
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ps.ammo_amount.PISTOL = ps.ammo_amount[ps.curr_weapon]
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ps.ammo_amount.PISTOL = ps.ammo_amount[ps.curr_weapon]
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@ -1556,6 +1568,7 @@ keys.
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Since the vector types are compound objects, they are always passed around by
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Since the vector types are compound objects, they are always passed around by
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reference. For example, consider executing
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reference. For example, consider executing
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[source]
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----------
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----------
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v = xmath.vec3(0, 1)
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v = xmath.vec3(0, 1)
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w = v
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w = v
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@ -1730,6 +1743,7 @@ code increments its hidden ``action tics'' counter by four (= 120/30).]
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.Equivalent `action` definitions
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.Equivalent `action` definitions
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==========
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==========
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Each of the following calls return an action with the same public members:
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Each of the following calls return an action with the same public members:
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[source]
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----------
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----------
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con.action{0, 4, delay=20}
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con.action{0, 4, delay=20}
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con.action{0, 4, 1, 1, 20}
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con.action{0, 4, 1, 1, 20}
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@ -1792,6 +1806,7 @@ transfers control to the beginning of the next in the chain if it exists.
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.`con.longjmp` with chained events
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.`con.longjmp` with chained events
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==========
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==========
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The following two chained `EVENT_JUMP` definitions,
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The following two chained `EVENT_JUMP` definitions,
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[source]
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----------
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----------
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gameevent{"JUMP", function(_, pli)
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gameevent{"JUMP", function(_, pli)
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print("jump:first")
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print("jump:first")
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10
polymer/eduke32/source/lunatic/doc/lunatic_sh.style
Normal file
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polymer/eduke32/source/lunatic/doc/lunatic_sh.style
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@ -0,0 +1,10 @@
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// Custom style file for GNU Source-highlight, derived from its default.style
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bgcolor "white"; // the background color for documents
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context gray; // the color for context lines (when specified with line ranges)
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keyword darkblue b; // for language keywords
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string "#116611" f; // for strings and chars
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specialchar pink f; // for special chars, e.g., \n, \t, \\
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comment "#444444" i, noref; // for comments
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cbracket red; // for block brackets (e.g. {, })
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