Poll

Should un-commented functions be included in the output by default?

Yes
7 (77.8%)
No
2 (22.2%)

Total Members Voted: 9

Author Topic: TorqueDoc | Ready for use!  (Read 4394 times)

Am I missing any?

Code: [Select]
//VARIABLE TYPES:
// - bool
// - datablock
// - float
// - int
// - object
// - point2F
// - point2I
// - point3F
// - point3I
// - string
// - transform
// - vector2F
// - vector2I
// - vector3F
// - vector3I
« Last Edit: December 06, 2013, 04:53:23 PM by Greek2me »

Make this a public bitbucket :c.
I think it is safe to say that nearly every modder wants this right now.

You forgot all the GUI Objects

Make this a public bitbucket :c.
I think it is safe to say that nearly every modder wants this right now.

You forgot all the GUI Objects

I will once I clean it up a bit more.

GUI Objects => "object". The only exception I made was for datablocks.

I will once I clean it up a bit more.

GUI Objects => "object". The only exception I made was for datablocks.
You go in to be as specific whether or not you put ints or floats in vects (which in TS dont make a difference) but you will put something as blunt and undescriptive as "object"

:/

Scratch that, you will be able to define the class name of the object.

Also, new poll: Should un-commented functions appear in the output?

Scratch that, you will be able to define the class name of the object.

Make it possible to write a type such as "->SimGroup", meaning any object that inherits from SimGroup.

Also, new poll: Should un-commented functions appear in the output?

Yes, at the bottom, unless they start with an underscore (private).

I made a far better output design.

https://dl.dropboxusercontent.com/u/55614369/TorqueDoc.html

Try it yourself (updates in realtime based on the data you enter):

https://dl.dropboxusercontent.com/u/55614369/index_dropbox.html

« Last Edit: December 07, 2013, 11:51:42 AM by Port »

In my opinion, for the types, go with optional. Maybe "// @param param[: string] some value". For bonus points, type inference (if you see a value used as an object, it's probably an object, if you pass it to something you know takes a string, it's probably a string, etc)!

On another note, what would the point of running this from within Blockland be? I'ts just a tool you run before releasing, not while developing or as a user, would be it would be useful if you could have a travis/jenkins job do it automatically.

For the private stuff, Scaladoc handles that pretty nicely.
« Last Edit: December 07, 2013, 11:53:10 AM by DontCare4Free »

Update!

This now uses Port's layout, although I made several changes to his. I think I'm nearing completion of the basics. Here's the new webpage:

http://greekmods.webs.com/mods/Script_TorqueDoc/export-base-Slayer-Dependencies-Bots.cs.html

The file used to generate it: http://greekmods.webs.com/mods/Script_TorqueDoc/Bots.cs

Adding a navigation bar to the left-hand side.

Struggling with CSS:
« Last Edit: December 08, 2013, 03:14:26 PM by Greek2me »

« Last Edit: December 09, 2013, 07:19:18 AM by Port »

How about a standardized concept of custom classes in TorqueScript? For example, my generator considers a function whose return type is the same as it's name a constructor and a declaration of a class. Any functions in the namespace (i.e. <foo>::bar for foo) are assigned to that class if defined in the same file.

Basic example:

Input: https://github.com/portify/dokus/blob/master/tests/heapQueue.cs
Output: https://dl.dropboxusercontent.com/u/55614369/heapQueue.cs.html

More complex example (abstract classes):

Input: https://github.com/portify/dokus/blob/master/tests/documentStorage.cs
Output: https://dl.dropboxusercontent.com/u/55614369/documentStorage.cs.html
« Last Edit: December 10, 2013, 12:03:23 PM by Port »

I've made a public repo for this... https://bitbucket.org/Greek2me/script_torquedoc

This is not ready for use yet, but I'd like any ideas or critiques. Keep in mind that I don't really have time to actually fix things right now.

Will this be able to update variables realtime, so if a change is inputted into the script, the text will change in the webpage instantly? That would be amazing. Nonetheless, it looks extremely organized and useful. Good work!

Will this be able to update variables realtime, so if a change is inputted into the script, the text will change in the webpage instantly? That would be amazing. Nonetheless, it looks extremely organized and useful. Good work!
Since it's written in TorqueScript (which doesn't have proper support for monitoring files) for some odd reason, that's not gonna happen. At least not unless you want to spam-read the HDD (just about the worst thing you could do for overall computer performance, save for spam-writing it).