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some docs website improvements with new docfx version

This commit is contained in:
Ell 2023-04-15 15:11:50 +02:00
parent 5f02e701d9
commit 1e16c6fdc5
10 changed files with 24 additions and 15 deletions

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@ -1,16 +1,25 @@
- name: MLEM.Ui
href: ui.md
- name: MLEM
- name: Font Extensions
href: font_extensions.md
- name: Text Formatting
href: text_formatting.md
- name: Input Handler
href: input.md
- name: Raw Content Manager
href: raw_content.md
- name: Sprite Animations
href: sprite_animations.md
- name: MLEM.Ui
- name: MLEM.Ui
href: ui.md
- name: MLEM.Extended
- name: Tiled Extensions
href: tiled_extensions.md
- name: MLEM.Data
- name: Raw Content Manager
href: raw_content.md
- name: MLEM.Startup
href: startup.md
- name: MLEM.Startup
href: startup.md

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@ -49,7 +49,7 @@ namespace MLEM.Data {
/// Creates a new runtime texture packer with the given settings.
/// </summary>
/// <param name="maxWidth">The maximum width that the packed texture can have. Defaults to 2048.</param>
/// <param name="autoIncreaseMaxWidth">Whether the maximum width should be increased if there is a texture to be packed that is wider than <see cref="maxWidth"/>. Defaults to false.</param>
/// <param name="autoIncreaseMaxWidth">Whether the maximum width should be increased if there is a texture to be packed that is wider than the maximum width specified in the constructor. Defaults to false.</param>
/// <param name="forcePowerOfTwo">Whether the resulting <see cref="PackedTexture"/> should have a width and height that is a power of two.</param>
/// <param name="forceSquare">Whether the resulting <see cref="PackedTexture"/> should be square regardless of required size.</param>
/// <param name="disposeTextures">Whether the original textures submitted to this texture packer should be disposed after packing.</param>

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@ -190,7 +190,7 @@ namespace MLEM.Extended.Tiled {
}
/// <summary>
/// A delegate method used for <see cref="IndividualTiledMapRenderer.depthFunction"/>.
/// A delegate method used for an <see cref="IndividualTiledMapRenderer"/>'s depth function.
/// The idea is to return a depth (between 0 and 1) for the given tile that determines where in the sprite batch it should be rendererd.
/// Note that, for this depth function to take effect, the sprite batch needs to begin with <see cref="SpriteSortMode.FrontToBack"/> or <see cref="SpriteSortMode.BackToFront"/>.
/// </summary>

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@ -76,7 +76,7 @@ namespace MLEM.Ui.Elements {
public bool CanSelectDisabled;
/// <summary>
/// An optional function that can be used to modify the result of <see cref="IsDisabled"/> automatically based on a user-defined condition. This removes the need to disable a button based on a condition in <see cref="Element.OnUpdated"/> or manually.
/// Note that, if <see cref="IsDisabled"/>'s underlying value is set to <see langword="true"/> using <see cref="set_IsDisabled"/>, this function's result will be ignored.
/// Note that, if <see cref="IsDisabled"/>'s underlying value is set to <see langword="true"/> using <see cref="IsDisabled"/>, this function's result will be ignored.
/// </summary>
public Func<Button, bool> AutoDisableCondition;

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@ -13,13 +13,13 @@ namespace MLEM.Ui.Elements {
/// <summary>
/// A panel element to be used inside of a <see cref="UiSystem"/>.
/// The panel is a complex element that displays a box as a background to all of its child elements.
/// Additionally, a panel can be set to <see cref="scrollOverflow"/> on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
/// Additionally, a panel can be set to scroll overflowing elements on construction, which causes all elements that don't fit into the panel to be hidden until scrolled to using a <see cref="ScrollBar"/>.
/// </summary>
public class Panel : Element {
/// <summary>
/// The scroll bar that this panel contains.
/// This is only nonnull if <see cref="scrollOverflow"/> is true.
/// This is only nonnull if scrolling overflow was enabled in the constructor.
/// Note that some scroll bar styling is controlled by this panel, namely <see cref="StepPerScroll"/> and <see cref="ScrollerSize"/>.
/// </summary>
public readonly ScrollBar ScrollBar;

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@ -10,7 +10,7 @@ using MLEM.Ui.Style;
namespace MLEM.Ui.Elements {
/// <summary>
/// A progress bar element to use inside of a <see cref="UiSystem"/>.
/// A progress bar is an element that fills up a bar based on a given <see cref="currentValue"/> percentage.
/// A progress bar is an element that fills up a bar based on a given <see cref="CurrentValue"/> percentage.
/// </summary>
public class ProgressBar : Element {

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@ -196,7 +196,7 @@ namespace MLEM.Ui.Elements {
}
/// <summary>
/// Causes this tooltip's position to be snapped to the mouse position, or the <see cref="snapElement"/> if <see cref="DisplayInAutoNavMode"/> is true, or the <see cref="SnapPosition"/> if set.
/// Causes this tooltip's position to be snapped to the mouse position, or the element to snap to if <see cref="DisplayInAutoNavMode"/> is true, or the <see cref="SnapPosition"/> if set.
/// </summary>
public void SnapPositionToMouse() {
Vector2 snapPosition;

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@ -13,7 +13,7 @@ namespace MLEM.Cameras {
/// <summary>
/// This field holds an epsilon value used in some camera calculations to mitigate floating point rounding inaccuracies.
/// If camera <see cref="Position"/> or <see cref="Viewport"/> size are extremely small or extremely big, this value can be reduced or increased.
/// If camera <see cref="Position"/> or <see cref="ScaledViewport"/> size are extremely small or extremely big, this value can be reduced or increased.
/// </summary>
public static float Epsilon = 0.01F;

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@ -32,7 +32,7 @@ namespace MLEM.Input {
public static readonly GenericInput[] AllInputs = GenericInput.AllKeys.Concat(GenericInput.AllMouseButtons).Concat(GenericInput.AllButtons).ToArray();
/// <summary>
/// The <see cref="InputType"/> of this generic input's current <see cref="value"/>.
/// The <see cref="InputType"/> of this generic input's current value.
/// </summary>
[DataMember]
public readonly InputType Type;

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@ -1,5 +1,5 @@
#addin nuget:?package=Cake.DocFx&version=1.0.0
#tool dotnet:?package=docfx&version=2.63.0
#tool dotnet:?package=docfx&version=2.65.3
// this is the upcoming version, for prereleases
var version = Argument("version", "6.2.0");