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remove "see href" from xml docs since some IDEs can't display that
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5 changed files with 30 additions and 30 deletions
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@ -30,8 +30,8 @@ namespace MLEM.Data {
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/// </example>
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/// </summary>
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/// <remarks>
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/// To see a Data Texture Atlas in action, you can check out the sandbox project: <see href="https://github.com/Ellpeck/MLEM/blob/main/Sandbox/Content/Textures/Furniture.atlas"/>.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: <see href="https://github.com/Ellpeck/MLEM/blob/main/Utilities/Populate%20Data%20Texture%20Atlas.lua"/>.
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/// To see a Data Texture Atlas in action, you can check out the sandbox project: https://github.com/Ellpeck/MLEM/blob/main/Sandbox/Content/Textures/Furniture.atlas.
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/// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://github.com/Ellpeck/MLEM/blob/main/Utilities/Populate%20Data%20Texture%20Atlas.lua.
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/// </remarks>
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public class DataTextureAtlas {
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@ -16,7 +16,7 @@ namespace MLEM.Ui {
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/// <summary>
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/// A ui system is the central location for the updating and rendering of all ui <see cref="Element"/>s.
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/// Each element added to the root of the ui system is assigned a <see cref="RootElement"/> that has additional data like a transformation matrix.
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/// For more information on how ui systems work, check out <see href="https://mlem.ellpeck.de/articles/ui.html"/>
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/// For more information on how ui systems work, check out https://mlem.ellpeck.de/articles/ui.html.
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/// </summary>
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public class UiSystem : GameComponent {
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@ -13,7 +13,7 @@ namespace MLEM.Misc {
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/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
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///
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/// For auto-tiling in this way to work, the tiles have to be laid out in a specific order. This order is shown in the auto-tiling demo's textures.
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/// For more information and an example, see <see href="https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28"/>
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/// For more information and an example, see https://github.com/Ellpeck/MLEM/blob/main/Demos/AutoTilingDemo.cs#L20-L28.
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/// </summary>
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/// <param name="batch"></param>
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/// <param name="pos"></param>
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@ -2,64 +2,64 @@ using System;
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namespace MLEM.Misc {
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/// <summary>
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/// This class contains a set of easing functions, adapted from <see href="https://easings.net"/>.
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/// This class contains a set of easing functions, adapted from https://easings.net.
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/// These can be used for ui elements or any other kind of animations.
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/// By default, each function takes an input that ranges between 0 and 1, and produces an output that roughly ranges between 0 and 1. To change this behavior, you can use <see cref="ScaleInput"/> and <see cref="ScaleOutput"/>.
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/// </summary>
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public static class Easings {
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/// <summary><see href="https://easings.net/#easeInSine"/></summary>
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/// <summary>https://easings.net/#easeInSine</summary>
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public static readonly Easing InSine = p => 1 - (float) Math.Cos(p * Math.PI / 2);
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/// <summary><see href="https://easings.net/#easeOutSine"/></summary>
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/// <summary>https://easings.net/#easeOutSine</summary>
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public static readonly Easing OutSine = p => (float) Math.Sin(p * Math.PI / 2);
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/// <summary><see href="https://easings.net/#easeInOutSine"/></summary>
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/// <summary>https://easings.net/#easeInOutSine</summary>
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public static readonly Easing InOutSine = p => -((float) Math.Cos(p * Math.PI) - 1) / 2;
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/// <summary><see href="https://easings.net/#easeInQuad"/></summary>
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/// <summary>https://easings.net/#easeInQuad</summary>
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public static readonly Easing InQuad = p => p * p;
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/// <summary><see href="https://easings.net/#easeOutQuad"/></summary>
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/// <summary>https://easings.net/#easeOutQuad</summary>
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public static readonly Easing OutQuad = p => 1 - (1 - p) * (1 - p);
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/// <summary><see href="https://easings.net/#easeInOutQuad"/></summary>
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/// <summary>https://easings.net/#easeInOutQuad</summary>
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public static readonly Easing InOutQuad = p => p < 0.5F ? 2 * p * p : 1 - (-2 * p + 2) * (-2 * p + 2) / 2;
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/// <summary><see href="https://easings.net/#easeInCubic"/></summary>
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/// <summary>https://easings.net/#easeInCubic</summary>
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public static readonly Easing InCubic = p => p * p * p;
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/// <summary><see href="https://easings.net/#easeOutCubic"/></summary>
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/// <summary>https://easings.net/#easeOutCubic</summary>
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public static readonly Easing OutCubic = p => 1 - (1 - p) * (1 - p) * (1 - p);
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/// <summary><see href="https://easings.net/#easeInOutCubic"/></summary>
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/// <summary>https://easings.net/#easeInOutCubic</summary>
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public static readonly Easing InOutCubic = p => p < 0.5F ? 4 * p * p * p : 1 - (-2 * p + 2) * (-2 * p + 2) * (-2 * p + 2) / 2;
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/// <summary><see href="https://easings.net/#easeInExpo"/></summary>
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/// <summary>https://easings.net/#easeInExpo</summary>
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public static readonly Easing InExpo = p => p == 0 ? 0 : (float) Math.Pow(2, 10 * p - 10);
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/// <summary><see href="https://easings.net/#easeOutExpo"/></summary>
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/// <summary>https://easings.net/#easeOutExpo</summary>
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public static readonly Easing OutExpo = p => p == 1 ? 1 : 1 - (float) Math.Pow(2, -10 * p);
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/// <summary><see href="https://easings.net/#easeInOutExpo"/></summary>
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/// <summary>https://easings.net/#easeInOutExpo</summary>
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public static readonly Easing InOutExpo = p => p == 0 ? 0 : p == 1 ? 1 : p < 0.5F ? (float) Math.Pow(2, 20 * p - 10) / 2 : (2 - (float) Math.Pow(2, -20 * p + 10)) / 2;
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/// <summary><see href="https://easings.net/#easeInCirc"/></summary>
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/// <summary>https://easings.net/#easeInCirc</summary>
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public static readonly Easing InCirc = p => 1 - (float) Math.Sqrt(1 - p * p);
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/// <summary><see href="https://easings.net/#easeOutCirc"/></summary>
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/// <summary>https://easings.net/#easeOutCirc</summary>
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public static readonly Easing OutCirc = p => (float) Math.Sqrt(1 - (p - 1) * (p - 1));
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/// <summary><see href="https://easings.net/#easeInOutCirc"/></summary>
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/// <summary>https://easings.net/#easeInOutCirc</summary>
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public static readonly Easing InOutCirc = p => p < 0.5F ? (1 - (float) Math.Sqrt(1 - 2 * p * (2 * p))) / 2 : ((float) Math.Sqrt(1 - (-2 * p + 2) * (-2 * p + 2)) + 1) / 2;
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/// <summary><see href="https://easings.net/#easeInBack"/></summary>
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/// <summary>https://easings.net/#easeInBack</summary>
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public static readonly Easing InBack = p => 2.70158F * p * p * p - 1.70158F * p * p;
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/// <summary><see href="https://easings.net/#easeOutBack"/></summary>
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/// <summary>https://easings.net/#easeOutBack</summary>
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public static readonly Easing OutBack = p => 1 + 2.70158F * (p - 1) * (p - 1) * (p - 1) + 1.70158F * (p - 1) * (p - 1);
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/// <summary><see href="https://easings.net/#easeInOutBack"/></summary>
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/// <summary>https://easings.net/#easeInOutBack</summary>
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public static readonly Easing InOutBack = p => p < 0.5 ? 2 * p * (2 * p) * ((2.594909F + 1) * 2 * p - 2.594909F) / 2 : ((2 * p - 2) * (2 * p - 2) * ((2.594909F + 1) * (p * 2 - 2) + 2.594909F) + 2) / 2;
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/// <summary><see href="https://easings.net/#easeInElastic"/></summary>
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/// <summary>https://easings.net/#easeInElastic</summary>
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public static readonly Easing InElastic = p => p == 0 ? 0 : p == 1 ? 1 : -(float) Math.Pow(2, 10 * p - 10) * (float) Math.Sin((p * 10 - 10.75) * 2.094395F);
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/// <summary><see href="https://easings.net/#easeOutElastic"/></summary>
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/// <summary>https://easings.net/#easeOutElastic</summary>
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public static readonly Easing OutElastic = p => p == 0 ? 0 : p == 1 ? 1 : (float) Math.Pow(2, -10 * p) * (float) Math.Sin((p * 10 - 0.75) * 2.0943951023932F) + 1;
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/// <summary><see href="https://easings.net/#easeInOutElastic"/></summary>
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/// <summary>https://easings.net/#easeInOutElastic</summary>
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public static readonly Easing InOutElastic = p => p == 0 ? 0 : p == 1 ? 1 : p < 0.5 ? -((float) Math.Pow(2, 20 * p - 10) * (float) Math.Sin((20 * p - 11.125) * 1.39626340159546F)) / 2 : (float) Math.Pow(2, -20 * p + 10) * (float) Math.Sin((20 * p - 11.125) * 1.39626340159546F) / 2 + 1;
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/// <summary><see href="https://easings.net/#easeInBounce"/></summary>
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/// <summary>https://easings.net/#easeInBounce</summary>
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public static readonly Easing InBounce = p => 1 - OutBounce(1 - p);
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/// <summary><see href="https://easings.net/#easeOutBounce"/></summary>
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/// <summary>https://easings.net/#easeOutBounce</summary>
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public static readonly Easing OutBounce = p => {
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const float n1 = 7.5625F;
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const float d1 = 2.75F;
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@ -73,7 +73,7 @@ namespace MLEM.Misc {
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return n1 * (p -= 2.625F / d1) * p + 0.984375F;
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}
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};
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/// <summary><see href="https://easings.net/#easeInOutBounce"/></summary>
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/// <summary>https://easings.net/#easeInOutBounce</summary>
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public static readonly Easing InOutBounce = p => p < 0.5 ? (1 - OutBounce(1 - 2 * p)) / 2 : (1 + OutBounce(2 * p - 1)) / 2;
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/// <summary>
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@ -10,7 +10,7 @@ namespace MLEM.Misc {
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/// <summary>
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/// MlemPlatform is a wrapper around some of MonoGame's platform-dependent behavior to allow for MLEM to stay platform-independent.
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/// See <see cref="DesktopGl{T}"/>, <see cref="Mobile"/> and <see cref="None"/> for information on the specific platforms.
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/// The MLEM demos' main classes also make use of this functionality: <see href="https://github.com/Ellpeck/MLEM/blob/main/Demos.DesktopGL/Program.cs#L8"/> and <see href="https://github.com/Ellpeck/MLEM/blob/main/Demos.Android/Activity1.cs#L33"/>.
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/// The MLEM demos' main classes also make use of this functionality: https://github.com/Ellpeck/MLEM/blob/main/Demos.DesktopGL/Program.cs#L8 and https://github.com/Ellpeck/MLEM/blob/main/Demos.Android/Activity1.cs#L33.
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/// </summary>
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public abstract class MlemPlatform {
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