py api: sphinx doc corrections, pep8 cleanup and style edits, also added __all__ to some modules which were missing it.
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@@ -1,6 +1,6 @@
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Physics Constraints (bge.constraints)
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==================================
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=====================================
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.. function:: createConstraint(physicsid, physicsid2, constrainttype, [pivotX, pivotY, pivotZ, [axisX, axisY, axisZ, [flag]]]])
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@@ -1,6 +1,6 @@
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Game Keys (bge.events)
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=============================
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======================
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*****
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Intro
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@@ -1,6 +1,7 @@
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Game Logic (bge.logic)
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============================
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======================
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*****
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Intro
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*****
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@@ -1,6 +1,6 @@
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Rasterizer (bge.render)
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=============================
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=======================
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*****
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Intro
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@@ -16,8 +16,8 @@ Intro
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import bge.render
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import bge.logic
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# SCALE sets the speed of motion
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SCALE=[1, 0.5]
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# scale sets the speed of motion
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scale = 1.0, 0.5
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co = bge.logic.getCurrentController()
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obj = co.getOwner()
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@@ -27,8 +27,8 @@ Intro
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# Transform the mouse coordinates to see how far the mouse has moved.
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def mousePos():
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x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
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y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
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x = (bge.render.getWindowWidth() / 2 - mouse.getXPosition()) * scale[0]
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y = (bge.render.getWindowHeight() / 2 - mouse.getYPosition()) * scale[1]
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return (x, y)
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pos = mousePos()
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@@ -43,7 +43,7 @@ Intro
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bge.logic.addActiveActuator(wmotion, True)
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# Centre the mouse
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bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
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bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2)
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*********
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Constants
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@@ -1,6 +1,6 @@
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Video Texture (bge.texture)
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==============================
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===========================
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*****
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Intro
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@@ -1,6 +1,6 @@
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Game Types (bge.types)
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=============================
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======================
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.. module:: bge.types
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@@ -1,6 +1,6 @@
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OpenGL Wrapper (bgl)
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===========================
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====================
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.. module:: bgl
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@@ -71,8 +71,8 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
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.. seealso:: `OpenGL Docs <http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/begin.html>`_
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:type mode: Enumerated constant
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:arg mode: Specifies the primitive that will be create from vertices between glBegin and
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glEnd.
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:arg mode: Specifies the primitive that will be create from vertices between
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glBegin and glEnd.
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.. function:: glBindTexture(target, texture):
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@@ -1886,4 +1886,3 @@ class Buffer:
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the Buffer. If a template is not passed in all fields will be initialized to 0.
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:rtype: Buffer object
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:return: The newly created buffer as a PyObject.
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@@ -416,6 +416,7 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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del key, descr
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classes = []
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submodules = []
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for attribute in module_dir:
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if not attribute.startswith("_"):
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@@ -437,6 +438,8 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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py_c_func2sphinx("", fw, module_name, None, attribute, value, is_class=False)
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elif value_type == type:
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classes.append((attribute, value))
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elif issubclass(value_type, types.ModuleType):
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submodules.append((attribute, value))
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elif value_type in (bool, int, float, str, tuple):
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# constant, not much fun we can do here except to list it.
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# TODO, figure out some way to document these!
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@@ -444,12 +447,26 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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write_indented_lines(" ", fw, "constant value %s" % repr(value), False)
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fw("\n")
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else:
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print("\tnot documenting %s.%s" % (module_name, attribute))
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print("\tnot documenting %s.%s of %r type" % (module_name, attribute, value_type.__name__))
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continue
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attribute_set.add(attribute)
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# TODO, more types...
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# TODO, bpy_extras does this already, mathutils not.
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"""
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if submodules:
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fw("\n"
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"**********\n"
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"Submodules\n"
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"**********\n"
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"\n"
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)
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for attribute, submod in submodules:
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fw("* :mod:`%s.%s`\n" % (module_name, attribute))
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fw("\n")
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"""
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# write collected classes now
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for (type_name, value) in classes:
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# May need to be its own function
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