py api: sphinx doc corrections, pep8 cleanup and style edits, also added __all__ to some modules which were missing it.

This commit is contained in:
Campbell Barton
2011-07-31 03:15:37 +00:00
parent 670f58023c
commit f4293067c1
23 changed files with 380 additions and 158 deletions

View File

@@ -1,6 +1,6 @@
Physics Constraints (bge.constraints)
==================================
=====================================
.. function:: createConstraint(physicsid, physicsid2, constrainttype, [pivotX, pivotY, pivotZ, [axisX, axisY, axisZ, [flag]]]])

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@@ -1,6 +1,6 @@
Game Keys (bge.events)
=============================
======================
*****
Intro

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@@ -1,6 +1,7 @@
Game Logic (bge.logic)
============================
======================
*****
Intro
*****

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@@ -1,6 +1,6 @@
Rasterizer (bge.render)
=============================
=======================
*****
Intro
@@ -16,8 +16,8 @@ Intro
import bge.render
import bge.logic
# SCALE sets the speed of motion
SCALE=[1, 0.5]
# scale sets the speed of motion
scale = 1.0, 0.5
co = bge.logic.getCurrentController()
obj = co.getOwner()
@@ -27,8 +27,8 @@ Intro
# Transform the mouse coordinates to see how far the mouse has moved.
def mousePos():
x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
x = (bge.render.getWindowWidth() / 2 - mouse.getXPosition()) * scale[0]
y = (bge.render.getWindowHeight() / 2 - mouse.getYPosition()) * scale[1]
return (x, y)
pos = mousePos()
@@ -43,7 +43,7 @@ Intro
bge.logic.addActiveActuator(wmotion, True)
# Centre the mouse
bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2)
*********
Constants

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@@ -1,6 +1,6 @@
Video Texture (bge.texture)
==============================
===========================
*****
Intro

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@@ -1,6 +1,6 @@
Game Types (bge.types)
=============================
======================
.. module:: bge.types

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@@ -1,6 +1,6 @@
OpenGL Wrapper (bgl)
===========================
====================
.. module:: bgl
@@ -71,8 +71,8 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
.. seealso:: `OpenGL Docs <http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/begin.html>`_
:type mode: Enumerated constant
:arg mode: Specifies the primitive that will be create from vertices between glBegin and
glEnd.
:arg mode: Specifies the primitive that will be create from vertices between
glBegin and glEnd.
.. function:: glBindTexture(target, texture):
@@ -1886,4 +1886,3 @@ class Buffer:
the Buffer. If a template is not passed in all fields will be initialized to 0.
:rtype: Buffer object
:return: The newly created buffer as a PyObject.

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@@ -416,6 +416,7 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
del key, descr
classes = []
submodules = []
for attribute in module_dir:
if not attribute.startswith("_"):
@@ -437,6 +438,8 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
py_c_func2sphinx("", fw, module_name, None, attribute, value, is_class=False)
elif value_type == type:
classes.append((attribute, value))
elif issubclass(value_type, types.ModuleType):
submodules.append((attribute, value))
elif value_type in (bool, int, float, str, tuple):
# constant, not much fun we can do here except to list it.
# TODO, figure out some way to document these!
@@ -444,12 +447,26 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
write_indented_lines(" ", fw, "constant value %s" % repr(value), False)
fw("\n")
else:
print("\tnot documenting %s.%s" % (module_name, attribute))
print("\tnot documenting %s.%s of %r type" % (module_name, attribute, value_type.__name__))
continue
attribute_set.add(attribute)
# TODO, more types...
# TODO, bpy_extras does this already, mathutils not.
"""
if submodules:
fw("\n"
"**********\n"
"Submodules\n"
"**********\n"
"\n"
)
for attribute, submod in submodules:
fw("* :mod:`%s.%s`\n" % (module_name, attribute))
fw("\n")
"""
# write collected classes now
for (type_name, value) in classes:
# May need to be its own function