T2D Quick Reference
by 0x336699 · in Torque Game Builder · 03/19/2005 (3:31 pm) · 19 replies
I whipped up a quick Python script that scans the T2D engine sources and spits out a nice little HTML quick-reference of all the T2D-specific console classes. Each class is shown as a title box that, when clicked,
expands to reveal that class' fields and methods.
The resulting HTML has been submitted as a resource, which has yet to be approved. However, a .zip with the Python script I used and instructions on how to build the quick reference yourself can be found here:
adsl.187.35.willamette.net/0x336699/t2d-quick-ref.zip
This is a very terse auto-generated reference and is by no means a replacement for the PDF reference doc. I just like to have a nice easy-to-browse list of classes and methods on hand. Maybe someone else will find this useful.
(edit: link to Python script + instructions)
expands to reveal that class' fields and methods.
The resulting HTML has been submitted as a resource, which has yet to be approved. However, a .zip with the Python script I used and instructions on how to build the quick reference yourself can be found here:
adsl.187.35.willamette.net/0x336699/t2d-quick-ref.zip
This is a very terse auto-generated reference and is by no means a replacement for the PDF reference doc. I just like to have a nice easy-to-browse list of classes and methods on hand. Maybe someone else will find this useful.
(edit: link to Python script + instructions)
About the author
#3
03/19/2005 (5:19 pm)
Thx! btw after doing the FAQ and running into the problem of restricted info being offsite (at the request of GG) I submited a resource and we found that if you submit a resource (a CODE one) and include the .html file as the code file, people can then access that (you can link that file) so its onsite :) plus then it will show up in the Code Snippets listing so people can catch it more, btw great resource... (also found you can update the private resources too)
#4
Right. Okay I've submitted a resource and taken down the file at the URL. I'll post here again when the resource is approved.
03/19/2005 (5:27 pm)
Quote:
btw after doing the FAQ and running into the problem of restricted info being offsite (at the request of GG) I submited a resource
Right. Okay I've submitted a resource and taken down the file at the URL. I'll post here again when the resource is approved.
#5
love the resource...
03/19/2005 (5:52 pm)
Great! btw hopefully I didn't come accross as a pessimist, just figured I'd pass on the info on the hoops I recently just jumped through :) (the Torque Development Network should help these hoops become much easier - read Ben Garney's plan for some details)love the resource...
#6
Not at all. I appreciate the info.
03/22/2005 (12:06 am)
Quote:btw hopefully I didn't come accross as a pessimist, just figured I'd pass on the info on the hoops I recently just jumped through
Not at all. I appreciate the info.
#7
Thank you
03/24/2005 (9:16 am)
Ox336699, Thanks for that. Seriously, I was doing it by hand and am not unhappy at all not to have to do that anymore. Thank you
#8
03/24/2005 (11:18 am)
Guys. I just approved the resource. It should be private. Can you please check it out and see if it is working (and private?). Thanks.
#9
03/24/2005 (11:33 am)
Seems to work fine. And I cannot access it if logged out. Thanx 0x336699 and Jeff.
#10
03/24/2005 (11:39 am)
Same, accessed just find logged in, logged out I getQuote:
The contents of this resource is only available to owners of the products listed below.
If you do own one of these products please make sure you are signed in to the site.
#11
EDIT:
Nevermind. I see now, you've uploaded the actual reference list.
Silly me :P
03/24/2005 (1:36 pm)
Hmmm.... I get the error: can't find script.jsEDIT:
Nevermind. I see now, you've uploaded the actual reference list.
Silly me :P
#12
As an aside, I'd find it very useful to have GUI components, formatted the same way. Eg, a list of all of
guiTextEditCtrl::on{blah}, guiTextEditCtrl::getValue, etc.
Gary (-;
03/24/2005 (2:08 pm)
Great Stuff.As an aside, I'd find it very useful to have GUI components, formatted the same way. Eg, a list of all of
guiTextEditCtrl::on{blah}, guiTextEditCtrl::getValue, etc.
Gary (-;
#13
"writeOutFunctions();"
"writeOutClasses();"
look in your .exe directory (or save the console.log file)
03/24/2005 (5:49 pm)
Type these in the console"writeOutFunctions();"
"writeOutClasses();"
look in your .exe directory (or save the console.log file)
#14
Oh and jeff, It's not working as private. I can see it as a guest.
Although the guest one seems to be only the FX classes
03/24/2005 (8:55 pm)
Writeoutfunctions will create a txt file called functions.txt I believe and the other will do the same with classes.txt.Oh and jeff, It's not working as private. I can see it as a guest.
Although the guest one seems to be only the FX classes
#15
Please... please remove the .html file
03/24/2005 (9:09 pm)
That's not good... as the fx Classes are what need to be protected.Please... please remove the .html file
#16
!!!
Is it possible that this happened because I re-uploaded the original submitted HTML file with an updated version? Perhaps there is a bug which changes the "private" status of an uploaded file when the it is updated?
In any case, the HTML file has been removed. Actually, I deleted the resource altogether. Entering "delete" into the upload field wouldn't get rid of the file. I suppose I could have just uploaded an empty file over it, but whatever.
I'm tip-toeing out of this minefield. Those who really want the quick ref should download the Python script provided above and build it themselves.
Docs are boring anyway. I'm going back to working on my game. ;)
03/24/2005 (10:12 pm)
Quote:
Please... please remove the .html file
!!!
Is it possible that this happened because I re-uploaded the original submitted HTML file with an updated version? Perhaps there is a bug which changes the "private" status of an uploaded file when the it is updated?
In any case, the HTML file has been removed. Actually, I deleted the resource altogether. Entering "delete" into the upload field wouldn't get rid of the file. I suppose I could have just uploaded an empty file over it, but whatever.
I'm tip-toeing out of this minefield. Those who really want the quick ref should download the Python script provided above and build it themselves.
Docs are boring anyway. I'm going back to working on my game. ;)
#17
It's something they'll have to look at to see what caused it.
03/24/2005 (11:02 pm)
LoL... I think it's an issue with the resources that GG's is going to have to look at. It's something they'll have to look at to see what caused it.
#18
When I saw that the file that you had uploaded was only the FX classes and not the whole thing, I just assumed that GG had changed it for that reason.
I hope they can fix it. Regardless, I've cross referenced this post here a few times and will continue to do so.
I noticed a couple of days ago that coming onto the site, I could only view the .plans and the news which I thought was great. Today I could see all of it. The only reason I know for sure that I wasn't logged on is because I did so to post that comment
03/25/2005 (3:23 am)
0x336699,When I saw that the file that you had uploaded was only the FX classes and not the whole thing, I just assumed that GG had changed it for that reason.
I hope they can fix it. Regardless, I've cross referenced this post here a few times and will continue to do so.
I noticed a couple of days ago that coming onto the site, I could only view the .plans and the news which I thought was great. Today I could see all of it. The only reason I know for sure that I wasn't logged on is because I did so to post that comment
#19
05/11/2005 (12:30 pm)
Bummer. The link to the Python code seems to be down?
Torque Owner Corey Martin