ConsoleDoc: Initial release available
by nohbdy · in Torque Game Engine · 09/02/2001 (10:10 pm) · 5 replies
Since it's been a long weekend (yay labor day, boo college) I've had plenty of time to work on my latest project, ConsoleDoc (/insert fanfare here/)...
Basically, ConsoleDoc scans through your V12 Source Code searching for any lines of code that add functionality to the scripting language/console, such as all the IMPLEMENT_CONOBJECT calls, ConsoleFunction(...) calls, and so forth.. Once it has scanned through all the files it outputs all the information it's extracted into HTML and/or TXT format for easy browsing, distributing to the members of your team responsible for scripting, or even to distribute with your game, so that anyone modding your game knows what is possible and how to do it
ConsoleDoc is currently in it's very early alpha stage but I decided to put it out now for feedback and to spread the word... also, in its current stage, it needs a few icky command line arguments to run right, but it shouldn't be too hard to figure out from the readme file included (this should be moved to a config file soon enough)
It was written from scratch in MSVC++ as a Win32 Console Application, and while it has a few Windows API calls it shouldn't be too hard to port to linux or other OSes once I release the source (which I'll do once it's a bit more feature-complete and clean the code up a bit)...speaking of portability, it was developed on a Win98 machine, though I don't see why it wouldn't run on any other machine that has been assimilated by the Microsoft Empire. If it doesn't, let me know.
ConsoleDoc is available on my programs page(link) and there is also a sample output there. However, if you plan on using it, I'd much rather you download the program and run it yourself (if you have the V12 source that is, if you don't... go get it already).. The files are all very small but the webspace is borrowed so I'd hate to get booted :)
Anyway, let me know on here if you have any comments/suggestions... Enjoy =)
-nohbdy
Basically, ConsoleDoc scans through your V12 Source Code searching for any lines of code that add functionality to the scripting language/console, such as all the IMPLEMENT_CONOBJECT calls, ConsoleFunction(...) calls, and so forth.. Once it has scanned through all the files it outputs all the information it's extracted into HTML and/or TXT format for easy browsing, distributing to the members of your team responsible for scripting, or even to distribute with your game, so that anyone modding your game knows what is possible and how to do it
ConsoleDoc is currently in it's very early alpha stage but I decided to put it out now for feedback and to spread the word... also, in its current stage, it needs a few icky command line arguments to run right, but it shouldn't be too hard to figure out from the readme file included (this should be moved to a config file soon enough)
It was written from scratch in MSVC++ as a Win32 Console Application, and while it has a few Windows API calls it shouldn't be too hard to port to linux or other OSes once I release the source (which I'll do once it's a bit more feature-complete and clean the code up a bit)...speaking of portability, it was developed on a Win98 machine, though I don't see why it wouldn't run on any other machine that has been assimilated by the Microsoft Empire. If it doesn't, let me know.
ConsoleDoc is available on my programs page(link) and there is also a sample output there. However, if you plan on using it, I'd much rather you download the program and run it yourself (if you have the V12 source that is, if you don't... go get it already).. The files are all very small but the webspace is borrowed so I'd hate to get booted :)
Anyway, let me know on here if you have any comments/suggestions... Enjoy =)
-nohbdy
#2
Most of the bugs have gotten hammered out of the program and the only improvements I can think to do are alphabetizing all the objects (which would mean changing all my linked lists into trees, or doing a big nasty sort.. neither of which sound like a lot of fun, though it would make the indices easier to read) and making the HTML prettier... which should be incredibly easy to customize when I release the source (which I should do since it's more or less feature-complete...) All the HTML is handled by #define so the HTML writing functions look a lot like: outFile << HTML_CENTER(HTML_FONT_20("Name: " << getName())) << HTML_BREAK << endl;
There's also a few things like GlobalActionMap that are added to the console using SimObject::registerObject() calls... but even if they were documented there'd be nothing to say about them.. and weird things like AddDepriciatedField() that I haven't gotten around to figuring out... there didn't seem to be too many of them either
Anyway, glad you like it, just hope people can put it to good use as their code forks farther from the official V12 stuff
Note: if anyone wants to host a copy of the ConsoleDoc output for a fresh V12 source tree somewhere, feel free ;)
-nohbdy
09/08/2001 (11:54 pm)
Yeah, I did... the space where it's being hosted is free to me, so I don't want to eat up too much disk space and/or bandwidth and invoke the wrath of the SysOps... The latest build generates almost 1MB of documentation which is over twice as much as the example version I had up there... Also, by not having complete documentation, it encourages people to download it and run it themselves which is really the whole point of the program as it gives them documentation for their specific V12 code... I know I have a few objects that aren't standard V12 that get documented that other people wouldn't haveMost of the bugs have gotten hammered out of the program and the only improvements I can think to do are alphabetizing all the objects (which would mean changing all my linked lists into trees, or doing a big nasty sort.. neither of which sound like a lot of fun, though it would make the indices easier to read) and making the HTML prettier... which should be incredibly easy to customize when I release the source (which I should do since it's more or less feature-complete...) All the HTML is handled by #define so the HTML writing functions look a lot like: outFile << HTML_CENTER(HTML_FONT_20("Name: " << getName())) << HTML_BREAK << endl;
There's also a few things like GlobalActionMap that are added to the console using SimObject::registerObject() calls... but even if they were documented there'd be nothing to say about them.. and weird things like AddDepriciatedField() that I haven't gotten around to figuring out... there didn't seem to be too many of them either
Anyway, glad you like it, just hope people can put it to good use as their code forks farther from the official V12 stuff
Note: if anyone wants to host a copy of the ConsoleDoc output for a fresh V12 source tree somewhere, feel free ;)
-nohbdy
#3
FOund some neat functions and generated about a billion questions about some others.
09/09/2001 (5:07 am)
Yeah, I ran it, VERY useful.FOund some neat functions and generated about a billion questions about some others.
#4
01/18/2002 (5:21 pm)
I keep getting a User breakpoint called before it finishes :|
#5
It really lets me explore the Torque engine (and find out what stuff isn't implemented) and is a great tool.
Thank you!
01/19/2002 (10:44 pm)
I really have to say "thank you" for making this program.It really lets me explore the Torque engine (and find out what stuff isn't implemented) and is a great tool.
Thank you!
Torque Owner Edward Gardner
At one point you had sample output on your site, did you take it down?