Update README with new layout.
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README.md
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README.md
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@ -202,22 +202,25 @@ Coming Soon...
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The GUECS system is mostly defined in these four files:
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The GUECS system is mostly defined in these four files:
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`guecs.hpp`
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`guecs/guecs.hpp`
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: This defines the base `guecs::UI` class which is a simple mostly template class that handles everything. Most of the template functions are used to perform the ECS style operations like `set<TYPE>(id, VALUE)` to set a specific component `TYPE` to a `VALUE` at the given cell `id` from LEL.
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: This defines the base `guecs::UI` class which is a simple mostly template class that handles everything. Most of the template functions are used to perform the ECS style operations like `set<TYPE>(id, VALUE)` to set a specific component `TYPE` to a `VALUE` at the given cell `id` from LEL.
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`guecs.cpp`
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`guecs/guecs.cpp`
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: Implementation for `guecs::UI` that aren't template based. Main functions here are
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: Implementation for `guecs::UI` that aren't template based. Main functions here are
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`guecs::UI::init()` and `guecs::UI::render()` which do the majority of the heavy lifting. If you're
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`guecs::UI::init()` and `guecs::UI::render()` which do the majority of the heavy lifting. If you're
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looking to retarget GUECS to your game engine or graphics system then this is where to start.
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looking to retarget GUECS to your game engine or graphics system then this is where to start.
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`sfml/components.hpp`
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`guecs/sfml/components.hpp`
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: This is where the SFML based components live. This is where you find `Rectangle`, `Textual`,
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: This is where the SFML based components live. This is where you find `Rectangle`, `Textual`,
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`Label`, and `Clickable` among other things. If you're looking to retarget, then this is what you
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`Label`, and `Clickable` among other things. If you're looking to retarget, then this is what you
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have to write for your system.
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have to write for your system.
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`sfml/components.cpp`
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`guecs/sfml/components.cpp`
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: The implementations for the components, which is mostly just `init`, `update`, and `render` methods.
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: The implementations for the components, which is mostly just `init`, `update`, and `render` methods.
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`guecs/sfml/backend.cpp`
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: I'm using my own sprite, sound, and shader loading code but you probably don't want that. Look at this file then write you own versions of these functions. You then call `guecs::init(&my_backend)`. Look in `demos/calc.cpp` for how this is done.
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### GUECS Design Theme
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### GUECS Design Theme
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The overall design theme for the `guecs::UI` is this:
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The overall design theme for the `guecs::UI` is this:
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@ -249,8 +252,8 @@ Give it a shot and soon I'll have a guide on how to do it.
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### Fun Features
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### Fun Features
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1. Look at `guecs::Sound` (in `sfml/components.hpp`) to see how you can add sound feedback to your UI.
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1. Look at `guecs::Sound` (in `guecs/sfml/components.hpp`) to see how you can add sound feedback to your UI.
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2. Look at `guecs::Effect` (in `sfml/components.hpp`) to see how to apply shaders to your UI. Keep in mind that I don't know a damn thing about shaders.
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2. Look at `guecs::Effect` (in `guecs/sfml/components.hpp`) to see how to apply shaders to your UI. Keep in mind that I don't know a damn thing about shaders.
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## RPN Calculator Demo
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## RPN Calculator Demo
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