MOOSE generated documentation [skip ci]

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Applevangelist
2021-05-11 10:03:03 +00:00
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125 changed files with 9264 additions and 1580 deletions

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@@ -1255,6 +1255,20 @@ Controls a network of short range air/missile defense groups.</p>
</div>
<div class="w3-container w3-padding w3-white picturebox" style="word-break:break-word;"><p>
<p><strong>Utils</strong> - Lua Profiler.</p>
</p></div>
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</div>
<div class="w3-col s12 m6 l4">
<div class="w3-card-4 w3-white w3-margin-16">
<div class="w3-display-container w3-text-white w3-text-shadow">
<img src= "../Images/MOOSE.JPG" alt="Image">
<div class="w3-display-bottommiddle" style="word-break:break-word;"><h2><strong><a href="Utilities.Templates.html">Utilities.Templates</a></strong></h2></div>
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<div class="w3-container w3-padding w3-white picturebox" style="word-break:break-word;"><p>
<p><strong>Utils</strong> Templates</p>
<p>DCS unit templates</p>
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@@ -1442,9 +1456,9 @@ In this way, the subscribed MOOSE objects are kept in sync with your evolving ru
<p><img src="..\Presentations\EVENT\Dia4.JPG" alt="Objects"/></p>
<p>The _EVENTDISPATCHER object is automatically created within MOOSE,
and handles the dispatching of DCS Events occurring
in the simulator to the subscribed objects
<p>The _EVENTDISPATCHER object is automatically created within MOOSE,
and handles the dispatching of DCS Events occurring
in the simulator to the subscribed objects
in the correct processing order.</p>
<p><img src="..\Presentations\EVENT\Dia5.JPG" alt="Objects"/></p>
@@ -1476,7 +1490,7 @@ The _EVENTDISPATCHER is a component that is quietly working in the background of
<p><img src="..\Presentations\EVENT\Dia9.JPG" alt="Objects"/></p>
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
<h2>2.1. Subscribe to / Unsubscribe from DCS Events.</h2>
@@ -1494,7 +1508,7 @@ There are two functions which you use to subscribe to or unsubscribe from an eve
Note that for a GROUP, the event will be handled <strong>for all the UNITs in that GROUP only</strong>!</p>
<p>For all objects of other classes, the subscribed events will be handled for <strong>all UNITs within the Mission</strong>!
So if a UNIT within the mission has the subscribed event for that object,
So if a UNIT within the mission has the subscribed event for that object,
then the object event handler will receive the event for that UNIT!</p>
<h2>2.2 Event Handling of DCS Events</h2>
@@ -1503,7 +1517,7 @@ then the object event handler will receive the event for that UNIT!</p>
when the DCS event occurs. The Event Handling method receives an <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure, which contains a lot of information
about the event that occurred.</p>
<p>Find below an example of the prototype how to write an event handling function for two units: </p>
<p>Find below an example of the prototype how to write an event handling function for two units:</p>
<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
local Tank2 = UNIT:FindByName( "Tank B" )
@@ -1513,7 +1527,7 @@ about the event that occurred.</p>
Tank2:HandleEvent( EVENTS.Dead )
--- This function is an Event Handling function that will be called when Tank1 is Dead.
-- @param Wrapper.Unit#UNIT self
-- @param Wrapper.Unit#UNIT self
-- @param Core.Event#EVENTDATA EventData
function Tank1:OnEventDead( EventData )
@@ -1521,7 +1535,7 @@ about the event that occurred.</p>
end
--- This function is an Event Handling function that will be called when Tank2 is Dead.
-- @param Wrapper.Unit#UNIT self
-- @param Wrapper.Unit#UNIT self
-- @param Core.Event#EVENTDATA EventData
function Tank2:OnEventDead( EventData )
@@ -1538,12 +1552,12 @@ Always ensure that your event handling methods align with the events being subsc
<h1>3. EVENTS type</h1>
<p>The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
<p>The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the
<a href="Core.Base.html##(BASE).HandleEvent">Core.Base#BASE.HandleEvent</a>() method.</p>
<h1>4. EVENTDATA type</h1>
<p>The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure contains all the fields that are populated with event information before
<p>The <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure contains all the fields that are populated with event information before
an Event Handler method is being called by the event dispatcher.
The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events.
There are basically 4 main categories of information stored in the EVENTDATA structure:</p>
@@ -1557,7 +1571,7 @@ There are basically 4 main categories of information stored in the EVENTDATA str
<p> --- This function is an Event Handling function that will be called when Tank1 is Dead.
-- EventData is an EVENTDATA structure.
-- We use the EventData.IniUnit to smoke the tank Green.
-- @param Wrapper.Unit#UNIT self
-- @param Wrapper.Unit#UNIT self
-- @param Core.Event#EVENTDATA EventData
function Tank1:OnEventDead( EventData )</p>
@@ -1570,7 +1584,7 @@ There are basically 4 main categories of information stored in the EVENTDATA str
<p><img src="..\Presentations\EVENT\Dia14.JPG" alt="Objects"/></p>
<p><strong>IMPORTANT NOTE:</strong> Some events can involve not just UNIT objects, but also STATIC objects!!!
<p><strong>IMPORTANT NOTE:</strong> Some events can involve not just UNIT objects, but also STATIC objects!!!
In that case the initiator or target unit fields will refer to a STATIC object!
In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
The fields <strong>IniObjectCategory</strong> and <strong>TgtObjectCategory</strong> contain the indicator which <strong>kind of object is involved</strong> in the event.
@@ -1582,7 +1596,7 @@ Example code snippet:</p>
end
if Event.IniObjectCategory == Object.Category.STATIC then
...
end
end
</code></pre>
<p>When a static object is involved in the event, the Group and Player fields won't be populated.</p>
@@ -8204,10 +8218,10 @@ Note that at the beginning of each field description, there is an indication whi
<ul>
<li>A (Object.Category.)STATIC : A STATIC object type is involved in the Event.
</li>
<li>A (Object.Category.)STATIC : A STATIC object type is involved in the Event.</li>
</ul>
<div class="fields w3-container w3-theme-l2">
<h2>Field(s)</h2>
</div>