add ringbuffer documentation

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Matthias Richter 2010-08-17 19:11:21 +02:00
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commit e840f59901

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@ -81,6 +81,7 @@ for the excellent <a href="http://love2d.org/">L&Ouml;VE</a> Engine.</p>
<li><em>class.lua</em>: a simple and easy class system with function inheritance,</li>
<li><em>camera.lua</em>: a translate-, zoom- and rotatable camera and</li>
<li><em>gamestate.lua</em>: a gamestate system.</li>
<li><em>ringbuffer.lua</em>: a circular container.</li>
</ul></p>
<p><em>hump</em> differs from other libraries in that every component is independent of the
@ -97,6 +98,7 @@ module by clicking these:
<li><a href="#class.lua">class.lua</a></li>
<li><a href="#camera.lua">camera.lua</a></li>
<li><a href="#gamestate.lua">gamestate.lua</a></li>
<li><a href="#ringbuffer.lua">ringbuffer.lua</a></li>
</ul>
<div class="module">
@ -554,19 +556,134 @@ camera:deapply()</pre></td></tr>
<tr><td><code>leave()</code></td>
<td>Gets called upon leaving the state. The same warning as with <code>enter</code> applies.</td></tr>
<tr><td><code>update(dt)</code></td>
<td>Manully called by <code>Gamestate.update</code>, or automatically like <code>love.update</code>
<td>Manually called by <code>Gamestate.update</code>, or automatically like <code>love.update</code>
when using <code>Gamestate.registerEvents()</code>.</td></tr>
<tr><td><code>draw()</code></td>
<td>Manully called by <code>Gamestate.draw</code>, or automatically like <code>love.draw</code></td></tr>
<td>Manually called by <code>Gamestate.draw</code>, or automatically like <code>love.draw</code></td></tr>
<tr><td><code>keypressed(key, unicode)</code></td>
<td>Manully called by <code>Gamestate.keypressed</code>, or automatically like <code>love.keypressed</code></td></tr>
<td>Manually called by <code>Gamestate.keypressed</code>, or automatically like <code>love.keypressed</code></td></tr>
<tr><td><code>keyreleased(key)</code></td>
<td>Manully called by <code>Gamestate.keyreleased</code>, or automatically like <code>love.keyreleased</code></td></tr>
<td>Manually called by <code>Gamestate.keyreleased</code>, or automatically like <code>love.keyreleased</code></td></tr>
<tr><td style="width:200px;"><code>mousereleased(x,y,btn)</code></td>
<td>Manully called by <code>Gamestate.mousereleased</code>, or automatically like <code>love.mousereleased</code></td></tr>
<td>Manually called by <code>Gamestate.mousereleased</code>, or automatically like <code>love.mousereleased</code></td></tr>
</table>
</div>
<div class="module">
<a name="ringbuffer.lua"></a>
<h3>ringbuffer.lua<a href="#doc" class="top">^ top</a></h3>
<p>A circular container that can hold arbitrary items. It can be used to create <em>Tomb Raider</em> style
inventories, a looping music playlist, recurring dialog sequences and much more.</p>
<p>ringbuffer.lua defines the following functions:
<table class="functionlist">
<tr><td><a href="#ringbuffer.lua-Ringbuffer">Ringbuffer(...)</a></td><td>Create new ringbuffer</td></tr>
<tr><td><a href="#ringbuffer.lua-insert">ringbuffer:insert(item, ...)</a></td><td>Insert items</td></tr>
<tr><td><a href="#ringbuffer.lua-append">ringbuffer:append(item, ...)</a></td><td>Append items to the "end"</td></tr>
<tr><td><a href="#ringbuffer.lua-remove">ringbuffer:remove()</a></td><td>Remove item</td></tr>
<tr><td><a href="#ringbuffer.lua-removeAt">ringbuffer:removeAt(k)</a></td><td>Remove item at position</td></tr>
<tr><td><a href="#ringbuffer.lua-get">ringbuffer:get()</a></td><td>Get item</td></tr>
<tr><td><a href="#ringbuffer.lua-size">ringbuffer:size()</a></td><td>Number of items in buffer</td></tr>
<tr><td><a href="#ringbuffer.lua-next">ringbuffer:next()</a></td><td>Get next item</td></tr>
<tr><td><a href="#ringbuffer.lua-prev">ringbuffer:prev()</a></td><td>Get previous item</td></tr>
</table></p>
<a name="ringbuffer.lua-Ringbuffer"></a>
<div class="doc">
<span class="function">function Ringbuffer(...)<a href="#ringbuffer.lua" class="top">^ top</a></span>
Create a new ringbuffer.
<table>
<tr><th>Parameters</th><td class="p"><em>[optional]</em><code>...</code>:</td><td>Initial items of the buffer.</td></tr>
</table>
</div>
<a name="ringbuffer.lua-insert"></a>
<div class="doc">
<span class="function">function ringbuffer:insert(item, ...)<a href="#ringbuffer.lua" class="top">^ top</a></span>
Insert items behind current item.
<table>
<tr><th>Parameters:</th><td class="p"><code>item</code>:</td><td>Item to insert</td></tr>
<tr><th></th><td class="p"><em>[optional]</em><code>...</code>:</td><td>Additional items to insert</td></tr>
<tr><th colspan="3">Example</th></tr>
<tr><td colspan="3"><pre>rb = Ringbuffer(1,2,5,6) -- rb = {1 ,2,5,6}, rb:get() == 1
rb:next() -- rb = {1, 2 ,5,6}, rb:get() == 2
rb:insert(3,4) -- rb = {1, 2 ,3,4,5,6}, rb:get() == 2
rb:next() -- rb = {1,2, 3 ,4,5,6}, rb:get() == 3</pre></td></tr>
</table>
</div>
<a name="ringbuffer.lua-append"></a>
<div class="doc">
<span class="function">function ringbuffer:append(item, ...)<a href="#ringbuffer.lua" class="top">^ top</a></span>
Append items to ringbuffer.
<p>This is less intuitive than <code>ringbuffer:insert(item, ...)</code> since it appears the items are added
at a random location. Use is only recommended before using <code>ringbuffer:next()</code> or <code>ringbuffer:prev()</code>.</p>
<table>
<tr><th>Parameters:</th><td class="p"><code>item</code>:</td><td>Item to append</td></tr>
<tr><th></th><td class="p"><em>[optional]</em><code>...</code>:</td><td>Additional items to append</td></tr>
<tr><th colspan="3">Example</th></tr>
<tr><td colspan="3"><pre>rb = Ringbuffer(1,2,5,6) -- rb = {1 ,2,5,6}, rb:get() == 1
rb:next() -- rb = {1, 2 ,5,6}, rb:get() == 2
rb:append(3,4) -- rb = {1, 2 ,5,6,3,4}, rb:get() == 2
rb:next() -- rb = {1,2, 5 ,6,3,4}, rb:get() == 5</pre></td></tr>
</table>
</div>
<a name="ringbuffer.lua-remove"></a>
<div class="doc">
<span class="function">function ringbuffer:remove()<a href="#ringbuffer.lua" class="top">^ top</a></span>
Remove currently selected item. The next item will be selected.
<table>
<tr><th>Example</th></tr>
<tr><td><pre>rb = Ringbuffer(1,2,3) -- rb = {1 ,2,3}, rb:get() == 1
rb:next() -- rb = {1, 2 ,3}, rb:get() == 2
rb:remove() -- rb = {1, 3 }, rb:get() == 3</pre></td></tr>
</table>
</div>
<a name="ringbuffer.lua-removeAt"></a>
<div class="doc">
<span class="function">function ringbuffer:removeAt(k)<a href="#ringbuffer.lua" class="top">^ top</a></span>
Remove item at relative position <code>k</code>. <code>k</code> may be positive or negative and
even bigger than <code>ringbuffer:size()</code>.
<table>
<tr><th>Parameters:</th><td class="p"><em>[number]</em><code>k</code></td><td>Relative position of item to remove.</td></tr>
<tr><th colspan="3">Example:</th></tr>
<tr><td colspan="3"><pre>rb = Ringbuffer(1,2,3,4,5) -- rb = { 1 ,2,3,4,5}, rb:get() == 1
rb:removeAt(2) -- rb = { 1 ,2,4,5}, rb:get() == 1
rb:next() -- rb = {1, 2 ,4,5}, rb:get() == 2
rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2</pre></td></tr>
</table>
</div>
<a name="ringbuffer.lua-get"></a>
<div class="doc">
<span class="function">function ringbuffer:get()<a href="#ringbuffer.lua" class="top">^ top</a></span>
Get currently selected item.
<table> <tr> <th>Returns:</th> <td>The currently selected item.</td> </tr> </table>
</div>
<a name="ringbuffer.lua-size"></a>
<div class="doc">
<span class="function">function ringbuffer:size()<a href="#ringbuffer.lua" class="top">^ top</a></span>
<table> <tr> <th>Returns:</th> <td>Number of items in the buffer.</td> </tr> </table>
</div>
<a name="ringbuffer.lua-next"></a>
<div class="doc">
<span class="function">function ringbuffer:next()<a href="#ringbuffer.lua" class="top">^ top</a></span>
Select next item and return it.
<table> <tr> <th>Return:</th> <td>Selected item after operation.</td> </tr> </table>
</div>
<a name="ringbuffer.lua-prev"></a>
<div class="doc">
<span class="function">function ringbuffer:prev()<a href="#ringbuffer.lua" class="top">^ top</a></span>
Select previous item and return it.
<table> <tr> <th>Return:</th> <td>Selected item after operation.</td> </tr> </table>
</div>
</div>
<a name="license"></a>
<h2>License<a class="top" href="#top">^ top</a></h2>