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[WIP] Initial sphinx docs #195

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Feb 27, 2019
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1 change: 1 addition & 0 deletions docs/.gitattributes
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*.bat text eol=crlf
1 change: 1 addition & 0 deletions docs/.gitignore
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_build
19 changes: 19 additions & 0 deletions docs/Makefile
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# Minimal makefile for Sphinx documentation
#

# You can set these variables from the command line.
SPHINXOPTS =
SPHINXBUILD = sphinx-build
SOURCEDIR = .
BUILDDIR = _build

# Put it first so that "make" without argument is like "make help".
help:
@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)

.PHONY: help Makefile

# Catch-all target: route all unknown targets to Sphinx using the new
# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
%: Makefile
@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
184 changes: 184 additions & 0 deletions docs/conf.py
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# -*- coding: utf-8 -*-
#
# Configuration file for the Sphinx documentation builder.
#
# This file does only contain a selection of the most common options. For a
# full list see the documentation:
# http://www.sphinx-doc.org/en/master/config

# -- Path setup --------------------------------------------------------------

# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
#
# import os
# import sys
# sys.path.insert(0, os.path.abspath('.'))


# -- Project information -----------------------------------------------------

project = 'PursuedPyBear'
copyright = '2018, Piper Thunstrom'
author = 'Piper Thunstrom'

# The short X.Y version
version = ''
# The full version, including alpha/beta/rc tags
release = ''


# -- General configuration ---------------------------------------------------

# If your documentation needs a minimal Sphinx version, state it here.
#
# needs_sphinx = '1.0'

# Add any Sphinx extension module names here, as strings. They can be
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
# ones.
extensions = [
'sphinx.ext.autodoc',
'sphinx.ext.todo',
'sphinx.ext.viewcode',
]

# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']

# The suffix(es) of source filenames.
# You can specify multiple suffix as a list of string:
#
# source_suffix = ['.rst', '.md']
source_suffix = '.rst'

# The master toctree document.
master_doc = 'index'

# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
#
# This is also used if you do content translation via gettext catalogs.
# Usually you set "language" from the command line for these cases.
language = None

# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
# This pattern also affects html_static_path and html_extra_path.
exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store']

# The name of the Pygments (syntax highlighting) style to use.
pygments_style = None


# -- Options for HTML output -------------------------------------------------

# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
#
html_theme = "sphinx_rtd_theme"

# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
# documentation.
#
# html_theme_options = {}

# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']

# Custom sidebar templates, must be a dictionary that maps document names
# to template names.
#
# The default sidebars (for documents that don't match any pattern) are
# defined by theme itself. Builtin themes are using these templates by
# default: ``['localtoc.html', 'relations.html', 'sourcelink.html',
# 'searchbox.html']``.
#
# html_sidebars = {}


# -- Options for HTMLHelp output ---------------------------------------------

# Output file base name for HTML help builder.
htmlhelp_basename = 'PursuedPyBeardoc'


# -- Options for LaTeX output ------------------------------------------------

latex_elements = {
# The paper size ('letterpaper' or 'a4paper').
#
# 'papersize': 'letterpaper',

# The font size ('10pt', '11pt' or '12pt').
#
# 'pointsize': '10pt',

# Additional stuff for the LaTeX preamble.
#
# 'preamble': '',

# Latex figure (float) alignment
#
# 'figure_align': 'htbp',
}

# Grouping the document tree into LaTeX files. List of tuples
# (source start file, target name, title,
# author, documentclass [howto, manual, or own class]).
latex_documents = [
(master_doc, 'PursuedPyBear.tex', 'PursuedPyBear Documentation',
'Piper Thunstrom', 'manual'),
]


# -- Options for manual page output ------------------------------------------

# One entry per manual page. List of tuples
# (source start file, name, description, authors, manual section).
man_pages = [
(master_doc, 'pursuedpybear', 'PursuedPyBear Documentation',
[author], 1)
]


# -- Options for Texinfo output ----------------------------------------------

# Grouping the document tree into Texinfo files. List of tuples
# (source start file, target name, title, author,
# dir menu entry, description, category)
texinfo_documents = [
(master_doc, 'PursuedPyBear', 'PursuedPyBear Documentation',
author, 'PursuedPyBear', 'One line description of project.',
'Miscellaneous'),
]


# -- Options for Epub output -------------------------------------------------

# Bibliographic Dublin Core info.
epub_title = project

# The unique identifier of the text. This can be a ISBN number
# or the project homepage.
#
# epub_identifier = ''

# A unique identification for the text.
#
# epub_uid = ''

# A list of files that should not be packed into the epub file.
epub_exclude_files = ['search.html']


# -- Extension configuration -------------------------------------------------

# -- Options for todo extension ----------------------------------------------

# If true, `todo` and `todoList` produce output, else they produce nothing.
todo_include_todos = True
83 changes: 83 additions & 0 deletions docs/events.rst
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======
Events
======

All game objects (the engine, scenes, sprites, systems, etc) receive events.
Handlers are methods that start with ``on_``, eg ``on_update``,
``on_button_pressed``.

The signature of these handlers are the same: ``(event, signal)``:

* ``event``: An object containing all the properties of the event, such as the
button pressed, the position of the mouse, the current scene
* ``signal``: A callable that accepts an object, which will be raised as an
event: ``signal(StartScene(new_scene=OtherScene()))``


Engine Events
=============

These are core events from hardware and the engine itself.

.. autoclass:: ppb.events.Update
:members:

.. autoclass:: ppb.events.PreRender
:members:

.. autoclass:: ppb.events.Render
:members:

.. autoclass:: ppb.events.ButtonPressed
:members:

.. autoclass:: ppb.events.ButtonReleased
:members:

.. autoclass:: ppb.events.KeyPressed
:members:

.. autoclass:: ppb.events.KeyReleased
:members:

.. autoclass:: ppb.events.MouseMotion
:members:

API Events
==========

These "events" are more for code to call into the engine.

.. autoclass:: ppb.events.Quit
:members:

.. autoclass:: ppb.events.StartScene
:members:

.. autoclass:: ppb.events.ReplaceScene
:members:

.. autoclass:: ppb.events.StopScene
:members:


Scene Transition Events
=======================

These are events triggered about the lifetime of a scene: it starting, stopping,
etc.

The ``scene`` property on these events always refers to the scene these are
about--``ScenePaused.scene`` is the scene that is being paused.

.. autoclass:: ppb.events.SceneStarted
:members:

.. autoclass:: ppb.events.SceneStopped
:members:

.. autoclass:: ppb.events.ScenePaused
:members:

.. autoclass:: ppb.events.SceneContinued
:members:
84 changes: 84 additions & 0 deletions docs/index.rst
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Welcome to PursuedPyBear's documentation!
=========================================

PursuedPyBear, also known as ``ppb``, exists to be an educational resource. Most
obviously used to teach computer science, it can be a useful tool for any topic
that a simulation can be helpful.

A Game Engine
-------------

At its core, ``ppb`` provides a number of features that make it perfect
for video games. The ``GameEngine`` itself provides a pluggable
subsystem architecture where adding new features is as simple as
subclassing and extending ``System``. Additionally, it contains a state
stack of ``Scenes`` simple containers that let you organize game scenes
and UI screens in a simple way.

The entire system uses an event system which is as extensible as the
rest of the system. Register new values to existing event types, and
even overwrite the defaults. Adding a new event system is as simple as
calling ``Engine.signal`` with a new datatype. Instead of a publisher
system the engine knows everything in its own scope and only calls
objects with appropriate callbacks. The most basic event is ``Update``
and your handlers should match the signature
``on_update(self, update_event, signal)``.

Guiding Principles
------------------

Because ``ppb`` started to be a game framework great for learning with,
the project has a few longterm goals:

Education Friendly
~~~~~~~~~~~~~~~~~~

Non-technical educators should feel comfortable after very little
training. While some programming knowledge is required, the ability to
think in objects and responses to events allows educators to only focus
on their lessons.

Idiomatic Python
~~~~~~~~~~~~~~~~

A project built on ``ppb`` should look like idiomatic Python. It also
should look like modern Python. As such, we often add new language
features as soon as they’re available, letting a new user always know
ppb runs on the latest Python.

Object Oriented and Event Driven
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

``ppb`` games are built out of instances of objects that inherit from
``EventMixin``. Each object only has enough information to respond to
the event provided, which always includes the current ``BaseScene``.
Because ``ppb`` doesn’t have a master list of events, you can provide
new ones simply to add more granular control over your game.

Hardware Library Agnostic
~~~~~~~~~~~~~~~~~~~~~~~~~

Because ``ppb`` strongly tries to be extensible and pluggable, each
hardware extension can provide its own hooks to ``ppb``, and you can
nearly seamlessly switch between various Python libraries.

Fun
~~~

One of the maintainers put it best:

If it’s not fun to use, we should redo it

ppb is about filing off the rough edges so that the joy of creation and
discovery are both emphasized. A new user should be able to build their
first game in a few hours, and continue exploring beyond that.


.. toctree::
:maxdepth: 2
:caption: Contents:

starting
events
scenes
sprites
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