Minor tweaks to docs

This commit is contained in:
Evan Czaplicki 2013-09-10 18:21:30 -07:00
parent c18bebe223
commit 8ff581471e
5 changed files with 26 additions and 31 deletions

View file

@ -21,7 +21,7 @@ which provides aesthetically reasonable defaults for colors. Each color also
comes with a light and dark version.
### Standard
@docs red, orange, yellow, green, blue, purple, brown, black, white
@docs red, orange, yellow, green, blue, purple, brown
### Light
@docs lightRed, lightOrange, lightYellow, lightGreen, lightBlue, lightPurple,
@ -31,14 +31,14 @@ comes with a light and dark version.
@docs darkRed, darkOrange, darkYellow, darkGreen, darkBlue, darkPurple,
darkBrown
### Grays
These six colors are a compatible series of shades of gray. White and black are
listed above.
@docs lightGray, gray, darkGray, lightCharcoal, charcoal, darkCharcoal
### Eight Shades of Grey
These colors are a compatible series of shades of grey, fitting nicely
with the Tango palette.
@docs white, lightGrey, grey, darkGrey, lightCharcoal, charcoal, darkCharcoal, black
#### Greys
These are identical to the *gray* versions.
@docs lightGrey, grey, darkGrey
These are identical to the *grey* versions. It seems the spelling is regional, but
that has never helped me remember which one I should be writing.
@docs lightGray, gray, darkGray
-}

View file

@ -11,8 +11,6 @@ integration.
# JavaScript from Elm
@docs fromString, fromInt, fromFloat, fromBool fromList
-}
{-
# DOM Nodes and Elements
@docs toElement, fromElement
-}
@ -27,7 +25,7 @@ data JSArray a = JSArray a
data JSDomNode = JSDomNode
data JSObject = JSObject
-- Requires that the input array be uniform (all members have the same type)
{-| Requires that the input array be uniform (all members have the same type) -}
toList : JSArray a -> [a]
toList = Native.JavaScript.toList
@ -44,7 +42,7 @@ toString : JSString -> String
toString = Native.JavaScript.toString
-- Produces a uniform JavaScript array with all members of the same type.
{-| Produces a uniform JavaScript array with all members of the same type. -}
fromList : [a] -> JSArray a
fromList = Native.JavaScript.fromList
@ -60,7 +58,6 @@ fromBool = Native.JavaScript.fromBool
fromString : String -> JSString
fromString = Native.JavaScript.fromString
{--
{-| Turn an `Element` into a DOM node. -}
fromElement : Element -> JSDomNode
fromElement = Native.JavaScript.fromElement
@ -69,4 +66,3 @@ fromElement = Native.JavaScript.fromElement
using the normal `width` and `height` functions. -}
toElement : Int -> Int -> JSDomNode -> Element
toElement = Native.JavaScript.toElement
--}

View file

@ -22,13 +22,13 @@ import Native.Keyboard
{-| Type alias to make it clearer what integers are supposed to represent
in this library. Use [`Char.toCode`](docs/Char.elm#toCode) and
[`Char.fromCode`](/docs/Char.elm#fromCode) to convert key codes to characters.
Use the uppercase character with `toCode`. -}
Use the uppercase character with `toCode`.
-}
type KeyCode = Int
{-| Custom key directions to support different locales. The order is up, down,
left, right. -}
-- The plan is to have a locale independent version of this function
-- that uses the physical location of keys, but I don't know how to do it.
left, right.
-}
directions : KeyCode -> KeyCode -> KeyCode -> KeyCode -> Signal { x:Int, y:Int }
directions = Native.Keyboard.directions
@ -43,7 +43,8 @@ arrows : Signal { x:Int, y:Int }
arrows = directions 38 40 37 39
{-| Just like the arrows signal, but this uses keys w, a, s, and d,
which are common controls for many computer games. -}
which are common controls for many computer games.
-}
wasd : Signal { x:Int, y:Int }
wasd = directions 87 83 65 68

View file

@ -1,4 +1,3 @@
module Random where
{-| Since the core of Elm is pure, randomness must be handled via signals.

View file

@ -4,7 +4,7 @@ module Touch where
include gestures that would be useful for both games and web-pages.
# Touches
@docs touches
@docs Touch, touches
# Gestures
@docs taps
@ -14,15 +14,14 @@ import Signal (Signal)
import Native.Touch
import Time (Time)
{-|
Every `Touch` has `xy` coordinates. It also has an identifier `id` to
distinguish one touch from another.
{-| Every `Touch` has `xy` coordinates. It also has an identifier
`id` to distinguish one touch from another.
A touch also keeps info about the initial point and time of contact:
`x0`, `y0`, and `t0`. This helps compute more complicated gestures
like taps, drags, and swipes which need to know about timing or direction.
type Touch = { x:Int, y:Int, id:Int, x0:Int, y0:Int, t0:Time }
-}
type Touch = { x:Int, y:Int, id:Int, x0:Int, y0:Int, t0:Time }
{-| A list of ongoing touches. -}
touches : Signal [Touch]