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authorHossein <hossein.ir@gmail.com>2021-03-29 21:55:26 +0430
committerAdolfo Jayme Barrientos <fitojb@ubuntu.com>2021-04-07 17:47:16 +0200
commitea5641baeef73af60d025d185901a303844e2d85 (patch)
tree94b343b35e7b8805beb9a1745fe1de2f382574fb /slideshow
parent33da78c21f4243a3e469fb7df79ed1745df70078 (diff)
Updated README.md files to represent current code / use Markdown format
Previously, all of the README files have been renamed to README.md and now, the contents of these files were changed to use Markdown format. Other than format inconsistency, some README.md files lacked information about modules, or were out of date. By using LibreOffice / OpenOffice wiki and other documentation websites, these files were updated. Now every README.md file has a title, and some description. The top-level README.md file is changed to add links to the modules. The result of processing the Markdown format README.md files can be seen at: https://docs.libreoffice.org/ Change-Id: Ic3b0c3c064a2498d6a435253b041df010cd7797a Reviewed-on: https://gerrit.libreoffice.org/c/core/+/113424 Tested-by: Jenkins Reviewed-by: Michael Stahl <michael.stahl@allotropia.de> Reviewed-by: Adolfo Jayme Barrientos <fitojb@ubuntu.com>
Diffstat (limited to 'slideshow')
-rw-r--r--slideshow/README.md29
1 files changed, 15 insertions, 14 deletions
diff --git a/slideshow/README.md b/slideshow/README.md
index e67379f43c89..69fa42aebcfb 100644
--- a/slideshow/README.md
+++ b/slideshow/README.md
@@ -1,32 +1,33 @@
-The Impress slideshow engine
+# Impress Slideshow Engine
-== 3D transitions ==
+## 3D Transitions
The 3D transitions are slideshow transition engine using OpenGL and
-are located in slideshow/source/engine/OGLTrans/. They were initially
+are located in `slideshow/source/engine/OGLTrans/`. They were initially
written by GSOC student Shane.M.Mathews. Radek has later polished the
code a bit, added few new 3D transitions, added infrastructure for
vertex and fragment shaders. Wrote few transitions with fragment shader
too.
-== Physics Animation Effects ==
+## Physics Animation Effects
Physics animation effects are simulated by external 2d physics engine
-library Box2D. They don't directly call Box2D functions but instead
+library `Box2D`. They don't directly call `Box2D` functions but instead
use the wrapper in:
-* slideshow/source/inc/box2dtools.hxx
-* slideshow/source/engine/box2dtools.cxx
-The wrapper has two corresponding classes to manage the Box2D world
-and Box2D bodies.
+* `slideshow/source/inc/box2dtools.hxx`
+* `slideshow/source/engine/box2dtools.cxx`
-When a physics animation starts, a Box2DWorld is initiated and
+The wrapper has two corresponding classes to manage the `Box2D` world
+and `Box2D` bodies.
+
+When a physics animation starts, a `Box2DWorld` is initiated and
populated with every shape that is part of the foreground (which are
shapes that do not belong to the master slide and not a background
shape).
After creation until the end of the slide (not the whole slideshow)
-the Box2D World isn't destroyed and reused. But the bodies that
+the `Box2D` World isn't destroyed and reused. But the bodies that
represent the shapes in the slide get destroyed when there's a point
in time that there's no physics animation in progress. And recreated
when another physics animation starts.
@@ -36,8 +37,8 @@ takes the role of stepping through the simulation.
If there are other animation effects that go in parallel which change
the shape position, rotation, or visibility - they also report the
-change to Box2D World. These updates are collected in a queue in
-Box2DWorld and processed before stepping through the simulation.
+change to `Box2DWorld`. These updates are collected in a queue in
+`Box2DWorld` and processed before stepping through the simulation.
To achieve convincing results these updates are performed by setting
-the box2d body's linear velocity or angular velocity instead of
+the `Box2D` body's linear velocity or angular velocity instead of
setting directly it's position or rotation.