From 9ec0b2b38eb2189ce46e02be19faec9f1cb65221 Mon Sep 17 00:00:00 2001 From: aheadley Date: Thu, 22 Mar 2012 21:48:13 -0400 Subject: [PATCH] update config docs for observer --- docs/config.rst | 55 +++++++++++++++++++++++++++++++------------------ 1 file changed, 35 insertions(+), 20 deletions(-) diff --git a/docs/config.rst b/docs/config.rst index be88405..4ce2858 100644 --- a/docs/config.rst +++ b/docs/config.rst @@ -181,13 +181,28 @@ the form ``key = value``. Two items take a different form:, ``worlds`` and This specifies the number of worker processes to spawn on the local machine to do work. It defaults to the number of CPU cores you have, if not specified. - + This can also be specified with :option:`--processes <-p>` e.g.:: processes = 2 +.. _observer: + +``observer = `` + This lets you configure how the progress of the render is reported. The + default is to display a progress bar, unless run on Windows or with stderr + redirected to a file. The default value will probably be fine for most + people, but advanced users may want to make their own progress reporter (for + a web service or something like that) or you may want to force a particular + observer to be used. The observer object is expected to have at least ``start``, + ``add``, ``update``, and ``finish`` methods. + + e.g.:: + + observer = ProgressBarObserver() + .. _outputdir: @@ -253,7 +268,7 @@ values. The valid configuration keys are listed below. This is which rendermode to use for this render. There are many rendermodes to choose from. This can either be a rendermode object, or a string, in which case the rendermode object by that name is used. - + e.g.:: "rendermode": "normal", @@ -291,7 +306,7 @@ values. The valid configuration keys are listed below. Selecting this rendermode doesn't automatically render your nether dimension. Be sure to also set the :ref:`dimension` option to 'nether'. - + ``"nether_lighting"`` Similar to "nether" but with blocky lighting. @@ -302,9 +317,9 @@ values. The valid configuration keys are listed below. A cave render with depth tinting (blocks are tinted with a color dependent on their depth, so it's easier to tell overlapping caves apart) - + **Default:** ``"normal"`` - + .. note:: The value for the 'rendermode' key can be either a *string* or @@ -313,8 +328,8 @@ values. The valid configuration keys are listed below. objects. See :ref:`customrendermodes` for more information. ``northdirection`` - This is direction that north will be rendered. This north direction will - match the established north direction in the game where the sun rises in the + This is direction that north will be rendered. This north direction will + match the established north direction in the game where the sun rises in the east and sets in the west. Here are the valid north directions: @@ -327,27 +342,27 @@ values. The valid configuration keys are listed below. **Default:** ``"upper-left"`` ``rerenderprob`` - This is the probability that a tile will be rerendered even though there may - have been no changes to any blocks within that tile. Its value should be a + This is the probability that a tile will be rerendered even though there may + have been no changes to any blocks within that tile. Its value should be a floating point number between 0.0 and 1.0. **Default:** ``0`` ``imgformat`` - This is which image format to render the tiles into. Its value should be a - string containing "png", "jpg", or "jpeg". + This is which image format to render the tiles into. Its value should be a + string containing "png", "jpg", or "jpeg". **Default:** ``"png"`` ``imgquality`` - This is the image quality used when saving the tiles into the JPEG image + This is the image quality used when saving the tiles into the JPEG image format. Its value should be an integer between 0 and 100. **Default:** ``95`` ``bgcolor`` - This is the background color to be displayed behind the map. Its value - should be either a string in the standard HTML color syntax or a 4-tuple in + This is the background color to be displayed behind the map. Its value + should be either a string in the standard HTML color syntax or a 4-tuple in the format of (r,b,g,a). The alpha entry should be set to 0. **Default:** ``#1a1a1a`` @@ -414,7 +429,7 @@ values. The valid configuration keys are listed below. configuration file. If you use :option:`--forcerender`, then all 3 of those renders get re-rendered completely. However, if you just need one of them re-rendered, that's unnecessary extra work. - + If you set ``'forcerender': True,`` on just one of those renders, then just that one gets re-rendered completely. The other two render normally (only tiles that need updating are rendered). @@ -454,7 +469,7 @@ values. The valid configuration keys are listed below. ``markers`` This controls the display of markers, signs, and other points of interest - in the output HTML. It should be a list of filter functions. + in the output HTML. It should be a list of filter functions. .. note:: @@ -462,7 +477,7 @@ values. The valid configuration keys are listed below. markers and signs on our map, you must also run the genPO script. See the :doc:`Signs and markers` section for more details and documenation. - + **Default:** ``[]`` (an empty list) .. _customrendermodes: @@ -523,7 +538,7 @@ EdgeLines the background. **Options** - + opacity The darkness of the edge lines, from 0.0 to 1.0. Default: 0.15 @@ -579,9 +594,9 @@ MineralOverlay Color the map according to what minerals can be found underneath. Either use this on top of other modes, or on top of ClearBase to create a pure overlay. - + **Options** - + minerals A list of (blockid, (r, g, b)) tuples to use as colors. If not provided, a default list of common minerals is used.