Add Hugo website and rewrite docs to match current engine

New Hugo site in website/ with prosperon.dev theme (blue/gold/castle
aesthetic), docs sidebar navigation, and content pages. Rewrote all
doc files to align with the actual codebase: compositor+film2d
rendering, use() modules (no global prosperon object), Pit language,
script+JSON entity model. Added entities.md, front matter to all
70+ API docs, and updated API index for current module architecture.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-23 18:09:55 -06:00
parent 1619122a58
commit 83b798e365
106 changed files with 2749 additions and 492 deletions

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title: "PHYSFS_File"
type: docs
---
# PHYSFS_File
A file handle opened via PhysFS for writing or reading. Freed automatically when references go away.

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title: "SDL_Camera"
type: docs
---
# SDL_Camera
A handle to a physical camera device. Freed when references drop or camera is closed.

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title: "SDL_Cursor"
type: docs
---
# SDL_Cursor
An SDL cursor handle. Freed automatically on GC. No direct methods.

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title: "SDL_GPUBuffer"
type: docs
---
# SDL_GPUBuffer
### name() <sub>function</sub>

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title: "SDL_GPUCommandBuffer"
type: docs
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# SDL_GPUCommandBuffer
A command buffer that accumulates rendering, copy, and compute operations. Freed after submission or GC.

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title: "SDL_GPUComputePass"
type: docs
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# SDL_GPUComputePass
A compute pass for dispatching compute pipelines. Freed after end() or GC.

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title: "SDL_GPUComputePipeline"
type: docs
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# SDL_GPUComputePipeline
Encapsulates a compute shader program plus associated resource layouts.

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title: "SDL_GPUCopyPass"
type: docs
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# SDL_GPUCopyPass
A pass for CPU<->GPU or GPU<->GPU copy operations. No direct JS API besides internal usage.

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title: "SDL_GPUDevice"
type: docs
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# SDL_GPUDevice
A handle for low-level GPU operations via SDL GPU. Freed on GC.

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title: "SDL_GPUFence"
type: docs
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# SDL_GPUFence
A GPU fence for synchronization. Created upon commandBuffer.submit().

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title: "SDL_GPUGraphicsPipeline"
type: docs
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# SDL_GPUGraphicsPipeline
Encapsulates vertex+fragment shaders, blend/cull states, and vertex attribute layouts.

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title: "SDL_GPURenderPass"
type: docs
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# SDL_GPURenderPass
A single pass of drawing commands with color/depth attachments. Freed after end() or GC.

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title: "SDL_GPUSampler"
type: docs
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# SDL_GPUSampler
Defines how a texture is sampled (filter mode, address mode, anisotropy, compare op, etc.).

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title: "SDL_GPUShader"
type: docs
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# SDL_GPUShader
A single compiled shader (vertex or fragment) in a GPU-friendly format

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title: "SDL_GPUTexture"
type: docs
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# SDL_GPUTexture
### name() <sub>function</sub>

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title: "SDL_GPUTransferBuffer"
type: docs
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# SDL_GPUTransferBuffer
A staging buffer used for copying data to or from GPU buffers/textures. Typically

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title: "SDL_Renderer"
type: docs
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# SDL_Renderer
A 2D rendering context using the SDL renderer API. Freed automatically.

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title: "SDL_Surface"
type: docs
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# SDL_Surface
A software (CPU) image in memory. Freed when references vanish. Typically converted

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title: "SDL_Texture"
type: docs
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# SDL_Texture
A 2D GPU-accelerated texture for rendering with SDL_Renderer. Freed automatically.

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title: "SDL_Thread"
type: docs
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# SDL_Thread
A handle to an SDL-created thread. Freed on GC after join.

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title: "SDL_Window"
type: docs
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# SDL_Window
An application window, created via prosperon.engine_start or SDL calls. Freed on GC.

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title: "datastream"
type: docs
---
# datastream
A streaming media handle, typically for MPEG video. Freed automatically.

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title: "enet_host"
type: docs
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# enet_host
### service(callback, timeout) <sub>function</sub>

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title: "enet_peer"
type: docs
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# enet_peer
### send(data) <sub>function</sub>

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title: "font"
type: docs
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# font
A bitmap or TTF-based font object storing glyph data.

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title: "rtree"
type: docs
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# rtree
An R-tree for spatial lookups. Insert bounding boxes, query by bounding box, etc.

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title: "sprite"
type: docs
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# sprite
A 'sprite' is a simple struct for 2D drawing. It stores a rectangle (pos + size),

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title: "timer"
type: docs
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# timer
A scheduled callback or countdown. Freed automatically once no longer referenced

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title: "transform"
type: docs
---
# transform
A hierarchical transform storing 3D or 2D position, rotation (as a quaternion),