More doxygen.

This commit is contained in:
Jason Felds
2011-02-25 19:28:00 -05:00
parent 32e6e65d35
commit 0bf6666704
5 changed files with 97 additions and 27 deletions
+27 -14
View File
@@ -1,5 +1,3 @@
/* GameInput - An input event specific to an InputScheme defined by a logical controller and button. */
#ifndef GAME_INPUT_H
#define GAME_INPUT_H
@@ -7,27 +5,29 @@
class InputScheme;
/** @brief the list of controllers in use. */
enum GameController
{
GameController_1 = 0, // left controller
GameController_2, // right controller
NUM_GameController, // leave this at the end
GameController_1 = 0, /**< The left controller */
GameController_2, /**< The right controller */
NUM_GameController, /**< The number of controllers allowed. */
GameController_Invalid,
};
const RString& GameControllerToString( GameController mp );
LuaDeclareType( GameController );
/** @brief the list of buttons StepMania recognizes. */
enum GameButton
{
GAME_BUTTON_MENULEFT,
GAME_BUTTON_MENURIGHT,
GAME_BUTTON_MENUUP,
GAME_BUTTON_MENUDOWN,
GAME_BUTTON_MENULEFT, /**< Navigate the menus to the left. */
GAME_BUTTON_MENURIGHT, /**< Navigate the menus to the right. */
GAME_BUTTON_MENUUP, /**< Navigate the menus to the top. */
GAME_BUTTON_MENUDOWN, /**< Navigate the menus to the bottom. */
GAME_BUTTON_START,
GAME_BUTTON_SELECT,
GAME_BUTTON_BACK,
GAME_BUTTON_COIN,
GAME_BUTTON_OPERATOR,
GAME_BUTTON_COIN, /**< Insert a coin to play. */
GAME_BUTTON_OPERATOR, /**< Access the operator menu. */
GAME_BUTTON_EFFECT_UP,
GAME_BUTTON_EFFECT_DOWN,
GAME_BUTTON_CUSTOM_01,
@@ -64,18 +64,29 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01
// dance
/** @brief Set up the left arrow for dance mode. */
#define DANCE_BUTTON_LEFT GAME_BUTTON_CUSTOM_01
/** @brief Set up the right arrow for dance mode. */
#define DANCE_BUTTON_RIGHT GAME_BUTTON_CUSTOM_02
/** @brief Set up the up arrow for dance mode. */
#define DANCE_BUTTON_UP GAME_BUTTON_CUSTOM_03
/** @brief Set up the down arrow for dance mode. */
#define DANCE_BUTTON_DOWN GAME_BUTTON_CUSTOM_04
/** @brief Set up the upleft arrow for dance mode (solo). */
#define DANCE_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_05
/** @brief Set up the upright arrow for dance mode (solo). */
#define DANCE_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_06
#define NUM_DANCE_BUTTONS GAME_BUTTON_CUSTOM_07
// pump
/** @brief Set up the upleft arrow for pump mode. */
#define PUMP_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_01
/** @brief Set up the upright arrow for pump mode. */
#define PUMP_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_02
/** @brief Set up the center arrow for pump mode. */
#define PUMP_BUTTON_CENTER GAME_BUTTON_CUSTOM_03
/** @brief Set up the downleft arrow for pump mode. */
#define PUMP_BUTTON_DOWNLEFT GAME_BUTTON_CUSTOM_04
/** @brief Set up the downright arrow for pump mode. */
#define PUMP_BUTTON_DOWNRIGHT GAME_BUTTON_CUSTOM_05
#define NUM_PUMP_BUTTONS GAME_BUTTON_CUSTOM_06
// kb7
@@ -178,7 +189,7 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
#define GAME_BUTTON_START GAME_BUTTON_START
#define GAME_BUTTON_BACK GAME_BUTTON_BACK
/** @brief An input event specific to an InputScheme defined by a logical controller and button. */
struct GameInput
{
GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { }
@@ -207,8 +218,10 @@ struct GameInput
#endif
/*
* (c) 2001-2004 Chris Danford
/**
* @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a