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
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@@ -1,5 +1,3 @@
/* GameInput - An input event specific to an InputScheme defined by a logical controller and button. */
#ifndef GAME_INPUT_H #ifndef GAME_INPUT_H
#define GAME_INPUT_H #define GAME_INPUT_H
@@ -7,27 +5,29 @@
class InputScheme; class InputScheme;
/** @brief the list of controllers in use. */
enum GameController enum GameController
{ {
GameController_1 = 0, // left controller GameController_1 = 0, /**< The left controller */
GameController_2, // right controller GameController_2, /**< The right controller */
NUM_GameController, // leave this at the end NUM_GameController, /**< The number of controllers allowed. */
GameController_Invalid, GameController_Invalid,
}; };
const RString& GameControllerToString( GameController mp ); const RString& GameControllerToString( GameController mp );
LuaDeclareType( GameController ); LuaDeclareType( GameController );
/** @brief the list of buttons StepMania recognizes. */
enum GameButton enum GameButton
{ {
GAME_BUTTON_MENULEFT, GAME_BUTTON_MENULEFT, /**< Navigate the menus to the left. */
GAME_BUTTON_MENURIGHT, GAME_BUTTON_MENURIGHT, /**< Navigate the menus to the right. */
GAME_BUTTON_MENUUP, GAME_BUTTON_MENUUP, /**< Navigate the menus to the top. */
GAME_BUTTON_MENUDOWN, GAME_BUTTON_MENUDOWN, /**< Navigate the menus to the bottom. */
GAME_BUTTON_START, GAME_BUTTON_START,
GAME_BUTTON_SELECT, GAME_BUTTON_SELECT,
GAME_BUTTON_BACK, GAME_BUTTON_BACK,
GAME_BUTTON_COIN, GAME_BUTTON_COIN, /**< Insert a coin to play. */
GAME_BUTTON_OPERATOR, GAME_BUTTON_OPERATOR, /**< Access the operator menu. */
GAME_BUTTON_EFFECT_UP, GAME_BUTTON_EFFECT_UP,
GAME_BUTTON_EFFECT_DOWN, GAME_BUTTON_EFFECT_DOWN,
GAME_BUTTON_CUSTOM_01, GAME_BUTTON_CUSTOM_01,
@@ -64,18 +64,29 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01 #define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01
// dance // dance
/** @brief Set up the left arrow for dance mode. */
#define DANCE_BUTTON_LEFT GAME_BUTTON_CUSTOM_01 #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 #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 #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 #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 #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 DANCE_BUTTON_UPRIGHT GAME_BUTTON_CUSTOM_06
#define NUM_DANCE_BUTTONS GAME_BUTTON_CUSTOM_07 #define NUM_DANCE_BUTTONS GAME_BUTTON_CUSTOM_07
// pump // pump
/** @brief Set up the upleft arrow for pump mode. */
#define PUMP_BUTTON_UPLEFT GAME_BUTTON_CUSTOM_01 #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 #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 #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 #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 PUMP_BUTTON_DOWNRIGHT GAME_BUTTON_CUSTOM_05
#define NUM_PUMP_BUTTONS GAME_BUTTON_CUSTOM_06 #define NUM_PUMP_BUTTONS GAME_BUTTON_CUSTOM_06
// kb7 // kb7
@@ -178,7 +189,7 @@ GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN #define GAME_BUTTON_DOWN GAME_BUTTON_MENUDOWN
#define GAME_BUTTON_START GAME_BUTTON_START #define GAME_BUTTON_START GAME_BUTTON_START
#define GAME_BUTTON_BACK GAME_BUTTON_BACK #define GAME_BUTTON_BACK GAME_BUTTON_BACK
/** @brief An input event specific to an InputScheme defined by a logical controller and button. */
struct GameInput struct GameInput
{ {
GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { } GameInput(): controller(GameController_Invalid), button(GameButton_Invalid) { }
@@ -207,8 +218,10 @@ struct GameInput
#endif #endif
/* /**
* (c) 2001-2004 Chris Danford * @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a
-2
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@@ -1,5 +1,3 @@
/** @brief GameplayAssist - Encapsulate playing of handclap and metronome. */
#ifndef GameplayAssist_H #ifndef GameplayAssist_H
#define GameplayAssist_H #define GameplayAssist_H
+12 -3
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@@ -16,9 +16,16 @@ public:
virtual GrooveRadar *Copy() const; virtual GrooveRadar *Copy() const;
virtual void LoadFromNode( const XNode* pNode ); virtual void LoadFromNode( const XNode* pNode );
/**
* @brief Give the Player an empty GrooveRadar.
* @param pn the Player to give an empty GrooveRadar. */
void SetEmpty( PlayerNumber pn ); void SetEmpty( PlayerNumber pn );
void SetFromRadarValues( PlayerNumber pn, const RadarValues &rv ); void SetFromRadarValues( PlayerNumber pn, const RadarValues &rv );
void SetFromSteps( PlayerNumber pn, Steps* pSteps ); // NULL means no Steps /**
* @brief Give the Player a GrooveRadar based on some Steps.
* @param pn the Player to give a GrooveRadar.
* @param pSteps the Steps to use to make the radar. If NULL, there are no Steps. */
void SetFromSteps( PlayerNumber pn, Steps* pSteps );
// Lua // Lua
void PushSelf( lua_State *L ); void PushSelf( lua_State *L );
@@ -58,8 +65,10 @@ protected:
#endif #endif
/* /**
* (c) 2001-2004 Chris Danford * @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a
+3
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@@ -58,6 +58,9 @@ struct HighScore
* @return true if the score would be disqualified, false otherwise. */ * @return true if the score would be disqualified, false otherwise. */
bool GetDisqualified() const; bool GetDisqualified() const;
/**
* @brief Set the name of the Player that earned the score.
* @param sName the name of the Player. */
void SetName( const RString &sName ); void SetName( const RString &sName );
void SetGrade( Grade g ); void SetGrade( Grade g );
void SetScore( int iScore ); void SetScore( int iScore );
+55 -8
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@@ -144,7 +144,11 @@ public:
/** @brief The group this Song is in. */ /** @brief The group this Song is in. */
RString m_sGroupName; RString m_sGroupName;
ProfileSlot m_LoadedFromProfile; // ProfileSlot_Invalid if not loaded from a profile /**
* @brief the Profile this came from.
*
* This is ProfileSlot_Invalid if it wasn't loaded from a profile. */
ProfileSlot m_LoadedFromProfile;
/** @brief Is the song file itself a symlink to another file? */ /** @brief Is the song file itself a symlink to another file? */
bool m_bIsSymLink; bool m_bIsSymLink;
bool m_bEnabled; bool m_bEnabled;
@@ -155,8 +159,11 @@ public:
RString m_sSubTitle; RString m_sSubTitle;
/** @brief The artist of the Song, if it exists. */ /** @brief The artist of the Song, if it exists. */
RString m_sArtist; RString m_sArtist;
/** @brief The transliterated title of the Song, if it exists. */
RString m_sMainTitleTranslit; RString m_sMainTitleTranslit;
/** @brief The transliterated subtitle of the Song, if it exists. */
RString m_sSubTitleTranslit; RString m_sSubTitleTranslit;
/** @brief The transliterated artist of the Song, if it exists. */
RString m_sArtistTranslit; RString m_sArtistTranslit;
/* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit* /* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit*
@@ -166,9 +173,27 @@ public:
RString GetDisplayArtist() const; RString GetDisplayArtist() const;
// Returns the transliterated titles, if any; otherwise returns the main titles. // Returns the transliterated titles, if any; otherwise returns the main titles.
RString GetTranslitMainTitle() const { return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle; } /**
RString GetTranslitSubTitle() const { return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle; } * @brief Retrieve the transliterated title, or the main title if there is no translit.
RString GetTranslitArtist() const { return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist; } * @return the proper title. */
RString GetTranslitMainTitle() const
{
return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle;
}
/**
* @brief Retrieve the transliterated subtitle, or the main subtitle if there is no translit.
* @return the proper subtitle. */
RString GetTranslitSubTitle() const
{
return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle;
}
/**
* @brief Retrieve the transliterated artist, or the main artist if there is no translit.
* @return the proper artist. */
RString GetTranslitArtist() const
{
return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist;
}
// "title subtitle" // "title subtitle"
RString GetDisplayFullTitle() const; RString GetDisplayFullTitle() const;
@@ -249,9 +274,22 @@ public:
typedef vector<BackgroundChange> VBackgroundChange; typedef vector<BackgroundChange> VBackgroundChange;
private: private:
// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly. /**
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay * @brief The background changes (sorted by layer) that are for this Song.
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay *
* This uses an AutoPtr instead of a raw pointer so that the
* auto gen'd copy constructor works correctly.
*
* This must be sorted before gameplay. */
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer];
/**
* @brief The foreground changes that are for this Song.
*
* This uses an AutoPtr instead of a raw pointer so that the
* auto gen'd copy constructor works correctly.
*
* This must be sorted before gameplay. */
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges;
public: public:
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const; const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ); vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
@@ -277,7 +315,14 @@ public:
float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); } float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); }
void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); } void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); }
BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); } BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); }
float GetBeatFromElapsedTime( float fElapsedTime ) const { return m_Timing.GetBeatFromElapsedTime( fElapsedTime ); } /**
* @brief Retrieve the beat based on the specified time.
* @param fElapsedTime the amount of time since the Song started.
* @return the appropriate beat. */
float GetBeatFromElapsedTime( float fElapsedTime ) const
{
return m_Timing.GetBeatFromElapsedTime( fElapsedTime );
}
float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); } float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); }
bool HasSignificantBpmChangesOrStops() const; bool HasSignificantBpmChangesOrStops() const;
float GetStepsSeconds() const; float GetStepsSeconds() const;
@@ -327,7 +372,9 @@ public:
void PushSelf( lua_State *L ); void PushSelf( lua_State *L );
private: private:
/** @brief the Steps that belong to this Song. */
vector<Steps*> m_vpSteps; vector<Steps*> m_vpSteps;
/** @brief the Steps of a particular StepsType that belong to this Song. */
vector<Steps*> m_vpStepsByType[NUM_StepsType]; vector<Steps*> m_vpStepsByType[NUM_StepsType];
}; };