Loads more doxy.

This commit is contained in:
Jason Felds
2011-02-26 02:38:28 -05:00
parent c5974890a2
commit 14047a9e87
16 changed files with 122 additions and 75 deletions
+13 -7
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@@ -1,10 +1,8 @@
/* ArrowEffects - Functions that return properties of arrows based on Style and PlayerOptions. */
#ifndef ARROWEFFECTS_H
#define ARROWEFFECTS_H
class PlayerState;
/** @brief Functions that return properties of arrows based on Style and PlayerOptions. */
class ArrowEffects
{
public:
@@ -37,7 +35,7 @@ public:
// Due to the handling logic for holds on Twirl, we need to use an offset instead.
// It's more intuitive for Roll to be based off offset, so use an offset there too.
static float GetRotationX( const PlayerState* pPlayerState, float fYOffset );
static float GetRotationY( const PlayerState *pPlayerState, float fYOffset );
static float GetRotationY( const PlayerState* pPlayerState, float fYOffset );
// fXPos is a horizontal position in pixels relative to the center of the field.
// This depends on the column of the arrow and possibly the Arrow effect and
@@ -58,7 +56,13 @@ public:
// AppearanceType.
static float GetGlow( const PlayerState* pPlayerState, int iCol, float fYPos, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar );
// Depends on fYOffset.
/**
* @brief Retrieve the current brightness.
*
* Note that this depends on fYOffset.
* @param pPlayerState the present PlayerState.
* @param fNoteBeat the current beat.
* @return the current brightness. */
static float GetBrightness( const PlayerState* pPlayerState, float fNoteBeat );
// This is the zoom of the individual tracks, not of the whole Player.
@@ -69,8 +73,10 @@ public:
#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
+22 -4
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@@ -5,12 +5,18 @@
#include "PlayerNumber.h"
class Song;
class PlayerState;
/** @brief An action made against a Player to make things more difficult. */
struct Attack
{
AttackLevel level;
float fStartSecond; // -1 = now
/**
* @brief the starting point of this attack.
*
* If this is -1, then the attack starts now. */
float fStartSecond;
/** @brief How long does this attack last? */
float fSecsRemaining;
/** @brief The modifiers used for this attack. */
RString sModifiers;
bool bOn; // set and used by GAMESTATE
bool bGlobal; // true for song-wide course mods
@@ -47,7 +53,14 @@ struct Attack
void GetAttackBeats( const Song *pSong, float &fStartBeat, float &fEndBeat ) const;
void GetRealtimeAttackBeats( const Song *pSong, const PlayerState* pPlayerState, float &fStartBeat, float &fEndBeat ) const;
/**
* @brief Determine if this attack has no modifiers, and is thus blank or empty.
* @return true if it is blank/empty, or false otherwise. */
bool IsBlank() const { return sModifiers.empty(); }
/**
* @brief Determine if two Attacks are equal to each other.
* @param rhs the other Attack in question.
* @return true if the two Attacks are equal, or false otherwise. */
bool operator== ( const Attack &rhs ) const;
bool ContainsTransformOrTurn() const;
static Attack FromGlobalCourseModifier( const RString &sModifiers );
@@ -56,13 +69,18 @@ struct Attack
struct AttackArray : public vector<Attack>
{
/**
* @brief Determine if the list of attacks contains a transform or turn mod.
* @return true if it does, or false otherwise. */
bool ContainsTransformOrTurn() const;
};
#endif
/*
* (c) 2003-2004 Chris Danford
/**
* @file
* @author Chris Danford (c) 2003-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -4
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@@ -1,4 +1,3 @@
/* AttackDisplay - A graphical display for attacks. */
#ifndef AttackDisplay_H
#define AttackDisplay_H
@@ -8,7 +7,7 @@
#include "RageTexturePreloader.h"
class PlayerState;
/** @brief A graphical display for attacks. */
class AttackDisplay : public ActorFrame
{
public:
@@ -29,8 +28,10 @@ protected:
#endif
/*
* (c) 2003 Chris Danford
/**
* @file
* @author Chris Danford (c) 2003
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+13 -6
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@@ -1,13 +1,14 @@
/* AutoActor - Smart pointer for Actor. */
#ifndef AutoActor_H
#define AutoActor_H
class Actor;
class XNode;
// creates the appropriate Actor derivitive on load and
// automatically deletes Actor on deconstruction.
/**
* @brief A smart pointer for Actor.
*
* This creates the appropriate Actor derivative on load and
* automatically deletes the Actor on deconstruction. */
class AutoActor
{
public:
@@ -20,6 +21,9 @@ public:
const Actor *operator->() const { return m_pActor; }
Actor *operator->() { return m_pActor; }
void Unload();
/**
* @brief Determine if this actor is presently loaded.
* @return true if it is loaded, or false otherwise. */
bool IsLoaded() const { return m_pActor != NULL; }
void Load( Actor *pActor ); // transfer pointer
void Load( const RString &sPath );
@@ -28,13 +32,16 @@ public:
void LoadAndSetName( const RString &sScreenName, const RString &sActorName );
protected:
/** @brief the Actor for which there is a smart pointer to. */
Actor* m_pActor;
};
#endif
/*
* (c) 2003-2004 Chris Danford
/**
* @file
* @author Chris Danford (c) 2003-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -4
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@@ -1,5 +1,3 @@
/* AutoKeysounds - handle playback of auto keysound notes. */
#ifndef AUTO_KEYSOUNDS_H
#define AUTO_KEYSOUNDS_H
@@ -10,6 +8,7 @@
class RageSoundReader;
class RageSoundReader_Chain;
class Song;
/** @brief Handle playback of auto keysound notes. */
class AutoKeysounds
{
public:
@@ -34,8 +33,10 @@ protected:
#endif
/*
* (c) 2004 Chris Danford, Glenn Maynard
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -4
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@@ -1,5 +1,3 @@
/* BGAnimation - An ActorFrame that loads itself. */
#ifndef BGANIMATION_H
#define BGANIMATION_H
@@ -7,6 +5,7 @@
class XNode;
/** @brief An ActorFrame that loads itself. */
class BGAnimation : public ActorFrameAutoDeleteChildren
{
public:
@@ -24,8 +23,10 @@ protected:
#endif
/*
* (c) 2001-2004 Ben Nordstrom, Chris Danford
/**
* @file
* @author Ben Nordstrom, Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -4
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@@ -1,5 +1,3 @@
/* BGAnimationLayer - layer elements used by BGAnimation */
#ifndef BGANIMATIONLAYER_H
#define BGANIMATIONLAYER_H
@@ -9,6 +7,7 @@
class XNode;
/** @brief Layer elements used by BGAnimation. */
class BGAnimationLayer : public ActorFrame
{
public:
@@ -53,8 +52,10 @@ protected:
#endif
/*
* (c) 2001-2004 Ben Nordstrom, Chris Danford, Glenn Maynard
/**
* @file
* @author Ben Nordstrom, Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+8 -5
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@@ -1,5 +1,3 @@
/* Background - Background behind notes while playing. */
#ifndef BACKGROUND_H
#define BACKGROUND_H
@@ -11,7 +9,7 @@
class DancingCharacters;
class Song;
class BackgroundImpl;
/** @brief the Background that is behind the notes while playing. */
class Background : public ActorFrame
{
public:
@@ -25,6 +23,9 @@ public:
void FadeToActualBrightness();
void SetBrightness( float fBrightness ); // overrides pref and Cover
/**
* @brief Retrieve whatever dancing characters are in use.
* @return the dancing characters. */
DancingCharacters* GetDancingCharacters();
void GetLoadedBackgroundChanges( vector<BackgroundChange> **pBackgroundChangesOut );
@@ -35,8 +36,10 @@ protected:
#endif
/*
* (c) 2001-2004 Chris Danford, Ben Nordstrom
/**
* @file
* @author Chris Danford, Ben Nordstrom (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -5
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@@ -1,5 +1,3 @@
/* BannerCache - Maintains a cache of reduced-quality banners. */
#ifndef BANNER_CACHE_H
#define BANNER_CACHE_H
@@ -8,7 +6,7 @@
#include "RageTexture.h"
class LoadingWindow;
/** @brief Maintains a cache of reduced-quality banners. */
class BannerCache
{
public:
@@ -37,8 +35,10 @@ extern BannerCache *BANNERCACHE; // global and accessable from anywhere in our p
#endif
/*
* (c) 2003 Glenn Maynard
/**
* @file
* @author Glenn Maynard (c) 2003
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -4
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@@ -1,4 +1,3 @@
/* BeginnerHelper - A dancing character that follows the steps of the song. */
#ifndef BEGINNER_HELPER_H
#define BEGINNER_HELPER_H
@@ -8,7 +7,7 @@
#include "PlayerNumber.h"
#include "NoteData.h"
class Model;
/** @brief A dancing character that follows the steps of the Song. */
class BeginnerHelper : public ActorFrame
{
public:
@@ -42,8 +41,10 @@ protected:
};
#endif
/*
* (c) 2003 Kevin Slaughter, Thad Ward
/**
* @file
* @author Kevin Slaughter, Thad Ward (c) 2003
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+5 -5
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@@ -1,5 +1,3 @@
/* BitmapText - An actor that holds a Font and draws text to the screen. */
#ifndef BITMAP_TEXT_H
#define BITMAP_TEXT_H
@@ -9,7 +7,7 @@
class RageTexture;
class Font;
struct FontPageTextures;
/** @brief An actor that holds a Font and draws text to the screen. */
class BitmapText : public Actor
{
public:
@@ -101,8 +99,10 @@ private:
#endif
/*
* (c) 2001-2007 Chris Danford, Charles Lohr, Steve Checkoway
/**
* @file
* @author Chris Danford, Charles Lohr, Steve Checkoway (c) 2001-2007
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+6 -6
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@@ -1,11 +1,9 @@
/* DynamicActorScroller - ActorScroller that fills in its children on the fly. */
#ifndef ACTOR_SCROLLER_H
#define ACTOR_SCROLLER_H
#include "ActorScroller.h"
#include "LuaReference.h"
/** @brief ActorScroller that fills in its children on the fly. */
class DynamicActorScroller: public ActorScroller
{
public:
@@ -18,7 +16,7 @@ protected:
LuaReference m_LoadFunction;
};
/** @brief an ActorScroller that deletes its children automatically. */
class DynamicActorScrollerAutoDeleteChildren: public DynamicActorScroller
{
public:
@@ -29,8 +27,10 @@ public:
#endif
/*
* (c) 2005 Glenn Maynard
/**
* @file
* @author Glenn Maynard (c) 2005
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+1 -3
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@@ -1,11 +1,9 @@
/** @brief Quad - A rectangle shaped actor with color. */
#ifndef QUAD_H
#define QUAD_H
#include "Sprite.h"
/** @brief the Rectangular Actor with color. */
/** @brief A rectangular shaped Actor with color. */
class Quad : public Sprite
{
public:
+1 -2
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@@ -1,11 +1,10 @@
/** @brief RollingNumbers - animates from one number to another by scrolling its digits. */
#ifndef RollingNumbers_H
#define RollingNumbers_H
#include "BitmapText.h"
#include "ThemeMetric.h"
/** @brief Animates from one number to another by scrolling its digits. */
class RollingNumbers : public BitmapText
{
public:
+14 -7
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@@ -18,7 +18,10 @@ public:
* safely log. */
virtual void DumpDebugInfo() { }
/* Re-exec the game. If this is implemented, it doesn't return. */
/**
* @brief Re-exec the game.
*
* If this is implemented, it doesn't return. */
virtual void RestartProgram() { }
/*
@@ -41,15 +44,17 @@ public:
virtual void BoostPriority() { }
virtual void UnBoostPriority() { }
/*
/**
* @brief Setup the rendering threads for concurrency.
*
* The priority of the concurrent rendering thread may need to be boosted
* on some schedulers.
*/
virtual void SetupConcurrentRenderingThread() { }
/*
* Returns true if the user wants to quit (eg. ^C, or clicked a "close window" button).
*/
/**
* @brief Determine if the user wants to quit (eg. ^C, or clicked a "close window" button).
* @return true if the user wants to quit, false otherwise. */
static bool UserQuit() { return g_bQuitting; }
static void SetUserQuit() { g_bQuitting = true; }
@@ -134,8 +139,10 @@ private:
extern ArchHooks *HOOKS; // global and accessable from anywhere in our program
/*
* (c) 2003-2004 Glenn Maynard, Chris Danford
/**
* @file
* @author Glenn Maynard, Chris Danford (c) 2003-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+9 -5
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@@ -23,9 +23,11 @@ struct BacktraceContext
#endif
};
/* Initialize. This is optional. If not called explicitly, it will be
* called as necessary. This may do things that are not safe to do in
* crash conditions. */
/**
* @brief Initialize the backtrace.
*
* This is optional. If not called explicitly, it will be called as necessary.
* This may do things that are not safe to do in crash conditions. */
void InitializeBacktrace();
/* Retrieve up to size-1 backtrace pointers in buf. The array will be
@@ -47,8 +49,10 @@ void GetSignalBacktraceContext( BacktraceContext *ctx, const ucontext_t *uc );
#endif
/*
* (c) 2003-2004 Glenn Maynard
/**
* @file
* @author Glenn Maynard (c) 2003-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a