Give @briefs to all namespaces.

This will force recompilation of all files.
This commit is contained in:
Jason Felds
2011-02-19 12:09:03 -05:00
parent ffebd5010f
commit 1a1ff7d701
41 changed files with 91 additions and 75 deletions
+1 -3
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@@ -1,5 +1,3 @@
/* BackgroundUtil - Shared background-related routines. */
#ifndef BackgroundUtil_H
#define BackgroundUtil_H
@@ -61,7 +59,7 @@ struct BackgroundChange
RString GetTextDescription() const;
};
/** @brief Shared background-related routines. */
namespace BackgroundUtil
{
void SortBackgroundChangesArray( vector<BackgroundChange> &vBackgroundChanges );
+1 -1
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@@ -27,7 +27,7 @@ struct EnumTraits
};
template<typename T> LuaReference EnumTraits<T>::StringToEnum;
template<typename T> LuaReference EnumTraits<T>::EnumToString;
/** @brief Lua helpers for Enumerators. */
namespace Enum
{
template<typename T>
+1 -2
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@@ -1,7 +1,6 @@
/* FontCharmaps - Defines common frame to character mappings for Fonts. */
#ifndef FONT_CHARMAPS_H
#define FONT_CHARMAPS_H
/** @brief Defines common frame to character mappings for Fonts. */
namespace FontCharmaps
{
extern const wchar_t M_SKIP;
+1 -3
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@@ -1,8 +1,6 @@
/* GameLoop - Main rendering and update loop. */
#ifndef GAME_LOOP_H
#define GAME_LOOP_H
/** @brief Main rendering and update loop. */
namespace GameLoop
{
void RunGameLoop();
+1 -1
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@@ -3,7 +3,7 @@
#include "Preference.h"
#include "GameConstantsAndTypes.h"
/** @brief Quick access to other variables. */
namespace GamePreferences
{
extern Preference<CoinMode> m_CoinMode;
+1 -3
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@@ -1,11 +1,9 @@
/* JsonUtil - Utilities for handling JSON data. */
#ifndef JsonUtil_H
#define JsonUtil_H
class RageFileBasic;
#include "jsoncpp/include/json/value.h"
/** @brief Utilities for handling JSON data. */
namespace JsonUtil
{
bool LoadFromString( Json::Value &root, RString sData, RString &sErrorOut );
+2
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@@ -33,6 +33,7 @@ static Impl *pImpl = NULL;
#pragma warning (disable : 4611)
#endif
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<> void Push<bool>( lua_State *L, const bool &Object );
@@ -70,6 +71,7 @@ void LuaManager::UnsetGlobal( const RString &sName )
Release( L );
}
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<> void Push<bool>( lua_State *L, const bool &Object ) { lua_pushboolean( L, Object ); }
+1
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@@ -47,6 +47,7 @@ private:
extern LuaManager *LUA;
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
/* Load the given script with the given name. On success, the resulting
+2
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@@ -158,6 +158,7 @@ RString LuaReference::Serialize() const
return sRet;
}
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<> bool FromStack<LuaReference>( lua_State *L, LuaReference &Object, int iOffset )
@@ -200,6 +201,7 @@ void LuaTable::Get( Lua *L, const RString &sKey )
lua_remove( L, -2 ); // remove self
}
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<> void Push<LuaReference>( lua_State *L, const LuaReference &Object )
+8 -1
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@@ -207,7 +207,14 @@ public:
bool operator != ( const T &other ) const { return val != other; }
};
namespace LuaHelpers { template<class T> void Push( lua_State *L, const BroadcastOnChange<T> &Object ) { LuaHelpers::Push<T>( L, Object.Get() ); } }
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<class T> void Push( lua_State *L, const BroadcastOnChange<T> &Object )
{
LuaHelpers::Push<T>( L, Object.Get() );
}
}
template<class T, int N>
class BroadcastOnChange1D
+1 -3
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@@ -1,10 +1,8 @@
/* BMSLoader - reads a Song from a set of .BMS files. */
#ifndef NOTES_LOADER_BMS_H
#define NOTES_LOADER_BMS_H
class Song;
/** @brief Reads a Song from a set of .BMS files. */
namespace BMSLoader
{
void GetApplicableFiles( const RString &sPath, vector<RString> &out );
+1 -3
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@@ -1,10 +1,8 @@
/* KSFLoader - Reads a Song from a set of .KSF files. */
#ifndef NOTES_LOADER_KSF_H
#define NOTES_LOADER_KSF_H
class Song;
/** @brief Reads a Song from a set of .KSF files. */
namespace KSFLoader
{
void GetApplicableFiles( const RString &sPath, vector<RString> &out );
+4 -1
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@@ -562,7 +562,10 @@ bool MidiFileIn :: readVariableLength( unsigned long *value )
return true;
}
/**
* @brief Utilities for working with the Guitar mode.
*
* Is this going to be kept in sm-ssc? */
namespace Guitar
{
enum GuitarDifficulty { easy, medium, hard, expert, NUM_GuitarDifficulty };
+1 -3
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@@ -1,10 +1,8 @@
/* MidiLoader - Reads a Song from a .mid file. */
#ifndef NotesLoaderMidi_H
#define NotesLoaderMidi_H
class Song;
/** @brief Reads a Song from a .mid file. */
namespace MidiLoader
{
void GetApplicableFiles( const RString &sPath, vector<RString> &out );
+5 -5
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@@ -1,5 +1,3 @@
/* SMLoader - Reads a Song from an .SM file. */
#ifndef NotesLoaderSM_H
#define NotesLoaderSM_H
@@ -9,7 +7,7 @@ class MsdFile;
class Song;
class Steps;
class TimingData;
/** @brief Reads a Song from an .SM file. */
namespace SMLoader
{
void LoadFromSMTokens( RString sStepsType, RString sDescription, RString sDifficulty,
@@ -29,8 +27,10 @@ namespace SMLoader
#endif
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+1
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@@ -121,6 +121,7 @@ private:
void (*m_pfnValidate)(T& val);
};
/** @brief Utilities for working with Lua. */
namespace LuaHelpers { template<typename T> void Push( lua_State *L, const Preference<T> &Object ) { LuaHelpers::Push<T>( L, Object.Get() ); } }
template <class T>
+1
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@@ -30,6 +30,7 @@
/* Not in glext.h: */
typedef bool (APIENTRY * PWSWAPINTERVALEXTPROC) (int interval);
/** @brief Utilities for working with the RageDisplay. */
namespace RageDisplay_OGL_Helpers
{
void Init();
+4 -3
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@@ -1,8 +1,9 @@
/* RageException - Class for throwing fatal errors. */
#ifndef RAGE_EXCEPTION_H
#define RAGE_EXCEPTION_H
/**
* @brief Namespace for throwing fatal errors.
*
* The original documentation stated this was a class for some reason. */
namespace RageException
{
void NORETURN Throw( const char *fmt, ... ) PRINTF(1,2);
+1 -1
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@@ -424,7 +424,7 @@ public:
};
LUA_REGISTER_CLASS( RageFile )
/** @brief Utilities for working with RageFiles. */
namespace RageFileUtil
{
int CreateRageFile( lua_State *L )
+1 -1
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@@ -83,7 +83,7 @@ private:
int m_Mode;
};
/* Convenience wrappers for reading binary files. */
/** @brief Convenience wrappers for reading binary files. */
namespace FileReading
{
/* On error, these set sError to the error message. If sError is already
+2 -4
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@@ -1,8 +1,6 @@
/* RageFileManager - File utilities and high-level manager for RageFile objects. */
#ifndef RAGE_FILE_MANAGER_H
#define RAGE_FILE_MANAGER_H
/** @brief Constants for working with the RageFileManager. */
namespace RageFileManagerUtil
{
extern RString sInitialWorkingDirectory;
@@ -12,7 +10,7 @@ namespace RageFileManagerUtil
class RageFileDriver;
class RageFileBasic;
struct lua_State;
/** @brief File utilities and high-level manager for RageFile objects. */
class RageFileManager
{
public:
+1 -1
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@@ -2,7 +2,7 @@
#define RAGE_FILE_MANAGER_READAHEAD_H
#include "RageFileBasic.h"
/** @brief Utilities for reading the RageFiles. */
namespace RageFileManagerReadAhead
{
void Init();
+1 -1
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@@ -396,7 +396,7 @@ int PolyphaseFilter::NumInputsForOutputSamples( const State &State, int iOut, in
return iIn;
}
/** @brief Utilities for working with the PolyphaseFilter cache. */
namespace PolyphaseFilterCache
{
/* Cache filter data, and reuse it without copying. All operations after creation
+1 -3
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@@ -1,8 +1,6 @@
/* RageSoundUtil - simple utilities that operate on sound buffers. */
#ifndef RAGE_SOUND_UTIL_H
#define RAGE_SOUND_UTIL_H
/** @brief Simple utilities that operate on sound buffers. */
namespace RageSoundUtil
{
void Attenuate( float *pBuf, int iSamples, float fVolume );
+1
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@@ -8,6 +8,7 @@ struct RageSurfacePalette;
struct RageSurfaceFormat;
struct RageSurface;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
uint32_t decodepixel( const uint8_t *p, int bpp );
+1
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@@ -2,6 +2,7 @@
#define RAGE_SURFACE_UTILS_DITHER_H
struct RageSurface;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
void OrderedDither(const RageSurface *src, RageSurface *dst);
+1
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@@ -4,6 +4,7 @@
#define RAGE_SURFACE_UTILS_PALETTIZE
struct RageSurface;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
void Palettize( RageSurface *&pImg, int iColors=256, bool bDither=true );
+1
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@@ -2,6 +2,7 @@
#define RAGE_SURFACE_UTILS_ZOOM_H
struct RageSurface;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
void Zoom( RageSurface *&src, int width, int height );
+1
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@@ -2,6 +2,7 @@
#define RAGE_SURFACE_LOAD_H
struct RageSurface;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
enum OpenResult
+1
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@@ -5,6 +5,7 @@
struct RageSurface;
class RageFile;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
bool SaveBMP( RageSurface *surface, RageFile &f );
+1
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@@ -7,6 +7,7 @@
#include "RageFile.h"
#undef FAR /* fix for VC */
/** @brief A helper to get the jpeg lib. */
namespace jpeg
{
extern "C"
+1
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@@ -5,6 +5,7 @@
struct RageSurface;
class RageFile;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
bool SaveJPEG( RageSurface *surface, RageFile &f, bool bHighQual=true );
+1
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@@ -5,6 +5,7 @@
struct RageSurface;
class RageFile;
/** @brief Utility functions for the RageSurfaces. */
namespace RageSurfaceUtils
{
bool SavePNG( RageSurface *pImg, RageFile &f, RString &sError );
+1 -1
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@@ -73,7 +73,7 @@ RString RageColor::NormalizeColorString( RString sColor )
return "";
return c.ToString();
}
/** @brief Utilities for working with Lua. */
namespace LuaHelpers
{
template<> bool FromStack<RageColor>( lua_State *L, RageColor &Object, int iOffset )
+1
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@@ -615,6 +615,7 @@ int GetFileSizeInBytes( const RString &sFilePath );
void FixSlashesInPlace( RString &sPath );
void CollapsePath( RString &sPath, bool bRemoveLeadingDot=false );
/** @brief Utilities for converting the RStrings. */
namespace StringConversion
{
template<typename T>
+3 -3
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@@ -1,5 +1,3 @@
/* CachedObject - cached object pointers with automatic invalidation. */
#ifndef RAGE_UTIL_CACHED_OBJECT_H
#define RAGE_UTIL_CACHED_OBJECT_H
@@ -7,13 +5,15 @@
template<typename T>
class CachedObjectPointer;
/** @brief Utilities for working with the
<a class="el" href="class_cachedobject.html">CachedObjects</a>. */
namespace CachedObjectHelpers
{
void Lock();
void Unlock();
}
/** @brief Cached object pointers with automatic invalidation. */
template<typename T>
class CachedObject
{
+1
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@@ -81,6 +81,7 @@ static Preference<bool> g_bPruneFonts( "PruneFonts", true );
// Screen registration
static map<RString,CreateScreenFn> *g_pmapRegistrees = NULL;
/** @brief Utility functions for the ScreenManager. */
namespace ScreenManagerUtil
{
// in draw order first to last
+2 -2
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@@ -17,14 +17,14 @@ extern const ScreenMessage SM_LoseFocus;
extern const ScreenMessage SM_Pause;
extern const ScreenMessage SM_Success;
extern const ScreenMessage SM_Failure;
/** @brief Helpers for the ScreenMessages. */
namespace ScreenMessageHelpers
{
ScreenMessage ToScreenMessage( const RString & Name );
RString ScreenMessageToString( ScreenMessage SM );
};
// Automatically generate a unique ScreenMessage value
/** @brief Automatically generate a unique ScreenMessage value */
#define AutoScreenMessage( x ) \
const ScreenMessage x = ScreenMessageHelpers::ToScreenMessage( #x )
+23 -25
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@@ -1,5 +1,3 @@
/** @brief StdString - std::string convenience wrapper. */
// =============================================================================
// FILE: StdString.h
// AUTHOR: Joe O'Leary (with outside help noted in comments)
@@ -122,29 +120,29 @@ void MakeLower( char *p, size_t iLen );
void MakeUpper( wchar_t *p, size_t iLen );
void MakeLower( wchar_t *p, size_t iLen );
// =============================================================================
// INLINE FUNCTIONS ON WHICH CSTDSTRING RELIES
//
// Usually for generic text mapping, we rely on preprocessor macro definitions
// to map to string functions. However the CStdStr<> template cannot use
// macro-based generic text mappings because its character types do not get
// resolved until template processing which comes AFTER macro processing. In
// other words, UNICODE is of little help to us in the CStdStr template
//
// Therefore, to keep the CStdStr declaration simple, we have these inline
// functions. The template calls them often. Since they are inline (and NOT
// exported when this is built as a DLL), they will probably be resolved away
// to nothing.
//
// Without these functions, the CStdStr<> template would probably have to broken
// out into two, almost identical classes. Either that or it would be a huge,
// convoluted mess, with tons of "if" statements all over the place checking the
// size of template parameter CT.
//
// In several cases, you will see two versions of each function. One version is
// the more portable, standard way of doing things, while the other is the
// non-standard, but often significantly faster Visual C++ way.
// =============================================================================
/**
* @brief Inline functions on which CStdString relies on.
*
* Usually for generic text mapping, we rely on preprocessor macro definitions
* to map to string functions. However the CStdStr<> template cannot use
* macro-based generic text mappings because its character types do not get
* resolved until template processing which comes AFTER macro processing. In
* other words, UNICODE is of little help to us in the CStdStr template.
*
* Therefore, to keep the CStdStr declaration simple, we have these inline
* functions. The template calls them often. Since they are inline (and NOT
* exported when this is built as a DLL), they will probably be resolved away
* to nothing.
*
* Without these functions, the CStdStr<> template would probably have to broken
* out into two, almost identical classes. Either that or it would be a huge,
* convoluted mess, with tons of "if" statements all over the place checking the
* size of template parameter CT.
*
* In several cases, you will see two versions of each function. One version is
* the more portable, standard way of doing things, while the other is the
* non-standard, but often significantly faster Visual C++ way.
*/
namespace StdString
{
// -----------------------------------------------------------------------------
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@@ -7,6 +7,7 @@ class VideoModeParams;
int main( int argc, char* argv[] );
/** @brief Utility functions for controlling the whole game. */
namespace StepMania
{
void ApplyGraphicOptions();
+6 -1
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@@ -10,7 +10,8 @@ class Song;
class Steps;
struct lua_State;
/** @brief One such Song and Step in the entire Trail. */
/** @brief One such Song and
* <a class="el" href="class_steps.html">Step</a> in the entire Trail. */
struct TrailEntry
{
TrailEntry():
@@ -24,9 +25,13 @@ struct TrailEntry
}
void GetAttackArray( AttackArray &out ) const;
/** @brief The Song involved in the entry. */
Song* pSong;
/** @brief The <a class="el" href="class_steps.html">Step</a> involved in the entry. */
Steps* pSteps;
/** @brief The Modifiers applied for the whole Song. */
RString Modifiers;
/** @brief The Attacks that will take place durring the Song. */
AttackArray Attacks;
/**
* @brief Is this Song and its Step meant to be a secret?