From 56da6d0fc1dc18258820f2c784811f281792f0bc Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Sat, 26 Feb 2011 19:17:31 -0500 Subject: [PATCH] More docs. --- src/PlayerOptions.h | 43 ++++++++++++++++++++++++------------------- 1 file changed, 24 insertions(+), 19 deletions(-) diff --git a/src/PlayerOptions.h b/src/PlayerOptions.h index 8557ba43cf..f6df9e2eff 100644 --- a/src/PlayerOptions.h +++ b/src/PlayerOptions.h @@ -1,5 +1,3 @@ -/* PlayerOptions - Per-player options that are not saved between sessions. */ - #ifndef PLAYER_OPTIONS_H #define PLAYER_OPTIONS_H @@ -10,7 +8,7 @@ class Trail; #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" - +/** @brief Per-player options that are not saved between sessions. */ class PlayerOptions { public: @@ -37,13 +35,13 @@ public: bool operator==( const PlayerOptions &other ) const; bool operator!=( const PlayerOptions &other ) const { return !operator==(other); } - + /** @brief The various acceleration mods. */ enum Accel { - ACCEL_BOOST, - ACCEL_BRAKE, + ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */ + ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */ ACCEL_WAVE, ACCEL_EXPAND, - ACCEL_BOOMERANG, + ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */ NUM_ACCELS }; enum Effect { @@ -63,14 +61,15 @@ public: EFFECT_ROLL, NUM_EFFECTS }; + /** @brief The various appearance mods. */ enum Appearance { - APPEARANCE_HIDDEN, - APPEARANCE_HIDDEN_OFFSET, - APPEARANCE_SUDDEN, - APPEARANCE_SUDDEN_OFFSET, - APPEARANCE_STEALTH, - APPEARANCE_BLINK, - APPEARANCE_RANDOMVANISH, + APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */ + APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */ + APPEARANCE_SUDDEN, /**< The arrows appear partway up. */ + APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */ + APPEARANCE_STEALTH, /**< The arrows are not shown at all. */ + APPEARANCE_BLINK, /**< The arrows blink constantly. */ + APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */ NUM_APPEARANCES }; enum Turn { @@ -154,15 +153,21 @@ public: bool m_bTransforms[NUM_TRANSFORMS]; bool m_bMuteOnError; ScoreDisplay m_ScoreDisplay; + /** @brief How can the Player fail a song? */ enum FailType { - FAIL_IMMEDIATE=0, // fail immediately when life touches 0 - FAIL_IMMEDIATE_CONTINUE, // fail immediately when life touches 0, but allow playing the rest of the song - FAIL_AT_END, // fail if life is at 0 when the song ends - FAIL_OFF // never fail + FAIL_IMMEDIATE=0, /**< fail immediately when life touches 0 */ + FAIL_IMMEDIATE_CONTINUE, /**< Same as above, but allow playing the rest of the song */ + FAIL_AT_END, /**< fail if life is at 0 when the song ends */ + FAIL_OFF /**< never fail */ }; + /** @brief The method for which a player can fail a song. */ FailType m_FailType; - RString m_sNoteSkin; // "" means "no change" + /** + * @brief The Noteskin to use. + * + * If an empty string, it means to not change from the default. */ + RString m_sNoteSkin; void NextAccel(); void NextEffect();