More doxygen. Add const where appropriate.

This commit is contained in:
Jason Felds
2011-02-26 02:14:35 -05:00
parent 3fe58a3668
commit 6a3bf42bca
7 changed files with 114 additions and 26 deletions
+59 -5
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@@ -133,7 +133,7 @@ public:
NUM_CLOCKS
};
/**
/*
* @brief What type of Effect this is.
*
* This is an internal enum for checking if an effect can be run;
@@ -181,6 +181,9 @@ public:
};
*/
/**
* @brief The present state for the Tween.
*/
struct TweenState
{
void Init();
@@ -220,8 +223,13 @@ public:
virtual void BeginDraw(); // pushes transform onto world matrix stack
virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
virtual void DrawPrimitives() {}; // Derivatives should override
virtual void EndDraw(); // pops transform from world matrix stack
/**
* @brief Draw the primitives of the Actor.
*
* Derivative classes should override this function. */
virtual void DrawPrimitives() {};
/** @brief Pop the transform from the world matrix stack. */
virtual void EndDraw();
// TODO: make Update non virtual and change all classes to override UpdateInternal
// instead.
@@ -246,10 +254,22 @@ public:
* @brief Retrieve the Actor's parent.
* @return the Actor's parent. */
Actor *GetParent() { return m_pParent; }
/**
* @brief Retrieve the Actor's lineage.
* @return the Actor's lineage. */
RString GetLineage() const;
/**
* @brief Retrieve the Actor's x position.
* @return the Actor's x position. */
float GetX() const { return m_current.pos.x; };
/**
* @brief Retrieve the Actor's y position.
* @return the Actor's y position. */
float GetY() const { return m_current.pos.y; };
/**
* @brief Retrieve the Actor's z position.
* @return the Actor's z position. */
float GetZ() const { return m_current.pos.z; };
float GetDestX() const { return DestTweenState().pos.x; };
float GetDestY() const { return DestTweenState().pos.y; };
@@ -258,8 +278,17 @@ public:
void SetY( float y ) { DestTweenState().pos.y = y; };
void SetZ( float z ) { DestTweenState().pos.z = z; };
void SetXY( float x, float y ) { DestTweenState().pos.x = x; DestTweenState().pos.y = y; };
/**
* @brief Add to the x position of this Actor.
* @param x the amount to add to the Actor's x position. */
void AddX( float x ) { SetX( GetDestX()+x ); }
/**
* @brief Add to the y position of this Actor.
* @param y the amount to add to the Actor's y position. */
void AddY( float y ) { SetY( GetDestY()+y ); }
/**
* @brief Add to the z position of this Actor.
* @param z the amount to add to the Actor's z position. */
void AddZ( float z ) { SetZ( GetDestZ()+z ); }
// height and width vary depending on zoom
@@ -284,9 +313,23 @@ public:
void SetBaseRotation( const RageVector3 &rot ) { m_baseRotation = rot; }
virtual void SetBaseAlpha( float fAlpha ) { m_fBaseAlpha = fAlpha; }
float GetZoom() const { return DestTweenState().scale.x; } // not accurate in some cases
/**
* @brief Retrieve the general zoom factor, using the x coordinate of the Actor.
*
* Note that this is not accurate in some cases.
* @return the zoom factor for the x coordinate of the Actor. */
float GetZoom() const { return DestTweenState().scale.x; }
/**
* @brief Retrieve the zoom factor for the x coordinate of the Actor.
* @return the zoom factor for the x coordinate of the Actor. */
float GetZoomX() const { return DestTweenState().scale.x; }
/**
* @brief Retrieve the zoom factor for the y coordinate of the Actor.
* @return the zoom factor for the y coordinate of the Actor. */
float GetZoomY() const { return DestTweenState().scale.y; }
/**
* @brief Retrieve the zoom factor for the z coordinate of the Actor.
* @return the zoom factor for the z coordinate of the Actor. */
float GetZoomZ() const { return DestTweenState().scale.z; }
void SetZoom( float zoom ) { DestTweenState().scale.x = zoom; DestTweenState().scale.y = zoom; DestTweenState().scale.z = zoom; }
void SetZoomX( float zoom ) { DestTweenState().scale.x = zoom; }
@@ -373,7 +416,12 @@ public:
}
const TweenState& DestTweenState() const { return const_cast<Actor*>(this)->DestTweenState(); }
enum StretchType { fit_inside, cover };
/** @brief How do we handle stretching the Actor? */
enum StretchType
{
fit_inside, /**< Have the Actor fit inside its parent, using the smaller zoom. */
cover /**, Have the Actor cover its parent, using the larger zoom. */
};
void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
void ScaleToFitInside( const RectF &rect ) { ScaleTo( rect, fit_inside); };
@@ -454,6 +502,9 @@ public:
// other properties
/**
* @brief Determine if the Actor is visible at this time.
* @return true if it's visible, false otherwise. */
bool GetVisible() const { return m_bVisible; }
void SetVisible( bool b ) { m_bVisible = b; }
void SetShadowLength( float fLength ) { m_fShadowLengthX = fLength; m_fShadowLengthY = fLength; }
@@ -511,9 +562,12 @@ public:
HiddenPtr<LuaClass> m_pLuaInstance;
protected:
/** @brief the name of the Actor. */
RString m_sName;
/** @brief the current parent of this Actor if it exists. */
Actor *m_pParent;
/** @brief Some general information about the Tween. */
struct TweenInfo
{
// counters for tweening
+9 -3
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@@ -1,10 +1,9 @@
/** @brief ActorFrame - A container for other actors. */
#ifndef ACTORFRAME_H
#define ACTORFRAME_H
#include "Actor.h"
/** @brief A container for other Actors. */
class ActorFrame : public Actor
{
public:
@@ -17,7 +16,13 @@ public:
void LoadFromNode( const XNode* pNode );
virtual ActorFrame *Copy() const;
/**
* @brief Add a new child to the ActorFrame.
* @param pActor the new Actor to add. */
virtual void AddChild( Actor *pActor );
/**
* @brief Remove the specified child from the ActorFrame.
* @param pActor the Actor to remove. */
virtual void RemoveChild( Actor *pActor );
void TransferChildren( ActorFrame *pTo );
Actor* GetChild( const RString &sName );
@@ -93,6 +98,7 @@ public:
protected:
void LoadChildrenFromNode( const XNode* pNode );
/** @brief The children Actors used by the ActorFrame. */
vector<Actor*> m_SubActors;
bool m_bPropagateCommands;
bool m_bDeleteChildren;
@@ -118,7 +124,7 @@ protected:
RageColor m_specularColor;
RageVector3 m_lightDirection;
};
/** @brief an ActorFrame that handles deleting children Actors automatically. */
class ActorFrameAutoDeleteChildren : public ActorFrame
{
public:
+1
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@@ -46,6 +46,7 @@ private:
bool m_bAlphaBuffer;
bool m_bFloat;
bool m_bPreserveTexture;
/** @brief the name of this ActorFrameTexture. */
RString m_sTextureName;
};
+1 -1
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@@ -4,7 +4,7 @@
#include "Actor.h"
struct lua_State;
/** @brief Rendrs another actor. */
/** @brief Renders another actor. */
class ActorProxy: public Actor
{
public:
+19 -7
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@@ -1,5 +1,3 @@
/* ActorScroller - ActorFrame that moves its children. */
#ifndef ActorScroller_H
#define ActorScroller_H
@@ -7,7 +5,7 @@
#include "Quad.h"
class XNode;
#include "LuaExpressionTransform.h"
/** @brief ActorFrame that moves its children. */
class ActorScroller : public ActorFrame
{
public:
@@ -56,9 +54,21 @@ protected:
virtual void ShiftSubActors( int iDist );
int m_iNumItems;
float m_fCurrentItem; // Item at center of list, usually between 0 and m_SubActors.size(), approaches destination
/**
* @brief the current item we are focused on.
*
* An item at the center of the list, usually between 0 and m_SubActors.size(),
* will approach its destination.
*
* The above comment was paraphrased from what was here previously. It could use
* some clearing up. -Wolfman2000 */
float m_fCurrentItem;
float m_fDestinationItem;
float m_fSecondsPerItem; // <= 0 means don't scroll
/**
* @brief How many seconds are there per item?
*
* If this is less than zero, then we are not scrolling. */
float m_fSecondsPerItem;
float m_fSecondsPauseBetweenItems;
float m_fNumItemsToDraw;
int m_iFirstSubActorIndex;
@@ -85,8 +95,10 @@ public:
#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 -5
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@@ -1,11 +1,9 @@
/* ActorSound - RageSound Actor interface. */
#ifndef ACTOR_SOUND_H
#define ACTOR_SOUND_H
#include "Actor.h"
#include "RageSound.h"
/** @brief RageSound Actor interface. */
class ActorSound: public Actor
{
public:
@@ -30,8 +28,10 @@ private:
#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
+20 -5
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@@ -2,17 +2,30 @@
#define ANNOUNCER_MANAGER_H
#include "RageTypes.h"
/** @brief The commentators who say seemlingly random things during gameplay. */
class AnnouncerManager
{
public:
AnnouncerManager();
~AnnouncerManager();
/**
* @brief Retrieve the announcer names.
* @param AddTo the list of announcer names. */
void GetAnnouncerNames( vector<RString>& AddTo );
/**
* @brief Determine if the specified announcer exists.
* @param sAnnouncerName the announcer we're checking for.
* @return true if it exists, false otherwise. */
bool DoesAnnouncerExist( RString sAnnouncerName );
/**
* @brief Switch to a new specified announcer.
* @param sNewAnnouncerName the new announcer the Player will be listening to. */
void SwitchAnnouncer( RString sNewAnnouncerName );
RString GetCurAnnouncerName() { return m_sCurAnnouncerName; };
/**
* @brief Retrieve the current announcer's name.
* @param the current announcer's name. */
RString GetCurAnnouncerName() const { return m_sCurAnnouncerName; };
void NextAnnouncer();
RString GetPathTo( RString sFolderName );
@@ -24,7 +37,7 @@ public:
protected:
static RString GetAnnouncerDirFromName( RString sAnnouncerName );
RString GetPathTo( RString AnnouncerPath, RString sFolderName );
/** @brief the current announcer's name. */
RString m_sCurAnnouncerName;
};
@@ -33,8 +46,10 @@ extern AnnouncerManager* ANNOUNCER; // global and accessable from anywhere in ou
#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