More doxygen. This will be it for me for now.
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@@ -24,6 +24,7 @@
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#include <conio.h>
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#endif
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/** @brief The directory where languages should be installed. */
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const RString INSTALLER_LANGUAGES_DIR = "Themes/_Installer/Languages/";
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vector<CommandLineActions::CommandLineArgs> CommandLineActions::ToProcess;
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@@ -82,11 +83,14 @@ extern const char *const version_date;
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extern const char *const version_time;
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#endif
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/**
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* @brief Print out version information.
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*
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* HACK: This function is primarily needed for Windows users.
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* Mac OS X and Linux print out version information on the command line
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* regardless of any preferences (tested by shakesoda on Mac). -aj */
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static void Version()
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{
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/* HACK: This is only needed on Windows.
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Mac and Linux print out version information on the command line regardless
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of any preferences (tested by shakesoda on Mac). -aj */
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#if defined(WIN32)
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RString sProductID = ssprintf("%s", PRODUCT_ID_VER);
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RString sVersion = "(sm-ssc was built without HAVE_VERSION_INFO)";
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@@ -3,25 +3,34 @@
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class LoadingWindow;
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/** @brief The collection of command line actions. */
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namespace CommandLineActions
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{
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void Handle(LoadingWindow* pLW); // perform a utility action, then exit
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/**
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* @brief Perform a utility function, then exit.
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* @param pLW the LoadingWindow that is presently not used? */
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void Handle(LoadingWindow* pLW);
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/** @brief The housing for the command line arguments. */
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class CommandLineArgs
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{
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public:
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/** @brief the arguments in question. */
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vector<RString> argv;
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};
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// a list of command line arguemnts to process while the game is running.
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// These args could have come from this process or passed to this process
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// from another process.
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/**
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* @brief A list of command line arguemnts to process while the game is running.
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* These args could have come from this process or passed to this process
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* from another process. */
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extern vector<CommandLineArgs> ToProcess;
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}
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#endif
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/*
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* (c) 2006 Chris Danford, Steve Checkoway
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/**
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* @file
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* @author Chris Danford, Steve Checkoway (c) 2006
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+40
-12
@@ -1,4 +1,4 @@
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/* GameState - Holds game data that is not saved between sessions. */
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/** @brief GameState - Holds game data that is not saved between sessions. */
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#ifndef GAMESTATE_H
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#define GAMESTATE_H
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@@ -36,8 +36,10 @@ class Trail;
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class GameState
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{
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public:
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/** @brief Set up the GameState with initial values. */
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GameState();
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~GameState();
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/** @brief Reset the GameState back to initial values. */
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void Reset();
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void ResetPlayer( PlayerNumber pn );
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void ApplyCmdline(); // called by Reset
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@@ -63,11 +65,21 @@ public:
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void SetCurGame( const Game *pGame ); // Call this instead of m_pCurGame.Set to make sure PREFSMAN->m_sCurrentGame stays in sync
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BroadcastOnChangePtr<const Game> m_pCurGame;
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BroadcastOnChangePtr<const Style> m_pCurStyle;
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/** @brief Determine which side is joined.
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*
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* The left side is player 1, and the right side is player 2. */
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bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
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MultiPlayerStatus m_MultiPlayerStatus[NUM_MultiPlayer];
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BroadcastOnChange<PlayMode> m_PlayMode; // many screens display different info depending on this value
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BroadcastOnChange<int> m_iCoins; // not "credits"
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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/**
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* @brief The number of coins presently in the machine.
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*
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* Note that coins are not "credits". One may have to put in two coins
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* to get one credit, only to have to put in another four coins to get
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* the three credits needed to begin the game. */
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BroadcastOnChange<int> m_iCoins;
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/** @brief The player number used with Styles where one player controls both sides. */
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PlayerNumber m_MasterPlayerNumber;
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bool m_bMultiplayer;
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int m_iNumMultiplayerNoteFields;
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bool DifficultiesLocked() const;
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@@ -86,7 +98,10 @@ public:
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int m_iGameSeed, m_iStageSeed;
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RString m_sStageGUID;
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bool PlayersCanJoin() const; // true if it's not too late for a player to join
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/**
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* @brief Determine if a second player can join in at this time.
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* @return true if a player can still enter the game, false otherwise. */
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bool PlayersCanJoin() const;
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int GetCoinsNeededToJoin() const;
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bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); }
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int GetNumSidesJoined() const;
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@@ -127,9 +142,15 @@ public:
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bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
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bool m_bJukeboxUsesModifiers;
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int m_iNumStagesOfThisSong;
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// Increases every stage, doesn't reset when player continues. It's cosmetic and not used in Stage or Screen branching logic.
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/**
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* @brief Increase this every stage while not resetting on a continue.
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*
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* This is cosmetic: it's not use for Stage or Screen branching logic. */
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int m_iCurrentStageIndex;
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// Num stages available for player. Resets when player joins/continues.
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/**
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* @brief The number of stages available for the players.
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*
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* This resets whenever a player joins or continues. */
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int m_iPlayerStageTokens[NUM_PLAYERS];
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static int GetNumStagesMultiplierForSong( const Song* pSong );
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@@ -182,8 +203,10 @@ public:
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float m_fCurBPS;
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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//bool m_bStop; // in the middle of a stop (freeze or delay)
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bool m_bFreeze; // in the middle of a freeze
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bool m_bDelay; // in the middle of a delay
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/** @brief A flag to determine if we're in the middle of a freeze/stop. */
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bool m_bFreeze;
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/** @brief A flag to determine if we're in the middle of a delay (Pump style stop). */
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bool m_bDelay;
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// used for warping:
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int m_iWarpBeginRow;
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float m_fWarpLength;
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@@ -229,11 +252,13 @@ public:
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bool m_bGoalComplete[NUM_PLAYERS];
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bool m_bWorkoutGoalComplete;
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void RemoveAllActiveAttacks(); // called on end of song
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/** @brief Primarily called at the end of a song to stop all attacks. */
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void RemoveAllActiveAttacks();
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PlayerNumber GetBestPlayer() const;
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StageResult GetStageResult( PlayerNumber pn ) const;
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void ResetStageStatistics(); // Call this when it's time to play a new stage.
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/** @brief Call this function when it's time to play a new stage. */
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void ResetStageStatistics();
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// Options stuff
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ModsGroup<SongOptions> m_SongOptions;
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@@ -291,6 +316,7 @@ public:
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void VisitAttractScreen( const RString sScreenName );
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// PlayerState
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/** @brief Allow access to each player's PlayerState. */
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PlayerState* m_pPlayerState[NUM_PLAYERS];
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PlayerState* m_pMultiPlayerState[NUM_MultiPlayer];
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@@ -346,8 +372,10 @@ extern GameState* GAMESTATE; // global and accessable from anywhere in our progr
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard, Chris Gomez
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/**
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* @file
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* @author Chris Danford, Glenn Maynard, Chris Gomez (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+22
-9
@@ -1,4 +1,4 @@
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/* IniFile - Reading and writing .INI files. */
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/** @brief IniFile - Reading and writing .INI files. */
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#ifndef INIFILE_H
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#define INIFILE_H
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@@ -7,14 +7,20 @@
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using namespace std;
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class RageFileBasic;
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/** @brief The functions to read and write .INI files. */
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class IniFile : public XNode
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{
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public:
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/** @brief Set up an INI file with the defaults. */
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IniFile();
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// Retrieve the filename of the last file loaded.
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/**
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* @brief Retrieve the filename of the last file loaded.
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* @return the filename. */
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RString GetPath() const { return m_sPath; }
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/**
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* @brief Retrieve any errors that have occurred.
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* @return the latest error. */
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const RString &GetError() const { return m_sError; }
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bool ReadFile( const RString &sPath );
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@@ -42,9 +48,15 @@ public:
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bool DeleteKey( const RString &keyname );
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bool DeleteValue( const RString &keyname, const RString &valuename );
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/* Rename a key. For example, call RenameKey("foo", "main") after
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* reading an INI where [foo] is an alias to [main]. If to already
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* exists, nothing happens. */
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/**
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* @brief Rename a key.
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*
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* For example, call RenameKey("foo", "main") after reading an INI
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* where [foo] is an alias to [main]. If to already exists,
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* nothing happens.
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* @param from the key to rename.
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* @param to the new key name.
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* @return its success or failure. */
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bool RenameKey( const RString &from, const RString &to );
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private:
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@@ -55,9 +67,10 @@ private:
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#endif
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/*
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* (c) 2001-2004 Adam Clauss, Chris Danford
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*
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/**
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* @file
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* @author Adam Clauss, Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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