[sm130futures] doxygen

This commit is contained in:
Jason Felds
2011-04-09 17:09:30 -04:00
parent 817ca278ff
commit 9f86bd47f7
7 changed files with 104 additions and 28 deletions
+51 -7
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@@ -99,6 +99,9 @@ class Actor : public MessageSubscriber
public:
/** @brief Set up the Actor with its initial settings. */
Actor();
/**
* @brief Copy a new Actor to the old one.
* @param cpy the new Actor to use in place of this one. */
Actor( const Actor &cpy );
virtual ~Actor();
virtual Actor *Copy() const;
@@ -218,11 +221,35 @@ public:
float aux;
};
void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
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
/**
* @brief Calls multiple functions for drawing the Actors.
*
* It calls the following in order:
* -# EarlyAbortDraw
* -# BeginDraw
* -# DrawPrimitives
* -# EndDraw
*/
void Draw();
/**
* @brief Allow the Actor to be aborted early.
*
* Subclasses may wish to overwrite this to allow for
* aborted actors.
* @return false, as by default Actors shouldn't be aborted on drawing. */
virtual bool EarlyAbortDraw() const { return false; }
/** @brief Start the drawing and push the transform on the world matrix stack. */
virtual void BeginDraw();
/**
* @brief Set the global rendering states of this Actor.
*
* This should be called at the beginning of an Actor's DrawPrimitives() call. */
virtual void SetGlobalRenderStates();
/**
* @brief Set the texture rendering states of this Actor.
*
* This should be called after setting a texture for the Actor. */
virtual void SetTextureRenderStates();
/**
* @brief Draw the primitives of the Actor.
*
@@ -331,9 +358,26 @@ public:
* @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; }
/**
* @brief Set the zoom factor for all dimensions of the Actor.
* @param zoom the zoom factor for all dimensions. */
void SetZoom( float zoom )
{
DestTweenState().scale.x = zoom;
DestTweenState().scale.y = zoom;
DestTweenState().scale.z = zoom;
}
/**
* @brief Set the zoom factor for the x dimension of the Actor.
* @param zoom the zoom factor for the x dimension. */
void SetZoomX( float zoom ) { DestTweenState().scale.x = zoom; }
/**
* @brief Set the zoom factor for the y dimension of the Actor.
* @param zoom the zoom factor for the y dimension. */
void SetZoomY( float zoom ) { DestTweenState().scale.y = zoom; }
/**
* @brief Set the zoom factor for the z dimension of the Actor.
* @param zoom the zoom factor for the z dimension. */
void SetZoomZ( float zoom ) { DestTweenState().scale.z = zoom; }
void ZoomTo( float fX, float fY ) { ZoomToWidth(fX); ZoomToHeight(fY); }
void ZoomToWidth( float zoom ) { SetZoomX( zoom / GetUnzoomedWidth() ); }
@@ -420,7 +464,7 @@ public:
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. */
cover /**< Have the Actor cover its parent, using the larger zoom. */
};
void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
+7
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@@ -12,9 +12,13 @@ struct lua_State;
class PlayerStageStats
{
public:
/** @brief Set up the PlayerStageStats with default values. */
PlayerStageStats() { Init(); }
void Init();
/**
* @brief Add stats from one PlayerStageStats to another.
* @param other the other stats to add to this one. */
void AddStats( const PlayerStageStats& other ); // accumulate
Grade GetGrade() const;
@@ -58,8 +62,11 @@ public:
/** @brief The Player's current miss combo. */
int m_iCurMissCombo;
int m_iCurScoreMultiplier;
/** @brief The player's current score. */
int m_iScore;
/** @brief The theoretically highest score the Player could have at this point. */
int m_iCurMaxScore;
/** @brief The maximum score the Player can get this goaround. */
int m_iMaxScore;
/**
+17 -11
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@@ -24,12 +24,13 @@
const int NUM_EDIT_BUTTON_COLUMNS = 10;
struct MenuDef;
/** @brief What is going on with the Editor? */
enum EditState
{
STATE_EDITING,
STATE_RECORDING,
STATE_RECORDING_PAUSED,
STATE_PLAYING,
STATE_EDITING, /**< The person is making adjustments to the Steps. */
STATE_RECORDING, /**< The person is recording some Steps live. */
STATE_RECORDING_PAUSED, /**< The person has temporarily paused the recording of Steps. */
STATE_PLAYING, /**< The person is just trying out the Steps. */
NUM_EditState,
EditState_Invalid
};
@@ -56,8 +57,8 @@ enum EditButton
EDIT_BUTTON_REMOVE_NOTE,
// These are modifiers to change the present tap note.
EDIT_BUTTON_CYCLE_TAP_LEFT,
EDIT_BUTTON_CYCLE_TAP_RIGHT,
EDIT_BUTTON_CYCLE_TAP_LEFT, /**< Rotate the available tap notes once to the "left". */
EDIT_BUTTON_CYCLE_TAP_RIGHT, /**< Rotate the available tap notes once to the "right". */
EDIT_BUTTON_SCROLL_UP_LINE,
EDIT_BUTTON_SCROLL_UP_PAGE,
@@ -130,13 +131,13 @@ enum EditButton
// This modifies offset, BPM, and stop segment changes.
EDIT_BUTTON_ADJUST_FINE,
EDIT_BUTTON_SAVE,
EDIT_BUTTON_SAVE, /**< Save the present changes into the chart. */
EDIT_BUTTON_UNDO,
EDIT_BUTTON_UNDO, /**< Undo a recent change. */
EDIT_BUTTON_ADD_COURSE_MODS,
EDIT_BUTTON_SWITCH_PLAYERS,
EDIT_BUTTON_SWITCH_PLAYERS, /**< Allow entering notes for a different Player. */
NUM_EditButton, // leave this at the end
EditButton_Invalid
@@ -254,12 +255,17 @@ protected:
// The location we were at when shift was pressed, or -1 when shift isn't pressed:
int m_iShiftAnchor;
/** @brief The NoteData that has been cut or copied. */
NoteData m_Clipboard;
bool m_bHasUndo;
// TODO: convert this into a stack of NoteData objs for multi-state undo -aj
/**
* @brief The NoteData as it once just one action prior.
*
* TODO: Convert this into a stack or vector of NoteData to allow multiple undos. -aj
* TODO: Look into a redo option. -aj */
NoteData m_Undo;
// TODO: also maybe have a redo stack/option -aj
/** @brief Has the NoteData been changed such that a user should be prompted to save? */
bool m_bDirty;
RageSound m_soundAddNote;
+1 -2
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@@ -1,11 +1,10 @@
/* ScreenJukebox - Plays whole songs continuously. */
#ifndef ScreenJukebox_H
#define ScreenJukebox_H
#include "ScreenGameplayNormal.h"
class CourseEntry;
/** @brief Plays whole songs continuously. */
class ScreenJukebox : public ScreenGameplayNormal
{
public:
+16 -4
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@@ -26,7 +26,9 @@ InputMode StringToInputMode( const RString& str );
/** @brief A custom foreach loop for the player options for each player. */
#define FOREACH_OptionsPlayer( pn ) \
for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); pn!=PLAYER_INVALID && (m_InputMode==INPUTMODE_INDIVIDUAL || pn==0); pn=GetNextHumanPlayer(pn) )
for( PlayerNumber pn=GetNextHumanPlayer((PlayerNumber)-1); \
pn!=PLAYER_INVALID && (m_InputMode==INPUTMODE_INDIVIDUAL || pn==0); \
pn=GetNextHumanPlayer(pn) )
/** @brief A grid of options; the selected option is drawn with a highlight rectangle. */
class ScreenOptions : public ScreenWithMenuElements
@@ -53,7 +55,8 @@ protected:
virtual void ExportOptions( int iRow, const vector<PlayerNumber> &vpns ) = 0;
void RestartOptions();
void GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut ) const;
void GetWidthXY( PlayerNumber pn, int iRow, int iChoiceOnRow,
int &iWidthOut, int &iXOut, int &iYOut ) const;
RString GetExplanationText( int iRow ) const;
void RefreshIcons( int iRow, PlayerNumber pn );
void PositionCursor( PlayerNumber pn );
@@ -67,10 +70,18 @@ protected:
void ChangeValueInRowRelative( int iRow, PlayerNumber pn, int iDelta, bool bRepeat );
void ChangeValueInRowAbsolute( int iRow, PlayerNumber pn, int iChoiceIndex, bool bRepeat );
virtual void AfterChangeValueInRow( int iRow, PlayerNumber pn ); // override this to detect when the value in a row has changed
/**
* @brief Perform an action after a row has changed its value.
*
* Override this to detect when the value in a row has changed. */
virtual void AfterChangeValueInRow( int iRow, PlayerNumber pn );
bool MoveRowRelative( PlayerNumber pn, int iDir, bool bRepeat );
bool MoveRowAbsolute( PlayerNumber pn, int iRow );
virtual void AfterChangeRow( PlayerNumber pn ); // override this to detect when the row has changed
/**
* @brief Perform an action after moving to a new row.
*
* Override this to detect when the row has changed. */
virtual void AfterChangeRow( PlayerNumber pn );
virtual void AfterChangeValueOrRow( PlayerNumber pn );
virtual void MenuBack( const InputEventPlus &input );
@@ -107,6 +118,7 @@ protected: // derived classes need access to these
bool m_bWasOnExit[NUM_PLAYERS];
/** @brief True if at least one player pressed Start after selecting the song.
*
* TRICKY: People hold Start to get to PlayerOptions, then the repeat events
* cause them to zip to the bottom. So, ignore Start repeat events until
* we've seen one first pressed event. */
+5 -3
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@@ -1,5 +1,3 @@
/* ScreenTestFonts - Display and test fonts. */
#ifndef SCREEN_TEST_FONTS_H
#define SCREEN_TEST_FONTS_H
@@ -7,6 +5,7 @@
#include "BitmapText.h"
#include "Quad.h"
/** @brief Display and test fonts. */
class ScreenTestFonts: public Screen
{
public:
@@ -20,7 +19,10 @@ private:
void SetText( RString sText );
void SetFont( RString sFont );
RString m_sCurText, m_sFont;
/** @brief The current text to display. */
RString m_sCurText;
/** @brief The current font in use. */
RString m_sFont;
BitmapText txt, font;
Quad Vline, Hline;
};
+7 -1
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@@ -99,7 +99,13 @@ private:
EffectMode m_EffectMode;
bool m_bUsingCustomTexCoords;
bool m_bSkipNextUpdate;
float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
/**
* @brief Set up the coordinates for the texture.
*
* The first two parameters are the (x, y) coordinates for the top left.
* The remaining six are for the (x, y) coordinates for bottom left,
* bottom right, and top right respectively. */
float m_CustomTexCoords[8];
// Remembered clipped dimensions are applied on Load().
// -1 means no remembered dimensions;