More brief doxygen-ating.
This commit is contained in:
+21
-5
@@ -1,4 +1,4 @@
|
||||
/* ActorFrame - A container for other actors. */
|
||||
/** @brief ActorFrame - A container for other actors. */
|
||||
|
||||
#ifndef ACTORFRAME_H
|
||||
#define ACTORFRAME_H
|
||||
@@ -12,6 +12,7 @@ public:
|
||||
ActorFrame( const ActorFrame &cpy );
|
||||
virtual ~ActorFrame();
|
||||
|
||||
/** @brief Set up the initial state. */
|
||||
virtual void InitState();
|
||||
void LoadFromNode( const XNode* pNode );
|
||||
virtual ActorFrame *Copy() const;
|
||||
@@ -23,8 +24,17 @@ public:
|
||||
vector<Actor*> GetChildren() { return m_SubActors; }
|
||||
int GetNumChildren() const { return m_SubActors.size(); }
|
||||
|
||||
/** @brief Remove all of the children from the frame. */
|
||||
void RemoveAllChildren();
|
||||
/**
|
||||
* @brief Move a particular actor to the tail.
|
||||
* @param pActor the actor to go to the tail.
|
||||
*/
|
||||
void MoveToTail( Actor* pActor );
|
||||
/**
|
||||
* @brief Move a particular actor to the head.
|
||||
* @param pActor the actor to go to the head.
|
||||
*/
|
||||
void MoveToHead( Actor* pActor );
|
||||
void SortByDrawOrder();
|
||||
void SetDrawByZPosition( bool b );
|
||||
@@ -73,7 +83,7 @@ public:
|
||||
|
||||
virtual void SetPropagateCommands( bool b );
|
||||
|
||||
// Amount of time until all tweens (and all children's tweens) have stopped:
|
||||
/** @brief Amount of time until all tweens (and all children's tweens) have stopped: */
|
||||
virtual float GetTweenTimeLeft() const;
|
||||
|
||||
virtual void HandleMessage( const Message &msg );
|
||||
@@ -95,7 +105,11 @@ protected:
|
||||
float m_fFOV; // -1 = no change
|
||||
float m_fVanishX;
|
||||
float m_fVanishY;
|
||||
bool m_bOverrideLighting; // if true, set lighting to m_bLighting
|
||||
/**
|
||||
* @brief A flad to see if an override for the lighting is needed.
|
||||
*
|
||||
* If true, set lightning to m_bLightning. */
|
||||
bool m_bOverrideLighting;
|
||||
bool m_bLighting;
|
||||
|
||||
// lighting variables
|
||||
@@ -115,8 +129,10 @@ public:
|
||||
|
||||
#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
|
||||
|
||||
+15
-6
@@ -12,11 +12,18 @@ public:
|
||||
virtual ~ActorFrameTexture();
|
||||
virtual ActorFrameTexture *Copy() const;
|
||||
|
||||
/* Set the texture name, which can be used with RageTextureManager (and users,
|
||||
* eg. Sprite) to load the texture. If no name is supplied, a unique one will
|
||||
* be generated. In that case, the only way to access the texture is via
|
||||
* GetTextureName. */
|
||||
/**
|
||||
* @brief Set the texture name.
|
||||
*
|
||||
* This can be used with RageTextureManager (and users, eg. Sprite)
|
||||
* to load the texture. If no name is supplied, a unique one will
|
||||
* be generated. In that case, the only way to access the texture
|
||||
* is via GetTextureName.
|
||||
* @param sName the new name. */
|
||||
void SetTextureName( const RString &sName ) { m_sTextureName = sName; }
|
||||
/**
|
||||
* @brief Retrieve the texture name.
|
||||
* @return the texture name. */
|
||||
RString GetTextureName() const { return m_sTextureName; }
|
||||
RageTextureRenderTarget *GetTexture() { return m_pRenderTarget; }
|
||||
|
||||
@@ -52,8 +59,10 @@ public:
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
* (c) 2006 Glenn Maynard
|
||||
/**
|
||||
* @file
|
||||
* @author Glenn Maynard (c) 2006
|
||||
* @section LICENSE
|
||||
* All rights reserved.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* ActorMultiTexture - A texture created from multiple textures. */
|
||||
/** @brief ActorMultiTexture - A texture created from multiple textures. */
|
||||
|
||||
#ifndef ACTOR_MULTI_TEXTURE_H
|
||||
#define ACTOR_MULTI_TEXTURE_H
|
||||
@@ -45,8 +45,10 @@ private:
|
||||
|
||||
#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
|
||||
|
||||
Reference in New Issue
Block a user