More brief doxygen-ating.

This commit is contained in:
Jason Felds
2011-02-18 15:20:20 -05:00
parent 3b40a3ef20
commit d8ed9306b8
3 changed files with 41 additions and 14 deletions
+21 -5
View File
@@ -1,4 +1,4 @@
/* ActorFrame - A container for other actors. */ /** @brief ActorFrame - A container for other actors. */
#ifndef ACTORFRAME_H #ifndef ACTORFRAME_H
#define ACTORFRAME_H #define ACTORFRAME_H
@@ -12,6 +12,7 @@ public:
ActorFrame( const ActorFrame &cpy ); ActorFrame( const ActorFrame &cpy );
virtual ~ActorFrame(); virtual ~ActorFrame();
/** @brief Set up the initial state. */
virtual void InitState(); virtual void InitState();
void LoadFromNode( const XNode* pNode ); void LoadFromNode( const XNode* pNode );
virtual ActorFrame *Copy() const; virtual ActorFrame *Copy() const;
@@ -23,8 +24,17 @@ public:
vector<Actor*> GetChildren() { return m_SubActors; } vector<Actor*> GetChildren() { return m_SubActors; }
int GetNumChildren() const { return m_SubActors.size(); } int GetNumChildren() const { return m_SubActors.size(); }
/** @brief Remove all of the children from the frame. */
void RemoveAllChildren(); void RemoveAllChildren();
/**
* @brief Move a particular actor to the tail.
* @param pActor the actor to go to the tail.
*/
void MoveToTail( Actor* pActor ); 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 MoveToHead( Actor* pActor );
void SortByDrawOrder(); void SortByDrawOrder();
void SetDrawByZPosition( bool b ); void SetDrawByZPosition( bool b );
@@ -73,7 +83,7 @@ public:
virtual void SetPropagateCommands( bool b ); 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 float GetTweenTimeLeft() const;
virtual void HandleMessage( const Message &msg ); virtual void HandleMessage( const Message &msg );
@@ -95,7 +105,11 @@ protected:
float m_fFOV; // -1 = no change float m_fFOV; // -1 = no change
float m_fVanishX; float m_fVanishX;
float m_fVanishY; 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; bool m_bLighting;
// lighting variables // lighting variables
@@ -115,8 +129,10 @@ public:
#endif #endif
/* /**
* (c) 2001-2004 Chris Danford * @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a
+15 -6
View File
@@ -12,11 +12,18 @@ public:
virtual ~ActorFrameTexture(); virtual ~ActorFrameTexture();
virtual ActorFrameTexture *Copy() const; 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 * @brief Set the texture name.
* be generated. In that case, the only way to access the texture is via *
* GetTextureName. */ * 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; } void SetTextureName( const RString &sName ) { m_sTextureName = sName; }
/**
* @brief Retrieve the texture name.
* @return the texture name. */
RString GetTextureName() const { return m_sTextureName; } RString GetTextureName() const { return m_sTextureName; }
RageTextureRenderTarget *GetTexture() { return m_pRenderTarget; } RageTextureRenderTarget *GetTexture() { return m_pRenderTarget; }
@@ -52,8 +59,10 @@ public:
#endif #endif
/* /**
* (c) 2006 Glenn Maynard * @file
* @author Glenn Maynard (c) 2006
* @section LICENSE
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a
+5 -3
View File
@@ -1,4 +1,4 @@
/* ActorMultiTexture - A texture created from multiple textures. */ /** @brief ActorMultiTexture - A texture created from multiple textures. */
#ifndef ACTOR_MULTI_TEXTURE_H #ifndef ACTOR_MULTI_TEXTURE_H
#define ACTOR_MULTI_TEXTURE_H #define ACTOR_MULTI_TEXTURE_H
@@ -45,8 +45,10 @@ private:
#endif #endif
/* /**
* (c) 2001-2004 Chris Danford * @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved. * All rights reserved.
* *
* Permission is hereby granted, free of charge, to any person obtaining a * Permission is hereby granted, free of charge, to any person obtaining a