More doxygen. Start of AutoScreenMessage( * );

The lack of semicolon messes up the doc generator.
This commit is contained in:
Jason Felds
2011-02-18 20:35:49 -05:00
parent 4621c13243
commit e3e6eae012
2 changed files with 75 additions and 24 deletions
+36 -16
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@@ -1,5 +1,3 @@
/* Screen - Class that holds a screen-full of Actors. */
#ifndef SCREEN_H
#define SCREEN_H
@@ -22,18 +20,20 @@ struct RegisterScreenClass { RegisterScreenClass( const RString &sClassName, Cre
static Screen* Create##className( const RString &sName ) { LuaThreadVariable var( "LoadingScreen", sName ); Screen *pRet = new className; pRet->SetName( sName ); Screen::InitScreen( pRet ); return pRet; } \
static RegisterScreenClass register_##className( #className, Create##className )
/** @brief The different types of screens available. */
enum ScreenType
{
attract,
game_menu,
gameplay,
system_menu,
NUM_ScreenType,
attract, /**< The attract/demo mode, inviting players to play. */
game_menu, /**< The menu screens, where options can be set before playing. */
gameplay, /**< The gameplay screen, where the actual game takes place. */
system_menu, /**< The system/operator menu, where special options are set. */
NUM_ScreenType, /**< The number of screen types. */
ScreenType_Invalid
};
const RString& ScreenTypeToString( ScreenType st );
LuaDeclareType( ScreenType );
/** @brief Class that holds a screen-full of Actors. */
class Screen : public ActorFrame
{
public:
@@ -41,14 +41,17 @@ public:
virtual ~Screen();
/* This is called immediately after construction, to allow initializing after all
* derived classes exist. (Don't call it directly; use InitScreen.) */
/**
* @brief This is called immediately after construction,
* to allow initializing after all derived classes exist.
*
* Don't call it directly; use InitScreen instead. */
virtual void Init();
// This is called immediately before the screen is used.
/** @brief This is called immediately before the screen is used. */
virtual void BeginScreen();
// This is called when the screen is popped.
/** @brief This is called when the screen is popped. */
virtual void EndScreen();
virtual void Update( float fDeltaTime );
@@ -58,34 +61,49 @@ public:
void SetLockInputSecs( float f ) { m_fLockInputSecs = f; }
void PostScreenMessage( const ScreenMessage SM, float fDelay );
/** @brief Clear the entire message queue. */
void ClearMessageQueue();
void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
/**
* @brief Clear the message queue of a specific ScreenMessage.
* @param SM the specific ScreenMessage to get out of the Queue. */
void ClearMessageQueue( const ScreenMessage SM );
virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
/**
* @brief Determine if we allow extra players to join in on this screen.
* @return false, for players should never be able to join while in progress. */
virtual bool AllowLateJoin() const { return false; }
// Lua
virtual void PushSelf( lua_State *L );
protected:
// structure for holding messages sent to a Screen
/** @brief Holds the messages sent to a Screen. */
struct QueuedScreenMessage {
/** @brief The message being held. */
ScreenMessage SM;
/** @brief How long the message is up. */
float fDelayRemaining;
};
/** @brief The list of messages that are sent to a Screen. */
vector<QueuedScreenMessage> m_QueuedMessages;
static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
InputQueueCodeSet m_Codes;
/** @brief Do we allow the operator menu button to be pressed here? */
ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
/** @brief Do we handle the back button being pressed here? */
ThemeMetric<bool> HANDLE_BACK_BUTTON;
ThemeMetric<float> REPEAT_RATE;
ThemeMetric<float> REPEAT_DELAY;
ThemeMetric<LightsMode> LIGHTS_MODE;
// If left blank, the NextScreen metric will be used.
/**
* @brief The next screen to go to once this screen is done.
*
* If this is blank, the NextScreen metric will be used. */
RString m_sNextScreen;
RString m_sPrevScreen;
ScreenMessage m_smSendOnPop;
@@ -112,8 +130,10 @@ 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
+39 -8
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@@ -1,5 +1,3 @@
/** @brief ScreenGameplay - The music plays, the notes scroll, and the Player is pressing buttons. */
#ifndef SCREEN_GAMEPLAY_H
#define SCREEN_GAMEPLAY_H
@@ -33,9 +31,9 @@ class ScoreKeeper;
class Background;
class Foreground;
AutoScreenMessage( SM_NotesEnded )
AutoScreenMessage( SM_BeginFailed )
AutoScreenMessage( SM_LeaveGameplay )
AutoScreenMessage( SM_NotesEnded );
AutoScreenMessage( SM_BeginFailed );
AutoScreenMessage( SM_LeaveGameplay );
class PlayerInfo
{
@@ -48,6 +46,10 @@ public:
/** @brief The player has lost all of their lives: show the special game over. */
void ShowOniGameOver();
/**
* @brief Retrieve the player's state and stage stats index.
* @return the player's state and stage stats index.
*/
MultiPlayer GetPlayerStateAndStageStatsIndex() { return m_pn == PLAYER_INVALID ? m_mp : (MultiPlayer)m_pn; }
PlayerState *GetPlayerState();
PlayerStageStats *GetPlayerStageStats();
@@ -56,6 +58,9 @@ public:
* @brief Determine if the player information is enabled.
* @return its success or failure. */
bool IsEnabled();
/**
* @brief Determine if we're in MultiPlayer.
* @return true if it is MultiPlayer, false otherwise. */
bool IsMultiPlayer() const { return m_mp != MultiPlayer_Invalid; }
RString GetName() const
{
@@ -70,6 +75,7 @@ public:
// Lua
void PushSelf( lua_State *L );
/** @brief The present Player that is playing the game. */
PlayerNumber m_pn;
MultiPlayer m_mp;
bool m_bIsDummy;
@@ -80,20 +86,38 @@ public:
PlayerStageStats m_PlayerStageStatsDummy;
SoundEffectControl m_SoundEffectControl;
vector<Steps*> m_vpStepsQueue; // size may be >1 if playing a course
vector<AttackArray> m_asModifiersQueue;// size may be >1 if playing a course
/**
* @brief The list of Steps a player has to go through in this set.
*
* The size may be greater than 1 if playing a course. */
vector<Steps*> m_vpStepsQueue;
/**
* @brief The list of attack modifiers a player has to go through in this set.
*
* The size may be greater than 1 if playing a course. */
vector<AttackArray> m_asModifiersQueue;
/** @brief The LifeMeter showing a Player's health. */
LifeMeter *m_pLifeMeter;
/** @brief The current Song number in a Course. */
BitmapText *m_ptextCourseSongNumber;
/** @brief The description of the current Steps. */
BitmapText *m_ptextStepsDescription;
/** @brief The display for the primary ScoreKeeper. */
ScoreDisplay *m_pPrimaryScoreDisplay;
/** @brief The display for the secondary ScoreKeeper. */
ScoreDisplay *m_pSecondaryScoreDisplay;
/** @brief The primary ScoreKeeper for keeping track of the score. */
ScoreKeeper *m_pPrimaryScoreKeeper;
/** @brief The secondary ScoreKeeper for keeping track of the score. */
ScoreKeeper *m_pSecondaryScoreKeeper;
/** @brief The current PlayerOptions that are activated. */
BitmapText *m_ptextPlayerOptions;
/** @brief The current attack modifiers that are in play for the moment. */
ActiveAttackList *m_pActiveAttackList;
/** @brief The NoteData the Player has to get through. */
NoteData m_NoteData;
Player *m_pPlayer;
@@ -103,11 +127,12 @@ public:
* This is mainly used in PLAY_MODE_BATTLE. */
Inventory *m_pInventory;
StepsDisplay *m_pStepsDisplay;
StepsDisplay *m_pStepsDisplay;
AutoActor m_sprOniGameOver;
};
/** @brief The music plays, the notes scroll, and the Player is pressing buttons. */
class ScreenGameplay : public ScreenWithMenuElements
{
public:
@@ -122,8 +147,14 @@ public:
virtual void HandleMessage( const Message &msg );
virtual void Cancel( ScreenMessage smSendWhenDone );
/**
* @brief Retrieve the current ScreenType.
* @return the gameplay ScreenType. */
virtual ScreenType GetScreenType() const { return gameplay; }
/**
* @brief Determine if we are to center the columns for just one player.
* @return true if we center the solo player, false otherwise. */
bool Center1Player() const;
// Lua