More doxy, more recompiling all.

This commit is contained in:
Jason Felds
2011-02-19 17:00:32 -05:00
parent 9d13036e08
commit e9449cb50e
12 changed files with 93 additions and 43 deletions
+14 -6
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@@ -1,29 +1,37 @@
/* ActiveAttackList - Shows currently active player modifiers during gameplay. */
#ifndef ACTIVE_ATTACK_LIST_H
#define ACTIVE_ATTACK_LIST_H
#include "BitmapText.h"
class PlayerState;
/** @brief Shows currently active Player modifiers during gameplay. */
class ActiveAttackList : public BitmapText
{
public:
/** @brief The constructor that does nothing. */
ActiveAttackList();
/**
* @brief Set up the PlayerState.
* @param pPlayerState the PlayerState involved with the attacks. */
void Init( const PlayerState* pPlayerState );
/**
* @brief Look into updating the list.
* @param fDelta the present time. */
virtual void Update( float fDelta );
/** @brief Refresh the list of attacks. */
void Refresh();
protected:
/** @brief the PlayerState of the Player who is dealing with the attack list. */
const PlayerState* m_pPlayerState;
};
#endif
/*
* (c) 2004 Chris Danford
/**
* @file
* @author Chris Danford (c) 2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+4 -1
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@@ -18,7 +18,10 @@
static Preference<bool> g_bShowMasks("ShowMasks", false);
/* It's useful to be able to construct a basic Actor in XML, in
/**
* @brief Set up a hidden Actor that won't be drawn.
*
* It's useful to be able to construct a basic Actor in XML, in
* order to simply delay a Transition, or receive and send broadcasts.
* Since these actors will never draw, set them hidden by default. */
class HiddenActor: public Actor
+14 -3
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@@ -1,5 +1,3 @@
/** @brief Actor - Base class for all objects that appear on the screen. */
#ifndef ACTOR_H
#define ACTOR_H
@@ -65,10 +63,11 @@ LuaDeclareType( VertAlign );
#define align_middle 0.5f
/** @brief The bottom vertical alignment constant. */
#define align_bottom 1.0f
/** @brief Base class for all objects that appear on the screen. */
class Actor : public MessageSubscriber
{
public:
/** @brief Set up the Actor with its initial settings. */
Actor();
Actor( const Actor &cpy );
virtual ~Actor();
@@ -158,9 +157,21 @@ public:
virtual void UpdateInternal( float fDeltaTime ); // override this
void UpdateTweening( float fDeltaTime );
/**
* @brief Retrieve the Actor's name.
* @return the Actor's name. */
const RString &GetName() const { return m_sName; }
/**
* @brief Set the Actor's name to a new one.
* @param sName the new name for the Actor. */
virtual void SetName( const RString &sName ) { m_sName = sName; }
/**
* @brief Give this Actor a new parent.
* @param pParent the new parent Actor. */
void SetParent( Actor *pParent );
/**
* @brief Retrieve the Actor's parent.
* @return the Actor's parent. */
Actor *GetParent() { return m_pParent; }
RString GetLineage() const;
+1
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@@ -8,6 +8,7 @@
LuaXType( Grade );
/** @brief The current number of grade tiers being used. */
ThemeMetric<int> NUM_GRADE_TIERS_USED("PlayerStageStats","NumGradeTiersUsed");
Grade GetNextPossibleGrade( Grade g )
+23 -9
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@@ -1,5 +1,3 @@
/** @brief Grade - Mark the player receives after clearing a song. */
#ifndef GRADE_H
#define GRADE_H
@@ -7,12 +5,10 @@
#include "EnumHelper.h"
#include "ThemeMetric.h"
/**
* @brief Have a specific number of passing grade tiers.
/** @brief The list of grading tiers available.
*
* TODO: Look into flexible grading tiers. */
#define NUM_Grade_TierS 20
/** @brief The list of grading tiers available. */
* TODO: Look into a more flexible system without a fixed number of grades. -Wolfman2000
*/
enum Grade
{
Grade_Tier01, /**< Usually an AAAA */
@@ -39,6 +35,7 @@ enum Grade
NUM_Grade,
Grade_Invalid,
};
/** @brief Have an alternative for if there is no data for grading. */
#define Grade_NoData Grade_Invalid
/**
@@ -61,15 +58,32 @@ static inline RString GradeToString( Grade g )
}
}
RString GradeToOldString( Grade g ); // "AAA", "B", etc for backward compatibility. Used in announcer
/**
* @brief Convert to the old version styled grade strings.
*
* This is mainly for backward compatibility purposes, but the announcer
* also uses it. Think "AAA", "B", etc.
* @param g the current Grade.
* @return the old styled grade string. */
RString GradeToOldString( Grade g );
RString GradeToLocalizedString( Grade g );
/**
* @brief Convert the given RString into a proper Grade.
* @param s the string to convert.
* @return the expected Grade.
*/
Grade StringToGrade( const RString &s );
LuaDeclareType( Grade );
extern ThemeMetric<int> NUM_GRADE_TIERS_USED;
#define NUM_POSSIBLE_GRADES (NUM_GRADE_TIERS_USED+1)
/**
* @brief Step through the enumerator one at a time to get the next Grade.
* @param g the current Grade.
* @return the next Grade. */
Grade GetNextPossibleGrade( Grade g );
/** @brief Loop through each possible Grade. */
#define FOREACH_PossibleGrade( g ) for( Grade g = (Grade)(0); g != Grade_Invalid; g = GetNextPossibleGrade(g) )
#define FOREACH_PossibleGrade( g ) \
for( Grade g = (Grade)(0); g != Grade_Invalid; g = GetNextPossibleGrade(g) )
#endif
+1 -3
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@@ -1,5 +1,3 @@
/* GradeDisplay - Grade shown on ScreenEvaluation. */
#ifndef GRADE_DISPLAY_H
#define GRADE_DISPLAY_H
@@ -8,7 +6,7 @@
#include "PlayerNumber.h"
#include "AutoActor.h"
struct lua_State;
/** @brief Grade shown on ScreenEvaluation. */
class GradeDisplay : public ActorFrame
{
public:
+1 -1
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@@ -1,4 +1,3 @@
/* GraphDisplay - A graph of the player's life over the course of Gameplay, used on Evaluation. */
#ifndef GRAPH_DISPLAY_H
#define GRAPH_DISPLAY_H
@@ -9,6 +8,7 @@ class StageStats;
class PlayerStageStats;
class GraphLine;
class GraphBody;
/** @brief A graph of the player's life over the course of Gameplay, used on Evaluation. */
class GraphDisplay: public ActorFrame
{
public:
+5 -5
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@@ -1,5 +1,3 @@
/* GrooveRadar - The song's GrooveRadar displayed in SelectMusic. */
#ifndef GROOVE_RADAR_H
#define GROOVE_RADAR_H
@@ -10,7 +8,7 @@
#include "GameConstantsAndTypes.h"
class Steps;
struct RadarValues;
/** @brief The song's GrooveRadar displayed in SelectMusic. */
class GrooveRadar : public ActorFrame
{
public:
@@ -26,8 +24,10 @@ public:
void PushSelf( lua_State *L );
protected:
// the value map must be a separate Actor so we can tween it separately from the labels
/**
* @brief The companion ValueMap to the GrooveRadar.
*
* This must be a separate Actor so that it can be tweened separately from the labels. */
class GrooveRadarValueMap : public ActorFrame
{
public:
+1 -3
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@@ -1,12 +1,10 @@
/* HelpDisplay - A BitmapText that cycles through messages. */
#ifndef HELP_DISPLAY_H
#define HELP_DISPLAY_H
#include "BitmapText.h"
struct lua_State;
/** @brief A BitmapText that cycles through messages. */
class HelpDisplay : public BitmapText
{
public:
+1 -3
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@@ -1,5 +1,3 @@
/* ModIcon - Shows PlayerOptions and SongOptions in icon form. */
#ifndef ModIcon_H
#define ModIcon_H
@@ -8,7 +6,7 @@
#include "BitmapText.h"
#include "PlayerNumber.h"
#include "ThemeMetric.h"
/** @brief Shows PlayerOptions and SongOptions in icon form. */
class ModIcon : public ActorFrame
{
public:
+1 -3
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@@ -1,5 +1,3 @@
/* ProfileManager - Interface to machine and memory card profiles. */
#ifndef ProfileManager_H
#define ProfileManager_H
@@ -17,7 +15,7 @@ class Course;
class Trail;
struct HighScore;
struct lua_State;
/** @brief Interface to machine and memory card profiles. */
class ProfileManager
{
public:
+27 -6
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@@ -87,7 +87,9 @@ namespace Checkpoints
{
void SetCheckpoint( const char *file, int line, const char *message );
}
/** @brief Set a checkpoint with no message. */
#define CHECKPOINT (Checkpoints::SetCheckpoint(__FILE__, __LINE__, NULL))
/** @brief Set a checkpoint with a specified message. */
#define CHECKPOINT_M(m) (Checkpoints::SetCheckpoint(__FILE__, __LINE__, m))
@@ -105,12 +107,24 @@ namespace Checkpoints
#define NORETURN
#endif
/**
* @brief A crash has occured, and we're not getting out of it easily.
*
* For most users, this will result in a crashinfo.txt file being generated.
* For anyone that is using a debug build, a debug break will be thrown to
* allow viewing the current process.
* @param reason the crash reason as determined by prior function calls.
* @return nothing: there is no escape without quitting the program.
*/
void NORETURN sm_crash( const char *reason = "Internal error" );
/* Assertion that sets an optional message and brings up the crash handler, so
* we get a backtrace. This should probably be used instead of throwing an
* exception in most cases we expect never to happen (but not in cases that
* we do expect, such as DSound init failure.) */
/**
* @brief Assertion that sets an optional message and brings up the crash
* handler, so we get a backtrace.
*
* This should probably be used instead of throwing an exception in most
* cases we expect never to happen (but not in cases that we do expect,
* such as DSound init failure.) */
#define FAIL_M(MESSAGE) do { CHECKPOINT_M(MESSAGE); sm_crash(MESSAGE); } while(0)
#define ASSERT_M(COND, MESSAGE) do { if(unlikely(!(COND))) { FAIL_M(MESSAGE); } } while(0)
#if !defined(CO_EXIST_WITH_MFC)
@@ -130,7 +144,9 @@ void ShowWarningOrTrace( const char *file, int line, const char *message, bool b
#define DEBUG_ASSERT(x) ASSERT(x)
#define DEBUG_ASSERT_M(x,y) ASSERT_M(x,y)
#else
/** @brief A dummy define to keep things going smoothly. */
#define DEBUG_ASSERT(x)
/** @brief A dummy define to keep things going smoothly. */
#define DEBUG_ASSERT_M(x,y)
#endif
@@ -150,23 +166,28 @@ template<int> struct CompileAssertDecl { };
#define COMPILE_ASSERT(COND) typedef CompileAssertDecl< sizeof(CompileAssert<!!(COND)>) > CompileAssertInst
#if defined(__GNUC__)
/** @brief Define a macro to tell the compiler that a function has printf() semantics, to aid warning output. */
/** @brief Define a macro to tell the compiler that a function has printf()
* semantics, to aid warning output. */
#define PRINTF(a,b) __attribute__((format(__printf__,a,b)))
#define CONST_FUNCTION __attribute__((const))
#else
/** @brief A dummy define to keep things going smoothly. */
#define PRINTF(a,b)
/** @brief A dummy define to keep things going smoothly. */
#define CONST_FUNCTION
#endif
#if defined(__GNUC__)
#define SM_ALIGN(n) __attribute__((aligned(n)))
#else
/** @brief A dummy define to keep things going smoothly. */
#define SM_ALIGN(n)
#endif
/** @brief Use RStrings throughout the program. */
#include "StdString.h"
/** @brief Use RStrings throughout the program. */
typedef StdString::CStdString RString;
#include "RageException.h"