Doxygen and spacing.

I don't care if we don't respect 80 chars.

I just want to avoid horizontal scrolling if possible.

...maybe we should just astyle our main branch.
This commit is contained in:
Jason Felds
2011-06-19 19:04:48 -04:00
parent 97abd25e3e
commit ef3ea96f34
+102 -13
View File
@@ -10,6 +10,7 @@
#include "EnumHelper.h"
#include "ThemeMetric.h"
/** @brief What type of row is needed for the EditMenu? */
enum EditMenuRow
{
ROW_GROUP,
@@ -19,11 +20,19 @@ enum EditMenuRow
ROW_SOURCE_STEPS_TYPE,
ROW_SOURCE_STEPS,
ROW_ACTION,
NUM_EditMenuRow
NUM_EditMenuRow /**< The number of EditMenuRows available. */
};
/** @brief Loop through each EditMenuRow. */
#define FOREACH_EditMenuRow( r ) FOREACH_ENUM( EditMenuRow, r )
/**
* @brief Turn the EditMenuRow into a string.
* @param r the row.
* @return the string. */
const RString& EditMenuRowToString( EditMenuRow r );
/**
* @brief Turn the EditMenuRow into a localized string.
* @param r the row.
* @return the localized string. */
const RString& EditMenuRowToLocalizedString( EditMenuRow r );
/** @brief The different actions one can take on a step. */
@@ -38,9 +47,18 @@ enum EditMenuAction
};
/** @brief Loop through each EditMenuAction. */
#define FOREACH_EditMenuAction( ema ) FOREACH_ENUM( EditMenuAction, ema )
/**
* @brief Turn the EditMenuAction into a string.
* @param ema the action.
* @return the string. */
const RString& EditMenuActionToString( EditMenuAction ema );
/**
* @brief Turn the EditMenuAction into a localized string.
* @param ema the action.
* @return the localized string. */
const RString& EditMenuActionToLocalizedString( EditMenuAction ema );
/** @brief How many arrows are used for the EditMenu? */
const int NUM_ARROWS = 2;
/**
@@ -50,39 +68,110 @@ const int NUM_ARROWS = 2;
class EditMenu: public ActorFrame
{
public:
/** @brief Set up the EditMenu. */
EditMenu();
/** @brief Destroy the EditMenu. */
~EditMenu();
void Load( const RString &sType );
/** @brief Determine if we can move up.
* @return true if we can, false otherwise. */
bool CanGoUp();
/** @brief Determine if we can move down.
* @return true if we can, false otherwise. */
bool CanGoDown();
/** @brief Determine if we can move left.
* @return true if we can, false otherwise. */
bool CanGoLeft();
/** @brief Determine if we can move right.
* @return true if we can, false otherwise. */
bool CanGoRight();
/** @brief Determine if the EditMenuRow is selectable.
* @param row the row in question.
* @return true if it can be selected, false otherwise. */
bool RowIsSelectable( EditMenuRow row );
/** @brief Move up to the next selection. */
void Up();
/** @brief Move down to the next selection. */
void Down();
/** @brief Move left to the next selection. */
void Left();
/** @brief Move right to the next selection. */
void Right();
void RefreshAll();
RString GetSelectedGroup() const
/** @brief Retrieve the currently selected group.
* @return the current group. */
RString GetSelectedGroup() const
{
if( !SHOW_GROUPS.GetValue() ) return GROUP_ALL;
ASSERT_M((int)m_iSelection[ROW_GROUP] < (int)m_sGroups.size(),
ssprintf("Group selection %d < Number of groups %d", m_iSelection[ROW_GROUP], (int)m_sGroups.size()));
int groups = static_cast<int>(m_sGroups.size());
ASSERT_M(m_iSelection[ROW_GROUP] < groups,
ssprintf("Group selection %d < Number of groups %d",
m_iSelection[ROW_GROUP],
groups));
return m_sGroups[m_iSelection[ROW_GROUP]];
}
Song* GetSelectedSong() const { ASSERT(m_iSelection[ROW_SONG] < (int)m_pSongs.size()); return m_pSongs[m_iSelection[ROW_SONG]]; }
StepsType GetSelectedStepsType() const { ASSERT(m_iSelection[ROW_STEPS_TYPE] < (int)m_StepsTypes.size()); return m_StepsTypes[m_iSelection[ROW_STEPS_TYPE]]; }
Steps* GetSelectedSteps() const { ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size()); return m_vpSteps[m_iSelection[ROW_STEPS]].pSteps; }
Difficulty GetSelectedDifficulty() const { ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size()); return m_vpSteps[m_iSelection[ROW_STEPS]].dc; }
StepsType GetSelectedSourceStepsType() const { ASSERT(m_iSelection[ROW_SOURCE_STEPS_TYPE] < (int)m_StepsTypes.size()); return m_StepsTypes[m_iSelection[ROW_SOURCE_STEPS_TYPE]]; }
Steps* GetSelectedSourceSteps() const { ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size()); return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].pSteps; }
Difficulty GetSelectedSourceDifficulty() const { ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size()); return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].dc; }
EditMenuAction GetSelectedAction() const { ASSERT(m_iSelection[ROW_ACTION] < (int)m_Actions.size()); return m_Actions[m_iSelection[ROW_ACTION]]; }
/** @brief Retrieve the currently selected song.
* @return the current song. */
Song* GetSelectedSong() const
{
ASSERT(m_iSelection[ROW_SONG] < (int)m_pSongs.size());
return m_pSongs[m_iSelection[ROW_SONG]];
}
/** @brief Retrieve the currently selected steps type.
* @return the current steps type. */
StepsType GetSelectedStepsType() const
{
ASSERT(m_iSelection[ROW_STEPS_TYPE] < (int)m_StepsTypes.size());
return m_StepsTypes[m_iSelection[ROW_STEPS_TYPE]];
}
/** @brief Retrieve the currently selected steps.
* @return the current steps. */
Steps* GetSelectedSteps() const
{
ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
return m_vpSteps[m_iSelection[ROW_STEPS]].pSteps;
}
/** @brief Retrieve the currently selected difficulty.
* @return the current difficulty. */
Difficulty GetSelectedDifficulty() const
{
ASSERT(m_iSelection[ROW_STEPS] < (int)m_vpSteps.size());
return m_vpSteps[m_iSelection[ROW_STEPS]].dc;
}
/** @brief Retrieve the currently selected source steps type.
* @return the current source steps type. */
StepsType GetSelectedSourceStepsType() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS_TYPE] < (int)m_StepsTypes.size());
return m_StepsTypes[m_iSelection[ROW_SOURCE_STEPS_TYPE]];
}
/** @brief Retrieve the currently selected source steps.
* @return the current source steps. */
Steps* GetSelectedSourceSteps() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].pSteps;
}
/** @brief Retrieve the currently selected difficulty.
* @return the current difficulty. */
Difficulty GetSelectedSourceDifficulty() const
{
ASSERT(m_iSelection[ROW_SOURCE_STEPS] < (int)m_vpSourceSteps.size());
return m_vpSourceSteps[m_iSelection[ROW_SOURCE_STEPS]].dc;
}
/** @brief Retrieve the currently selected action.
* @return the current action. */
EditMenuAction GetSelectedAction() const
{
ASSERT(m_iSelection[ROW_ACTION] < (int)m_Actions.size());
return m_Actions[m_iSelection[ROW_ACTION]];
}
/** @brief Retrieve the currently selected row.
* @return the current row. */
EditMenuRow GetSelectedRow() const { return m_SelectedRow; }
private: