Author: mordante
Date: Sat Sep 13 19:13:21 2008
New Revision: 29443

URL: http://svn.gna.org/viewcvs/wesnoth?rev=29443&view=rev
Log:
Update doxygen comment style.

Modified:
    trunk/src/halo.cpp
    trunk/src/halo.hpp

Modified: trunk/src/halo.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/halo.cpp?rev=29443&r1=29442&r2=29443&view=diff
==============================================================================
--- trunk/src/halo.cpp (original)
+++ trunk/src/halo.cpp Sat Sep 13 19:13:21 2008
@@ -12,9 +12,11 @@
    See the COPYING file for more details.
 */
 
-//! @file halo.cpp 
-//! Maintain halo-effects for units and items.
-//! Examples: white mage, lighthouse.
+/**
+ * @file halo.cpp 
+ * Maintain halo-effects for units and items.
+ * Examples: white mage, lighthouse.
+ */
 
 #include "global.hpp"
 
@@ -66,34 +68,41 @@
        surface surf_, buffer_;
        SDL_Rect rect_;
 
-       //! The location of the center of the halo
+       /** The location of the center of the halo. */
        gamemap::location loc_;
 
-       //! All locations over which the halo lies
+       /** All locations over which the halo lies. */
        std::vector<gamemap::location> overlayed_hexes_;
 };
 
 std::map<int, effect> haloes;
 int halo_id = 1;
 
-//! Upon unrendering, an invalidation list is send. All haloes in 
-//! that area and the other invalidated haloes are stored in this set. 
-//! Then there'll be tested which haloes overlap 
-//! and they're also stored in this set.
+/**
+ * Upon unrendering, an invalidation list is send. All haloes in that area and
+ * the other invalidated haloes are stored in this set. Then there'll be
+ * tested which haloes overlap and they're also stored in this set.
+ */
 std::set<int> invalidated_haloes;
 
-//! A newly added halo will be added to this list, these haloes don't need to 
be 
-//! unrendered but do not to be rendered regardless which tiles are 
invalidated.
-//! These haloes will stay in this set until there're really rendered
-//! (rendering won't happen if for example the halo is offscreen).
+/**
+ * A newly added halo will be added to this list, these haloes don't need to be
+ * unrendered but do not to be rendered regardless which tiles are invalidated.
+ * These haloes will stay in this set until there're really rendered (rendering
+ * won't happen if for example the halo is offscreen).
+ */
 std::set<int> new_haloes;
 
-//! Upon deleting, a halo isn't deleted but added to this set, 
-//! upon unrendering the image is unrendered and deleted.
+/**
+ * Upon deleting, a halo isn't deleted but added to this set, upon unrendering
+ * the image is unrendered and deleted.
+ */
 std::set<int> deleted_haloes;
 
-//! Haloes that have an animation or expiration time 
-//! need to be checked every frame and are stored in this set.
+/**
+ * Haloes that have an animation or expiration time need to be checked every
+ * frame and are stored in this set.
+ */
 std::set<int> changing_haloes;
 
 effect::effect(int xpos, int ypos, const 
animated<std::string>::anim_description& img,

Modified: trunk/src/halo.hpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/src/halo.hpp?rev=29443&r1=29442&r2=29443&view=diff
==============================================================================
--- trunk/src/halo.hpp (original)
+++ trunk/src/halo.hpp Sat Sep 13 19:13:21 2008
@@ -12,8 +12,7 @@
    See the COPYING file for more details.
 */
 
-//! @file halo.hpp 
-//!
+/** @file halo.hpp  */
 
 #ifndef HALO_HPP_INCLUDED
 #define HALO_HPP_INCLUDED
@@ -40,20 +39,22 @@
 enum ORIENTATION { NORMAL, HREVERSE, VREVERSE, HVREVERSE };
 const int NO_HALO = 0;
 
-//! Add a haloing effect using 'image centered on (x,y).
-//! @return    The handle to the halo object.
-//! @retval    0 is the invalid handle.
-//!
-//! If the halo is attached to an item, it needs to be hidden if the 
-//! shroud is active.  (Note it will be shown with the fog active.) 
-//! If it is not attached to an item, the location should be set to -1, -1
+/**
+ * Add a haloing effect using 'image centered on (x,y).
+ * @return     The handle to the halo object.
+ * @retval     0 is the invalid handle.
+ 
+ * If the halo is attached to an item, it needs to be hidden if the 
+ * shroud is active.  (Note it will be shown with the fog active.) 
+ * If it is not attached to an item, the location should be set to -1, -1
+ */
 int add(int x, int y, const std::string& image, const gamemap::location& loc,
                ORIENTATION orientation=NORMAL, bool infinite=true);
 
-//! Set the position of an existing haloing effect, according to its handle.
+/** Set the position of an existing haloing effect, according to its handle. */
 void set_location(int handle, int x, int y);
 
-//! Remove the halo with the given handle.
+/** Remove the halo with the given handle. */
 void remove(int handle);
 
 struct remover
@@ -61,9 +62,12 @@
        void operator()(int handle) const { remove(handle); }
 };
 
-//! Render and unrender haloes. 
-//! Which haloes are rendered is determined by invalidated_locations 
-//! and the internal state in the control sets (in halo.cpp).
+/**
+ * Render and unrender haloes. 
+ *
+ * Which haloes are rendered is determined by invalidated_locations and the
+ * internal state in the control sets (in halo.cpp).
+ */
 void unrender(std::set<gamemap::location> invalidated_locations);
 void render();
 


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