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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