Updated docs and some Doxygen fixes

dev-ui
Piotr Dziwinski 2012-09-27 20:43:20 +02:00
parent 2ef1c8b6f8
commit a394c9efec
19 changed files with 56 additions and 52 deletions

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@ -700,8 +700,7 @@ RECURSIVE = YES
# Note that relative paths are relative to the directory from which doxygen is
# run.
EXCLUDE = "src/old" \
"src/metafile"
EXCLUDE = "src/CBot/tests"
# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or
# directories that are symbolic links (a Unix file system feature) are excluded

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@ -1,4 +1,4 @@
/**
* \dir app
* \dir src/app
* Main class of the application and system functions
*/

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@ -75,7 +75,7 @@ enum VideoQueryResult
/**
* \enum TrackedKeys
* \enum TrackedKey
* \brief Additional keys whose state (pressed/released) is tracked by CApplication
*/
enum TrackedKey

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@ -1,4 +1,4 @@
/**
* \dir common
* \dir src/common
* \brief Structs and utils shared throughout the application
*/

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@ -81,7 +81,7 @@ enum WheelDirection
};
/**
* \enum MouseWheelEventData
* \struct MouseWheelEventData
* \brief Additional data for mouse wheel event.
*/
struct MouseWheelEventData

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@ -95,7 +95,7 @@ enum ManagedClassType
/**
* \enum ManagedClassInstances
* \struct ManagedClassInstances
* \brief Instances of class managed by CInstanceManager
*/
struct ManagedClassInstances

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@ -1,5 +1,5 @@
/**
* \dir graphics
* \dir src/graphics
* \brief Graphics engine
*/
@ -9,4 +9,4 @@
*
* This namespace was created to avoid clashing with old code, but now it still serves,
* defining a border between pure graphics engine and other parts of application.
*/
*/

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@ -1,4 +1 @@
/**
* \dir graphics/d3d
* \brief Possible future DirectX implementation of graphics engine
*/
Possible future DirectX implementation of graphics engine

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@ -1,9 +1,9 @@
/**
* \dir graphics/engine
* \dir src/graphics/engine
* \brief Graphics engine
*
* CEngine class and various other classes implementing the main features
* of graphics engine from model loading to decorative particles
*
* Graphics operations are done on abstract interface from src/graphics/core
*/
*/

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@ -568,7 +568,7 @@ struct EngineMouse
*
* It uses a lower-level CDevice object which is implementation-independent core engine.
*
* \section 3DScene 3D Scene
* \section Scene 3D Scene
*
* The 3D scene is drawn with view coordinates set from camera position in 3D space and
* a perspective projection matrix. The world matrix depends on the object drawn.
@ -588,7 +588,7 @@ struct EngineMouse
* - mouse cursor
* - animated highlight box of the selected object(s)
*
* \section 2DInterface 2D Interface
* \section Interface 2D Interface
*
* The 2D interface is drawn in fixed XY coordinates, independent from window size.
* Lower-left corner of the screen is (0,0) and upper-right corner is (1,1).
@ -601,7 +601,7 @@ struct EngineMouse
* are instances of CControl class. The source code for these classes is in
* src/ui directory.
*
* \section Objecs Engine Objects
* \section Objects Engine Objects
*
* The 3D scene is composed of objects which are basically collections of triangles forming
* a surface or simply independent triangles in space.

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@ -34,8 +34,9 @@
namespace Gfx {
/**
\struct LightProgression
\brief Describes the progression of light parameters change */
* \struct LightProgression
* \brief Describes the progression of light parameters change
*/
struct LightProgression
{
//! Starting value
@ -75,11 +76,12 @@ enum LightPriority
};
/**
\struct DynamicLight
\brief Dynamic light in 3D scene
It is an extension over standard light properties. Added are dynamic progressions for light
colors and intensity and types of objects included/excluded in lighting. */
* \struct DynamicLight
* \brief Dynamic light in 3D scene
*
* It is an extension over standard light properties. Added are dynamic progressions for light
* colors and intensity and types of objects included/excluded in lighting.
*/
struct DynamicLight
{
//! Whether the light is used
@ -111,17 +113,18 @@ struct DynamicLight
};
/**
\class CLightManager
\brief Manager for dynamic lights in 3D scene
(Old CLight class)
The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene.
The dynamic lights are created, updated and deleted through the class' interface.
Number of available lights depends on graphics device used. Class allocates vector
for the total number of lights, but only some are used.
*/
* \class CLightManager
* \brief Manager for dynamic lights in 3D scene
*
* The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene.
* The dynamic lights are created, updated and deleted through the class' interface.
*
* Since there is a limit on total number of lights available in OpenGL (usually up to 8), the dynamic lights
* must be emulated by displaying only some of them. All functions normally operate only on DynamicLight structs,
* updating the models with new values, while only one function, UpdateDeviceLights(), performs the actual
* synchronization to the device. It allocates device's light slots as necessary, with two priority levels
* for lights.
*/
class CLightManager
{
public:

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@ -1455,7 +1455,8 @@ bool CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water)
}
/**
* @returns \c false if the initial coordinate was outside terrain area; \c true otherwise
* \param pos position to adjust
* \returns \c false if the initial coordinate was outside terrain area; \c true otherwise
*/
bool CTerrain::AdjustToStandardBounds(Math::Vector& pos)
{
@ -1492,8 +1493,9 @@ bool CTerrain::AdjustToStandardBounds(Math::Vector& pos)
}
/**
* @param margin margin to the terrain border
* @returns \c false if the initial coordinate was outside terrain area; \c true otherwise
* \param pos position to adjust
* \param margin margin to the terrain border
* \returns \c false if the initial coordinate was outside terrain area; \c true otherwise
*/
bool CTerrain::AdjustToBounds(Math::Vector& pos, float margin)
{

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@ -1,7 +1,7 @@
/**
* \dir graphics/opengl
* \dir src/graphics/opengl
* \brief OpenGL engine implementation
*
* Contains the concrete implementation using OpenGL of abstract CDevice class
* from src/graphics/core
*/
*/

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@ -1,5 +1,5 @@
/**
* \dir math
* \dir src/math
* \brief Common mathematical structures and functions
*/
@ -9,4 +9,4 @@
*
* This namespace was created to avoid clashing with old code, but now it still serves,
* defining a border between math and non-math-related code.
*/
*/

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@ -237,6 +237,7 @@ inline float RotateAngle(const Math::Point &center, const Math::Point &p1, const
//! Loads view matrix from the given vectors
/**
* \param mat result matrix
* \param from origin
* \param at view direction
* \param worldUp up vector
@ -304,6 +305,7 @@ inline void LoadViewMatrix(Math::Matrix &mat, const Math::Vector &from,
//! Loads a perspective projection matrix
/**
* \param mat result matrix
* \param fov field of view in radians
* \param aspect aspect ratio (width / height)
* \param nearPlane distance to near cut plane
@ -328,6 +330,7 @@ inline void LoadProjectionMatrix(Math::Matrix &mat, float fov = Math::PI / 2.0f,
//! Loads an othogonal projection matrix
/**
* \param mat result matrix
* \param left,right coordinates for left and right vertical clipping planes
* \param bottom,top coordinates for bottom and top horizontal clipping planes
* \param zNear,zFar distance to nearer and farther depth clipping planes
@ -590,7 +593,7 @@ inline Math::Vector Transform(const Math::Matrix &m, const Math::Vector &p)
//! Calculates the projection of the point \a p on a straight line \a a to \a b
/**
* \param point to project
* \param p point to project
* \param a,b two ends of the line
*/
inline Math::Vector Projection(const Math::Vector &a, const Math::Vector &b, const Math::Vector &p)

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@ -1,7 +1,7 @@
/**
* \dir object
* \dir src/object
* \brief Game engine
*
* Contains the main class of game engine - CRobotMain and the various in-game objects:
* CObject and related auto, motion and task subclasses.
*/
*/

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@ -1,4 +1,4 @@
/**
* \dir physics
* \dir src/physics
* \brief Physics engine
*/
*/

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@ -1,4 +1,4 @@
/**
* \dir sound
* \dir src/sound
* \brief Sound module - playing sounds and music
*/
*/

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@ -1,4 +1,4 @@
/**
* \dir ui
* \dir src/ui
* \brief 2D user interface controls
*/
*/