Fixed errors on the documentation.

This commit is contained in:
Martín Lucas Golini
2013-09-28 13:10:49 -03:00
parent 390ebfd6fa
commit 223b4bdfb8
13 changed files with 44 additions and 51 deletions
+1 -1
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@@ -10,7 +10,7 @@ namespace EE { namespace Audio {
/** @brief Regular sound that can be played in the audio environment */
class EE_API cSound {
public :
/** @enum cSound::Status The state of the sound */
/** @brief The state of the sound */
enum Status {
Stopped,
Paused,
+1
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@@ -32,6 +32,7 @@ class tSoundManager {
bool LoadFromSamples( const T& id, const Int16* Samples, std::size_t SamplesCount, unsigned int ChannelCount, unsigned int SampleRate );
/** @brief Load the sound from a Pack file
** @param id The id to use to identificate the sound
** @param Pack The Pack file
** @param FilePackPath The pack file path */
bool LoadFromPack( const T& id, cPack* Pack, const std::string& FilePackPath );
+12 -23
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@@ -12,7 +12,7 @@
* Sean Barrett for the stb_vorbis and stb_image libraries.
* Sam Latinga for Simple DirectMedia Layer library.
* Jonathan Dummer for the Simple OpenGL Image Library.
* Laurent Gomila for the SFML library ( eepp audio module is heavily based on the SFML audio module )
* Laurent Gomila for the SFML library ( eepp audio and network modules are heavily based on the SFML audio module )
* OGRE staff for the Timer implementation
* Lewis Van Winkle for PlusCallback
* Dieter Baron and Thomas Klausner for libzip
@@ -20,12 +20,11 @@
* Milan Ikits and Marcelo Magallon for GLEW
* And a lot more people!
ROADMAP:
Short-term plans:
@TODO Improve documentation.
@todo Improve documentation.
STATE: EE ( Base ) documented what is needed.
EE::Window documented.
EE::System documented.
@@ -37,42 +36,32 @@
EE::Physics Not documented at all, chipmunk documentation should help.
EE::Gaming Not documented at all.
@TODO Add more commented examples, showing at least the basic usage of the engine ( 10 or more examples at least ).
@todo Add more commented examples, showing at least the basic usage of the engine ( 10 or more examples at least ).
STATE: 7 examples available.
@TODO Improve the map editor ( add triggers, tiles selection to copy paste in other zones of the map, undo/redo actions ).
@todo Improve the map editor ( add triggers, tiles selection to copy paste in other zones of the map, undo/redo actions ).
STATE: Needs at least to reoffset tiles and objects for the map resizing.
Tile selection i'm not decided yet.
Copy-Paste will be moved for a middle to long term plan.
@TODO Stabilize the API
STATE: DONE.
@todo Improve Premake4 support. It should be really easy to compile eepp in Windows and OS X ( Linux is always easy thanks to package managers ).
STATE: Need to implement on App Bundles for OS X.
@TODO Improve Premake4 support. It should be really easy to compile eepp in Windows and OS X ( Linux is always easy thanks to package managers ).
STATE: DONE.
@TODO Add PVRTC and ETC support.
STATE: DONE.
@todo Add Thread-local storage class.
Middle-term plans:
@TODO Add Networking support.
STATE: DONE
@todo Add audio recording from the SFML implementation, adapted to the engine coding style.
Long-term plans:
@TODO Add audio recording from the SFML implementation, adapted to the engine coding style.
@TODO Add Scripting support ( squirrel or angel script or lua ), at least some parts of the engine. Binding everything seems too much work.
@todo Add Scripting support ( squirrel or angel script or lua ), at least some parts of the engine. Binding everything seems too much work.
STATE: I've binded some classes with lua+luabind and is awesome, but... luabind is bloated ( and for my needs it's the only good option ), and adds A LOT of compile time.
squirrel+sqrat almost does everything i need, but it have some bugs that seems to be unfixable ( none enum parameters, char parameters segfaults, no constructor overloading ).
@TODO Support UI Theming from scripts or XML.
@todo Support UI Theming from scripts or XML.
@TODO Add some kind of support for TMX map files ( Tiles Map Editor ).
@TODO Pathfinding and AI helpers ( A*, FSM ).
@todo Add some kind of support for TMX map files ( Tiles Map Editor ).
@todo Pathfinding and AI helpers ( A*, FSM ).
*/
// General includes and declarations
+4 -1
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@@ -67,11 +67,14 @@ class EE_API cImage {
cImage( const Uint32& Width, const Uint32& Height, const Uint32& Channels, const eeColorA& DefaultColor = eeColorA(0,0,0,0), const bool& initWithDefaultColor = true );
/** Load an image from path
* @param Path The path to the file.
* @param forceChannels Number of channels to use for the image, default 0 means that it use the default image channels.
*/
cImage( std::string Path, const eeUint& forceChannels = 0 );
/** Load an image from pack
* @param Pack The pack file to use to load the image.
* @param FilePackPath The path of the file inside the pack file.
* @param forceChannels Number of channels to use for the image, default 0 means that it use the default image channels.
*/
cImage( cPack * Pack, std::string FilePackPath, const eeUint& forceChannels = 0 );
@@ -160,7 +163,7 @@ class EE_API cImage {
void AvoidFreeImage( const bool& AvoidFree );
/** Blit the image passed onto the current image
** @param img The source image to blit onto the image
** @param image The source image to blit onto the image
** @param x The x position to start drawing the image
** @param y The y position to start drawing the image */
void Blit( cImage * image, const Uint32& x = 0, const Uint32& y = 0 );
+2 -3
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@@ -14,7 +14,7 @@ class EE_API cSprite {
/// Event ID - Sprite - User Data
typedef cb::Callback3< void, Uint32, cSprite *, void * > SpriteCallback;
/** @enum cSprite::SpriteEvents The events that can be reported by the Sprite */
/** @brief SpriteEvents The events that can be reported by the Sprite */
enum SpriteEvents {
SPRITE_EVENT_LAST_FRAME,
SPRITE_EVENT_FIRST_FRAME,
@@ -70,8 +70,7 @@ class EE_API cSprite {
eeFloat Angle() const;
/** Rotates the sprite. Adds the new angle to the current rotation. Same as:
** @core sprite.Angle( sprite.Angle() + angle );
*/
** @code sprite.Angle( sprite.Angle() + angle ); @endcode */
void Rotate( const eeFloat& angle );
/** Set the Scale for the rendered sprite */
+1 -2
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@@ -109,8 +109,7 @@ class EE_API cTexture : public cImage, private NonCopyable {
** behaviour.
** This function does nothing if @a pixels is null or if the
** texture was not previously created.
** @param pixels Array of pixels to copy to the texture
** @param pf The pixel format of the @a pixel */
** @param pixels Array of pixels to copy to the texture */
void Update( const Uint8* pixels );
/** @brief Update a part of the texture from an image
+1 -1
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@@ -51,7 +51,7 @@ enum EE_SAVE_TYPE {
SAVE_TYPE_JPG = 4
};
/** @enum The filter used to resample/resize an image. */
/** @enum EE_RESAMPLER_FILTER The filter used to resample/resize an image. */
enum EE_RESAMPLER_FILTER {
RESAMPLER_BOX,
RESAMPLER_TENT,
+1 -1
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@@ -6,7 +6,7 @@ namespace EE { namespace Math {
/** @brief Container class of the Interpolation types. */
class Ease {
public:
/** @enum Ease::Interpolation Define the type of interpolation used. */
/** @brief Interpolation Define the type of interpolation used. */
enum Interpolation {
Linear,
QuadraticIn,
+3
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@@ -103,11 +103,14 @@ class Polygon2 {
/** @brief Intersect to Quads
** Convert the two quads in two polygons, and execute a polygon to polygon collition.
** @param q0 First quad
** @param q1 Second quad
** @param q0Pos The q0 quad polygon offset
** @param q1Pos The q1 quad polygon offset */
static bool IntersectQuad2( const Quad2<T>& q0, const Quad2<T>& q1, const Vector2<T>& q0Pos = Vector2<T>(0,0), const Vector2<T>& q1Pos = Vector2<T>(0,0) );
/** @return Th closest polygon point to the point (to).
** @param to The point
** @param distance A pointer that returns the distance between the point and the closest point to the point */
Uint32 ClosestPoint( const Vector2<T> &to, T * distance = NULL );
private:
+10 -10
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@@ -18,8 +18,8 @@ class EE_API cCondition : NonCopyable {
AutoUnlock = 1 // true
};
/** Initializes a Condition object and sets its internal value to @value.
* Thus using WaitAndLock(@value, ...) will immediately return.
/** Initializes a Condition object and sets its internal value to value.
* Thus using WaitAndLock(value, ...) will immediately return.
*/
cCondition( int value = 0 );
@@ -38,28 +38,28 @@ class EE_API cCondition : NonCopyable {
* The Condition locking guarantees that the condition remains true until
* you unlock it and that you are the only one that acquired the Condition.
*
* @awaitedValue: the value that should unlock the Condition
* @param awaitedValue the value that should unlock the Condition
*
* @autoUnlock: Condition::AutoUnlock (true) to automatically unlock the Condition
* @param autoUnlock Condition::AutoUnlock (true) to automatically unlock the Condition
* protection after it has been validated, or ManualUnlock (false) to
* manually choose when the Condition should be unlocked. While a Condition
* is locked, both WaitAndLock() and operator=() will block
* until the Condition is unlocked or invalidated. When a Condition is
* *automatically* unlocked, its value is not updated.
*
* @return: true if the @awaitedValue has been reached, false otherwise.
* WaitAndLock() may return even if @awaitedValue has not been
* @return true if the awaitedValue has been reached, false otherwise.
* WaitAndLock() may return even if awaitedValue has not been
* reached if the Condition has been disabled through Invalidate(). An
* invalidated Condition always returns in an unlocked state.
*/
bool WaitAndLock( int awaitedValue, int autoUnlock = false );
/** Unlocks a previously locked Condition with @value as
/** Unlocks a previously locked Condition with value as
* internal value. When the condition is unlocked, it is assumed
* to have the given value. The condition is thereafter signaled.
* Unlocking a non-locked Condition is undefined.
*
* @value: the value the Condition should have when it is unlocked
* @param value the value the Condition should have when it is unlocked
*/
void Unlock( int value );
@@ -71,9 +71,9 @@ class EE_API cCondition : NonCopyable {
* to be updated, otherwise it'll block until the Condition
* is unlocked.
*
* @value: the value to be assigned to the Condition
* @param value the value to be assigned to the Condition
*
* @return: @value
* @return value
*/
int operator=(int value);
+1 -1
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@@ -12,7 +12,7 @@ class EE_API cObjectLoader : protected cThread {
public:
typedef cb::Callback1<void, cObjectLoader *> ObjLoadCallback;
/** @enum cObjectLoader::ObjLoaderType Definition of the Object Loaders implemented by the engine. */
/** @brief LoaderType Definition of the Object Loaders implemented by the engine. */
enum ObjLoaderType {
TextureLoader = 1,
SoundLoader = 2,
+6 -7
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@@ -2,13 +2,12 @@
#ifndef EE_SYSTEMCTIME_HPP
#define EE_SYSTEMCTIME_HPP
//! Based on the SFML2 implementation ( not the same, this version uses doubles for seconds and milliseconds )
#include <eepp/declares.hpp>
namespace EE { namespace System {
/** @brief Represents a time value */
/** @brief Represents a time value
** Based on the SFML2 implementation ( not the same, this version uses doubles for seconds and milliseconds ) */
class EE_API cTime
{
public :
@@ -38,10 +37,10 @@ class EE_API cTime
friend EE_API cTime Milliseconds(eeDouble);
friend EE_API cTime Microseconds(Int64);
/// @brief Construct from a number of microseconds
/// This function is internal. To construct time values,
/// use Seconds, Milliseconds or Microseconds instead.
/// @param microseconds Number of microseconds
/** @brief Construct from a number of microseconds
** This function is internal. To construct time values,
** use Seconds, Milliseconds or Microseconds instead.
** @param microseconds Number of microseconds */
explicit cTime(Int64 microseconds);
Int64 mMicroseconds; ///< cTime value stored as microseconds
+1 -1
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@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE QtCreatorProject>
<!-- Written by QtCreator 2.8.0, 2013-09-28T04:18:45. -->
<!-- Written by QtCreator 2.8.0, 2013-09-28T13:10:26. -->
<qtcreator>
<data>
<variable>ProjectExplorer.Project.ActiveTarget</variable>