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Fixed doxygen warnings.

Added a batch file to generate the Doxygen XML files needed for generating the Lua script bindings.
Added separate Visual Studio solution for the gameplay-luagen project.
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1 parent 73f92cb commit 6318d1c8b5836c1182000653b71ae0e6c65c24ea @chrisculy chrisculy committed Jul 10, 2012
@@ -25,7 +25,6 @@ Unsupported:
Normal Priority List:
=====================
-- Fix Doxygen warnings.
- Fix memory leaks in gameplay-luagen and in generated code.
- Add "@script{create}" to the appropriate gameplay functions.
- Add "@script{own}" to array parameters that are owned by the function or class they are passed to?
@@ -52,7 +52,7 @@ PROJECT_LOGO =
# If a relative path is entered, it will be relative to the location
# where doxygen was started. If left blank the current directory will be used.
-OUTPUT_DIRECTORY = ./gameplay-api
+OUTPUT_DIRECTORY = ../gameplay-api
# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create
# 4096 sub-directories (in 2 levels) under the output directory of each output
@@ -665,7 +665,7 @@ WARN_LOGFILE =
# directories like "/usr/src/myproject". Separate the files or directories
# with spaces.
-INPUT = ./gameplay/src
+INPUT = ../gameplay/src
# This tag can be used to specify the character encoding of the source files
# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
@@ -0,0 +1,20 @@
+
+Microsoft Visual Studio Solution File, Format Version 11.00
+# Visual Studio 2010
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gameplay-luagen", "gameplay-luagen.vcxproj", "{CA137C5D-FDE1-4095-926A-59E8472504BF}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Release|Win32 = Release|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {CA137C5D-FDE1-4095-926A-59E8472504BF}.Debug|Win32.ActiveCfg = Debug|Win32
+ {CA137C5D-FDE1-4095-926A-59E8472504BF}.Debug|Win32.Build.0 = Debug|Win32
+ {CA137C5D-FDE1-4095-926A-59E8472504BF}.Release|Win32.ActiveCfg = Release|Win32
+ {CA137C5D-FDE1-4095-926A-59E8472504BF}.Release|Win32.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
@@ -0,0 +1 @@
+doxygen gameplay-luagen.doxyfile
@@ -231,7 +231,7 @@ class AnimationClip : public Ref
/**
* Adds an animation begin listener.
*
- * Note: the given Lua function must have the same function signature as AnimationClip#Listener#animationEvent.
+ * Note: the given Lua function must have the same function signature as AnimationClip::Listener::animationEvent.
*
* @param function The Lua script function to be called when an AnimationClip begins.
*/
@@ -240,7 +240,7 @@ class AnimationClip : public Ref
/**
* Adds an animation end listener.
*
- * Note: the given Lua function must have the same function signature as AnimationClip#Listener#animationEvent.
+ * Note: the given Lua function must have the same function signature as AnimationClip::Listener::animationEvent.
*
* @param function The Lua script function to be called when an AnimationClip ends.
*/
@@ -250,7 +250,7 @@ class AnimationClip : public Ref
* Adds an animation listener to be called back at the specified eventTime during the playback
* of the AnimationClip.
*
- * Note: the given Lua function must have the same function signature as AnimationClip#Listener#animationEvent.
+ * Note: the given Lua function must have the same function signature as AnimationClip::Listener::animationEvent.
*
* @param function The Lua script function to be called when an AnimationClip reaches the
* specified time in its playback.
View
@@ -46,9 +46,9 @@ using std::modf;
#define NULL 0
#endif
-// Print logging (implemented per platform)
namespace gameplay
{
+/** Print logging (implemented per platform). */
extern void printError(const char* format, ...);
}
@@ -245,11 +245,17 @@ extern void printError(const char* format, ...);
// Hardware buffer
namespace gameplay
{
+/** Vertex attribute. */
typedef GLint VertexAttribute;
+/** Vertex buffer handle. */
typedef GLuint VertexBufferHandle;
+/** Index buffer handle. */
typedef GLuint IndexBufferHandle;
+/** Texture handle. */
typedef GLuint TextureHandle;
+/** Frame buffer handle. */
typedef GLuint FrameBufferHandle;
+/** Render buffer handle. */
typedef GLuint RenderBufferHandle;
}
@@ -388,7 +388,7 @@ class Bundle : public Ref
* Reads the animation channel data at the current file position into the given animation
* (with the given animation target and target attribute).
*
- * Note: this is used by #loadNode(const char*, Scene*) and #readAnimationChannel(Scene*, Animation*, const char*).
+ * Note: this is used by Bundle::loadNode(const char*, Scene*) and Bundle::readAnimationChannel(Scene*, Animation*, const char*).
*
* @param animation The animation to the load channel into.
* @param id The ID of the animation that this channel is loaded into.
@@ -174,7 +174,7 @@ class Container : public Control
bool isScrollBarsAutoHide() const;
/**
- * @see AnimationTarget#getAnimation
+ * @see AnimationTarget::getAnimation
*/
Animation* getAnimation(const char* id = NULL) const;
@@ -189,17 +189,17 @@ class Container : public Control
const char* getType() const;
/**
- * @see AnimationTarget#getAnimationPropertyComponentCount
+ * @see AnimationTarget::getAnimationPropertyComponentCount
*/
virtual unsigned int getAnimationPropertyComponentCount(int propertyId) const;
/**
- * @see AnimationTarget#getAnimationProperty
+ * @see AnimationTarget::getAnimationProperty
*/
virtual void getAnimationPropertyValue(int propertyId, AnimationValue* value);
/**
- * @see AnimationTarget#setAnimationProperty
+ * @see AnimationTarget::setAnimationProperty
*/
virtual void setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight = 1.0f);
@@ -339,8 +339,34 @@ class Container : public Control
*/
bool touchEventScroll(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex);
+ /**
+ * Mouse scroll event callback.
+ *
+ * @param evt The mouse scroll event that occurred.
+ * @param x The x position of the scroll in pixels. Left edge is zero.
+ * @param y The y position of the scroll in pixels. Top edge is zero.
+ * @param wheelDelta The value change of the mouse's scroll wheel.
+ *
+ * @return Whether the scroll event was consumed by scrolling within this container.
+ *
+ * @see Mouse::MouseEvent
+ */
bool mouseEventScroll(Mouse::MouseEvent evt, int x, int y, int wheelDelta);
+ /**
+ * Mouse pointer event callback.
+ *
+ * @param mouse Whether to treat the event as a mouse event or a touch event.
+ * @param evt The pointer event (either a Mouse::MouseEvent or a Touch::TouchEvent).
+ * @param x The x position of the pointer event in pixels. Left edge is zero.
+ * @param y The y position of the pointer event in pixels. Top edge is zero.
+ * @param data The event's data (depends on whether it is a mouse event or a touch event).
+ *
+ * @return Whether the pointer event was consumed by this container.
+ *
+ * @see Mouse::MouseEvent
+ * @see Touch::TouchEvent
+ */
bool pointerEvent(bool mouse, char evt, int x, int y, int data);
/**
@@ -723,25 +723,25 @@ class Control : public Ref, public AnimationTarget
* pass <code>Control::Listener::TOUCH | Control::Listener::RELEASE</code>
* as the second parameter.
*
- * Note: the given Lua function must have the same function signature as Control#Listener#controlEvent.
+ * Note: the given Lua function must have the same function signature as Control::Listener::controlEvent.
*
* @param function The name of the Lua script function to add as a listener callback.
* @param eventFlags The events to listen for.
*/
virtual void addListener(const char* function, int eventFlags);
/**
- * @see AnimationTarget#getAnimationPropertyComponentCount
+ * @see AnimationTarget::getAnimationPropertyComponentCount
*/
virtual unsigned int getAnimationPropertyComponentCount(int propertyId) const;
/**
- * @see AnimationTarget#getAnimationProperty
+ * @see AnimationTarget::getAnimationProperty
*/
virtual void getAnimationPropertyValue(int propertyId, AnimationValue* value);
/**
- * @see AnimationTarget#setAnimationProperty
+ * @see AnimationTarget::setAnimationProperty
*/
virtual void setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight = 1.0f);
View
@@ -196,7 +196,7 @@ class Form : public Container
*
* @return The next highest power of two after x, or x if it is already a power of two.
*/
- static unsigned int nextPowerOfTwo(unsigned int v);
+ static unsigned int nextPowerOfTwo(unsigned int x);
/**
* Unproject a point (from a mouse or touch event) into the scene and then project it onto the form.
View
@@ -377,7 +377,7 @@ class Game
* Game time stops while the game is paused. A time offset of zero will fire the time event in the next frame.
*
* Note: the given Lua function must take a single floating point number, which is the difference between the
- * current game time and the target time (see @link{TimeListener#timeEvent}).
+ * current game time and the target time (see TimeListener::timeEvent).
*
* @param timeOffset The number of game milliseconds in the future to schedule the event to be fired.
* @param function The Lua script function that will receive the event.
@@ -498,6 +498,9 @@ class Game
/**
* Creates a Gamepad object from a .form file.
+ *
+ * @param gamepadId The gamepad id (typically equal to the corresponding player's number).
+ * @param gamepadFormPath The path to the .form file.
*/
Gamepad* createGamepad(const char* gamepadId, const char* gamepadFormPath);
@@ -112,14 +112,16 @@ class Gamepad
/**
* Constructor.
+ *
+ * @param id The gamepad's id.
*/
Gamepad(const char* id);
/**
- * Constructor.
- * Create a gamepad from the specified formPath.
+ * Constructs a gamepad from the specified .form file.
*
- * @param formPath
+ * @param id The gamepad's id.
+ * @param formPath The path the the .form file.
*/
Gamepad(const char* id, const char* formPath);
@@ -49,7 +49,7 @@ class Joystick : public Control
* Sets the region within which the joystick will be spontaneously created on a user's touch.
*
* Note: This does not actually enable spontaneous joystick creation on touch input.
- * To enable (or disable) absolute position explicitly, use #setAbsolute.
+ * To enable (or disable) absolute position explicitly, use setAbsolute(bool).
*
* @param region The region to use.
*/
@@ -60,7 +60,7 @@ class Joystick : public Control
*
* Note: just because the returned region is not empty does not mean that it is necessarily
* being used. If absolute positioning is not enabled, then it will be used (to check if
- * absolute positioning is enabled, call #isAbsolute).
+ * absolute positioning is enabled, call isAbsolute()).
*
* @return The region within which the joystick will be spontaneously created on a user's touch.
*/
@@ -184,17 +184,17 @@ class MaterialParameter : public AnimationTarget, public Ref
void bindValue(Node* node, const char* binding);
/**
- * @see AnimationTarget#getAnimationPropertyComponentCount
+ * @see AnimationTarget::getAnimationPropertyComponentCount
*/
unsigned int getAnimationPropertyComponentCount(int propertyId) const;
/**
- * @see AnimationTarget#getAnimationProperty
+ * @see AnimationTarget::getAnimationProperty
*/
void getAnimationPropertyValue(int propertyId, AnimationValue* value);
/**
- * @see AnimationTarget#setAnimationProperty
+ * @see AnimationTarget::setAnimationProperty
*/
void setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight = 1.0f);
@@ -26,7 +26,7 @@ class PhysicsCharacter : public PhysicsGhostObject, public btActionInterface
public:
/**
- * @see PhysicsCollisionObject#getType
+ * @see PhysicsCollisionObject::getType
*/
PhysicsCollisionObject::Type getType() const;
@@ -202,7 +202,7 @@ class PhysicsCollisionObject
/**
* Adds a collision listener for this collision object.
*
- * Note: the given Lua function must match the function signature of PhysicsCollisionObject#CollisionListener#collisionEvent.
+ * Note: the given Lua function must match the function signature of PhysicsCollisionObject::CollisionListener::collisionEvent.
*
* @param function The Lua script function to add as a listener callback.
* @param object Optional collision object used to filter the collision event.
@@ -254,12 +254,12 @@ class PhysicsCollisionObject
virtual ~PhysicsMotionState();
/**
- * @see btMotionState#getWorldTransform
+ * @see btMotionState::getWorldTransform
*/
virtual void getWorldTransform(btTransform &transform) const;
/**
- * @see btMotionState#setWorldTransform
+ * @see btMotionState::setWorldTransform
*/
virtual void setWorldTransform(const btTransform &transform);
@@ -76,11 +76,11 @@ class PhysicsCollisionShape : public Ref
private:
/**
- * Creates a PhysicsCollisionShape#Definition object from the given properties object (for the given node).
+ * Creates a PhysicsCollisionShape::Definition object from the given properties object (for the given node).
*
* @param node The node to create the PhysicsCollisionShape::Definition object for.
- * @param properties The properties object to create the PhysicsCollisionShape#Definition object from.
- * @return A PhysicsCollisionShape#Definition object.
+ * @param properties The properties object to create the PhysicsCollisionShape::Definition object from.
+ * @return A PhysicsCollisionShape::Definition object.
*/
static Definition* create(Node* node, Properties* properties);
@@ -156,7 +156,7 @@ class PhysicsController
/**
* Adds a listener to the physics controller.
*
- * Note: the given Lua function must have the same function signature as PhysicsController#Listener#statusEvent.
+ * Note: the given Lua function must have the same function signature as PhysicsController::Listener::statusEvent.
*
* @param function The Lua script function to use as the listener callback.
*/
@@ -21,7 +21,7 @@ class PhysicsGhostObject : public PhysicsCollisionObject, public Transform::List
public:
/**
- * @see PhysicsCollisionObject#getType
+ * @see PhysicsCollisionObject::getType
*/
PhysicsCollisionObject::Type getType() const;
@@ -93,7 +93,7 @@ class PhysicsRigidBody : public PhysicsCollisionObject, public Transform::Listen
};
/**
- * @see PhysicsCollisionObject#getType
+ * @see PhysicsCollisionObject::getType
*/
PhysicsCollisionObject::Type getType() const;
@@ -198,7 +198,7 @@ class PhysicsRigidBody : public PhysicsCollisionObject, public Transform::Listen
/**
* Gets the gravity that affects the rigid body (this can
- * be different from the global gravity; @see #setGravity).
+ * be different from the global gravity; @see setGravity(Vector3)).
*
* @return The gravity.
*/
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