mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-11 05:07:00 -04:00
improved the doxygen documentation
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@4 0fc631ac-6414-0410-93d0-97cfa31319b6
This commit is contained in:
+25
-27
@@ -40,11 +40,11 @@ class SymbolPartMoveAction : public SymbolPartAction {
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void move(const Vector2D& delta);
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private:
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set<SymbolPartP> parts; //^ Parts to move
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Vector2D delta; //^ How much to move
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Vector2D moved; //^ How much has been moved
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set<SymbolPartP> parts; ///< Parts to move
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Vector2D delta; ///< How much to move
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Vector2D moved; ///< How much has been moved
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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// ----------------------------------------------------------------------------- : Rotating symbol parts
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@@ -61,8 +61,8 @@ class SymbolPartMatrixAction : public SymbolPartAction {
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/// Perform the transformation using the given matrix
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void transform(const Vector2D& mx, const Vector2D& my);
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set<SymbolPartP> parts; //^ Parts to transform
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Vector2D center; //^ Center to transform around
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set<SymbolPartP> parts; ///< Parts to transform
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Vector2D center; ///< Center to transform around
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};
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/// Rotate some symbol parts
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@@ -80,9 +80,9 @@ class SymbolPartRotateAction : public SymbolPartMatrixAction {
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void rotateBy(double deltaAngle);
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private:
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double angle; //^ How much to rotate?
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double angle; ///< How much to rotate?
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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@@ -100,10 +100,10 @@ class SymbolPartShearAction : public SymbolPartMatrixAction {
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void move(const Vector2D& deltaShear);
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private:
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Vector2D shear; //^ Shearing, shear.x == 0 || shear.y == 0
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Vector2D shear; ///< Shearing, shear.x == 0 || shear.y == 0
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void shearBy(const Vector2D& shear);
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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@@ -123,11 +123,11 @@ class SymbolPartScaleAction : public SymbolPartAction {
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void update();
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private:
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set<SymbolPartP> parts; //^ Parts to scale
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Vector2D oldMin, oldSize; //^ the original pos/size
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Vector2D newRealMin, newRealSize; //^ the target pos/sizevoid shearBy(const Vector2D& shear)
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Vector2D newMin, newSize; //^ the target pos/size after applying constrains
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int scaleX, scaleY; //^ to what corner are we attached?
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set<SymbolPartP> parts; ///< Parts to scale
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Vector2D oldMin, oldSize; ///< the original pos/size
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Vector2D newRealMin, newRealSize; ///< the target pos/sizevoid shearBy(const Vector2D& shear)
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Vector2D newMin, newSize; ///< the target pos/size after applying constrains
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int scaleX, scaleY; ///< to what corner are we attached?
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/// Transform everything in the parts
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void transformAll();
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/// Transform a single vector
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@@ -135,7 +135,7 @@ class SymbolPartScaleAction : public SymbolPartAction {
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return (v - oldMin).div(oldSize).mul(newSize) + newMin;
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}
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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// ----------------------------------------------------------------------------- : Change combine mode
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@@ -149,7 +149,7 @@ class CombiningModeAction : public SymbolPartListAction {
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virtual void perform(bool toUndo);
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private:
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vector<pair<SymbolPartP,SymbolPartCombine> > parts; //^ Affected parts with new combining modes
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vector<pair<SymbolPartP,SymbolPartCombine> > parts; ///< Affected parts with new combining modes
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};
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// ----------------------------------------------------------------------------- : Change name
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@@ -163,14 +163,13 @@ class SymbolPartNameAction : public SymbolPartListAction {
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virtual void perform(bool toUndo);
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private:
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SymbolPartP part; //^ Affected part
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String partName; //^ New name
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SymbolPartP part; ///< Affected part
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String partName; ///< New name
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};
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// ----------------------------------------------------------------------------- : Add symbol part
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/// Adding a part to a symbol, added at the front of the list
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/// front = drawn on top
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/// Adding a part to a symbol, added at the front of the list (drawn on top)
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class AddSymbolPartAction : public SymbolPartListAction {
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public:
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AddSymbolPartAction(Symbol& symbol, const SymbolPartP& part);
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@@ -179,8 +178,8 @@ class AddSymbolPartAction : public SymbolPartListAction {
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virtual void perform(bool toUndo);
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private:
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Symbol& symbol; //^ Symbol to add the part to
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SymbolPartP part; //^ Part to add
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Symbol& symbol; ///< Symbol to add the part to
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SymbolPartP part; ///< Part to add
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};
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// ----------------------------------------------------------------------------- : Remove symbol part
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@@ -221,8 +220,7 @@ class DuplicateSymbolPartsAction : public SymbolPartListAction {
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// ----------------------------------------------------------------------------- : Reorder symbol parts
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/// Change the position of a part in a symbol.
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/// This is done by swapping two parts.
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/// Change the position of a part in a symbol, by swapping two parts.
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class ReorderSymbolPartsAction : public SymbolPartListAction {
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public:
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ReorderSymbolPartsAction(Symbol& symbol, size_t partId1, size_t partId2);
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@@ -231,9 +229,9 @@ class ReorderSymbolPartsAction : public SymbolPartListAction {
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virtual void perform(bool toUndo);
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private:
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Symbol& symbol; //^ Symbol to swap the parts in
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Symbol& symbol; ///< Symbol to swap the parts in
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public:
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size_t partId1, partId2; //^ Indeces of parts to swap
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size_t partId1, partId2; ///< Indeces of parts to swap
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};
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@@ -253,8 +253,8 @@ class SinglePointRemoveAction : public Action {
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private:
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SymbolPartP part;
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UInt position;
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ControlPointP point; //^ Removed point
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ControlPointUpdate point1, point2; //^ Points before/after
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ControlPointP point; ///< Removed point
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ControlPointUpdate point1, point2; ///< Points before/after
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};
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SinglePointRemoveAction::SinglePointRemoveAction(const SymbolPartP& part, UInt position)
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@@ -327,9 +327,9 @@ DECLARE_POINTER_TYPE(SinglePointRemoveAction);
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DECLARE_TYPEOF_COLLECTION(SinglePointRemoveActionP);
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/// Remove a set of points from a symbol part
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/// Internally represented as a list of Single Point Remove Actions
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/// Not all points mat be removed, at least two points must remain
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// Remove a set of points from a symbol part.
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// Internally represented as a list of Single Point Remove Actions.
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// Not all points mat be removed, at least two points must remain.
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class ControlPointRemoveAction : public Action {
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public:
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ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
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@@ -38,11 +38,11 @@ class ControlPointMoveAction : public Action {
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void move(const Vector2D& delta);
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private:
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set<ControlPointP> points; //^ Points to move
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vector<Vector2D> oldValues; //^ Their old positions
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Vector2D delta; //^ Amount we moved
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set<ControlPointP> points; ///< Points to move
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vector<Vector2D> oldValues; ///< Their old positions
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Vector2D delta; ///< Amount we moved
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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// ----------------------------------------------------------------------------- : Move handle
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@@ -59,12 +59,12 @@ class HandleMoveAction : public Action {
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void move(const Vector2D& delta);
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private:
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SelectedHandle handle; //^ The handle to move
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Vector2D oldHandle; //^ Old value of this handle
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Vector2D oldOther; //^ Old value of other handle, needed for contraints
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Vector2D delta; //^ Amount we moved
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SelectedHandle handle; ///< The handle to move
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Vector2D oldHandle; ///< Old value of this handle
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Vector2D oldOther; ///< Old value of other handle, needed for contraints
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Vector2D delta; ///< Amount we moved
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public:
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bool constrain; //^ Constrain movement?
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bool constrain; ///< Constrain movement?
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};
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// ----------------------------------------------------------------------------- : Segment mode
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@@ -108,7 +108,7 @@ class LockModeAction : public Action {
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virtual void perform(bool toUndo);
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private:
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ControlPointUpdate point; //^ The affected point
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ControlPointUpdate point; ///< The affected point
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};
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// ----------------------------------------------------------------------------- : Move curve
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@@ -141,10 +141,10 @@ class ControlPointAddAction : public Action {
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inline ControlPointP getNewPoint() const { return newPoint; }
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private:
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SymbolPartP part; //^ SymbolPart we are in
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ControlPointP newPoint; //^ The point to insert
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UInt insertAfter; //^ Insert after index .. in the array
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ControlPointUpdate point1, point2; //^ Update the points around the new point
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SymbolPartP part; ///< SymbolPart we are in
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ControlPointP newPoint; ///< The point to insert
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UInt insertAfter; ///< Insert after index .. in the array
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ControlPointUpdate point1, point2; ///< Update the points around the new point
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};
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// ----------------------------------------------------------------------------- : Remove control point
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