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Source/Activities/ActorEditor.cpp

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@@ -1,15 +1,3 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// File: ActorEditor.cpp
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Source file for the ActorEditor class.
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// Project: Retro Terrain Engine
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// Author(s): Daniel Tabar
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// http://www.datarealms.com
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//////////////////////////////////////////////////////////////////////////////////////////
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// Inclusions of header files
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#include "ActorEditor.h"
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#include "PresetMan.h"
@@ -35,22 +23,11 @@ namespace RTE {
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ConcreteClassInfo(ActorEditor, EditorActivity, 0);
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: Clear
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Clears all the member variables of this ActorEditor, effectively
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// resetting the members of this abstraction level only.
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void ActorEditor::Clear() {
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m_pEditedActor = 0;
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m_pPicker = 0;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: Create
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Makes the ActorEditor object ready for use.
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int ActorEditor::Create() {
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if (EditorActivity::Create() < 0)
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return -1;
@@ -60,11 +37,6 @@ namespace RTE {
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: Create
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Creates a ActorEditor to be identical to another, by deep copy.
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int ActorEditor::Create(const ActorEditor& reference) {
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if (EditorActivity::Create(reference) < 0)
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return -1;
@@ -75,14 +47,6 @@ namespace RTE {
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: ReadProperty
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Reads a property value from a reader stream. If the name isn't
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// recognized by this class, then ReadProperty of the parent class
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// is called. If the property isn't recognized by any of the base classes,
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// false is returned, and the reader's position is untouched.
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int ActorEditor::ReadProperty(const std::string_view& propName, Reader& reader) {
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StartPropertyList(return EditorActivity::ReadProperty(propName, reader));
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/*
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EndPropertyList;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: Save
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Saves the complete state of this ActorEditor with a Writer for
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// later recreation with Create(Reader &reader);
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int ActorEditor::Save(Writer& writer) const {
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EditorActivity::Save(writer);
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: Destroy
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Destroys and resets (through Clear()) the ActorEditor object.
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void ActorEditor::Destroy(bool notInherited) {
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delete m_pEditedActor;
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delete m_pPicker;
@@ -118,12 +71,6 @@ namespace RTE {
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Clear();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Virtual method: Start
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Officially starts this. Creates all the data etc necessary to start
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// the activity.
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int ActorEditor::Start() {
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int error = EditorActivity::Start();
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@@ -144,33 +91,17 @@ namespace RTE {
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return error;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: Pause
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Pauses and unpauses the game.
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void ActorEditor::SetPaused(bool pause) {
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// Override the pause
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m_Paused = false;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: End
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Forces the current game's end.
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void ActorEditor::End() {
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EditorActivity::End();
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m_ActivityState = ActivityState::Over;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: Update
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Updates the state of this ActorEditor. Supposed to be done every frame
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// before drawing.
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void ActorEditor::Update() {
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// And object hasn't been loaded yet, so get the loading picker going
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if (!m_pEditedActor) {
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: DrawGUI
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Draws the currently active GUI of a screen to a BITMAP of choice.
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void ActorEditor::DrawGUI(BITMAP* pTargetBitmap, const Vector& targetPos, int which) {
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// Draw the edited actor and pie menu
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if (m_pEditedActor) {
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EditorActivity::DrawGUI(pTargetBitmap, targetPos, which);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: Draw
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Draws this ActorEditor's current graphical representation to a
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// BITMAP of choice. This includes all game-related graphics.
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void ActorEditor::Draw(BITMAP* pTargetBitmap, const Vector& targetPos) {
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EditorActivity::Draw(pTargetBitmap, targetPos);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Method: LoadActor
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//////////////////////////////////////////////////////////////////////////////////////////
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// Description: Reloads the Actor itself and sets up the pie menu to match its setup.
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bool ActorEditor::LoadActor(const Entity* pActorToLoad) {
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if (!pActorToLoad)
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return false;
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool ActorEditor::ReloadActorData() {
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if (m_pEditedActor) {
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std::string presetName = m_pEditedActor->GetPresetName();

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