Commit fbdbc934 authored by hybrid's avatar hybrid

Some code doc updates by Dorth.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1040 dfc29bdd-3216-0410-991c-e03cc46cb475
parent fabe1d1d
...@@ -64,7 +64,7 @@ namespace scene ...@@ -64,7 +64,7 @@ namespace scene
//! This value will never be returned by ISceneManager::getSceneNodeRenderPass(). //! This value will never be returned by ISceneManager::getSceneNodeRenderPass().
//! The scene manager will determine by itself if an object is //! The scene manager will determine by itself if an object is
//! transparent or solid and register the object as SNRT_TRANSPARENT or //! transparent or solid and register the object as SNRT_TRANSPARENT or
//! SNRT_SOLD automaticly if you call registerNodeForRendering with this //! SNRT_SOLD automatically if you call registerNodeForRendering with this
//! value (which is default). Note that it will register the node only as ONE type. //! value (which is default). Note that it will register the node only as ONE type.
//! If your scene node has both solid and transparent material types register //! If your scene node has both solid and transparent material types register
//! it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and //! it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and
......
...@@ -35,7 +35,7 @@ namespace video ...@@ -35,7 +35,7 @@ namespace video
EBF_SRC_ALPHA_SATURATE // src (min(srcA, 1-destA), idem, ...) EBF_SRC_ALPHA_SATURATE // src (min(srcA, 1-destA), idem, ...)
}; };
//! MaterialTypeParam: eg. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X //! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
enum E_MODULATE_FUNC enum E_MODULATE_FUNC
{ {
EMFN_MODULATE_1X = 1, EMFN_MODULATE_1X = 1,
...@@ -166,12 +166,12 @@ namespace video ...@@ -166,12 +166,12 @@ namespace video
\endcode */ \endcode */
f32 Shininess; f32 Shininess;
//! Free parameter dependend on the material type. //! Free parameter, dependent on the material type.
/** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID /** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID
and EMT_TRANSPARENT_ALPHA_CHANNEL. */ and EMT_TRANSPARENT_ALPHA_CHANNEL. */
f32 MaterialTypeParam; f32 MaterialTypeParam;
//! Second free parameter dependend on the material type. //! Second free parameter, dependent on the material type.
/** Mostly ignored. */ /** Mostly ignored. */
f32 MaterialTypeParam2; f32 MaterialTypeParam2;
...@@ -197,16 +197,16 @@ namespace video ...@@ -197,16 +197,16 @@ namespace video
bool Lighting; bool Lighting;
//! Is the ZBuffer enabled? Default: true //! Is the ZBuffer enabled? Default: true
//! Changed from Bool to Integer //! Changed from bool to integer
// ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal ) // ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal )
u32 ZBuffer; u32 ZBuffer;
//! May be written to the zbuffer or is it readonly. //! Is the zbuffer writeable or is it read-only.
/** Default: 1 This flag is ignored, if the MaterialType /** Default: 1 This flag is ignored, if the MaterialType
is a transparent type. */ is a transparent type. */
bool ZWriteEnable; bool ZWriteEnable;
//! Is backfaceculling enabled? Default: true //! Is backface culling enabled? Default: true
bool BackfaceCulling; bool BackfaceCulling;
//! Is fog enabled? Default: false //! Is fog enabled? Default: false
......
...@@ -8,7 +8,7 @@ ...@@ -8,7 +8,7 @@
#include "IrrCompileConfig.h" #include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_GUI_ #ifdef _IRR_COMPILE_WITH_GUI_
// headerfile generated by Bin2H, copyright 2002 by N.Gebhardt. // header file generated by Bin2H, copyright 2002 by N.Gebhardt.
// Bin2H is Freeware. Download it freely from www.code3d.com. // Bin2H is Freeware. Download it freely from www.code3d.com.
// for the source bitmap, see builtInFont.bmp // for the source bitmap, see builtInFont.bmp
......
...@@ -99,14 +99,14 @@ IGUIElement* CDefaultGUIElementFactory::addGUIElement(const c8* typeName, IGUIEl ...@@ -99,14 +99,14 @@ IGUIElement* CDefaultGUIElementFactory::addGUIElement(const c8* typeName, IGUIEl
} }
//! returns amount of element types this factory is able to create //! Returns the amount of element types this factory is able to create.
s32 CDefaultGUIElementFactory::getCreatableGUIElementTypeCount() const s32 CDefaultGUIElementFactory::getCreatableGUIElementTypeCount() const
{ {
return EGUIET_COUNT; return EGUIET_COUNT;
} }
//! returns type of a createable element type //! Returns the type of a createable element type.
EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx) const EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx) const
{ {
if (idx>=0 && idx<EGUIET_COUNT) if (idx>=0 && idx<EGUIET_COUNT)
...@@ -116,7 +116,7 @@ EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx ...@@ -116,7 +116,7 @@ EGUI_ELEMENT_TYPE CDefaultGUIElementFactory::getCreateableGUIElementType(s32 idx
} }
//! returns type name of a createable element type //! Returns the type name of a createable element type.
const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) const const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) const
{ {
if (idx>=0 && idx<EGUIET_COUNT) if (idx>=0 && idx<EGUIET_COUNT)
...@@ -126,7 +126,7 @@ const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) co ...@@ -126,7 +126,7 @@ const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(s32 idx) co
} }
//! returns type name of a createable element type //! Returns the type name of a createable element type.
const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const const c8* CDefaultGUIElementFactory::getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const
{ {
// for this factory, type == index // for this factory, type == index
......
...@@ -17,41 +17,41 @@ namespace gui ...@@ -17,41 +17,41 @@ namespace gui
class IGUIElement; class IGUIElement;
class IGUIEnvironment; class IGUIEnvironment;
//! Interface making it possible to dynamicly create gui elements //! This interface makes it possible to dynamically create gui elements.
class CDefaultGUIElementFactory : public IGUIElementFactory class CDefaultGUIElementFactory : public IGUIElementFactory
{ {
public: public:
CDefaultGUIElementFactory(IGUIEnvironment* env); CDefaultGUIElementFactory(IGUIEnvironment* env);
//! adds an element to the gui environment based on its type id //! Adds an element to the gui environment based on its type id.
/** \param type: Type of the element to add. /** \param type: Type of the element to add.
\param parent: Parent scene node of the new element, can be null to add to the root. \param parent: Parent scene node of the new element. A value of 0 adds it to the root.
\return Returns pointer to the new element or null if not successful. */ \return Returns pointer to the new element or 0 if unsuccessful. */
virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0); virtual IGUIElement* addGUIElement(EGUI_ELEMENT_TYPE type, IGUIElement* parent=0);
//! adds a GUI element to the GUI Environment based on its type name //! Adds a GUI element to the GUI Environment based on its type name.
/** \param typeName: Type name of the element to add. /** \param typeName: Type name of the element to add. Taken from the GUIElementTypeNames c8* array.
\param parent: Parent scene node of the new element, can be null to add it to the root. \param parent: Parent scene node of the new element. A value of 0 adds it to the root.
\return Returns pointer to the new element or null if not successful. */ \return Returns pointer to the new element or 0 if unsuccessful. */
virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0); virtual IGUIElement* addGUIElement(const c8* typeName, IGUIElement* parent=0);
//! returns amount of GUI element types this factory is able to create //! Returns the amount of GUI element types this factory is able to create.
virtual s32 getCreatableGUIElementTypeCount() const; virtual s32 getCreatableGUIElementTypeCount() const;
//! returns type of a createable element type //! Returns the type of a createable GUI element type based on the index.
/** \param idx: Index of the element type in this factory. Must be a value between 0 and /** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
getCreatableGUIElementTypeCount() */ and lower than getCreatableGUIElementTypeCount(). */
virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const; virtual EGUI_ELEMENT_TYPE getCreateableGUIElementType(s32 idx) const;
//! returns type name of a createable GUI element type by index //! Returns the type name of a createable GUI element type based on the index.
/** \param idx: Index of the type in this factory. Must be a value between 0 and /** \param idx: Index of the element type in this factory. The value must be equal or greater than 0
getCreatableGUIElementTypeCount() */ and lower than getCreatableGUIElementTypeCount(). */
virtual const c8* getCreateableGUIElementTypeName(s32 idx) const; virtual const c8* getCreateableGUIElementTypeName(s32 idx) const;
//! returns type name of a createable GUI element //! Returns the type name of a createable GUI element based on its type.
/** \param type: Type of GUE element. /** \param type: Type of the GUI element.
\return: Returns name of the type if this factory can create the type, otherwise 0. */ \return: Returns the name of the type if this factory can create it, otherwise it returns 0. */
virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const; virtual const c8* getCreateableGUIElementTypeName(EGUI_ELEMENT_TYPE type) const;
private: private:
......
...@@ -29,11 +29,11 @@ CGUIButton::CGUIButton(IGUIEnvironment* environment, IGUIElement* parent, ...@@ -29,11 +29,11 @@ CGUIButton::CGUIButton(IGUIEnvironment* environment, IGUIElement* parent,
#endif #endif
setNotClipped(noclip); setNotClipped(noclip);
// reset sprites // Initialize the sprites.
for (u32 i=0; i<EGBS_COUNT; ++i) for (u32 i=0; i<EGBS_COUNT; ++i)
ButtonSprites[i].Index = -1; ButtonSprites[i].Index = -1;
// this element can be tabbed to // This element can be tabbed.
setTabStop(true); setTabStop(true);
setTabOrder(-1); setTabOrder(-1);
} }
...@@ -318,7 +318,7 @@ void CGUIButton::setImage(video::ITexture* image) ...@@ -318,7 +318,7 @@ void CGUIButton::setImage(video::ITexture* image)
setPressedImage(Image); setPressedImage(Image);
} }
//! Sets an image which should be displayed on the button when it is in normal state. //! Sets the image which should be displayed on the button when it is in its normal state.
void CGUIButton::setImage(video::ITexture* image, const core::rect<s32>& pos) void CGUIButton::setImage(video::ITexture* image, const core::rect<s32>& pos)
{ {
if (Image) if (Image)
...@@ -348,7 +348,7 @@ void CGUIButton::setPressedImage(video::ITexture* image) ...@@ -348,7 +348,7 @@ void CGUIButton::setPressedImage(video::ITexture* image)
PressedImage->grab(); PressedImage->grab();
} }
//! Sets an image which should be displayed on the button when it is in pressed state. //! Sets the image which should be displayed on the button when it is in its pressed state.
void CGUIButton::setPressedImage(video::ITexture* image, const core::rect<s32>& pos) void CGUIButton::setPressedImage(video::ITexture* image, const core::rect<s32>& pos)
{ {
if (PressedImage) if (PressedImage)
......
...@@ -479,7 +479,7 @@ public: ...@@ -479,7 +479,7 @@ public:
if (Driver->queryFeature(EVDF_MULTITEXTURE)) if (Driver->queryFeature(EVDF_MULTITEXTURE))
{ {
// detailmap // detail map
Driver->extGlActiveTexture(GL_TEXTURE1_ARB); Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
......
...@@ -260,7 +260,7 @@ void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* service ...@@ -260,7 +260,7 @@ void COpenGLNormalMapRenderer::OnSetConstants(IMaterialRendererServices* service
core::matrix4 tr(worldViewProj.getTransposed()); core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4); services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we've got to fetch the fixed function lights from the driver // here we fetch the fixed function lights from the driver
// and set them as constants // and set them as constants
u32 cnt = driver->getDynamicLightCount(); u32 cnt = driver->getDynamicLightCount();
......
...@@ -216,7 +216,7 @@ COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* dri ...@@ -216,7 +216,7 @@ COpenGLParallaxMapRenderer::COpenGLParallaxMapRenderer(video::COpenGLDriver* dri
CallBack = this; CallBack = this;
// basicly, this thing simply compiles these hardcoded shaders if the // basically, this simply compiles the hard coded shaders if the
// hardware is able to do them, otherwise it maps to the base material // hardware is able to do them, otherwise it maps to the base material
if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) || if (!driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1) ||
...@@ -317,7 +317,7 @@ void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* servi ...@@ -317,7 +317,7 @@ void COpenGLParallaxMapRenderer::OnSetConstants(IMaterialRendererServices* servi
core::matrix4 tr(worldViewProj.getTransposed()); core::matrix4 tr(worldViewProj.getTransposed());
services->setVertexShaderConstant(tr.pointer(), 8, 4); services->setVertexShaderConstant(tr.pointer(), 8, 4);
// here we've got to fetch the fixed function lights from the driver // here we fetch the fixed function lights from the driver
// and set them as constants // and set them as constants
u32 cnt = driver->getDynamicLightCount(); u32 cnt = driver->getDynamicLightCount();
......
...@@ -80,7 +80,7 @@ void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* verte ...@@ -80,7 +80,7 @@ void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr, const c8* verte
if (!createPixelShader(pixelShaderProgram)) if (!createPixelShader(pixelShaderProgram))
return; return;
// register myself as new material // register as a new material
outMaterialTypeNr = Driver->addMaterialRenderer(this); outMaterialTypeNr = Driver->addMaterialRenderer(this);
} }
......
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