Update doxygen comment style.

This commit is contained in:
Mark de Wever 2008-06-24 19:24:29 +00:00
parent 7240329b26
commit afb0438fca
2 changed files with 31 additions and 22 deletions

View File

@ -12,8 +12,10 @@
See the COPYING file for more details.
*/
//! @file dialogs.cpp
//! Various dialogs: advance_unit, show_objectives, save+load game, network::connection.
/**
* @file dialogs.cpp
* Various dialogs: advance_unit, show_objectives, save+load game, network::connection.
*/
#include "global.hpp"
@ -306,9 +308,9 @@ int get_save_name(display & disp,const std::string& message, const std::string&
return res;
}
//! Class to handle deleting a saved game.
namespace {
/** Class to handle deleting a saved game. */
class delete_save : public gui::dialog_button_action
{
public:
@ -707,8 +709,6 @@ namespace {
static const int unit_preview_border = 10;
}
//! Show unit-stats in a side-pane to unit-list, recall-list, etc.
unit_preview_pane::unit_preview_pane(game_display& disp, const gamemap* map,
const gui::filter_textbox* filter, TYPE type, bool on_left_side)
: gui::preview_pane(disp.video()), disp_(disp), map_(map), index_(0),

View File

@ -32,16 +32,20 @@ class unit_type;
namespace dialogs {
//function to handle an advancing unit. If there is only one choice to advance
//to, the unit will be automatically advanced. If there is a choice, and 'random_choice'
//is true, then a unit will be selected at random. Otherwise, a dialog will be displayed
//asking the user what to advance to.
//
//note that 'loc' is not a reference, because deleting an item from the units map
//(when replacing the unit that is being advanced) will possibly invalidate the reference
//
// the game only expects an advancement to be triggered by a fight, it the cause for
// advancement is different (eg unstore_unit) the add_replay_event should be set
/**
* Function to handle an advancing unit. If there is only one choice to advance
* to, the unit will be automatically advanced. If there is a choice, and
* 'random_choice' is true, then a unit will be selected at random. Otherwise,
* a dialog will be displayed asking the user what to advance to.
*
* Note that 'loc' is not a reference, because deleting an item from the units
* map (when replacing the unit that is being advanced) will possibly
* invalidate the reference.
*
* The game only expects an advancement to be triggered by a fight, it the
* cause for advancement is different (eg unstore_unit) the add_replay_event
* should be set.
*/
void advance_unit(const gamemap& map,unit_map& units, gamemap::location loc,
game_display& gui, bool random_choice=false, const bool add_replay_event=false);
@ -49,22 +53,27 @@ bool animate_unit_advancement(unit_map& units, gamemap::location loc, game_displ
void show_objectives(game_display& disp, const config& level, const std::string& objectives);
// check if a character is valid for a filename
/** check if a character is valid for a filename. */
bool is_illegal_file_char(char c);
// Ask user if I should really save the game and what name I should use
// returns 0 if user wants to save the game
/**
* Ask user if I should really save the game and what name I should use returns
* 0 if user wants to save the game.
*/
int get_save_name(display & disp,const std::string& message, const std::string& txt_label,
std::string* fname, gui::DIALOG_TYPE dialog_type=gui::YES_NO,
const std::string& title="", const bool has_exit_button=false,
const bool ask_for_filename=true);
//allow user to select the game they want to load. Returns the name
//of the save they want to load. Stores whether the user wants to show
//a replay of the game in show_replay. If show_replay is NULL, then
//the user will not be asked if they want to show a replay.
/**
* Allow user to select the game they want to load. Returns the name of the
* save they want to load. Stores whether the user wants to show a replay of
* the game in show_replay. If show_replay is NULL, then the user will not be
* asked if they want to show a replay.
*/
std::string load_game_dialog(display& disp, const config& terrain_config, bool* show_replay, bool* cancel_orders);
/** Show unit-stats in a side-pane to unit-list, recall-list, etc. */
class unit_preview_pane : public gui::preview_pane
{
public: