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https://github.com/wesnoth/wesnoth
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Update doxygen comment style.
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@ -12,8 +12,10 @@
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See the COPYING file for more details.
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*/
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//! @file dialogs.cpp
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//! Various dialogs: advance_unit, show_objectives, save+load game, network::connection.
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/**
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* @file dialogs.cpp
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* Various dialogs: advance_unit, show_objectives, save+load game, network::connection.
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*/
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#include "global.hpp"
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@ -306,9 +308,9 @@ int get_save_name(display & disp,const std::string& message, const std::string&
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return res;
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}
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//! Class to handle deleting a saved game.
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namespace {
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/** Class to handle deleting a saved game. */
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class delete_save : public gui::dialog_button_action
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{
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public:
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@ -707,8 +709,6 @@ namespace {
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static const int unit_preview_border = 10;
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}
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//! Show unit-stats in a side-pane to unit-list, recall-list, etc.
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unit_preview_pane::unit_preview_pane(game_display& disp, const gamemap* map,
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const gui::filter_textbox* filter, TYPE type, bool on_left_side)
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: gui::preview_pane(disp.video()), disp_(disp), map_(map), index_(0),
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@ -32,16 +32,20 @@ class unit_type;
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namespace dialogs {
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//function to handle an advancing unit. If there is only one choice to advance
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//to, the unit will be automatically advanced. If there is a choice, and 'random_choice'
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//is true, then a unit will be selected at random. Otherwise, a dialog will be displayed
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//asking the user what to advance to.
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//
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//note that 'loc' is not a reference, because deleting an item from the units map
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//(when replacing the unit that is being advanced) will possibly invalidate the reference
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//
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// the game only expects an advancement to be triggered by a fight, it the cause for
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// advancement is different (eg unstore_unit) the add_replay_event should be set
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/**
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* Function to handle an advancing unit. If there is only one choice to advance
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* to, the unit will be automatically advanced. If there is a choice, and
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* 'random_choice' is true, then a unit will be selected at random. Otherwise,
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* a dialog will be displayed asking the user what to advance to.
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*
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* Note that 'loc' is not a reference, because deleting an item from the units
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* map (when replacing the unit that is being advanced) will possibly
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* invalidate the reference.
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*
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* The game only expects an advancement to be triggered by a fight, it the
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* cause for advancement is different (eg unstore_unit) the add_replay_event
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* should be set.
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*/
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void advance_unit(const gamemap& map,unit_map& units, gamemap::location loc,
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game_display& gui, bool random_choice=false, const bool add_replay_event=false);
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@ -49,22 +53,27 @@ bool animate_unit_advancement(unit_map& units, gamemap::location loc, game_displ
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void show_objectives(game_display& disp, const config& level, const std::string& objectives);
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// check if a character is valid for a filename
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/** check if a character is valid for a filename. */
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bool is_illegal_file_char(char c);
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// Ask user if I should really save the game and what name I should use
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// returns 0 if user wants to save the game
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/**
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* Ask user if I should really save the game and what name I should use returns
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* 0 if user wants to save the game.
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*/
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int get_save_name(display & disp,const std::string& message, const std::string& txt_label,
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std::string* fname, gui::DIALOG_TYPE dialog_type=gui::YES_NO,
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const std::string& title="", const bool has_exit_button=false,
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const bool ask_for_filename=true);
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//allow user to select the game they want to load. Returns the name
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//of the save they want to load. Stores whether the user wants to show
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//a replay of the game in show_replay. If show_replay is NULL, then
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//the user will not be asked if they want to show a replay.
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/**
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* Allow user to select the game they want to load. Returns the name of the
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* save they want to load. Stores whether the user wants to show a replay of
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* the game in show_replay. If show_replay is NULL, then the user will not be
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* asked if they want to show a replay.
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*/
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std::string load_game_dialog(display& disp, const config& terrain_config, bool* show_replay, bool* cancel_orders);
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/** Show unit-stats in a side-pane to unit-list, recall-list, etc. */
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class unit_preview_pane : public gui::preview_pane
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{
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public:
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