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https://github.com/wesnoth/wesnoth
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Update doxygen comment style.
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@ -39,7 +39,7 @@ void level_to_gamestate(config& level, game_state& state, bool saved_game=false)
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std::string get_colour_string(int id);
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//this class memorizes a chat session.
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/** this class memorizes a chat session. */
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class chat
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{
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public:
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@ -67,8 +67,10 @@ private:
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msg_hist::size_type last_update_;
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};
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//a base class for the different multiplayer base dialogs: game list, create
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//game, wait game, game setup
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/**
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* a base class for the different multiplayer base dialogs: game list, create
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* game, wait game, game setup.
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*/
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class ui : public gui::widget, private events::chat_handler, private font::floating_label_context
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{
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public:
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@ -77,18 +79,25 @@ public:
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ui(game_display& d, const std::string& title,
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const config& cfg, chat& c, config& gamelist);
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// Asks the multiplayer_ui to pump some data from the network, and then
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// to process it. The actual processing will be left to the child
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// classes, through process_network_data and process_network_error
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/**
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* Asks the multiplayer_ui to pump some data from the network, and then to
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* process it. The actual processing will be left to the child classes,
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* through process_network_data and process_network_error.
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*/
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void process_network();
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// Returns the result of the current widget. While the result is equal
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// to continue, the widget should not be destroyed.
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/**
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* Returns the result of the current widget. While the result is equal to
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* continue, the widget should not be destroyed.
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*/
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result get_result();
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// Hides children, moves them (using layout_children), then shows them.
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// The methodes hide_children and layout_children are supposed to be
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// overridden by subclasses of this class which add new sub-widgets.
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/**
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* Hides children, moves them (using layout_children), then shows them.
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*
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* The methodes hide_children and layout_children are supposed to be
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* overridden by subclasses of this class which add new sub-widgets.
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*/
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void set_location(const SDL_Rect& rect);
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using widget::set_location;
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@ -103,9 +112,11 @@ protected:
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game_display& disp_;
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game_display& disp() { return disp_; };
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// Returns the main game config, as defined by loading the preprocessed
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// WML files. Children of this class may need this to obtain, for
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// example, the list of available eras.
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/**
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* Returns the main game config, as defined by loading the preprocessed WML
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* files. Children of this class may need this to obtain, for example, the
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* list of available eras.
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*/
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const config& game_config() const;
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virtual void draw_contents();
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@ -115,73 +126,91 @@ protected:
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virtual void handle_event(const SDL_Event& event);
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virtual void handle_key_event(const SDL_KeyboardEvent& event);
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// Override chat_handler
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/** Override chat_handler. */
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void add_chat_message(const time_t& time, const std::string& speaker,
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int side, const std::string& message,
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game_display::MESSAGE_TYPE type=game_display::MESSAGE_PRIVATE);
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void send_chat_message(const std::string& message, bool allies_only=false);
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//! Process chat messages.
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/** Process chat messages. */
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void process_message(const config& msg, const bool whisper=false);
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// Processes any pending network data. Called by the public
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// process_network() method. Overridden by subclasses who add more
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// behaviour for network.
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/**
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* Processes any pending network data. Called by the public
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* process_network() method. Overridden by subclasses who add more
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* behaviour for network.
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*/
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virtual void process_network_data(const config& data, const network::connection sock);
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// Processes any pending network error. Called by the public
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// process_network() method. Overridden by subclasses
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/**
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* Processes any pending network error. Called by the public
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* process_network() method. Overridden by subclasses.
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*/
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virtual void process_network_error(network::error& error);
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// Return true if we must accept incoming connections, false if not.
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// Defaults to not.
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/**
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* Return true if we must accept incoming connections, false if not.
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* Defaults to not.
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*/
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virtual bool accept_connections() { return false; };
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// Processes a pending network connection.
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/** Processes a pending network connection. */
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virtual void process_network_connection(const network::connection sock);
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// Hides or shows all gui::widget children of this widget. Should be
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// overridden by subclasses which add their own children.
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/**
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* Hides or shows all gui::widget children of this widget. Should be
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* overridden by subclasses which add their own children.
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*/
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virtual void hide_children(bool hide=true);
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// Lays the children out. This method is to be overridden by the
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// subclasses of the mp_ui class; it will be called
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/**
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* Lays the children out. This method is to be overridden by the subclasses
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* of the mp_ui class; it will be called.
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*/
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virtual void layout_children(const SDL_Rect& rect);
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// Sets the result of this dialog, to be checked by get_result()
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/** Sets the result of this dialog, to be checked by get_result(). */
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result set_result(result res);
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// Sets the name of the selected game which is used to highlight
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// the names of the players which have joined this game
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/**
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* Sets the name of the selected game which is used to highlight the names
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* of the players which have joined this game.
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*/
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void set_selected_game(const std::string game_name);
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// Called each time the gamelist_ variable is updated. May be
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// overridden by child classes to add custom gamelist behaviour.
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/**
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* Called each time the gamelist_ variable is updated. May be
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* overridden by child classes to add custom gamelist behaviour.
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*/
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virtual void gamelist_updated(bool silent=true);
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// Sets the user list
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/** Sets the user list */
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void set_user_list(const std::vector<std::string>&, bool silent);
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void set_user_menu_items(const std::vector<std::string>& list);
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// Returns the current gamelist
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/** Returns the current gamelist */
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config& gamelist() { return gamelist_; };
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void append_to_title(const std::string& name);
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const gui::label& title() const;
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private:
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/** Set to true when the widgets are intialized. Allows delayed
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* initialization on first positioning. */
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/**
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* Set to true when the widgets are intialized. Allows delayed
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* initialization on first positioning.
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*/
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bool initialized_;
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bool gamelist_initialized_;
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// Ensures standard hotkeys are coorectly handled
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/** Ensures standard hotkeys are coorectly handled. */
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const hotkey::basic_handler hotkey_handler_;
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const preferences::display_manager disp_manager_;
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// The main game configuration, as defined by loading the preprocessed
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// WML files. Access using the game_config() method if necessary.
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/**
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* The main game configuration, as defined by loading the preprocessed WML
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* files. Access using the game_config() method if necessary.
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*/
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const config& game_config_;
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chat& chat_;
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@ -228,7 +257,7 @@ private:
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std::string location;
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user_relation relation;
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user_state state;
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// True if this user is registered on the server
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/** True if this user is registered on the server. */
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bool registered;
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bool operator> (const user_info& b) const;
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};
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