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Align end comment markers for doxygen comments

Including a bunch from previous PRs (since I was responsible for the broken formatting for most 😓)
pull/2334/head
ephphatha 5 years ago committed by Anders Jenbo
parent
commit
b680e3fef1
  1. 2
      Source/controls/modifier_hints.cpp
  2. 2
      Source/engine.cpp
  3. 4
      Source/engine/render/text_render.hpp
  4. 2
      Source/missiles.cpp
  5. 4
      Source/objects.h
  6. 8
      Source/utils/math.h
  7. 2
      Source/utils/soundsample.h

2
Source/controls/modifier_hints.cpp

@ -103,7 +103,7 @@ uint16_t CircleMenuHintTextColor(bool active)
* @param out The output buffer to draw on.
* @param hint Struct describing the text to draw and the dimensions of the layout.
* @param origin Top left corner of the layout (relative to the output buffer).
*/
*/
void DrawCircleMenuHint(const Surface &out, const CircleMenuHint &hint, const Point &origin)
{
DrawString(out, hint.top, origin + Displacement { hint.xMid - hint.topW / 2, 0 }, CircleMenuHintTextColor(IsTopActive(hint)));

2
Source/engine.cpp

@ -136,7 +136,7 @@ void DrawHalfTransparentRectTo(const Surface &out, int sx, int sy, int width, in
* @param x2 the x coordinate of p2
* @param y2 the y coordinate of p2
* @return the direction of the p1->p2 vector
*/
*/
Direction GetDirection(Point start, Point destination)
{
Direction md = DIR_S;

4
Source/engine/render/text_render.hpp

@ -57,7 +57,7 @@ void WordWrapGameString(char *text, size_t width, GameFontTables size = GameFont
* @param lineHeight Allows overriding the default line height, useful for multi-line strings.
* @param drawTextCursor Whether to draw an animated cursor sprite at the end of the text (default is to display nothing).
* @return The number of characters rendered, including characters "drawn" outside the buffer.
*/
*/
uint16_t DrawString(const Surface &out, const char *text, const Rectangle &rect, uint16_t flags = 0, int spacing = 1, int lineHeight = -1, bool drawTextCursor = false);
/**
@ -77,7 +77,7 @@ uint16_t DrawString(const Surface &out, const char *text, const Rectangle &rect,
* @param lineHeight Allows overriding the default line height, useful for multi-line strings.
* @param drawTextCursor Whether to draw an animated cursor sprite at the end of the text (default is to display nothing).
* @return The number of characters rendered (could be less than the string length if it wrapped past the bottom of the buffer).
*/
*/
inline uint16_t DrawString(const Surface &out, const char *text, const Point &position, uint16_t flags = 0, int spacing = 1, int lineHeight = -1, bool drawTextCursor = false)
{
return DrawString(out, text, { position, { out.w() - position.x, 0 } }, flags, spacing, lineHeight, drawTextCursor);

2
Source/missiles.cpp

@ -259,7 +259,7 @@ constexpr Direction16 Direction16Flip(Direction16 x, Direction16 pivot)
* @param x2 the x coordinate of p2
* @param y2 the y coordinate of p2
* @return the direction of the p1->p2 vector
*/
*/
Direction16 GetDirection16(Point p1, Point p2)
{
Displacement offset = p2 - p1;

4
Source/objects.h

@ -76,7 +76,7 @@ void AddNakrulBook(int a1, int a2, int a3);
* @brief Spawns an object of the given type at the map coordinates provided
* @param objType Type specifier
* @param objPos tile coordinates
*/
*/
void AddObject(_object_id objType, Point objPos);
void Obj_Trap(int i);
void ProcessObjects();
@ -106,7 +106,7 @@ void AddNakrulLeaver();
*
* @param s the id of the spell tome
* @return true if the player has activated all three tomes in the correct order, false otherwise
*/
*/
bool OperateNakrulBook(int s);
bool objectIsDisabled(int i);

8
Source/utils/math.h

@ -13,7 +13,7 @@ namespace math {
* @tparam T Any arithmetic type
* @param t Value to compute sign of
* @return -1 if t < 0, 1 if t > 0, 0 if t == 0
*/
*/
template <typename T>
int Sign(T t)
{
@ -28,7 +28,7 @@ int Sign(T t)
* @param b High interpolation value (returned when t == 1)
* @param t Interpolator, commonly in range [0..1], values outside this range will extrapolate
* @return a + (b - a) * t
*/
*/
template <typename V, typename T>
V Lerp(V a, V b, T t)
{
@ -42,7 +42,7 @@ V Lerp(V a, V b, T t)
* @param b High key value (function returns 1 if v == b)
* @param v Mixing factor, commonly in range [a..b] to get a return [0..1]
* @return Value t so that v = Lerp(a, b, t); or 0 if b == a
*/
*/
template <typename T>
T InvLerp(T a, T b, T v)
{
@ -61,7 +61,7 @@ T InvLerp(T a, T b, T v)
* @param outMax Second bound of output range
* @param v Value to remap
* @return Transformed value so that InvLerp(inMin, inMax, v) == InvLerp(outMin, outMax, return)
*/
*/
template <typename T>
T Remap(T inMin, T inMax, T outMin, T outMax, T v)
{

2
Source/utils/soundsample.h

@ -16,7 +16,7 @@ namespace devilution {
* @param logMin Volume range minimum (usually ATTENUATION_MIN for game sounds and VOLUME_MIN for volume sliders)
* @param logMax Volume range maximum (usually 0)
* @return Linear volume in the range [0..1]
*/
*/
float VolumeLogToLinear(int logVolume, int logMin, int logMax);
class SoundSample final {

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