Fixed emphasis in docstrings

This commit is contained in:
Michaël Lemaire 2016-01-06 19:55:49 +01:00
parent 897f20b1ea
commit eeeaa70e8b
21 changed files with 31 additions and 31 deletions

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@ -60,7 +60,7 @@ class BASICSSHARED_EXPORT Vector3 {
Vector3 crossProduct(const Vector3 &other) const; Vector3 crossProduct(const Vector3 &other) const;
/** /**
* Get the mid-point of the segment between *this* point and *other*. * Get the mid-point of the segment between 'this' point and 'other'.
*/ */
Vector3 midPointTo(const Vector3 &other) const; Vector3 midPointTo(const Vector3 &other) const;
@ -69,7 +69,7 @@ class BASICSSHARED_EXPORT Vector3 {
/** /**
* Produce a random vector in a sphere domain. * Produce a random vector in a sphere domain.
* *
* If *only_surface* is true, produce a vector with *radius* as length. * If 'only_surface' is true, produce a vector with 'radius' as length.
*/ */
static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false, static Vector3 randomInSphere(double radius = 1.0, bool only_surface = false,
RandomGenerator &random = RandomGeneratorDefault); RandomGenerator &random = RandomGeneratorDefault);

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@ -69,7 +69,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
* *
* All internal node modifications should be done using this method, to be reversible. * All internal node modifications should be done using this method, to be reversible.
* *
* If *backward* is true, the diff will be reversed, instead of applied. * If 'backward' is true, the diff will be reversed, instead of applied.
* *
* Return true if the diff could be applied. * Return true if the diff could be applied.
*/ */
@ -87,7 +87,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
* *
* The watcher will receive DefinitionDiff objects when this node changes. * The watcher will receive DefinitionDiff objects when this node changes.
* *
* If *init_diff* is set to true, a first diff (or several) will be be pushed immediately to initialize the state. * If 'init_diff' is set to true, a first diff (or several) will be be pushed immediately to initialize the state.
*/ */
void addWatcher(DefinitionWatcher *watcher, bool init_diff = false); void addWatcher(DefinitionWatcher *watcher, bool init_diff = false);
@ -114,7 +114,7 @@ class DEFINITIONSHARED_EXPORT DefinitionNode {
* *
* The manager will take immediate ownership of the diff, handling its freeing. * The manager will take immediate ownership of the diff, handling its freeing.
* *
* The manager will decide if the diff should be committed and will call *applyDiff* if needed. * The manager will decide if the diff should be committed and will call 'applyDiff' if needed.
*/ */
void addDiff(const DefinitionDiff *diff); void addDiff(const DefinitionDiff *diff);

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@ -14,7 +14,7 @@ class DEFINITIONSHARED_EXPORT TimeManager {
TimeManager(); TimeManager();
/** /**
* Alter a scenery to simulate the passing of *amount* of time. * Alter a scenery to simulate the passing of 'amount' of time.
* *
* A 1.0 amount is a full day. * A 1.0 amount is a full day.
*/ */

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@ -18,7 +18,7 @@ class DEFINITIONSHARED_EXPORT VegetationPresenceDefinition : public DefinitionNo
/** /**
* Collect instances in a rectangle area. * Collect instances in a rectangle area.
* *
* If *outcomers* is true, the rectangle area will be expanded to included potential instances that does not * If 'outcomers' is true, the rectangle area will be expanded to included potential instances that does not
*originate *originate
* in the area, but may have leaves in it. * in the area, but may have leaves in it.
* *

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@ -18,14 +18,14 @@ class BaseModelerTool : public DefinitionWatcher {
/** /**
* Add an automated two-way binding between a QML int property and a scenery IntNode. * Add an automated two-way binding between a QML int property and a scenery IntNode.
* *
* If *monitor* is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism. * If 'monitor' is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
*/ */
void addIntBinding(const string &object, const string &property, const string &path, bool monitor = false); void addIntBinding(const string &object, const string &property, const string &path, bool monitor = false);
/** /**
* Add an automated two-way binding between a QML int property and a scenery IntNode. * Add an automated two-way binding between a QML int property and a scenery IntNode.
* *
* If *monitor* is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism. * If 'monitor' is true, this tool will also receive the node changes, via the DefinitionWatcher mechanism.
*/ */
void addFloatBinding(const string &object, const string &property, const string &path, bool monitor = false); void addFloatBinding(const string &object, const string &property, const string &path, bool monitor = false);

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@ -37,7 +37,7 @@ class ModelerCameras : public QObject, public DefinitionWatcher {
/** /**
* Start a sun tool, the camera will follow the sun. * Start a sun tool, the camera will follow the sun.
* *
* *duration* is the duration in milliseconds before calling endTool() automatically (0 to disable to wait for * 'duration' is the duration in milliseconds before calling endTool() automatically (0 to disable to wait for
*manual call). *manual call).
*/ */
void startSunTool(unsigned long duration = 0); void startSunTool(unsigned long duration = 0);

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@ -48,7 +48,7 @@ class OPENGLSHARED_EXPORT OpenGLRenderer : public SoftwareRenderer {
/** /**
* Check for errors in OpenGL context. * Check for errors in OpenGL context.
* *
* Will write the error on standard error output, with the *domain* specified. * Will write the error on standard error output, with the 'domain' specified.
*/ */
void checkForErrors(const string &domain); void checkForErrors(const string &domain);

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@ -31,7 +31,7 @@ class OPENGLSHARED_EXPORT OpenGLShaderProgram {
* This will bind the program (compile it if needed), set the uniform variables, and * This will bind the program (compile it if needed), set the uniform variables, and
* ask the array object to bind its VAO and render itself. * ask the array object to bind its VAO and render itself.
* *
* *state* is optional and may add ponctual variables to the global state. * 'state' is optional and may add ponctual variables to the global state.
*/ */
void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start = 0, int count = -1); void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = NULL, int start = 0, int count = -1);

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@ -177,7 +177,7 @@ void OpenGLTerrainChunk::render(OpenGLShaderProgram *program) {
} }
_lock_data->release(); _lock_data->release();
// FIXME Should update *vertices* inside lock // FIXME Should update 'vertices' inside lock
program->draw(vertices, glstate); program->draw(vertices, glstate);
} }

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@ -39,24 +39,24 @@ class OPENGLSHARED_EXPORT OpenGLTerrainChunk {
void destroy(OpenGLFunctions *functions); void destroy(OpenGLFunctions *functions);
/** /**
* Fill *vertices* with a quick initial set of vertices, that can be augmented later using *augmentVertices*. * Fill 'vertices' with a quick initial set of vertices, that can be augmented later using 'augmentVertices'.
*/ */
void setFirstStepVertices(); void setFirstStepVertices();
/** /**
* Improve the level of detail of tessellated vertices in *vertices*. * Improve the level of detail of tessellated vertices in 'vertices'.
* *
* This will double the existing resolution. * This will double the existing resolution.
*/ */
void augmentVertices(); void augmentVertices();
/** /**
* Update *vertices* using *source*. * Update 'vertices' using 'source'.
*/ */
void updateVertices(const OpenGLVertexArray &source, int vertice_level); void updateVertices(const OpenGLVertexArray &source, int vertice_level);
/** /**
* Set a square (two triangles) in *vertices_next*. * Set a square (two triangles) in 'vertices_next'.
*/ */
void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size); void fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z, double size);

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@ -21,7 +21,7 @@ class OpenGLVariable final {
/** /**
* Apply the variable to the bound shader program. * Apply the variable to the bound shader program.
* *
* *texture_unit* will be used and updated accordingly. * 'texture_unit' will be used and updated accordingly.
* *
* This must be called from the rendering thread, with the shader program bound. * This must be called from the rendering thread, with the shader program bound.
*/ */

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@ -69,7 +69,7 @@ class OPENGLSHARED_EXPORT OpenGLVegetation : public OpenGLPart, public Definitio
void setEnabled(bool enabled); void setEnabled(bool enabled);
/** /**
* Update the *layers* member from the scenery. * Update the 'layers' member from the scenery.
* *
* This will create missing layers, and mark extraneous ones for deletion. * This will create missing layers, and mark extraneous ones for deletion.
* This will not update existing layers (they should update themselves by watching their definition). * This will not update existing layers (they should update themselves by watching their definition).

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@ -21,7 +21,7 @@ class OPENGLSHARED_EXPORT OpenGLVegetationLayer {
} }
/** /**
* Collect instances in a given area, and add them to the array *instances*. * Collect instances in a given area, and add them to the array 'instances'.
* *
* The array is not checked for already present instances. * The array is not checked for already present instances.
*/ */

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@ -38,7 +38,7 @@ class SOFTWARESHARED_EXPORT FluidMediumManager {
void registerMedium(FluidMediumInterface *medium); void registerMedium(FluidMediumInterface *medium);
/** /**
* Apply complete medium traversal between *location* and *eye*, to the base *color*. * Apply complete medium traversal between 'location' and 'eye', to the base 'color'.
* *
* Returns the light received by eye, transformed by medium traversal. * Returns the light received by eye, transformed by medium traversal.
*/ */

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@ -94,8 +94,8 @@ class SOFTWARESHARED_EXPORT GodRaysSampler {
/** /**
* Apply the god rays effect to a location. * Apply the god rays effect to a location.
* *
* *raw* is the shaded color, without atmospheric effects. * 'raw' is the shaded color, without atmospheric effects.
* *atmosphered* is the shaded color, with atmospheric effects applied. * 'atmosphered' is the shaded color, with atmospheric effects applied.
*/ */
Color apply(const Color &raw, const Color &atmosphered, const Vector3 &location); Color apply(const Color &raw, const Color &atmosphered, const Vector3 &location);

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@ -18,7 +18,7 @@ class SOFTWARESHARED_EXPORT LightSource {
/** /**
* Get the list of raw lights that may be applied at a given location. * Get the list of raw lights that may be applied at a given location.
* *
* Returns true if lights were added to *result*. * Returns true if lights were added to 'result'.
*/ */
virtual bool getLightsAt(vector<LightComponent> &result, const Vector3 &location) const = 0; virtual bool getLightsAt(vector<LightComponent> &result, const Vector3 &location) const = 0;
}; };

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@ -24,7 +24,7 @@ class SOFTWARESHARED_EXPORT NightSky : public LightSource {
/** /**
* Get the color of the night sky at a given direction. * Get the color of the night sky at a given direction.
* *
* *altitude* is above water level, in coordinate units (not kilometers). * 'altitude' is above water level, in coordinate units (not kilometers).
*/ */
virtual const Color getColor(double altitude, const Vector3 &direction); virtual const Color getColor(double altitude, const Vector3 &direction);

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@ -57,7 +57,7 @@ class SOFTWARESHARED_EXPORT TerrainRasterizer : public Rasterizer {
* *
* Return the number of quads that has been pushed. * Return the number of quads that has been pushed.
* *
* *canvas* may be NULL to only simulate the tessellation. * 'canvas' may be NULL to only simulate the tessellation.
*/ */
int performTessellation(CanvasPortion *canvas, bool displaced); int performTessellation(CanvasPortion *canvas, bool displaced);

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@ -25,9 +25,9 @@ class SOFTWARESHARED_EXPORT VegetationRenderer : public LightFilter {
/** /**
* Perform ray casting on a single instance. * Perform ray casting on a single instance.
* *
* If *only_hit* is true, only care about hitting or not, do not compute the color. * If 'only_hit' is true, only care about hitting or not, do not compute the color.
* *
* If *displaced* is true, *instance* is considered on already displaced terrain, else, terrain displacement is * If 'displaced' is true, 'instance' is considered on already displaced terrain, else, terrain displacement is
*applied. *applied.
*/ */
RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance, RayCastingResult renderInstance(const SpaceSegment &segment, const VegetationInstance &instance,

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@ -39,7 +39,7 @@ class SYSTEMSHARED_EXPORT PackStream {
* *
* The other stream must not have been bound to a file (still a memory buffer). * The other stream must not have been bound to a file (still a memory buffer).
* *
* If *prepend_size* is true, an integer will be written on front with the number of bytes written. * If 'prepend_size' is true, an integer will be written on front with the number of bytes written.
*/ */
void writeFromBuffer(const PackStream &other, bool prepend_size = false); void writeFromBuffer(const PackStream &other, bool prepend_size = false);

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@ -19,8 +19,8 @@ class SYSTEMSHARED_EXPORT Thread : private QThread {
* *
* The thread is not started automatically. A call to method start() needs to be done. * The thread is not started automatically. A call to method start() needs to be done.
* *
* Either the *function* argument should be provided (with the function to call from the * Either the 'function' argument should be provided (with the function to call from the
* thread), or the *run* method overridden. * thread), or the 'run' method overridden.
*/ */
Thread(ThreadFunction function = 0); Thread(ThreadFunction function = 0);