Changed Doxygen single-line comment format
Single line comments starting with `///` are interpreted by Microsoft Visual Studio as documentation containing XML code. Therefore single line comments starting with `///<` unfortunately cause a parsing error, as IntelliSense will assume the `<` is the start of an XML tag. This is not the case, but unfortunately, IntelliSense will still complain about the following space character rather than displaying the raw string. This commit alters all such comments to start with `//!<` instead, which prevents the issue. This fixes issue #1622.
This commit is contained in:
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80c3bdc23c
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a1d4bc80c2
90 changed files with 715 additions and 715 deletions
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@ -132,8 +132,8 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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FLAC__StreamDecoder* m_decoder; ///< FLAC decoder
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ClientData m_clientData; ///< Structure passed to the decoder callbacks
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FLAC__StreamDecoder* m_decoder; //!< FLAC decoder
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ClientData m_clientData; //!< Structure passed to the decoder callbacks
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};
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} // namespace priv
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@ -112,10 +112,10 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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InputStream* m_stream; ///< Source stream to read from
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unsigned int m_bytesPerSample; ///< Size of a sample, in bytes
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Uint64 m_dataStart; ///< Starting position of the audio data in the open file
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Uint64 m_dataEnd; ///< Position one byte past the end of the audio data in the open file
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InputStream* m_stream; //!< Source stream to read from
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unsigned int m_bytesPerSample; //!< Size of a sample, in bytes
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Uint64 m_dataStart; //!< Starting position of the audio data in the open file
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Uint64 m_dataEnd; //!< Position one byte past the end of the audio data in the open file
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};
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} // namespace priv
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@ -101,9 +101,9 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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FLAC__StreamEncoder* m_encoder; ///< FLAC stream encoder
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unsigned int m_channelCount; ///< Number of channels
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std::vector<Int32> m_samples32; ///< Conversion buffer
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FLAC__StreamEncoder* m_encoder; //!< FLAC stream encoder
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unsigned int m_channelCount; //!< Number of channels
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std::vector<Int32> m_samples32; //!< Conversion buffer
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};
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} // namespace priv
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@ -112,7 +112,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::ofstream m_file; ///< File stream to write to
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std::ofstream m_file; //!< File stream to write to
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};
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} // namespace priv
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@ -102,9 +102,9 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Context* m_context; ///< P-Buffer based context
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unsigned int m_width; ///< Width of the P-Buffer
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unsigned int m_height; ///< Height of the P-Buffer
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Context* m_context; //!< P-Buffer based context
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unsigned int m_width; //!< Width of the P-Buffer
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unsigned int m_height; //!< Height of the P-Buffer
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};
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} // namespace priv
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@ -125,16 +125,16 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::map<Uint64, unsigned int> m_frameBuffers; ///< OpenGL frame buffer objects per context
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std::map<Uint64, unsigned int> m_multisampleFrameBuffers; ///< Optional per-context OpenGL frame buffer objects with multisample attachments
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unsigned int m_depthStencilBuffer; ///< Optional depth/stencil buffer attached to the frame buffer
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unsigned int m_colorBuffer; ///< Optional multisample color buffer attached to the frame buffer
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unsigned int m_width; ///< Width of the attachments
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unsigned int m_height; ///< Height of the attachments
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Context* m_context; ///< Backup OpenGL context, used when none already exist
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unsigned int m_textureId; ///< The ID of the texture to attach to the FBO
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bool m_multisample; ///< Whether we have to create a multisample frame buffer as well
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bool m_stencil; ///< Whether we have stencil attachment
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std::map<Uint64, unsigned int> m_frameBuffers; //!< OpenGL frame buffer objects per context
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std::map<Uint64, unsigned int> m_multisampleFrameBuffers; //!< Optional per-context OpenGL frame buffer objects with multisample attachments
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unsigned int m_depthStencilBuffer; //!< Optional depth/stencil buffer attached to the frame buffer
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unsigned int m_colorBuffer; //!< Optional multisample color buffer attached to the frame buffer
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unsigned int m_width; //!< Width of the attachments
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unsigned int m_height; //!< Height of the attachments
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Context* m_context; //!< Backup OpenGL context, used when none already exist
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unsigned int m_textureId; //!< The ID of the texture to attach to the FBO
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bool m_multisample; //!< Whether we have to create a multisample frame buffer as well
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bool m_stencil; //!< Whether we have stencil attachment
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};
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} // namespace priv
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@ -211,10 +211,10 @@ struct Shader::UniformBinder : private NonCopyable
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glCheck(GLEXT_glUseProgramObject(savedProgram));
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}
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TransientContextLock lock; ///< Lock to keep context active while uniform is bound
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GLEXT_GLhandle savedProgram; ///< Handle to the previously active program object
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GLEXT_GLhandle currentProgram; ///< Handle to the program object of the modified sf::Shader instance
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GLint location; ///< Uniform location, used by the surrounding sf::Shader code
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TransientContextLock lock; //!< Lock to keep context active while uniform is bound
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GLEXT_GLhandle savedProgram; //!< Handle to the previously active program object
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GLEXT_GLhandle currentProgram; //!< Handle to the program object of the modified sf::Shader instance
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GLint location; //!< Uniform location, used by the surrounding sf::Shader code
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};
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@ -64,7 +64,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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GLint m_textureBinding; ///< Texture binding to restore
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GLint m_textureBinding; //!< Texture binding to restore
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};
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} // namespace priv
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@ -60,8 +60,8 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Ftp& m_ftp; ///< Reference to the owner Ftp instance
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TcpSocket m_dataSocket; ///< Socket used for data transfers
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Ftp& m_ftp; //!< Reference to the owner Ftp instance
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TcpSocket m_dataSocket; //!< Socket used for data transfers
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};
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@ -42,10 +42,10 @@ namespace sf
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////////////////////////////////////////////////////////////
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struct SocketSelector::SocketSelectorImpl
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{
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fd_set allSockets; ///< Set containing all the sockets handles
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fd_set socketsReady; ///< Set containing handles of the sockets that are ready
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int maxSocket; ///< Maximum socket handle
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int socketCount; ///< Number of socket handles
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fd_set allSockets; //!< Set containing all the sockets handles
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fd_set socketsReady; //!< Set containing handles of the sockets that are ready
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int maxSocket; //!< Maximum socket handle
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int socketCount; //!< Number of socket handles
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};
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@ -72,7 +72,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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CRITICAL_SECTION m_mutex; ///< Win32 handle of the mutex
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CRITICAL_SECTION m_mutex; //!< Win32 handle of the mutex
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};
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} // namespace priv
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@ -97,8 +97,8 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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HANDLE m_thread; ///< Win32 thread handle
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unsigned int m_threadId; ///< Win32 thread identifier
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HANDLE m_thread; //!< Win32 thread handle
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unsigned int m_threadId; //!< Win32 thread identifier
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};
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} // namespace priv
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@ -76,7 +76,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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DWORD m_index; ///< Index of our thread-local storage slot
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DWORD m_index; //!< Index of our thread-local storage slot
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};
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} // namespace priv
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@ -188,10 +188,10 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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EGLDisplay m_display; ///< The internal EGL display
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EGLContext m_context; ///< The internal EGL context
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EGLSurface m_surface; ///< The internal EGL surface
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EGLConfig m_config; ///< The internal EGL config
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EGLDisplay m_display; //!< The internal EGL display
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EGLContext m_context; //!< The internal EGL context
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EGLSurface m_surface; //!< The internal EGL surface
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EGLConfig m_config; //!< The internal EGL config
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};
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@ -273,7 +273,7 @@ protected:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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ContextSettings m_settings; ///< Creation settings of the context
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ContextSettings m_settings; //!< Creation settings of the context
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private:
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@ -294,7 +294,7 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const Uint64 m_id; ///< Unique number that identifies the context
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const Uint64 m_id; //!< Unique number that identifies the context
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};
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} // namespace priv
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@ -50,8 +50,8 @@ struct JoystickCaps
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std::fill(axes, axes + Joystick::AxisCount, false);
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}
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unsigned int buttonCount; ///< Number of buttons supported by the joystick
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bool axes[Joystick::AxisCount]; ///< Support for each axis
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unsigned int buttonCount; //!< Number of buttons supported by the joystick
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bool axes[Joystick::AxisCount]; //!< Support for each axis
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};
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std::fill(buttons, buttons + Joystick::ButtonCount, false);
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}
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bool connected; ///< Is the joystick currently connected?
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float axes[Joystick::AxisCount]; ///< Position of each axis, in range [-100, 100]
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bool buttons[Joystick::ButtonCount]; ///< Status of each button (true = pressed)
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bool connected; //!< Is the joystick currently connected?
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float axes[Joystick::AxisCount]; //!< Position of each axis, in range [-100, 100]
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bool buttons[Joystick::ButtonCount]; //!< Status of each button (true = pressed)
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};
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} // namespace priv
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@ -109,16 +109,16 @@ private:
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////////////////////////////////////////////////////////////
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struct Item
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{
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JoystickImpl joystick; ///< Joystick implementation
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JoystickState state; ///< The current joystick state
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JoystickCaps capabilities; ///< The joystick capabilities
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Joystick::Identification identification; ///< The joystick identification
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JoystickImpl joystick; //!< Joystick implementation
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JoystickState state; //!< The current joystick state
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JoystickCaps capabilities; //!< The joystick capabilities
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Joystick::Identification identification; //!< The joystick identification
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};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Item m_joysticks[Joystick::Count]; ///< Joysticks information and state
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Item m_joysticks[Joystick::Count]; //!< Joysticks information and state
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};
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} // namespace priv
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////////////////////////////////////////////////////////////
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struct Item
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{
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bool available; ///< Is the sensor available on this device?
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bool enabled; ///< Current enable state of the sensor
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SensorImpl sensor; ///< Sensor implementation
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Vector3f value; ///< The current sensor value
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bool available; //!< Is the sensor available on this device?
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bool enabled; //!< Current enable state of the sensor
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SensorImpl sensor; //!< Sensor implementation
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Vector3f value; //!< The current sensor value
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};
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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Item m_sensors[Sensor::Count]; ///< Sensors information and state
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Item m_sensors[Sensor::Count]; //!< Sensors information and state
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};
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} // namespace priv
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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unsigned int m_index; ///< Index of the joystick
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JOYCAPS m_caps; ///< Joystick capabilities
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IDirectInputDevice8W* m_device; ///< DirectInput 8.x device
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DIDEVCAPS m_deviceCaps; ///< DirectInput device capabilities
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int m_axes[Joystick::AxisCount]; ///< Offsets to the bytes containing the axes states, -1 if not available
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int m_buttons[Joystick::ButtonCount]; ///< Offsets to the bytes containing the button states, -1 if not available
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Joystick::Identification m_identification; ///< Joystick identification
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unsigned int m_index; //!< Index of the joystick
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JOYCAPS m_caps; //!< Joystick capabilities
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IDirectInputDevice8W* m_device; //!< DirectInput 8.x device
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DIDEVCAPS m_deviceCaps; //!< DirectInput device capabilities
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int m_axes[Joystick::AxisCount]; //!< Offsets to the bytes containing the axes states, -1 if not available
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int m_buttons[Joystick::ButtonCount]; //!< Offsets to the bytes containing the button states, -1 if not available
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Joystick::Identification m_identification; //!< Joystick identification
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};
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} // namespace priv
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@ -179,11 +179,11 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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HWND m_window; ///< Window to which the context is attached
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HPBUFFERARB m_pbuffer; ///< Handle to a pbuffer if one was created
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HDC m_deviceContext; ///< Device context associated to the context
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HGLRC m_context; ///< OpenGL context
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bool m_ownsWindow; ///< Do we own the target window?
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HWND m_window; //!< Window to which the context is attached
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HPBUFFERARB m_pbuffer; //!< Handle to a pbuffer if one was created
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HDC m_deviceContext; //!< Device context associated to the context
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HGLRC m_context; //!< OpenGL context
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bool m_ownsWindow; //!< Do we own the target window?
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};
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} // namespace priv
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@ -272,18 +272,18 @@ private:
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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HWND m_handle; ///< Win32 handle of the window
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LONG_PTR m_callback; ///< Stores the original event callback function of the control
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bool m_cursorVisible; ///< Is the cursor visible or hidden?
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HCURSOR m_lastCursor; ///< Last cursor used -- this data is not owned by the window and is required to be always valid
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HICON m_icon; ///< Custom icon assigned to the window
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bool m_keyRepeatEnabled; ///< Automatic key-repeat state for keydown events
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Vector2u m_lastSize; ///< The last handled size of the window
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bool m_resizing; ///< Is the window being resized?
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Uint16 m_surrogate; ///< First half of the surrogate pair, in case we're receiving a Unicode character in two events
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bool m_mouseInside; ///< Mouse is inside the window?
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bool m_fullscreen; ///< Is the window fullscreen?
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bool m_cursorGrabbed; ///< Is the mouse cursor trapped?
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HWND m_handle; //!< Win32 handle of the window
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LONG_PTR m_callback; //!< Stores the original event callback function of the control
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bool m_cursorVisible; //!< Is the cursor visible or hidden?
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HCURSOR m_lastCursor; //!< Last cursor used -- this data is not owned by the window and is required to be always valid
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HICON m_icon; //!< Custom icon assigned to the window
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bool m_keyRepeatEnabled; //!< Automatic key-repeat state for keydown events
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Vector2u m_lastSize; //!< The last handled size of the window
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bool m_resizing; //!< Is the window being resized?
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Uint16 m_surrogate; //!< First half of the surrogate pair, in case we're receiving a Unicode character in two events
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bool m_mouseInside; //!< Mouse is inside the window?
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bool m_fullscreen; //!< Is the window fullscreen?
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bool m_cursorGrabbed; //!< Is the mouse cursor trapped?
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};
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} // namespace priv
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::queue<Event> m_events; ///< Queue of available events
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JoystickState m_joystickStates[Joystick::Count]; ///< Previous state of the joysticks
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Vector3f m_sensorValue[Sensor::Count]; ///< Previous value of the sensors
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float m_joystickThreshold; ///< Joystick threshold (minimum motion for "move" event to be generated)
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float m_previousAxes[Joystick::Count][Joystick::AxisCount]; ///< Position of each axis last time a move event triggered, in range [-100, 100]
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std::queue<Event> m_events; //!< Queue of available events
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JoystickState m_joystickStates[Joystick::Count]; //!< Previous state of the joysticks
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Vector3f m_sensorValue[Sensor::Count]; //!< Previous value of the sensors
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float m_joystickThreshold; //!< Joystick threshold (minimum motion for "move" event to be generated)
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float m_previousAxes[Joystick::Count][Joystick::AxisCount]; //!< Position of each axis last time a move event triggered, in range [-100, 100]
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};
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} // namespace priv
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