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(svn r16960) -Doc: Added some viewport and vehicle type doxygen strings.
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@ -9,15 +9,16 @@
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typedef uint16 VehicleID;
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/** Available vehicle types. */
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enum VehicleType {
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VEH_TRAIN,
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VEH_ROAD,
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VEH_SHIP,
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VEH_AIRCRAFT,
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VEH_EFFECT,
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VEH_DISASTER,
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VEH_TRAIN, ///< %Train vehicle type.
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VEH_ROAD, ///< Road vehicle type.
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VEH_SHIP, ///< %Ship vehicle type.
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VEH_AIRCRAFT, ///< %Aircraft vehicle type.
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VEH_EFFECT, ///< Effect vehicle type (smoke, explosions, sparks, bubbles)
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VEH_DISASTER, ///< Disaster vehicle type.
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VEH_END,
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VEH_INVALID = 0xFF,
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VEH_INVALID = 0xFF, ///< Non-existing type of vehicle.
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};
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DECLARE_POSTFIX_INCREMENT(VehicleType);
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/** It needs to be 8bits, because we save and load it as such */
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@ -36,7 +37,7 @@ struct BaseVehicle
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VehicleTypeByte type; ///< Type of vehicle
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};
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static const VehicleID INVALID_VEHICLE = 0xFFFF;
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static const VehicleID INVALID_VEHICLE = 0xFFFF; ///< Constant representing a non-existing vehicle.
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/** Pathfinding option states */
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enum {
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@ -1578,6 +1578,10 @@ static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
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y -= vp->virtual_height / 2;
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}
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/**
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* Update the viewport position being displayed.
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* @param w %Window owning the viewport.
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*/
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void UpdateViewportPosition(Window *w)
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{
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const ViewPort *vp = w->viewport;
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@ -2037,7 +2041,14 @@ void PlaceObject()
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}
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/* scrolls the viewport in a window to a given location */
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/** Scrolls the viewport in a window to a given location.
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* @param x Desired x location of the map to scroll to (world coordinate).
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* @param y Desired y location of the map to scroll to (world coordinate).
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* @param z Desired z location of the map to scroll to (world coordinate). Use \c -1 to scroll to the height of the map at the \a x, \a y location.
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* @param w %Window containing the viewport.
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* @param instant Jump to the location instead of slowly moving to it.
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* @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position).
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*/
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bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
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{
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/* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
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@ -189,14 +189,18 @@ enum SortButtonState {
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};
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/**
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* Data structure for a window viewport
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* Data structure for a window viewport.
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* A viewport is either following a vehicle (its id in then in #follow_vehicle), or it aims to display a specific
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* location #dest_scrollpos_x, #dest_scrollpos_y (#follow_vehicle is then #INVALID_VEHICLE).
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* The actual location being shown is #scrollpos_x, #scrollpos_y.
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* @see InitializeViewport(), UpdateViewportPosition().
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*/
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struct ViewportData : ViewPort {
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VehicleID follow_vehicle;
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int32 scrollpos_x;
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int32 scrollpos_y;
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int32 dest_scrollpos_x;
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int32 dest_scrollpos_y;
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VehicleID follow_vehicle; ///< VehicleID to follow if following a vehicle, #INVALID_VEHICLE otherwise.
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int32 scrollpos_x; ///< Currently shown x coordinate (virtual screen coordinate of topleft corner of the viewport).
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int32 scrollpos_y; ///< Currently shown y coordinate (virtual screen coordinate of topleft corner of the viewport).
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int32 dest_scrollpos_x; ///< Current destination x coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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int32 dest_scrollpos_y; ///< Current destination y coordinate to display (virtual screen coordinate of topleft corner of the viewport).
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};
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/**
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