style cleanup: comment format

This commit is contained in:
Campbell Barton
2013-02-02 04:48:21 +00:00
parent c93d6f4606
commit 9da4cab9fd
27 changed files with 137 additions and 144 deletions

View File

@@ -155,9 +155,9 @@ SetViewPort(
int x2, int y2
) {
/* x1 and y1 are the min pixel coordinate (e.g. 0)
x2 and y2 are the max pixel coordinate
the width,height is calculated including both pixels
therefore: max - min + 1
* x2 and y2 are the max pixel coordinate
* the width,height is calculated including both pixels
* therefore: max - min + 1
*/
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;

View File

@@ -58,8 +58,9 @@ struct wmWindow;
class KX_BlenderCanvas : public RAS_ICanvas
{
private:
/** Rect that defines the area used for rendering,
relative to the context */
/**
* Rect that defines the area used for rendering,
* relative to the context */
RAS_Rect m_displayarea;
int m_viewport[4];

View File

@@ -49,8 +49,8 @@ KX_BlenderKeyboardDevice::~KX_BlenderKeyboardDevice()
}
/**
IsPressed gives boolean information about keyboard status, true if pressed, false if not
*/
* IsPressed gives boolean information about keyboard status, true if pressed, false if not
*/
bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
@@ -65,10 +65,10 @@ bool KX_BlenderKeyboardDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputco
}
*/
/**
NextFrame toggles currentTable with previousTable,
and copy relevant event information from previous to current
(pressed keys need to be remembered)
*/
* NextFrame toggles currentTable with previousTable,
* and copy relevant event information from previous to current
* (pressed keys need to be remembered)
*/
void KX_BlenderKeyboardDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
@@ -88,12 +88,10 @@ void KX_BlenderKeyboardDevice::NextFrame()
}
/**
ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
extra event information is stored, like ramp-mode (just released/pressed)
* ConvertBlenderEvent translates blender keyboard events into ketsji kbd events
* extra event information is stored, like ramp-mode (just released/pressed)
*/
bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode,short val)
bool KX_BlenderKeyboardDevice::ConvertBlenderEvent(unsigned short incode, short val)
{
bool result = false;

View File

@@ -46,8 +46,8 @@ KX_BlenderMouseDevice::~KX_BlenderMouseDevice()
}
/**
IsPressed gives boolean information about mouse status, true if pressed, false if not
*/
* IsPressed gives boolean information about mouse status, true if pressed, false if not
*/
bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
@@ -63,10 +63,10 @@ bool KX_BlenderMouseDevice::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
*/
/**
NextFrame toggles currentTable with previousTable,
and copy relevant event information from previous to current
(pressed keys need to be remembered)
*/
* NextFrame toggles currentTable with previousTable,
* and copy relevant event information from previous to current
* (pressed keys need to be remembered)
*/
void KX_BlenderMouseDevice::NextFrame()
{
SCA_IInputDevice::NextFrame();
@@ -105,12 +105,10 @@ void KX_BlenderMouseDevice::NextFrame()
/**
ConvertBlenderEvent translates blender mouse events into ketsji kbd events
extra event information is stored, like ramp-mode (just released/pressed)
*/
bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode,short val)
* ConvertBlenderEvent translates blender mouse events into ketsji kbd events
* extra event information is stored, like ramp-mode (just released/pressed)
*/
bool KX_BlenderMouseDevice::ConvertBlenderEvent(unsigned short incode, short val)
{
bool result = false;

View File

@@ -30,9 +30,9 @@
CEmptyValue::CEmptyValue()
/*
pre:
effect: constructs a new CEmptyValue
*/
* pre:
* effect: constructs a new CEmptyValue
*/
{
SetModified(false);
}
@@ -41,9 +41,9 @@ effect: constructs a new CEmptyValue
CEmptyValue::~CEmptyValue()
/*
pre:
effect: deletes the object
*/
* pre:
* effect: deletes the object
*/
{
}
@@ -52,10 +52,10 @@ effect: deletes the object
CValue * CEmptyValue::Calc(VALUE_OPERATOR op, CValue * val)
/*
pre:
ret: a new object containing the result of applying operator op to this
object and val
*/
* pre:
* ret: a new object containing the result of applying operator op to this
* object and val
*/
{
return val->CalcFinal(VALUE_EMPTY_TYPE, op, this);
@@ -65,10 +65,10 @@ object and val
CValue * CEmptyValue::CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, CValue * val)
/*
pre: the type of val is dtype
ret: a new object containing the result of applying operator op to val and
this object
*/
* pre: the type of val is dtype
* ret: a new object containing the result of applying operator op to val and
* this object
*/
{
return val->AddRef();
}

View File

@@ -43,7 +43,7 @@
* Center for the Neural Basis of Cognition (CNBC)
* http://www.python.org/doc/PyCPP.html
*
------------------------------*/
* ----------------------------- */
#include <stdlib.h>
#include <stddef.h>
@@ -103,7 +103,7 @@ void PyObjectPlus::InvalidateProxy() // check typename of each parent
/*------------------------------
* PyObjectPlus Type -- Every class, even the abstract one should have a Type
------------------------------*/
* ----------------------------- */
PyTypeObject PyObjectPlus::Type = {

View File

@@ -269,7 +269,7 @@ public:
KX_MAX_KEYS
} ; // enum
}; // enum
protected:
@@ -301,7 +301,8 @@ public:
virtual void HookEscape();
/* Next frame: we calculate the new key states. This goes as follows:
/**
* Next frame: we calculate the new key states. This goes as follows:
*
* KX_NO_INPUTSTATUS -> KX_NO_INPUTSTATUS
* KX_JUSTACTIVATED -> KX_ACTIVE

View File

@@ -63,7 +63,7 @@ typedef std::map<class SCA_ISensor*,controllerlist > sensormap_t;
* clear triggering sensors
* clear triggered controllers
* (actuators may be active during a longer timeframe)
*/
*/
#include "SCA_ILogicBrick.h"
#include "SCA_IActuator.h"

View File

@@ -178,23 +178,15 @@ bool SCA_RandomActuator::Update()
case KX_RANDOMACT_FLOAT_NORMAL: {
/* normal (big numbers): para1 = mean, para2 = std dev */
/*
070301 - nzc - Changed the termination condition. I think I
made a small mistake here, but it only affects distro's where
the seed equals 0. In that case, the algorithm locks. Let's
just guard that case separately.
/* 070301 - nzc: Changed the termination condition. I think I
* made a small mistake here, but it only affects distro's where
* the seed equals 0. In that case, the algorithm locks. Let's
* just guard that case separately.
*/
float x = 0.0, y = 0.0, s = 0.0, t = 0.0;
if (m_base->GetSeed() == 0) {
/*
070301 - nzc
Just taking the mean here seems reasonable.
*/
/* 070301 - nzc: Just taking the mean here seems reasonable. */
tmpval = new CFloatValue(m_parameter1);
}
else {

View File

@@ -258,9 +258,9 @@ static void usage(const char* program, bool isBlenderPlayer)
static void get_filename(int argc, char **argv, char *filename)
{
#ifdef __APPLE__
/* On Mac we park the game file (called game.blend) in the application bundle.
* The executable is located in the bundle as well.
* Therefore, we can locate the game relative to the executable.
/* On Mac we park the game file (called game.blend) in the application bundle.
* The executable is located in the bundle as well.
* Therefore, we can locate the game relative to the executable.
*/
int srclen = ::strlen(argv[0]);
int len = 0;
@@ -471,7 +471,7 @@ int main(int argc, char** argv)
break;
case SCREEN_SAVER_MODE_PASSWORD:
/* This is W95 only, which we currently do not support.
Fall-back to normal screen saver behavior in that case... */
* Fall-back to normal screen saver behavior in that case... */
case SCREEN_SAVER_MODE_SAVER:
fullScreen = true;
fullScreenParFound = true;

View File

@@ -675,8 +675,8 @@ CcdPhysicsController::~CcdPhysicsController()
}
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
/**
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
bool CcdPhysicsController::SynchronizeMotionStates(float time)
{
@@ -760,7 +760,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
}
/**
WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
* WriteMotionStateToDynamics synchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
void CcdPhysicsController::WriteMotionStateToDynamics(bool nondynaonly)

View File

@@ -503,11 +503,11 @@ protected:
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SynchronizeMotionStates(float time);
/**
WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual void WriteMotionStateToDynamics(bool nondynaonly);

View File

@@ -41,10 +41,10 @@ class PHY_IPhysicsEnvironment;
#endif
/**
PHY_IController is the abstract simplified Interface to objects
controlled by the physics engine. This includes the physics objects
and the graphics object for view frustrum and occlusion culling.
*/
* PHY_IController is the abstract simplified Interface to objects
* controlled by the physics engine. This includes the physics objects
* and the graphics object for view frustrum and occlusion culling.
*/
class PHY_IController
{
public:

View File

@@ -36,15 +36,15 @@
/**
PHY_IPhysicsController is the abstract simplified Interface to a physical object.
It contains the IMotionState and IDeformableMesh Interfaces.
*/
* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
* It contains the IMotionState and IDeformableMesh Interfaces.
*/
class PHY_IGraphicController : public PHY_IController
{
public:
virtual ~PHY_IGraphicController();
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SetGraphicTransform()=0;
virtual void Activate(bool active=true)=0;

View File

@@ -37,9 +37,9 @@
#endif
/**
PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
*/
* PHY_IMotionState is the Interface to explicitly synchronize the world transformation.
* Default implementations for mayor graphics libraries like OpenGL and DirectX can be provided.
*/
class PHY_IMotionState
{

View File

@@ -38,20 +38,20 @@ class PHY_IMotionState;
class PHY_IPhysicsEnvironment;
/**
PHY_IPhysicsController is the abstract simplified Interface to a physical object.
It contains the IMotionState and IDeformableMesh Interfaces.
*/
* PHY_IPhysicsController is the abstract simplified Interface to a physical object.
* It contains the IMotionState and IDeformableMesh Interfaces.
*/
class PHY_IPhysicsController : public PHY_IController
{
public:
virtual ~PHY_IPhysicsController();
/**
SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
* SynchronizeMotionStates ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual bool SynchronizeMotionStates(float time)=0;
/**
WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;

View File

@@ -33,9 +33,10 @@
#include "PHY_IPhysicsEnvironment.h"
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
* A derived class may be able to 'construct' entities by loading and/or converting
*/
* Physics Environment takes care of stepping the simulation and is a container for physics entities
* (rigidbodies,constraints, materials etc.)
* A derived class may be able to 'construct' entities by loading and/or converting
*/

View File

@@ -96,9 +96,10 @@ public:
};
/**
* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
* A derived class may be able to 'construct' entities by loading and/or converting
*/
* Physics Environment takes care of stepping the simulation and is a container for physics entities
* (rigidbodies,constraints, materials etc.)
* A derived class may be able to 'construct' entities by loading and/or converting
*/
class PHY_IPhysicsEnvironment
{
public:

View File

@@ -117,8 +117,9 @@ protected:
/** Stores the caching information for the last material activated. */
RAS_IPolyMaterial::TCachingInfo m_materialCachingInfo;
/** Making use of a Strategy desing pattern for storage behavior.
Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
/**
* Making use of a Strategy desing pattern for storage behavior.
* Examples of concrete strategies: Vertex Arrays, VBOs, Immediate Mode*/
int m_storage_type;
RAS_IStorage* m_storage;
RAS_IStorage* m_failsafe_storage; //So derived mesh can use immediate mode

View File

@@ -29,7 +29,7 @@
/** \file SG_ParentRelation.h
* \ingroup bgesg
* \page SG_ParentRelationPage SG_ParentRelation
*
* \section SG_ParentRelationSection SG_ParentRelation
*
* This is an abstract interface class to the Scene Graph library.

View File

@@ -1022,7 +1022,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position)
AVFrame * input = m_frame;
/* This means the data wasnt read properly,
this check stops crashing */
* this check stops crashing */
if ( input->data[0]==0 && input->data[1]==0
&& input->data[2]==0 && input->data[3]==0)
{