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Changeset 7298


Ignore:
Timestamp:
Aug 31, 2010, 8:56:01 PM (14 years ago)
Author:
landauf
Message:

XML code has to be enclosed in @code and @endcode tags or Doxygen will complain

Location:
code/branches/doc/src
Files:
13 edited

Legend:

Unmodified
Added
Removed
  • code/branches/doc/src/libraries/core/XMLPort.h

    r7297 r7298  
    6969
    7070    In the XML file, a param or attribute will be set like this:
     71    @code
    7172    <classname paramname="value" />
     73    @endcode
    7274
    7375    The macro will then call loadfunction(value) to set the given value (or call savefunction() to
     
    8890
    8991    In the XML file, a param or attribute will be set like this:
     92    @code
    9093    <classname paramname="value" />
     94    @endcode
    9195
    9296    The macro will then store "value" in the variable or read it when saving.
     
    212216    likely the best option, so this is usually true.
    213217
    214     @note
     218    @details
    215219    The load- and savefunctions have to follow an exactly defined protocol.
    216220    Loadfunction:
    217221      The loadfunction gets a pointer to the object.
    218       > void loadfunction(objectclass* pointer);
     222      @code
     223      void loadfunction(objectclass* pointer);
     224      @endcode
    219225
    220226    Savefunction:
     
    222228      gets called again, but with index + 1. It's the functions responsibility to do something smart
    223229      with the index and to return 0 if all objects were returned.
    224       > objectclass* savefunction(unsigned int index) const;
     230      @code
     231      objectclass* savefunction(unsigned int index) const;
     232      @endcode
    225233
    226234      Possible implementation:
     235      @code
    227236        objectclass* savefunction(unsigned int index) const
    228237        {
     
    232241            return 0;
    233242        }
     243      @endcode
    234244
    235245    Example:
    236246    Possible usage of the macro:
    237     > XMLPortObject(SpaceShip, Weapon, "weapons", addWeapon, getWeapon, xmlelement, mode, false, true);
     247    @code
     248    XMLPortObject(SpaceShip, Weapon, "weapons", addWeapon, getWeapon, xmlelement, mode, false, true);
     249    @endcode
    238250
    239251    Now you can add weapons through the XML file:
     252    @code
    240253    <SpaceShip someattribute="..." ...>
    241254      <weapons>
     
    245258      </weapons>
    246259    </SpaceShip>
     260    @endcode
    247261
    248262    Note that "weapons" is the subsection. This allows you to add more types of sub-objects. In our example,
  • code/branches/doc/src/modules/notifications/NotificationQueue.h

    r7297 r7298  
    7171
    7272        Creating a NotificationQueue through XML goes as follows:
    73         Be aware that the NotificationQueue must be inside the <Level></Level> tags or bad things will happen.
     73        Be aware that the NotificationQueue must be inside the @code <Level></Level> @endcode tags or bad things will happen.
     74       
     75        @code
    7476        <NotificationQueue
    7577            name = "SuperQueue" //Name of your OverlayQueue.
     
    8284            position = "0.0, 0.0" //The position of the NotificationQueue. (Default is 0.0,0.0)
    8385        />
     86        @endcode
    8487    @author
    8588        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/AddQuest.h

    r5781 r7298  
    4646        Creating a AddQuest through XML goes as follows:
    4747
     48        @code
    4849        <AddQuest questId="id" />  //Where id is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information, and identifies the Quest that should be added.
     50        @endcode
    4951    @author
    5052        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/AddQuestHint.h

    r5781 r7298  
    4646        Adds a QuestHint, resp. activates the QuestHint of the given id for the player the QuestEffect is invoked on.
    4747
    48     Creating a AddQuestHint through XML goes as follows:
     48        Creating a AddQuestHint through XML goes as follows:
    4949
     50        @code
    5051        <AddQuestHint hintId="id" />  //Where id is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information, and identifies the QuestHint that should be added.
     52        @endcode
    5153    @author
    5254        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/AddReward.h

    r5781 r7298  
    4848        Creating a AddReward through XML goes as follows:
    4949
     50        @code
    5051        <AddReward>
    5152            <Rewardable /> //A list of Rewardable objects to be rewarded the player, see the specific Rewardables for their respective XML representations.
     
    5354            <Rewardable />
    5455        </AddReward>
     56        @endcode
    5557    @author
    5658        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/CompleteQuest.h

    r5781 r7298  
    4646        Creating a CompleteQuest through XML goes as follows:
    4747
     48        @code
    4849        <CompleteQuest questId="id" />  //Where id is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information, and identifies the Quest that should be completed.
     50        @endcode
    4951    @author
    5052        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/FailQuest.h

    r5781 r7298  
    4646        Creating a FailQuest through XML goes as follows:
    4747
     48        @code
    4849        <FailQuest questId="id" />  //Where id is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information, and identifies the Quest that should be failed.
     50        @endcode
    4951    @author
    5052        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/GlobalQuest.h

    r5781 r7298  
    5050        Creating a GlobalQuest through XML goes as follows:
    5151
     52        @code
    5253        <GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
    5354            <QuestDescription title="Title" description="Description." /> //The description of the quest.
     
    7879            </reward-effects>
    7980        </GlobalQuest>
     81        @endcode
    8082    @author
    8183        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/LocalQuest.h

    r5781 r7298  
    4949        Creating a LocalQuest through XML goes as follows:
    5050
     51        @code
    5152        <LocalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
    5253            <QuestDescription title="Title" description="Description." /> //The description of the quest.
     
    7273            </complete-effects>
    7374        </LocalQuest>
     75        @endcode
    7476    @author
    7577        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/QuestDescription.h

    r7163 r7298  
    5050        Creating a QuestDescription through XML goes as follows:
    5151
     52        @code
    5253        <QuestDescription title="Title" description="Description Text" failMessage="You fail." completeMessage="You win!" />
     54        @endcode
    5355    @author
    5456        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/QuestEffectBeacon.h

    r6800 r7298  
    6161        Creating a QuestEffectBeacon through XML goes as follows:
    6262
     63        @code
    6364        <QuestEffectBeacon times=n> //Where 'n' is eighter a number >= 0, which means the QuestEffectBeacon can be executed n times. Or n = -1, which means the QuestEffectBeacon can be executed an infinite number of times.
    6465            <effects>
     
    7677            </attached>
    7778        </QuestEffectBeacon>
     79        @endcode
    7880    @author
    7981        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/QuestHint.h

    r7163 r7298  
    6060        Creating a QuestHint through XML goes as follows:
    6161
     62        @code
    6263        <QuestHint id="hintId">  //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
    6364            <QuestDesctription title="" description="" />
    6465        </QuestHint>
     66        @endcode
    6567    @author
    6668        Damian 'Mozork' Frick
  • code/branches/doc/src/modules/questsystem/QuestListener.h

    r5781 r7298  
    6262        You can use the QuestListener as if it were a Trigger or EventListener, that fires an Event when the status (depending on the set mode) of the given Quest changes.
    6363
     64        @code
    6465        <BaseObject> // The object that should react to the status change of a Quest.
    6566            <events>
     
    6970            </events>
    7071        </BaseObject>
     72        @endcode
    7173    @author
    7274    Damian 'Mozork' Frick
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