[Orxonox-commit 2593] r7298 - in code/branches/doc/src: libraries/core modules/notifications modules/questsystem
landauf at orxonox.net
landauf at orxonox.net
Tue Aug 31 20:56:01 CEST 2010
Author: landauf
Date: 2010-08-31 20:56:01 +0200 (Tue, 31 Aug 2010)
New Revision: 7298
Modified:
code/branches/doc/src/libraries/core/XMLPort.h
code/branches/doc/src/modules/notifications/NotificationQueue.h
code/branches/doc/src/modules/questsystem/AddQuest.h
code/branches/doc/src/modules/questsystem/AddQuestHint.h
code/branches/doc/src/modules/questsystem/AddReward.h
code/branches/doc/src/modules/questsystem/CompleteQuest.h
code/branches/doc/src/modules/questsystem/FailQuest.h
code/branches/doc/src/modules/questsystem/GlobalQuest.h
code/branches/doc/src/modules/questsystem/LocalQuest.h
code/branches/doc/src/modules/questsystem/QuestDescription.h
code/branches/doc/src/modules/questsystem/QuestEffectBeacon.h
code/branches/doc/src/modules/questsystem/QuestHint.h
code/branches/doc/src/modules/questsystem/QuestListener.h
Log:
XML code has to be enclosed in @code and @endcode tags or Doxygen will complain
Modified: code/branches/doc/src/libraries/core/XMLPort.h
===================================================================
--- code/branches/doc/src/libraries/core/XMLPort.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/libraries/core/XMLPort.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -68,7 +68,9 @@
@param mode The mode (load or save), you get this from the XMLPort function
In the XML file, a param or attribute will be set like this:
+ @code
<classname paramname="value" />
+ @endcode
The macro will then call loadfunction(value) to set the given value (or call savefunction() to
write an existing value to an XML file).
@@ -87,7 +89,9 @@
@param mode The mode (load or save), you get this from the XMLPort function
In the XML file, a param or attribute will be set like this:
+ @code
<classname paramname="value" />
+ @endcode
The macro will then store "value" in the variable or read it when saving.
*/
@@ -211,19 +215,24 @@
If bLoadBefore is true, an added object already has all attributes set (like it's name). This is most
likely the best option, so this is usually true.
- @note
+ @details
The load- and savefunctions have to follow an exactly defined protocol.
Loadfunction:
The loadfunction gets a pointer to the object.
- > void loadfunction(objectclass* pointer);
+ @code
+ void loadfunction(objectclass* pointer);
+ @endcode
Savefunction:
The savefunction gets an index, starting with 0. For every returnvalue != 0, the savefunction
gets called again, but with index + 1. It's the functions responsibility to do something smart
with the index and to return 0 if all objects were returned.
- > objectclass* savefunction(unsigned int index) const;
+ @code
+ objectclass* savefunction(unsigned int index) const;
+ @endcode
Possible implementation:
+ @code
objectclass* savefunction(unsigned int index) const
{
if (index < number_of_added_objects_)
@@ -231,12 +240,16 @@
else
return 0;
}
+ @endcode
Example:
Possible usage of the macro:
- > XMLPortObject(SpaceShip, Weapon, "weapons", addWeapon, getWeapon, xmlelement, mode, false, true);
+ @code
+ XMLPortObject(SpaceShip, Weapon, "weapons", addWeapon, getWeapon, xmlelement, mode, false, true);
+ @endcode
Now you can add weapons through the XML file:
+ @code
<SpaceShip someattribute="..." ...>
<weapons>
<Weapon someattribute="..." ... />
@@ -244,6 +257,7 @@
<Weapon someattribute="..." ... />
</weapons>
</SpaceShip>
+ @endcode
Note that "weapons" is the subsection. This allows you to add more types of sub-objects. In our example,
you could add pilots, blinking lights or other stuff. If you don't want a subsection, just use "" (an
Modified: code/branches/doc/src/modules/notifications/NotificationQueue.h
===================================================================
--- code/branches/doc/src/modules/notifications/NotificationQueue.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/notifications/NotificationQueue.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -70,7 +70,9 @@
Beware! The NotificationQueue is an OverlayGruop and thus cannot be be a sub-element of an OverlayGroup (at least no for now.)
Creating a NotificationQueue through XML goes as follows:
- Be aware that the NotificationQueue must be inside the <Level></Level> tags or bad things will happen.
+ Be aware that the NotificationQueue must be inside the @code <Level></Level> @endcode tags or bad things will happen.
+
+ @code
<NotificationQueue
name = "SuperQueue" //Name of your OverlayQueue.
maxSize = "5" //The maximum number of Notifications displayed. (Default is 5)
@@ -81,6 +83,7 @@
fontSize = '0.4' //The font size. (Default is 0.025)
position = "0.0, 0.0" //The position of the NotificationQueue. (Default is 0.0,0.0)
/>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/AddQuest.h
===================================================================
--- code/branches/doc/src/modules/questsystem/AddQuest.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/AddQuest.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -45,7 +45,9 @@
Creating a AddQuest through XML goes as follows:
+ @code
<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.
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/AddQuestHint.h
===================================================================
--- code/branches/doc/src/modules/questsystem/AddQuestHint.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/AddQuestHint.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -45,9 +45,11 @@
@brief
Adds a QuestHint, resp. activates the QuestHint of the given id for the player the QuestEffect is invoked on.
- Creating a AddQuestHint through XML goes as follows:
+ Creating a AddQuestHint through XML goes as follows:
+ @code
<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.
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/AddReward.h
===================================================================
--- code/branches/doc/src/modules/questsystem/AddReward.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/AddReward.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -47,11 +47,13 @@
Creating a AddReward through XML goes as follows:
+ @code
<AddReward>
<Rewardable /> //A list of Rewardable objects to be rewarded the player, see the specific Rewardables for their respective XML representations.
...
<Rewardable />
</AddReward>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/CompleteQuest.h
===================================================================
--- code/branches/doc/src/modules/questsystem/CompleteQuest.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/CompleteQuest.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -45,7 +45,9 @@
Creating a CompleteQuest through XML goes as follows:
+ @code
<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.
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/FailQuest.h
===================================================================
--- code/branches/doc/src/modules/questsystem/FailQuest.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/FailQuest.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -45,7 +45,9 @@
Creating a FailQuest through XML goes as follows:
+ @code
<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.
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/GlobalQuest.h
===================================================================
--- code/branches/doc/src/modules/questsystem/GlobalQuest.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/GlobalQuest.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -49,6 +49,7 @@
Creating a GlobalQuest through XML goes as follows:
+ @code
<GlobalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
<QuestDescription title="Title" description="Description." /> //The description of the quest.
<subquests>
@@ -77,6 +78,7 @@
<QuestEffect />
</reward-effects>
</GlobalQuest>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/LocalQuest.h
===================================================================
--- code/branches/doc/src/modules/questsystem/LocalQuest.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/LocalQuest.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -48,6 +48,7 @@
Creating a LocalQuest through XML goes as follows:
+ @code
<LocalQuest id="questId"> //Where questId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
<QuestDescription title="Title" description="Description." /> //The description of the quest.
<subquests>
@@ -71,6 +72,7 @@
<QuestEffect />
</complete-effects>
</LocalQuest>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/QuestDescription.h
===================================================================
--- code/branches/doc/src/modules/questsystem/QuestDescription.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/QuestDescription.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -49,7 +49,9 @@
Creating a QuestDescription through XML goes as follows:
+ @code
<QuestDescription title="Title" description="Description Text" failMessage="You fail." completeMessage="You win!" />
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/QuestEffectBeacon.h
===================================================================
--- code/branches/doc/src/modules/questsystem/QuestEffectBeacon.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/QuestEffectBeacon.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -60,6 +60,7 @@
Creating a QuestEffectBeacon through XML goes as follows:
+ @code
<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.
<effects>
<QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.
@@ -75,6 +76,7 @@
<PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.
</attached>
</QuestEffectBeacon>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/QuestHint.h
===================================================================
--- code/branches/doc/src/modules/questsystem/QuestHint.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/QuestHint.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -59,9 +59,11 @@
Creating a QuestHint through XML goes as follows:
+ @code
<QuestHint id="hintId"> //Where hintId is a GUID, see http://en.wikipedia.org/wiki/Globally_Unique_Identifier#Basic_structure for more information
<QuestDesctription title="" description="" />
</QuestHint>
+ @endcode
@author
Damian 'Mozork' Frick
*/
Modified: code/branches/doc/src/modules/questsystem/QuestListener.h
===================================================================
--- code/branches/doc/src/modules/questsystem/QuestListener.h 2010-08-31 18:37:29 UTC (rev 7297)
+++ code/branches/doc/src/modules/questsystem/QuestListener.h 2010-08-31 18:56:01 UTC (rev 7298)
@@ -61,6 +61,7 @@
The XML representation goes as follows:
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.
+ @code
<BaseObject> // The object that should react to the status change of a Quest.
<events>
<function> // Where function is the method of the object that should be executed. Normally this would be visibility or activity.
@@ -68,6 +69,7 @@
</function>
</events>
</BaseObject>
+ @endcode
@author
Damian 'Mozork' Frick
*/
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