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Garisson: Documentation: Convert comments to doc
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@ -51,34 +51,35 @@ public:
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/// Class which manages slots of upper and lower garrison, splitting of units
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class CGarrisonInt :public CIntObject
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{
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CGarrisonSlot *highlighted; //chosen slot. Should be changed only via selectSlot
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/// Chosen slot. Should be changed only via selectSlot.
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CGarrisonSlot *highlighted;
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bool inSplittingMode;
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public:
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void selectSlot(CGarrisonSlot * slot); //null = deselect
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void selectSlot(CGarrisonSlot * slot); ///< @param slot null = deselect
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const CGarrisonSlot * getSelection();
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void setSplittingMode(bool on);
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bool getSplittingMode();
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int interx; //space between slots
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Point garOffset; //offset between garrisons (not used if only one hero)
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std::vector<CButton *> splitButtons; //may be empty if no buttons
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int interx; ///< Space between slots
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Point garOffset; ///< Offset between garrisons (not used if only one hero)
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std::vector<CButton *> splitButtons; ///< May be empty if no buttons
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SlotID p2; //TODO: comment me
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int shiftPos;//1st slot of the second row, set shiftPoint for effect
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SlotID p2; ///< TODO: comment me
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int shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
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bool pb,
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smallIcons, //true - 32x32 imgs, false - 58x64
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removableUnits,//player can remove units from up
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twoRows,//slots will be placed in 2 rows
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owned[2];//player owns up or down army [0] upper, [1] lower
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smallIcons, ///< true - 32x32 imgs, false - 58x64
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removableUnits, ///< player Can remove units from up
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twoRows, ///< slots Will be placed in 2 rows
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owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
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// const CCreatureSet *set1; //top set of creatures
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// const CCreatureSet *set2; //bottom set of creatures
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// const CCreatureSet *set1; ///< Top set of creatures
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// const CCreatureSet *set2; ///< Bottom set of creatures
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; //slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; //[0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; //upper and lower garrisons (heroes or towns)
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; ///< Slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; ///< Upper and lower garrisons (heroes or towns)
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void setArmy(const CArmedInstance *army, bool bottomGarrison);
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void addSplitBtn(CButton * button);
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@ -87,16 +88,26 @@ public:
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void createSlots();
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void recreateSlots();
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void splitClick(); //handles click on split button
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void splitStacks(int amountLeft, int amountRight); //TODO: comment me
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//x, y - position;
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//inx - distance between slots;
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//pomsur, SurOffset - UNUSED
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//s1, s2 - top and bottom armies;
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//removableUnits - you can take units from top;
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//smallImgs - units images size 64x58 or 32x32;
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//twoRows - display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
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CGarrisonInt(int x, int y, int inx, const Point &garsOffset, SDL_Surface *pomsur, const Point &SurOffset, const CArmedInstance *s1, const CArmedInstance *s2=nullptr, bool _removableUnits = true, bool smallImgs = false, bool _twoRows=false); //c-tor
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void splitClick(); ///< handles click on split button
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void splitStacks(int amountLeft, int amountRight); ///< TODO: comment me
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/// Constructor
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/// @param x, y Position
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/// @param inx Distance between slots;
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/// @param garsOffset
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/// @param pomsur, SurOffset UNUSED
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/// @param s1, s2 Top and bottom armies
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/// @param _removableUnits You can take units from top
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/// @param smallImgs Units images size 64x58 or 32x32
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/// @param _twoRows Display slots in 2 row (1st row = 4 slots, 2nd = 3 slots)
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CGarrisonInt(int x, int y,
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int inx,
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const Point &garsOffset,
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SDL_Surface *pomsur, const Point &SurOffset,
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const CArmedInstance *s1, const CArmedInstance *s2=nullptr,
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bool _removableUnits = true,
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bool smallImgs = false,
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bool _twoRows=false);
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};
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class CGarrisonHolder
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