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more tweaks to doxygen
svn-id: r13294
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parent
8ca8912dbd
commit
b389dfa2a3
@ -42,10 +42,11 @@
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class OSystem {
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public:
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/**
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* Returns a pointer to the (singleton) OSystem instance, i.e. the backend.
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* This is not a proper singleton, since OSystem is an interface, not
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* a real class.
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* @return the pointer to the singleton) OSystem instance
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* Returns a pointer to the (singleton) OSystem instance, that is, to the
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* active backend.
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* This is not quite a "proper" singleton, since OSystem is an interface
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* not a real class (and thus it isn't based on our Singleton template).
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* @return the pointer to the (singleton) OSystem instance
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*/
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static OSystem *instance();
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@ -168,6 +169,7 @@ public:
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* is up to the backend. This mode is set by the client code when no user
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* overrides are present (i.e. if no custom graphics mode is selected via
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* the command line or a config file).
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*
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* @return the ID of the 'default' graphics mode
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*/
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virtual int getDefaultGraphicsMode() const = 0;
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@ -175,6 +177,7 @@ public:
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/**
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* Switch to the specified graphics mode. If switching to the new mode
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* failed, this method returns false.
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*
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* @param mode the ID of the new graphics mode
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* @return true if the switch was successful, false otherwise
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*/
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@ -183,6 +186,7 @@ public:
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/**
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* Switch to the graphics mode with the given name. If 'name' is unknown,
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* or if switching to the new mode failed, this method returns false.
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*
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* @param name the name of the new graphics mode
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* @return true if the switch was successful, false otherwise
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* @note This is implemented via the setGraphicsMode(int) method, as well
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@ -202,11 +206,13 @@ public:
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* - 320x200 (e.g. for most SCUMM games, and Simon)
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* - 320x240 (e.g. for FM-TOWN SCUMM games)
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* - 640x480 (e.g. for Curse of Monkey Island)
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*
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* This is the resolution for which the client code generates data;
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* this is not necessarily equal to the actual display size. For example,
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* a backend my magnify the graphics to fit on screen (see also the
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* GraphicsMode); stretch the data to perform aspect ratio correction;
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* or shrink it to fit on small screens (in cell phones).
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*
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* @param width the new virtual screen width
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* @param height the new virtual screen height
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*/
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@ -297,12 +303,23 @@ public:
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virtual bool show_mouse(bool visible) = 0;
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/**
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* Move ("warp") the mouse cursor to the specified position.
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* Move ("warp") the mouse cursor to the specified position in virtual
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* screen coordinates.
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* @param x the new x position of the mouse
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* @param y the new x position of the mouse
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*/
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virtual void warp_mouse(int x, int y) = 0;
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/** Set the bitmap used for drawing the cursor. */
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virtual void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) = 0;
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/**
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* Set the bitmap used for drawing the cursor.
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*
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* @param buf the pixmap data to be used (8bit/pixel)
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* @param w width of the mouse cursor
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* @param h height of the mouse cursor
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* @param hotspotX horizontal offset from the left side to the hotspot
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* @param hotspotY vertical offset from the top side to the hotspot
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*/
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virtual void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY) = 0;
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//@}
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@ -537,8 +554,9 @@ public:
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virtual int16 get_overlay_height() { return getHeight(); }
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virtual int16 get_overlay_width() { return getWidth(); }
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/** Convert the given RGB triplet into a OverlayColor. A OverlayColor can be
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* 8bit, 16bit or 32bit, depending on the target system. The default
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/**
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* Convert the given RGB triplet into an OverlayColor. A OverlayColor can
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* be 8bit, 16bit or 32bit, depending on the target system. The default
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* implementation generates a 16 bit color value, in the 565 format
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* (that is, 5 bits red, 6 bits green, 5 bits blue).
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* @see colorToRGB
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@ -547,8 +565,9 @@ public:
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return ((((r >> 3) & 0x1F) << 11) | (((g >> 2) & 0x3F) << 5) | ((b >> 3) & 0x1F));
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}
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/** Convert the given OverlayColor into a RGB triplet. A OverlayColor can be
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* 8bit, 16bit or 32bit, depending on the target system. The default
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/**
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* Convert the given OverlayColor into a RGB triplet. An OverlayColor can
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* be 8bit, 16bit or 32bit, depending on the target system. The default
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* implementation takes a 16 bit color value and assumes it to be in 565 format
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* (that is, 5 bits red, 6 bits green, 5 bits blue).
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* @see RGBToColor
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