more tweaks to doxygen

svn-id: r13294
This commit is contained in:
Max Horn 2004-03-15 02:09:28 +00:00
parent 8ca8912dbd
commit b389dfa2a3

View File

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