Fixed doxygen warning.

This commit is contained in:
johns 2002-12-01 18:10:38 +00:00
parent d7c42d9bd8
commit eb0ddcc7fd
2 changed files with 20 additions and 19 deletions

View file

@ -1536,6 +1536,7 @@ global void MarkDrawEntireMap(void)
/**
** Draw the map backgrounds.
**
** @param v Viewport number (FIXME: use pointer).
** @param x Map viewpoint x position.
** @param y Map viewpoint y position.
**

View file

@ -163,12 +163,12 @@ local void MoveMapViewPointRight(int step)
** @param state Scroll direction/state.
** @param fast Flag scroll faster.
**
** @TODO Support dynamic acceleration of scroll speed.
** @todo Support dynamic acceleration of scroll speed.
** If the scroll key is longer pressed the area is scrolled faster.
**
** StephanR: above needs one row+column of tiles extra to be
** drawn (clipped), which also needs to be supported
** by various functions using MustRedrawTile,..
** StephanR: above needs one row+column of tiles extra to be
** drawn (clipped), which also needs to be supported
** by various functions using MustRedrawTile,..
*/
global void DoScrollArea(enum _scroll_state_ state, int fast)
{
@ -224,8 +224,8 @@ global void DoScrollArea(enum _scroll_state_ state, int fast)
/**
** FOR DEBUG PURPOSE ONLY, BUT DON'T REMOVE PLEASE !!!
**
** Will try all kinds of possible linedraw routines (only one time) upon
** current display, making the job of debugging them more eassier..
** Will try all kinds of possible linedraw routines (only one time) upon
** current display, making the job of debugging them more eassier..
*/
global void DebugTestDisplay(void)
{
@ -351,8 +351,8 @@ local void DrawMapViewport(int v)
// An unit is tracked, center viewport on this unit.
//
if (TheUI.VP[v].Unit) {
if (TheUI.VP[v].Unit->Destroyed ||
TheUI.VP[v].Unit->Orders[0].Action == UnitActionDie) {
if (TheUI.VP[v].Unit->Destroyed ||
TheUI.VP[v].Unit->Orders[0].Action == UnitActionDie) {
TheUI.VP[v].Unit = NoUnitP;
} else {
MapViewportCenter(v, TheUI.VP[v].Unit->X, TheUI.VP[v].Unit->Y);
@ -557,7 +557,7 @@ global void UpdateDisplay(void)
}
if( MustRedraw&RedrawStatusLine || MustRedraw&RedrawCosts ) {
InvalidateAreaAndCheckCursor(
TheUI.StatusLineX,TheUI.StatusLineY
TheUI.StatusLineX,TheUI.StatusLineY
,TheUI.StatusLine.Graphic->Width
,TheUI.StatusLine.Graphic->Height);
}
@ -568,14 +568,14 @@ global void UpdateDisplay(void)
InvalidateMenuAreas();
}
// And now as very last.. checking if the cursor needs a refresh
InvalidateCursorAreas();
// And now as very last.. checking if the cursor needs a refresh
InvalidateCursorAreas();
}
}
/**
** Enable everything to be drawn for next display update.
** Used at start of mainloop (and possible refresh as user option)
** Enable everything to be drawn for next display update.
** Used at start of mainloop (and possible refresh as user option)
*/
local void EnableDrawRefresh(void)
{
@ -654,7 +654,7 @@ global void GameMainLoop(void)
UpdateTimer(); // update game timer
// FIXME: We don't do redraw if needed, costs to much cpu time
MustRedraw&=~RedrawMinimap; // FIXME: this a little hack!
MustRedraw&=~RedrawMinimap; // FIXME: this a little hack!
//
// Work todo each second.
@ -736,11 +736,11 @@ global void GameMainLoop(void)
#endif
if( MustRedraw /* && !VideoInterrupts */ ) {
//For debuggin only: replace UpdateDisplay by DebugTestDisplay when
// debugging linedraw routines..
//FIXME: this might be better placed somewhere at front of the
// program, as we now still have a game on the background and
// need to go through hte game-menu or supply a pud-file
//For debuggin only: replace UpdateDisplay by DebugTestDisplay when
// debugging linedraw routines..
//FIXME: this might be better placed somewhere at front of the
// program, as we now still have a game on the background and
// need to go through hte game-menu or supply a pud-file
UpdateDisplay();
//DebugTestDisplay();