Fixed doxygen warning.
This commit is contained in:
parent
d7c42d9bd8
commit
eb0ddcc7fd
2 changed files with 20 additions and 19 deletions
src
|
@ -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.
|
||||
**
|
||||
|
|
|
@ -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();
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue