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author | Arnaud Boutonné | 2010-11-01 20:20:21 +0000 |
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committer | Arnaud Boutonné | 2010-11-01 20:20:21 +0000 |
commit | e0fec608741636a79ba229425936a44519880343 (patch) | |
tree | 6f1a682e896b2cb3c0ae0f9e9f48b46e6b7aa653 /engines/hugo/inventory.cpp | |
parent | 130365ef0d36372349f566104faaa1acc105940d (diff) | |
download | scummvm-rg350-e0fec608741636a79ba229425936a44519880343.tar.gz scummvm-rg350-e0fec608741636a79ba229425936a44519880343.tar.bz2 scummvm-rg350-e0fec608741636a79ba229425936a44519880343.zip |
HUGO: Convert class member comments to Doxygen format
svn-id: r54018
Diffstat (limited to 'engines/hugo/inventory.cpp')
-rw-r--r-- | engines/hugo/inventory.cpp | 42 |
1 files changed, 24 insertions, 18 deletions
diff --git a/engines/hugo/inventory.cpp b/engines/hugo/inventory.cpp index ad0d5cbce9..74ab32c34f 100644 --- a/engines/hugo/inventory.cpp +++ b/engines/hugo/inventory.cpp @@ -49,11 +49,13 @@ namespace Hugo { InventoryHandler::InventoryHandler(HugoEngine *vm) : _vm(vm) { } -// Construct the inventory scrollbar in dib_i -// imageTotNumb is total number of inventory icons -// displayNumb is number requested for display -// scrollFl is TRUE if scroll arrows required -// firstObjId is index of first (scrolled) inventory object to display +/** +* Construct the inventory scrollbar in dib_i +* imageTotNumb is total number of inventory icons +* displayNumb is number requested for display +* scrollFl is TRUE if scroll arrows required +* firstObjId is index of first (scrolled) inventory object to display +*/ void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, bool scrollFl, int16 firstObjId) { debugC(1, kDebugInventory, "constructInventory(%d, %d, %d, %d)", imageTotNumb, displayNumb, (scrollFl) ? 0 : 1, firstObjId); @@ -81,7 +83,7 @@ void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, b // Compute dest coordinates in dib_i int16 ix = ((scrollFl) ? displayed + 1 : displayed) * INV_DX; - displayed++; // Count number displayed + displayed++; // Count number displayed // Copy the icon _vm->_screen->moveImage(_vm->_screen->getGUIBuffer(), ux, uy, INV_DX, INV_DY, XPIX, _vm->_screen->getIconBuffer(), ix, 0, XPIX); @@ -91,8 +93,10 @@ void InventoryHandler::constructInventory(int16 imageTotNumb, int displayNumb, b } } -// Process required action for inventory -// Returns objId under cursor (or -1) for INV_GET +/** +* Process required action for inventory +* Returns objId under cursor (or -1) for INV_GET +*/ int16 InventoryHandler::processInventory(invact_t action, ...) { debugC(1, kDebugInventory, "processInventory(invact_t action, ...)"); @@ -110,7 +114,7 @@ int16 InventoryHandler::processInventory(invact_t action, ...) { bool scrollFl = displayNumb > MAX_DISP; va_list marker; // Args used for D_ADD operation int16 cursorx, cursory; // Current cursor position - int16 objId = -1; // Return objid under cursor + int16 objId = -1; // Return objid under cursor switch (action) { case INV_INIT: // Initialize inventory display @@ -159,15 +163,17 @@ int16 InventoryHandler::processInventory(invact_t action, ...) { } break; } - return objId; // For the INV_GET action + return objId; // For the INV_GET action } +/** +* Process inventory state machine +*/ void InventoryHandler::runInventory() { status_t &gameStatus = _vm->getGameStatus(); debugC(1, kDebugInventory, "runInventory"); -// Process inventory state machine switch (gameStatus.inventoryState) { case I_OFF: // Icon bar off screen break; @@ -195,9 +201,9 @@ void InventoryHandler::runInventory() { // and get any icon/text out of _frontBuffer if (gameStatus.inventoryHeight == 0) { processInventory(INV_INIT); // Initialize dib_i - _vm->_screen->displayList(D_RESTORE); // Restore _frontBuffer - _vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text - _vm->_screen->displayList(D_DISPLAY); // Blit display list to screen + _vm->_screen->displayList(D_RESTORE); // Restore _frontBuffer + _vm->_object->updateImages(); // Rebuild _frontBuffer without icons/text + _vm->_screen->displayList(D_DISPLAY); // Blit display list to screen } gameStatus.inventoryHeight += STEP_DY; // Move the icon bar down @@ -221,10 +227,10 @@ void InventoryHandler::runInventory() { } break; case I_ACTIVE: // Inventory active - _vm->_parser->charHandler(); // Still allow commands - _vm->_screen->displayList(D_RESTORE); // Restore previous background - _vm->_mouse->mouseHandler(); // Mouse activity - adds to display list - _vm->_screen->displayList(D_DISPLAY); // Blit the display list to screen + _vm->_parser->charHandler(); // Still allow commands + _vm->_screen->displayList(D_RESTORE); // Restore previous background + _vm->_mouse->mouseHandler(); // Mouse activity - adds to display list + _vm->_screen->displayList(D_DISPLAY); // Blit the display list to screen break; } } |