Add documentation

This commit is contained in:
schmelczerandras 2020-06-07 16:00:15 +02:00
commit c6063e28a4
47 changed files with 1011 additions and 148750 deletions

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@ -16,12 +16,12 @@
#include "prototype.h"
// Objects (they could have been called GameObjects) have a simple
// hierarchy. A prototype/flyweight motivated system is used.
// Each type has some common data and methods which are stored
// in their respective prototype.
// This module provides us with the methods to easily and mostly
// transparently access an object's prototype.
/// Objects (they could have been called GameObjects) have a simple
/// hierarchy. A prototype/flyweight motivated system is used.
/// Each type has some common data and methods which are stored
/// in their respective prototype.
/// This module provides us with the methods to easily and mostly
/// transparently access an object's prototype.
typedef union {
@ -39,30 +39,30 @@ struct _object_t {
object_specific_data_t as;
};
// Set the prototype of the holder and initialize all the holder's
// vale to zero. Return the freshly updated holder
/// Set the prototype of the holder and initialize all the holder's
/// vale to zero. Return the freshly updated holder
Object* createObject(Prototype const* prototype, Object* holder);
// Call the tick function referenced in the object's prototype
// on the object itself
// Object might react to the elapsed time.
// Does nothing when called with NULL.
/// Call the tick function referenced in the object's prototype
/// on the object itself
/// Object might react to the elapsed time.
/// Does nothing when called with NULL.
void tickObject(Object* object, uint8_t previousFrameTime);
// Call the draw function referenced in the object's prototype
// on the object itself.
// Does nothing when called with NULL.
/// Call the draw function referenced in the object's prototype
/// on the object itself.
/// Does nothing when called with NULL.
void drawObject(Object* object, Rectangle compositingWindow);
// Find out the prototype of the object and return the size of that
/// Find out the prototype of the object and return the size of that
Vec2 getSize(Object const* object);
Vec2 getSizeFromPrototype(Prototype const* prototype);
// Move the position of the object by a vector
/// Move the position of the object by a vector
void move(Object* object, Vec2 value);
// Get a new rectangle from the objects position and its
// prototype's size
/// Get a new rectangle from the objects position and its
/// prototype's size
Rectangle getBoundingBox(Object const* object);
#endif