mirror of https://github.com/axmolengine/axmol.git
fix typos in doxygen of CCSprite and CCProtocol
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c9c227873f
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@ -55,7 +55,7 @@ public:
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/**
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/**
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* Returns the opacity.
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* Returns the opacity.
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*
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*
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* The opacity which indicates how transparent or opaque this sprite is.
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* The opacity which indicates how transparent or opaque this node is.
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* 0 indicates fully transparent and 255 is fully opaque.
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* 0 indicates fully transparent and 255 is fully opaque.
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*
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*
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* @return The opacity of sprite, from 0 ~ 255
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* @return The opacity of sprite, from 0 ~ 255
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@ -65,8 +65,6 @@ public:
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/**
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/**
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* Changes the opacity.
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* Changes the opacity.
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*
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*
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* @warning If the the sprite's texture has premultiplied alpha then, the R, G and B channels will be modified.
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*
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* @param value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.
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* @param value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.
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*/
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*/
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virtual void setOpacity(GLubyte opacity) = 0;
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virtual void setOpacity(GLubyte opacity) = 0;
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@ -74,13 +72,12 @@ public:
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// optional
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// optional
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/**
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/**
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* Changes the premultipliedAlphaOpacity property.
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* Changes the OpacityModifyRGB property.
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* If thie property is set to true, then the rendered color will be affected by opacity.
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* Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.
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*
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*
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* Textures with premultiplied alpha will have this property by default on YES.
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* @param bValue true then the opacity will be applied as: glColor(R,G,B,opacity);
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* Otherwise the default value is NO.
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* false then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);
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*
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* @param bValue If set to NO then opacity will be applied as: glColor(R,G,B,opacity);
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* If set to YES then opacity will be applied as: glColor(opacity, opacity, opacity, opacity);
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*/
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*/
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virtual void setOpacityModifyRGB(bool bValue) = 0;
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virtual void setOpacityModifyRGB(bool bValue) = 0;
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@ -102,7 +99,7 @@ class CC_DLL CCBlendProtocol
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{
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{
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public:
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public:
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/**
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/**
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* Sets the source blending function for the texture.
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* Sets the source blending function.
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*
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*
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* @param blendFunc A structure with source and destination factor to specify pixel arithmetic,
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* @param blendFunc A structure with source and destination factor to specify pixel arithmetic,
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* e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.
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* e.g. {GL_ONE, GL_ONE}, {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}.
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@ -111,7 +108,7 @@ public:
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virtual void setBlendFunc(ccBlendFunc blendFunc) = 0;
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virtual void setBlendFunc(ccBlendFunc blendFunc) = 0;
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/**
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/**
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* Returns the blending function that is currently being used for the texture.
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* Returns the blending function that is currently being used.
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*
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*
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* @return A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.
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* @return A ccBlendFunc structure with source and destination factor which specified pixel arithmetic.
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*/
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*/
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@ -119,7 +116,7 @@ public:
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};
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};
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/**
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/**
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* CCNode objects that uses a Texture2D to render the images.
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* CCNode objects that uses a CCTexture2D to render the images.
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* The texture can have a blending function.
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* The texture can have a blending function.
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* If the texture has alpha premultiplied the default blending function is:
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* If the texture has alpha premultiplied the default blending function is:
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* src=GL_ONE dst= GL_ONE_MINUS_SRC_ALPHA
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* src=GL_ONE dst= GL_ONE_MINUS_SRC_ALPHA
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@ -110,9 +110,8 @@ public:
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static CCSprite* create(const char *pszFileName, const CCRect& rect);
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static CCSprite* create(const char *pszFileName, const CCRect& rect);
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/**
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/**
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* Creates a sprite with a exsiting texture contained in CCTexture2D object
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* Creates a sprite with an exsiting texture contained in a CCTexture2D object
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*
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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* After creation, the rect will be the size of the texture, and thhe offset will be (0,0).
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*
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*
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* @param pTexture A pointer to a CCTexture2D object.
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* @param pTexture A pointer to a CCTexture2D object.
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* @return A valid sprite object that is marked as autoreleased.
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* @return A valid sprite object that is marked as autoreleased.
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@ -124,9 +123,9 @@ public:
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*
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*
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* After creation, the offset will be (0,0).
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* After creation, the offset will be (0,0).
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*
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*
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* @param pTexture A pointer to an exisiting CCTexture2D object.
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* @param pTexture A pointer to an existing CCTexture2D object.
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* You can use a CCTexture2D object for many sprites.
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* You can use a CCTexture2D object for many sprites.
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* @param rect Only the contents inside rect of this texture will be applied for this sprite.
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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* @return A valid sprite object that is marked as autoreleased.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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*/
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static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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@ -142,10 +141,10 @@ public:
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/**
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/**
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* Creates a sprite with an sprite frame name.
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* Creates a sprite with an sprite frame name.
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*
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*
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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*
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*
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* @param pszSpriteFrameName
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* @param pszSpriteFrameName A null terminated string which indicates the sprite frame name.
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* @return A valid sprite object that is marked as autoreleased.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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*/
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static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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@ -177,7 +176,7 @@ public:
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*
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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*
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* @param pTexture A pointer to an exisiting CCTexture2D object.
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* @param pTexture A pointer to an existing CCTexture2D object.
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* You can use a CCTexture2D object for many sprites.
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* You can use a CCTexture2D object for many sprites.
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* @return true if the sprite is initialized properly, false otherwise.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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*/
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@ -196,7 +195,7 @@ public:
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/**
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/**
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* Initializes an sprite with a texture and a rect in points, optionally rotated.
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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*
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* After initialization, the offset will be (0,0).
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* After initialization, the offset will be (0,0).
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* @note This is the designated initializer.
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* @note This is the designated initializer.
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@ -217,7 +216,7 @@ public:
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virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/**
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/**
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* Initializes an sprite with an sprite frame name.
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* Initializes a sprite with an sprite frame name.
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*
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*
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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@ -228,7 +227,7 @@ public:
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virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
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virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
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/**
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/**
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* Initializes an sprite with an image filename.
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* Initializes a sprite with an image filename.
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*
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*
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* then use CCTexture2D to create a sprite.
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* then use CCTexture2D to create a sprite.
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@ -240,7 +239,7 @@ public:
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virtual bool initWithFile(const char *pszFilename);
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virtual bool initWithFile(const char *pszFilename);
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/**
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/**
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* Initializes an sprite with an image filename, and a rect.
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* Initializes a sprite with an image filename, and a rect.
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*
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*
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* then use CCTexture2D to create a sprite.
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* then use CCTexture2D to create a sprite.
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@ -258,9 +257,25 @@ public:
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/// @{
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/// @{
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/// @name Functions inherited from CCRGBAProtocol
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/// @name Functions inherited from CCRGBAProtocol
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inline virtual GLubyte getOpacity() { return m_nOpacity; }
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inline virtual GLubyte getOpacity() { return m_nOpacity; }
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/**
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* Changes the opacity.
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*
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* @warning If the sprite's texture has premultiplied alpha then, the R, G and B channels will be modified.
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*
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* @param value Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.
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*/
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virtual void setOpacity(GLubyte value);
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virtual void setOpacity(GLubyte value);
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virtual ccColor3B getColor();
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virtual const ccColor3B& getColor();
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virtual void setColor(const ccColor3B& value);
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virtual void setColor(const ccColor3B& value);
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/**
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* Changes the premultipliedAlphaOpacity property.
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*
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* Textures with premultiplied alpha will have this property by default on true.
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* Otherwise the default value is false.
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*
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* @param bValue flase then opacity will be applied as: glColor(R,G,B,opacity);
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* true then opacity will be applied as: glColor(opacity, opacity, opacity, opacity);
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*/
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virtual void setOpacityModifyRGB(bool bValue);
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virtual void setOpacityModifyRGB(bool bValue);
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virtual bool isOpacityModifyRGB(void);
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virtual bool isOpacityModifyRGB(void);
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/// @} end of CCRGBAProtocol Inheritance
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/// @} end of CCRGBAProtocol Inheritance
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@ -303,7 +318,7 @@ public:
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/// @name BatchNode methods
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/// @name BatchNode methods
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/**
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/**
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* Updates the quad according the the rotation, position, scale values.
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* Updates the quad according the rotation, position, scale values.
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*/
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*/
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virtual void updateTransform(void);
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virtual void updateTransform(void);
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