Use C++ code in C++ comments.

Removed Hungarian notation from parts of the code.
This commit is contained in:
Timothy Qiu 2013-08-01 16:39:42 +08:00
parent 08807cb5f5
commit 978fc634be
15 changed files with 33 additions and 33 deletions

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@ -465,7 +465,7 @@ protected:
nextScene is a weak reference. */
Scene *_nextScene;
/* If YES, then "old" scene will receive the cleanup message */
/* If true, then "old" scene will receive the cleanup message */
bool _sendCleanupToScene;
/* scheduled scenes */

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@ -140,7 +140,7 @@ public:
void update(float dt);
/** The scheduled method will be called every 'interval' seconds.
If paused is YES, then it won't be called until it is resumed.
If paused is true, then it won't be called until it is resumed.
If 'interval' is 0, it will be called every frame, but if so, it's recommended to use 'scheduleUpdateForTarget:' instead.
If the selector is already scheduled, then only the interval parameter will be updated without re-scheduling it again.
repeat let the action be repeated repeat + 1 times, use kRepeatForever to let the action run continuously
@ -195,7 +195,7 @@ public:
void unscheduleAllWithMinPriority(int nMinPriority);
/** The scheduled script callback will be called every 'interval' seconds.
If paused is YES, then it won't be called until it is resumed.
If paused is true, then it won't be called until it is resumed.
If 'interval' is 0, it will be called every frame.
return schedule script entry ID, used for unscheduleScriptFunc().
*/

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@ -46,15 +46,15 @@ public:
ActionTween is an action that lets you update any property of an object.
For example, if you want to modify the "width" property of a target from 200 to 300 in 2 seconds, then:
id modifyWidth = [ActionTween actionWithDuration:2 key:@"width" from:200 to:300];
[target runAction:modifyWidth];
auto modifyWidth = ActionTween::create(2, "width", 200, 300);
target->runAction(modifyWidth);
Another example: ScaleTo action could be rewritten using PropertyAction:
// scaleA and scaleB are equivalents
id scaleA = [ScaleTo actionWithDuration:2 scale:3];
id scaleB = [ActionTween actionWithDuration:2 key:@"scale" from:1 to:3];
auto scaleA = ScaleTo::create(2, 3); // (duration, to)
auto scaleB = ActionTween::create(2, "scale", 1, 3); // (duration, key, from, to)
@since v0.99.2

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@ -271,7 +271,7 @@ public:
float *S, float *T);
/*
returns YES if Segment A-B intersects with segment C-D
returns true if Segment A-B intersects with segment C-D
@since v3.0
*/
static bool isSegmentIntersect(const Point& A, const Point& B, const Point& C, const Point& D);

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@ -357,7 +357,7 @@ CC_DEPRECATED_ATTRIBUTE static inline bool ccpLineIntersect(const Point& p1, con
}
/*
ccpSegmentIntersect returns YES if Segment A-B intersects with segment C-D
ccpSegmentIntersect returns true if Segment A-B intersects with segment C-D
@since v1.0.0
*/
CC_DEPRECATED_ATTRIBUTE static inline bool ccpSegmentIntersect(const Point& A, const Point& B, const Point& C, const Point& D)

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@ -302,7 +302,7 @@ public:
bool initWithColor(const Color4B& start, const Color4B& end, const Point& v);
/** Whether or not the interpolation will be compressed in order to display all the colors of the gradient both in canonical and non canonical vectors
Default: YES
Default: true
*/
void setCompressedInterpolation(bool bCompressedInterpolation);
bool isCompressedInterpolation() const;
@ -385,11 +385,11 @@ public:
void addLayer(Layer* layer);
/** switches to a certain layer indexed by n.
The current (old) layer will be removed from it's parent with 'cleanup:YES'.
The current (old) layer will be removed from it's parent with 'cleanup=true'.
*/
void switchTo(unsigned int n);
/** release the current layer and switches to another layer indexed by n.
The current (old) layer will be removed from it's parent with 'cleanup:YES'.
The current (old) layer will be removed from it's parent with 'cleanup=true'.
*/
void switchToAndReleaseMe(unsigned int n);

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@ -76,9 +76,9 @@ public:
GLfloat getAlphaThreshold() const;
void setAlphaThreshold(GLfloat fAlphaThreshold);
/** Inverted. If this is set to YES,
/** Inverted. If this is set to true,
the stencil is inverted, so the content is drawn where the stencil is NOT drawn.
This default to NO.
This default to false.
*/
bool isInverted() const;
void setInverted(bool bInverted);

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@ -106,12 +106,12 @@ public:
CC_DEPRECATED_ATTRIBUTE Image* newCCImage(bool flipImage = true) { return newImage(flipImage); };
/** saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
Returns YES if the operation is successful.
Returns true if the operation is successful.
*/
bool saveToFile(const char *szFilePath);
/** saves the texture into a file. The format could be JPG or PNG. The file will be saved in the Documents folder.
Returns YES if the operation is successful.
Returns true if the operation is successful.
*/
bool saveToFile(const char *name, Image::Format format);
@ -125,7 +125,7 @@ public:
*/
void listenToForeground(Object *obj);
/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw is YES. */
/** Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true. */
inline unsigned int getClearFlags() const { return _clearFlags; };
inline void setClearFlags(unsigned int clearFlags) { _clearFlags = clearFlags; };
@ -133,11 +133,11 @@ public:
inline const Color4F& getClearColor() const { return _clearColor; };
inline void setClearColor(const Color4F &clearColor) { _clearColor = clearColor; };
/** Value for clearDepth. Valid only when autoDraw is true. */
/** Value for clearDepth. Valid only when "autoDraw" is true. */
inline float getClearDepth() const { return _clearDepth; };
inline void setClearDepth(float clearDepth) { _clearDepth = clearDepth; };
/** Value for clear Stencil. Valid only when autoDraw is true */
/** Value for clear Stencil. Valid only when "autoDraw" is true */
inline int getClearStencil() const { return _clearStencil; };
inline void setClearStencil(int clearStencil) { _clearStencil = clearStencil; };

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@ -73,7 +73,7 @@ public:
void initTexCoordsWithRect(const Rect& rect);
/** Sets a new SpriteFrame as particle.
WARNING: this method is experimental. Use setTexture:withRect instead.
WARNING: this method is experimental. Use setTextureWithRect instead.
@since v0.99.4
*/
void setDisplayFrame(SpriteFrame *spriteFrame);

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@ -111,7 +111,7 @@ protected:
The Animation object contains AnimationFrame objects, and a possible delay between the frames.
You can animate a Animation object by using the Animate action. Example:
[sprite runAction:[Animate actionWithAnimation:animation]];
sprite->runAction(Animate::create(animation));
*/
class CC_DLL Animation : public Object, public Clonable

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@ -294,7 +294,7 @@ public:
/**
* Updates the texture rect of the Sprite in points.
* It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
* It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
*/
virtual void setTextureRect(const Rect& rect);

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@ -81,9 +81,9 @@ public:
public:
/** Adds multiple Sprite Frames from a plist file.
* A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png
* If you want to use another texture, you should use the addSpriteFramesWithFile:texture method.
* If you want to use another texture, you should use the addSpriteFramesWithFile(const char *plist, const char *textureFileName) method.
*/
void addSpriteFramesWithFile(const char *pszPlist);
void addSpriteFramesWithFile(const char *plist);
/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
@since v0.99.5
@ -91,12 +91,12 @@ public:
void addSpriteFramesWithFile(const char* plist, const char* textureFileName);
/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames. */
void addSpriteFramesWithFile(const char *pszPlist, Texture2D *pobTexture);
void addSpriteFramesWithFile(const char *plist, Texture2D *texture);
/** Adds an sprite frame with a given name.
If the name already exists, then the contents of the old name will be replaced with the new one.
*/
void addSpriteFrame(SpriteFrame *pobFrame, const char *pszFrameName);
void addSpriteFrame(SpriteFrame *frame, const char *frameName);
/** Purges the dictionary of loaded sprite frames.
* Call this method if you receive the "Memory Warning".
@ -113,7 +113,7 @@ public:
void removeUnusedSpriteFrames(void);
/** Deletes an sprite frame from the sprite frame cache. */
void removeSpriteFrameByName(const char *pszName);
void removeSpriteFrameByName(const char *name);
/** Removes multiple Sprite Frames from a plist file.
* Sprite Frames stored in this file will be removed.
@ -140,7 +140,7 @@ public:
private:
/*Adds multiple Sprite Frames with a dictionary. The texture will be associated with the created sprite frames.
*/
void addSpriteFramesWithDictionary(Dictionary* pobDictionary, Texture2D *pobTexture);
void addSpriteFramesWithDictionary(Dictionary* dictionary, Texture2D *texture);
/** Removes multiple Sprite Frames from Dictionary.
* @since v0.99.5

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@ -29,7 +29,7 @@ using namespace std;
NS_CC_BEGIN
//#pragma mark - Profiling Categories
/* set to NO the categories that you don't want to profile */
/* set to false the categories that you don't want to profile */
bool kProfilerCategorySprite = false;
bool kProfilerCategoryBatchSprite = false;
bool kProfilerCategoryParticles = false;

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@ -129,8 +129,8 @@ public:
/** resize the capacity of the TextureAtlas.
* The new capacity can be lower or higher than the current one
* It returns YES if the resize was successful.
* If it fails to resize the capacity it will return NO with a new capacity of 0.
* It returns true if the resize was successful.
* If it fails to resize the capacity it will return false with a new capacity of 0.
*/
bool resizeCapacity(int capacity);

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@ -70,7 +70,7 @@ public:
Using this type of delegate results in two benefits:
- 1. You don't need to deal with Sets, the dispatcher does the job of splitting
them. You get exactly one UITouch per call.
- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
- 2. You can *claim* a UITouch by returning true in ccTouchBegan. Updates of claimed
touches are sent only to the delegate(s) that claimed them. So if you get a move/
ended/canceled update you're sure it's your touch. This frees you from doing a
lot of checks when doing multi-touch.
@ -82,7 +82,7 @@ public:
class CC_DLL TargetedTouchDelegate : public TouchDelegate
{
public:
/** Return YES to claim the touch.
/** Return true to claim the touch.
@since v0
*/
virtual bool ccTouchBegan(Touch *pTouch, Event *pEvent) { CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);return false;};