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Merge pull request #301 from blackberry-gaming/next-setaylor

Next setaylor
Sean Paul Taylor преди 13 години
родител
ревизия
0be58ef57f
променени са 6 файла, в които са добавени 23 реда и са изтрити 1 реда
  1. 1 1
      gameplay/android/jni/Android.mk
  2. 9 0
      gameplay/src/FrameBuffer.h
  3. 3 0
      gameplay/src/MeshBatch.h
  4. 3 0
      gameplay/src/Node.h
  5. 3 0
      gameplay/src/RenderState.h
  6. 4 0
      gameplay/src/RenderTarget.h

+ 1 - 1
gameplay/android/jni/Android.mk

@@ -16,7 +16,7 @@ LOCAL_PATH := $(call my-dir)/../../src
 
 
 include $(CLEAR_VARS)
 include $(CLEAR_VARS)
 LOCAL_MODULE    := libgameplay
 LOCAL_MODULE    := libgameplay
-LOCAL_SRC_FILES := AbsoluteLayout.cpp Animation.cpp AnimationClip.cpp AnimationController.cpp AnimationTarget.cpp AnimationValue.cpp AudioBuffer.cpp AudioController.cpp AudioListener.cpp AudioSource.cpp BoundingBox.cpp BoundingSphere.cpp Button.cpp Camera.cpp CheckBox.cpp Container.cpp Control.cpp Curve.cpp DebugNew.cpp DepthStencilTarget.cpp Effect.cpp FileSystem.cpp Font.cpp Form.cpp FrameBuffer.cpp Frustum.cpp Game.cpp gameplay-main-android.cpp gameplay-main-qnx.cpp gameplay-main-win32.cpp Image.cpp Joint.cpp Label.cpp Layout.cpp Light.cpp Material.cpp MaterialParameter.cpp Matrix.cpp Mesh.cpp MeshBatch.cpp MeshPart.cpp MeshSkin.cpp Model.cpp Node.cpp Package.cpp ParticleEmitter.cpp Pass.cpp PhysicsCharacter.cpp PhysicsCollisionObject.cpp PhysicsCollisionShape.cpp PhysicsConstraint.cpp PhysicsController.cpp PhysicsFixedConstraint.cpp PhysicsGenericConstraint.cpp PhysicsGhostObject.cpp PhysicsHingeConstraint.cpp PhysicsMotionState.cpp PhysicsRigidBody.cpp PhysicsSocketConstraint.cpp PhysicsSpringConstraint.cpp Plane.cpp PlatformAndroid.cpp PlatformQNX.cpp PlatformWin32.cpp Properties.cpp Quaternion.cpp RadioButton.cpp Ray.cpp Rectangle.cpp Ref.cpp RenderState.cpp RenderTarget.cpp Scene.cpp SceneLoader.cpp Slider.cpp SpriteBatch.cpp Technique.cpp TextBox.cpp Texture.cpp Theme.cpp ThemeStyle.cpp Transform.cpp Vector2.cpp Vector3.cpp Vector4.cpp VertexAttributeBinding.cpp VertexFormat.cpp VerticalLayout.cpp
+LOCAL_SRC_FILES := AbsoluteLayout.cpp Animation.cpp AnimationClip.cpp AnimationController.cpp AnimationTarget.cpp AnimationValue.cpp AudioBuffer.cpp AudioController.cpp AudioListener.cpp AudioSource.cpp BoundingBox.cpp BoundingSphere.cpp Bundle.cpp Button.cpp Camera.cpp CheckBox.cpp Container.cpp Control.cpp Curve.cpp DebugNew.cpp DepthStencilTarget.cpp Effect.cpp FileSystem.cpp Font.cpp Form.cpp FrameBuffer.cpp Frustum.cpp Game.cpp gameplay-main-android.cpp Image.cpp Joint.cpp Label.cpp Layout.cpp Light.cpp Material.cpp MaterialParameter.cpp Matrix.cpp Mesh.cpp MeshBatch.cpp MeshPart.cpp MeshSkin.cpp Model.cpp Node.cpp ParticleEmitter.cpp Pass.cpp PhysicsCharacter.cpp PhysicsCollisionObject.cpp PhysicsCollisionShape.cpp PhysicsConstraint.cpp PhysicsController.cpp PhysicsFixedConstraint.cpp PhysicsGenericConstraint.cpp PhysicsGhostObject.cpp PhysicsHingeConstraint.cpp PhysicsMotionState.cpp PhysicsRigidBody.cpp PhysicsSocketConstraint.cpp PhysicsSpringConstraint.cpp Plane.cpp PlatformAndroid.cpp Properties.cpp Quaternion.cpp RadioButton.cpp Ray.cpp Rectangle.cpp Ref.cpp RenderState.cpp RenderTarget.cpp Scene.cpp SceneLoader.cpp Slider.cpp SpriteBatch.cpp Technique.cpp TextBox.cpp Texture.cpp Theme.cpp ThemeStyle.cpp Transform.cpp Vector2.cpp Vector3.cpp Vector4.cpp VertexAttributeBinding.cpp VertexFormat.cpp VerticalLayout.cpp
 LOCAL_CFLAGS := -D__ANDROID__ -I"../../external-deps/bullet/include" -I"../../external-deps/libpng/include"
 LOCAL_CFLAGS := -D__ANDROID__ -I"../../external-deps/bullet/include" -I"../../external-deps/libpng/include"
 LOCAL_STATIC_LIBRARIES := android_native_app_glue
 LOCAL_STATIC_LIBRARIES := android_native_app_glue
 
 

+ 9 - 0
gameplay/src/FrameBuffer.h

@@ -8,6 +8,15 @@
 namespace gameplay
 namespace gameplay
 {
 {
 
 
+/**
+ * Defines a video output off all graphics buffer containing a complete frame of data.
+ * This consists of a RenderTarget and DepthStencilTarget holding the color, depth and
+ * stencil data in the rendering frame. 
+ * 
+ * to change the default Game framebuffer call Game::setFrameBuffer(myFrameBuffer);
+ * To restore back to the default call Game::setFrameBuffer(NULL).
+ * This is useful for rendering shadows and other post-processing effects.
+ */
 class FrameBuffer : public Ref
 class FrameBuffer : public Ref
 {
 {
 public:
 public:

+ 3 - 0
gameplay/src/MeshBatch.h

@@ -7,6 +7,9 @@
 namespace gameplay
 namespace gameplay
 {
 {
 
 
+/**
+ * Defines a class for rendering multiple mesh into a single draw call on the graphics device.
+ */
 class MeshBatch
 class MeshBatch
 {
 {
 public:
 public:

+ 3 - 0
gameplay/src/Node.h

@@ -613,6 +613,9 @@ private:
 
 
 protected:
 protected:
 
 
+    /**
+     * Defines a pointer and cleanup callback to custom user data that can be store in a Node.
+     */
     struct UserData
     struct UserData
     {
     {
         UserData() : pointer(NULL), cleanupCallback(NULL) {}
         UserData() : pointer(NULL), cleanupCallback(NULL) {}

+ 3 - 0
gameplay/src/RenderState.h

@@ -11,6 +11,9 @@ class Node;
 class NodeCloneContext;
 class NodeCloneContext;
 class Pass;
 class Pass;
 
 
+/**
+ * Defines the render state of the graphics device.
+ */
 class RenderState : public Ref
 class RenderState : public Ref
 {
 {
     friend class Game;
     friend class Game;

+ 4 - 0
gameplay/src/RenderTarget.h

@@ -7,6 +7,10 @@
 namespace gameplay
 namespace gameplay
 {
 {
 
 
+/**
+ * Represents a linear area of display memory and usually reside 
+ * in the display memory of the display card.
+ */
 class RenderTarget : public Ref
 class RenderTarget : public Ref
 {
 {
 public:
 public: