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Merge pull request #1328 from seanpaultaylor/next

Updated doxygen api comments.
Sean Taylor 12 ani în urmă
părinte
comite
62a206ec5a
81 a modificat fișierele cu 243 adăugiri și 488 ștergeri
  1. 1 1
      gameplay/src/AIController.h
  2. 1 1
      gameplay/src/AIMessage.h
  3. 1 3
      gameplay/src/AIState.h
  4. 2 0
      gameplay/src/Animation.h
  5. 1 1
      gameplay/src/AnimationValue.h
  6. 2 2
      gameplay/src/AudioBuffer.h
  7. 5 0
      gameplay/src/AudioListener.h
  8. 5 1
      gameplay/src/AudioSource.h
  9. 1 1
      gameplay/src/Bundle.h
  10. 2 18
      gameplay/src/Button.h
  11. 4 20
      gameplay/src/CheckBox.h
  12. 2 37
      gameplay/src/Container.h
  13. 3 1
      gameplay/src/Control.h
  14. 1 1
      gameplay/src/ControlFactory.h
  15. 1 1
      gameplay/src/Curve.h
  16. 1 1
      gameplay/src/FileSystem.h
  17. 3 1
      gameplay/src/FlowLayout.h
  18. 6 7
      gameplay/src/Form.cpp
  19. 14 44
      gameplay/src/Form.h
  20. 6 1
      gameplay/src/Game.h
  21. 4 1
      gameplay/src/Gamepad.h
  22. 1 1
      gameplay/src/Gesture.h
  23. 1 1
      gameplay/src/HeightField.h
  24. 4 2
      gameplay/src/Image.h
  25. 4 20
      gameplay/src/ImageControl.h
  26. 5 1
      gameplay/src/Joint.h
  27. 3 11
      gameplay/src/Joystick.h
  28. 1 1
      gameplay/src/Keyboard.h
  29. 4 18
      gameplay/src/Label.h
  30. 6 3
      gameplay/src/Layout.h
  31. 4 1
      gameplay/src/Light.h
  32. 1 1
      gameplay/src/Logger.h
  33. 2 0
      gameplay/src/Material.h
  34. 3 1
      gameplay/src/MathUtil.h
  35. 6 1
      gameplay/src/MeshSkin.h
  36. 4 1
      gameplay/src/Model.h
  37. 1 1
      gameplay/src/Mouse.h
  38. 7 1
      gameplay/src/Node.h
  39. 2 0
      gameplay/src/ParticleEmitter.h
  40. 4 2
      gameplay/src/PhysicsCharacter.h
  41. 3 1
      gameplay/src/PhysicsCollisionObject.h
  42. 1 1
      gameplay/src/PhysicsCollisionShape.h
  43. 3 1
      gameplay/src/PhysicsConstraint.h
  44. 2 0
      gameplay/src/PhysicsController.h
  45. 5 3
      gameplay/src/PhysicsFixedConstraint.h
  46. 3 1
      gameplay/src/PhysicsGenericConstraint.h
  47. 6 1
      gameplay/src/PhysicsGhostObject.h
  48. 3 1
      gameplay/src/PhysicsHingeConstraint.h
  49. 5 0
      gameplay/src/PhysicsRigidBody.h
  50. 3 1
      gameplay/src/PhysicsSocketConstraint.h
  51. 3 1
      gameplay/src/PhysicsSpringConstraint.h
  52. 2 38
      gameplay/src/PhysicsVehicle.h
  53. 1 22
      gameplay/src/PhysicsVehicleWheel.h
  54. 1 1
      gameplay/src/Plane.h
  55. 0 1
      gameplay/src/Platform.h
  56. 3 5
      gameplay/src/Properties.h
  57. 4 21
      gameplay/src/RadioButton.h
  58. 1 1
      gameplay/src/Ray.h
  59. 1 1
      gameplay/src/Ref.h
  60. 1 1
      gameplay/src/RenderState.h
  61. 2 2
      gameplay/src/RenderTarget.h
  62. 3 1
      gameplay/src/Scene.h
  63. 2 1
      gameplay/src/SceneLoader.h
  64. 3 1
      gameplay/src/ScreenDisplayer.h
  65. 1 2
      gameplay/src/ScriptController.h
  66. 3 3
      gameplay/src/ScriptTarget.h
  67. 5 18
      gameplay/src/Slider.h
  68. 1 1
      gameplay/src/SpriteBatch.h
  69. 1 1
      gameplay/src/Stream.h
  70. 17 4
      gameplay/src/Technique.h
  71. 2 0
      gameplay/src/Terrain.h
  72. 1 1
      gameplay/src/TerrainPatch.h
  73. 4 19
      gameplay/src/TextBox.h
  74. 1 1
      gameplay/src/Texture.h
  75. 3 112
      gameplay/src/Theme.h
  76. 6 3
      gameplay/src/ThemeStyle.h
  77. 2 1
      gameplay/src/TimeListener.h
  78. 1 1
      gameplay/src/Touch.h
  79. 1 1
      gameplay/src/VertexAttributeBinding.h
  80. 1 2
      gameplay/src/VertexFormat.h
  81. 3 1
      gameplay/src/VerticalLayout.h

+ 1 - 1
gameplay/src/AIController.h

@@ -8,7 +8,7 @@ namespace gameplay
 {
 
 /**
- * The AIController facilitates state machine execution and message passing
+ * Defines and facilitates the state machine execution and message passing
  * between AI objects in the game. This class is generally not interfaced
  * with directly.
  */

+ 1 - 1
gameplay/src/AIMessage.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Defines a simple, flexible message structure used for passing messages through
+ * Defines a simple message structure used for passing messages through
  * the AI system.
  *
  * Messages can store an arbitrary number of parameters. For the sake of simplicity,

+ 1 - 3
gameplay/src/AIState.h

@@ -11,13 +11,11 @@ class AIAgent;
 class AIStateMachine;
 
 /**
- * Represents a single state in an AIStateMachine.
+ * Defines a single state in an AIStateMachine.
  *
  * An AIState encapsulates a state and unit of work within an AI
  * state machine. Events can be programmed or scripted when the
  * state is entered, exited and each frame/tick in its update event.
- *
- * 
  */
 class AIState : public Ref, public ScriptTarget
 {

+ 2 - 0
gameplay/src/Animation.h

@@ -19,6 +19,8 @@ class AnimationClip;
  * Every Animation has the default clip which will run from begin-end time.
  * You can create additional clips to run only parts of an animation and control
  * various runtime characteristics, such as repeat count, etc.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Animation
  */
 class Animation : public Ref
 {

+ 1 - 1
gameplay/src/AnimationValue.h

@@ -7,7 +7,7 @@ namespace gameplay
 {
 
 /**
- * The runtime interface to represent an animation value.
+ * Defines a running animation value which can have one or more floats.
  */
 class AnimationValue
 {

+ 2 - 2
gameplay/src/AudioBuffer.h

@@ -10,9 +10,9 @@ namespace gameplay
 class AudioSource;
 
 /**
- * The actual audio buffer data.
+ * Defines the actual audio buffer data.
  *
- * Currently only supports supported formats: .wav, .au and .raw files.
+ * Currently only supports supported formats: .ogg, .wav, .au and .raw files.
  */
 class AudioBuffer : public Ref
 {

+ 5 - 0
gameplay/src/AudioListener.h

@@ -10,6 +10,11 @@ namespace gameplay
 
 /**
  * Defines an audio listener in 3D space.
+ *
+ * The audio listener represents where you are listening from.
+ * In a 3D scene this is usually the active camera.
+ * 
+ * @seee Scene::bindAudioListenerToCamera
  */
 class AudioListener : public Camera::Listener
 {

+ 5 - 1
gameplay/src/AudioSource.h

@@ -13,7 +13,11 @@ class Node;
 class NodeCloneContext;
 
 /**
- * Declares an audio source in 3D space.
+ * Defines an audio source in 3D space.
+ *
+ * This can be attached to a Node for applying its 3D transformation.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Audio
  */
 class AudioSource : public Ref, public Transform::Listener
 {

+ 1 - 1
gameplay/src/Bundle.h

@@ -10,7 +10,7 @@ namespace gameplay
 {
 
 /**
- * Represents a gameplay bundle file (.gpb) that contains a
+ * Defines a gameplay bundle file (.gpb) that contains a
  * collection of binary game assets that can be loaded.
  */
 class Bundle : public Ref

+ 2 - 18
gameplay/src/Button.h

@@ -11,25 +11,9 @@ namespace gameplay
 {
 
 /**
- * Defines a button UI control. This is essentially a label that can have a callback method set on it.
+ * Defines a button control. 
  *
- * The following properties are available for buttons:
-
- @verbatim
-    button <buttonID>
-    {
-         style       = <styleID>
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         text        = <string>
-         consumeEvents = <bool>  // Whether the button propagates input events to the Game's input event handler. Default is true.
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Button : public Label
 {

+ 4 - 20
gameplay/src/CheckBox.h

@@ -10,27 +10,11 @@ namespace gameplay
 {
 
 /**
- * Defines a checkbox UI control.  This is a button that toggles between two icons when clicked.
+ * Defines a checkbox control.  
  *
- * The following properties are available for checkboxes:
-
- @verbatim
-    checkBox <checkBoxID>
-    {
-         style       = <styleID>
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         text        = <string>
-         checked     = <bool>
-         iconSize    = <width, height>   // The size to draw the checkbox icon, if different from its size in the texture.
-         consumeEvents = <bool>  // Whether the checkbox propagates input events to the Game's input event handler. Default is true.
-    }
- @endverbatim
+ * This is a button that can be enabled or disabled.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class CheckBox : public Button
 {

+ 2 - 37
gameplay/src/Container.h

@@ -9,44 +9,9 @@ namespace gameplay
 {
 
 /**
- * A container is a UI control that can contain other controls.
+ * Defines a container that contains zero or more controls.
  *
- * The following properties are available for containers:
-
- @verbatim
-    container <containerID>
-    {
-         // Container properties.
-         layout   = <Layout::Type>        // A value from the Layout::Type enum.  E.g.: LAYOUT_VERTICAL
-         style    = <styleID>           // A style from the form's theme.
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>    // Position of the container on-screen, measured in pixels.
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>   // Size of the container, measured in pixels.
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         scroll      = <Container::Scroll constant> // Whether scrolling is allowed and in which directions.
-         scrollBarsAutoHide = <bool>        // Whether scrollbars fade out when not in use.
-         scrollingFriction = <float>        // Friction applied to inertial scrolling.
-         scrollWheelRequiresFocus = <bool>  // Whether focus or hover state handles scroll-wheel events.
-         scrollWheelSpeed = <float>         // Speed to scroll at on a scroll-wheel event.
-         consumeEvents = <bool>             // Whether the container propagates input events to the Game's input event handler. Default is true.
-
-         // All the nested controls within this container.
-         container 
-         { 
-             ...
-         }
-
-         label { }
-         textBox { }
-         button { }
-         checkBox { }
-         radioButton { }
-         slider { }
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Container : public Control
 {

+ 3 - 1
gameplay/src/Control.h

@@ -19,7 +19,9 @@ class Container;
 class Form;
 
 /**
- * Base class for UI controls.
+ * Defines the base class for all controls.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Control : public Ref, public AnimationTarget, public ScriptTarget
 {

+ 1 - 1
gameplay/src/ControlFactory.h

@@ -10,7 +10,7 @@ class Properties;
 class Control;
 
 /**
- * Represents a factory for creating core controls and registered custom controls.
+ * Defines a factory for creating core controls and registered custom controls.
  *
  * @script{ignore}
  */

+ 1 - 1
gameplay/src/Curve.h

@@ -7,7 +7,7 @@ namespace gameplay
 {
 
 /**
- * Represents an n-dimensional curve.
+ * Defines an n-dimensional curve.
  */
 class Curve : public Ref
 {

+ 1 - 1
gameplay/src/FileSystem.h

@@ -10,7 +10,7 @@ namespace gameplay
 class Properties;
 
 /**
- * Defines a set of functions for interacting with the device filesystem.
+ * Defines a set of functions for interacting with the device file system.
  */
 class FileSystem
 {

+ 3 - 1
gameplay/src/FlowLayout.h

@@ -7,7 +7,9 @@ namespace gameplay
 {
 
 /**
- * Defines a layout that arranges controls in order, left-to-right, row by row.
+ * Defines a flow layout.
+ *
+ * A flow layout arranges controls in order, left-to-right, row by row and wraps.
  */
 class FlowLayout : public Layout
 {

+ 6 - 7
gameplay/src/Form.cpp

@@ -96,8 +96,7 @@ Form* Form::create(const char* url)
     // Initialize the form and all of its child controls
     form->initialize("Form", style, formProperties);
 
-    // Release the theme: its lifetime is controlled by addRef() and release() calls
-    // in initialize (above) and ~Control.
+    // Release the theme: its lifetime is controlled by addRef() and release() calls in initialize (above) and ~Control.
     SAFE_RELEASE(theme);
 
     SAFE_DELETE(properties);
@@ -135,6 +134,11 @@ Form* Form::getForm(const char* id)
     return NULL;
 }
 
+Control* Form::getActiveControl()
+{
+    return _activeControl;
+}
+
 Control* Form::getFocusControl()
 {
     return _focusControl;
@@ -388,11 +392,6 @@ void Form::setBatchingEnabled(bool enabled)
     _batched = enabled;
 }
 
-Control* Form::getActiveControl()
-{
-    return _activeControl;
-}
-
 void Form::updateInternal(float elapsedTime)
 {
     pollGamepads();

+ 14 - 44
gameplay/src/Form.h

@@ -17,39 +17,11 @@ namespace gameplay
 class Theme;
 
 /**
- * Top-level container of UI controls.
- 
-   Child controls and containers can be created and added to a form using the
-   Container::addControl and Container::insertControl methods.
-
-   The following properties are available for forms:
-
- @verbatim
-    form <formID>
-    {
-        // Form properties.
-        theme       = <Path to .theme File> // See Theme.h.
-        layout      = <Layout::Type>        // A value from the Layout::Type enum.  e.g.: LAYOUT_VERTICAL
-        style       = <styleID>             // A style from the referenced theme.
-        position   = <x, y>                // Position of the form on-screen, measured in pixels.
-        alignment  = <Control::Alignment>  // Note: 'position' will be ignored.
-        autoWidth  = <bool>                // Will result in a form the width of the display.
-        autoHeight = <bool>                // Will result in a form the height of the display.
-        size       = <width, height>       // Size of the form, measured in pixels.
-        width      = <width>               // Can be used in place of 'size', e.g. with 'autoHeight = true'
-        height     = <height>              // Can be used in place of 'size', e.g. with 'autoWidth = true'
-        consumeEvents = <bool>             // Whether the form propagates input events to the Game's input event handler. Default is false
-      
-        // All the nested controls within this form.
-        container { }
-        label { }
-        textBox { }
-        button { }
-        checkBox { }
-        radioButton { }
-        slider { }
-    }
- @endverbatim
+ * Defines a form that is a root container that contains zero or more controls.
+ *
+ * This can also be attached on a scene Node to support 3D forms.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Form : public Container
 {
@@ -62,9 +34,7 @@ class Form : public Container
 public:
 
     /**
-     * Creates a form using the data from the Properties object defined at the specified URL, 
-     * where the URL is of the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
-     * (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional). 
+     * Creates a form from a .form properties file.
      * 
      * @param url The URL pointing to the Properties object defining the form. 
      * @script{create}
@@ -97,7 +67,14 @@ public:
     static Form* getForm(const char* id);
     
     /**
-     * Returns the current UI control that is in focus.
+    * Returns the single currently active control within the UI system.
+    *
+    * @return The currently active control, or NULL if no controls are currently active.
+    */
+    static Control* getActiveControl();
+
+    /**
+     * Returns the single current control that is in focus.
      *
      * @return The current control in focus, or NULL if no controls are in focus.
      */
@@ -158,13 +135,6 @@ public:
      */
     void setBatchingEnabled(bool enabled);
 
-    /**
-     * Returns the single currently active control within the UI system.
-     *
-     * @return The currently active control, or NULL if no controls are currently active.
-     */
-    static Control* getActiveControl();
-
 protected:
 
     /**

+ 6 - 1
gameplay/src/Game.h

@@ -21,7 +21,12 @@ namespace gameplay
 class ScriptController;
 
 /**
- * Defines the basic game initialization, logic and platform delegates.
+ * Defines the base class your game will extend for game initialization, logic and platform delegates.
+ *
+ * This represents a running cross-platform game application and provides an abstraction
+ * to most typical platform functionality and events.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Game_Config
  */
 class Game
 {

+ 4 - 1
gameplay/src/Gamepad.h

@@ -13,7 +13,10 @@ class Joystick;
 class Platform;
 
 /**
- * Defines an interface for handling gamepad input.
+ * Defines a gamepad interface for handling input from joysticks and buttons.
+ *
+ * A gamepad can be either physical or virtual. Most platform support up to 4
+ * gamepad controllers connected simulataneously.
  */
 class Gamepad
 {

+ 1 - 1
gameplay/src/Gesture.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Gesture event
+ * Defines a gesture touch screen event.
  */
 class Gesture
 {

+ 1 - 1
gameplay/src/HeightField.h

@@ -7,7 +7,7 @@ namespace gameplay
 {
 
     /**
-     * Defines a reference counted class that holds heightfield data.
+     * Defines height data used to store values representing elevation.
      *
      * Heightfields can be used to construct both Terrain objects as well as PhysicsCollisionShape
      * heightfield defintions, which are used in heightfield rigid body creation. Heightfields can

+ 4 - 2
gameplay/src/Image.h

@@ -7,14 +7,16 @@ namespace gameplay
 {
 
 /**
- * Represents an image (currently only supports PNG files).
+ * Defines an image buffer of RGB or RGBA color data.
+ *
+ * Currently only supports loading from .png image files.
  */
 class Image : public Ref
 {
 public:
 
     /**
-     * Defines the set of supported image formats.
+     * Defines the set of supported color formats.
      */
     enum Format
     {

+ 4 - 20
gameplay/src/ImageControl.h

@@ -11,27 +11,11 @@ namespace gameplay
 {
 
 /**
- * An ImageControl allows forms to display images from arbitrary files not specified in the theme.
+ * Defines an image control.
  *
- * The following properties are available for image controls:
-
- @verbatim
-     image <control ID>
-     {
-         style          = <styleID>
-         alignment      = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position       = <x, y>
-         autoWidth      = <bool>
-         autoHeight     = <bool>
-         size           = <width, height>
-         width          = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height         = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         consumeEvents  = <bool>    // Whether the label propagates input events to the Game's input event handler. Default is true.
-         path           = <string>  // Path to image or texture atlas.
-         srcRegion      = <x, y, width, height>  // Region within file to create UVs from.
-         dstRegion      = <x, y, width, height>  // Region of control's viewport to draw into.
-     }
- @endverbatim
+ * This allows forms to display seperate images from arbitrary files not specified in the theme.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class ImageControl : public Control
 {

+ 5 - 1
gameplay/src/Joint.h

@@ -10,7 +10,11 @@ class MeshSkin;
 class Bundle;
 
 /**
- * Defines a basic hierarchical structure of transformation spaces.
+ * Defines a joint node.
+ *
+ * This represent a joint in a skeleton that is hierarchially part of
+ * a MeshSkin. This allows the vertices in the mesh to be blended and 
+ * animated using the sum of the blend weight that must add up to 1.0.
  */
 class Joint : public Node
 {

+ 3 - 11
gameplay/src/Joystick.h

@@ -9,17 +9,9 @@ namespace gameplay
 /**
  * Defines a control representing a joystick (axis).
  *
-  @verbatim
-    slider
-    {
-        style       = <styleID>                 // A Style from the Theme.
-        position    = <x, y>                    // Position of the Control on-screen, measured in pixels.
-        alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-        size        = <width, height>           // Size of the Control, measured in pixels.
-        radius      = <float>                   // The value of the left- / bottom-most point on the slider.
-        consumeEvents = <bool>                  // Whether the slider propagates input events to the Game's input event handler. Default is true.
-    }
- @endverbatim
+ * This is used in virtual Gamepad instances.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Joystick : public Control
 {

+ 1 - 1
gameplay/src/Keyboard.h

@@ -6,7 +6,7 @@ namespace gameplay
 {
 
 /**
- * Keyboard key event and key definitions.
+ * Defines a keyboard key event and key definitions.
  */
 class Keyboard
 {

+ 4 - 18
gameplay/src/Label.h

@@ -8,25 +8,11 @@ namespace gameplay
 {
 
 /**
- * A label is the most basic type of control, capable only of rendering text within its border.
+ * Defines a label control.
+ * 
+ * This is capable of rendering text within its border.
  *
- * The following properties are available for labels:
-
- @verbatim
-    label <labelID>
-    {
-         style       = <styleID>
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         text        = <string>
-         consumeEvents = <bool>  // Whether the label propagates input events to the Game's input event handler. Default is true.
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Label : public Control
 {

+ 6 - 3
gameplay/src/Layout.h

@@ -12,10 +12,12 @@ class Container;
 class Control;
 
 /**
- * The layout interface for UI containers.
+ * Defines the layout for containers.
  *
- * Implementations of this interface are responsible for positioning, resizing
- * and then calling update on all the controls within a container.
+ * Implementations are responsible for positioning, resizing and
+ * calling update on all the controls within a container.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Layout : public Ref
 {
@@ -23,6 +25,7 @@ class Layout : public Ref
     friend class Form;
 
 public:
+
     /**
      * Layout types available to containers.
      */

+ 4 - 1
gameplay/src/Light.h

@@ -12,7 +12,10 @@ class Node;
 class NodeCloneContext;
 
 /**
- * Defines a light.
+ * Defines a light. 
+ *
+ * There are 3 types of lights that can be created
+ * directional, point and spot lights.
  */
 class Light : public Ref
 {

+ 1 - 1
gameplay/src/Logger.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Provides a basic logging system for the game.
+ * Defines a class providing a basic logging system for a game.
  *
  * By default, this class logs messages using the gameplay::print function, which
  * is implemented in a platform dependent manner and typically prints to stderr

+ 2 - 0
gameplay/src/Material.h

@@ -17,6 +17,8 @@ class NodeCloneContext;
  * object. This class facilitates loading of techniques using specified shaders or
  * material files (.material). When multiple techniques are loaded using a material file,
  * the current technique for an object can be set at runtime.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Materials
  */
 class Material : public RenderState
 {

+ 3 - 1
gameplay/src/MathUtil.h

@@ -4,7 +4,9 @@
 namespace gameplay
 {
 /**
- * Math utility class. Used for internal math optimizations.
+ * Defines a math utility class.
+ *
+ * This is primarily used for optimized internal math operations.
  */
 class MathUtil
 {

+ 6 - 1
gameplay/src/MeshSkin.h

@@ -13,7 +13,12 @@ class Joint;
 class Node;
 
 /**
- * Represents the skin for a mesh.
+ * Defines the skin for a mesh.
+ *
+ * A skin is used to support skinning otherwise known as 
+ * vertex blending. This allows for a Model's mesh to support
+ * a skeleton on joints that will influence the vertex position
+ * and which the joints can be animated.
  */
 class MeshSkin : public Transform::Listener
 {

+ 4 - 1
gameplay/src/Model.h

@@ -14,7 +14,10 @@ class Node;
 class NodeCloneContext;
 
 /**
- * Defines a Model (MeshRenderer) which is an instance of a Mesh that can be drawn with the specified Materials.
+ * Defines a Model or mesh renderer which is an instance of a Mesh. 
+ *
+ * A model has a mesh that can be drawn with the specified materials for
+ * each of the mesh parts within it.
  */
 class Model : public Ref
 {

+ 1 - 1
gameplay/src/Mouse.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Mouse event
+ * Defines a mouse event.
  */
 class Mouse
 {

+ 7 - 1
gameplay/src/Node.h

@@ -22,7 +22,13 @@ class Form;
 class Terrain;
 
 /**
- * Defines a basic hierarchical structure of transformation spaces.
+ * Defines a hierarchical structure of objects in 3D transformation spaces.
+ *
+ * This object allow you to attach components to a scene such as:
+ * Model, Camera, Light, PhysicsCollisionObject, AudioSource, ParticleEmitter and
+ * Form components.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Node
  */
 class Node : public Transform, public Ref
 {

+ 2 - 0
gameplay/src/ParticleEmitter.h

@@ -17,6 +17,7 @@ class Node;
 
 /**
  * Defines a particle emitter that can be made to simulate and render a particle system.
+ *
  * Once created, the emitter can be set on a node in order to follow an object or be placed
  * within a scene.
  *
@@ -135,6 +136,7 @@ class Node;
  * be set before rendering the particle system and then will be reset to their original
  * values.  Accepts the same symbolic constants as glBlendFunc().
  *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Particles
  */
 class ParticleEmitter : public Ref
 {

+ 4 - 2
gameplay/src/PhysicsCharacter.h

@@ -9,15 +9,17 @@ namespace gameplay
 {
 
 /**
- * Physics controller class for a game character.
+ * Defines a physics controller class for a game character.
  *
- * This class can be used to control the movements and collisions of a character
+ * This can be used to control the movements and collisions of a character
  * in a game. It interacts with the Physics system to apply gravity and handle
  * collisions, however dynamics are not applied to the character directly by the
  * physics system. Instead, the character's movement is controlled directly by the
  * PhysicsCharacter class. This results in a more responsive and typical game
  * character than would be possible if trying to move a character by applying
  * physical simulation with forces.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsCharacter : public PhysicsGhostObject
 {

+ 3 - 1
gameplay/src/PhysicsCollisionObject.h

@@ -18,7 +18,9 @@ class PhysicsVehicleWheel;
 #define PHYSICS_COLLISION_MASK_DEFAULT btBroadphaseProxy::AllFilter
 
 /**
- * Base class for all gameplay physics objects that support collision events.
+ * Defines the base class for all physics objects that support collision events.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsCollisionObject
 {

+ 1 - 1
gameplay/src/PhysicsCollisionShape.h

@@ -11,7 +11,7 @@ namespace gameplay
     class Properties;
 
 /**
- * Base physics collision shape class that all supported shapes derive from.
+ * Defines the physics collision shape class that all supported shapes derive from.
  */
 class PhysicsCollisionShape : public Ref
 {

+ 3 - 1
gameplay/src/PhysicsConstraint.h

@@ -10,7 +10,9 @@ namespace gameplay
     class PhysicsRigidBody;
 
 /**
- * Base class for physics constraints.
+ * Defines the base class for physics constraints.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsConstraint
 {

+ 2 - 0
gameplay/src/PhysicsController.h

@@ -19,6 +19,8 @@ class ScriptListener;
 
 /**
  * Defines a class for controlling game physics.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Physics
  */
 class PhysicsController : public ScriptTarget
 {

+ 5 - 3
gameplay/src/PhysicsFixedConstraint.h

@@ -7,12 +7,14 @@ namespace gameplay
 {
 
 /**
- * Represents a constraint where two rigid bodies 
+ * Defines a constraint where two rigid bodies 
  * (or one rigid body and the world) are bound together.
  *
- * (This is similar in concept to parenting one node to another,
+ * This is similar in concept to parenting one node to another,
  * but can be used in specific situations for a more appropriate effect
- * (e.g. for implementing sticky projectiles, etc.).)
+ * Ex. for implementing sticky projectiles, etc.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsFixedConstraint : public PhysicsGenericConstraint
 {

+ 3 - 1
gameplay/src/PhysicsGenericConstraint.h

@@ -10,9 +10,11 @@ namespace gameplay
     class PhysicsRigidBody;
 
 /**
- * Represents a completely generic constraint between two
+ * Defines a completely generic constraint between two
  * rigid bodies (or one rigid body and the world) where the
  * limits for all six degrees of freedom can be set individually.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsGenericConstraint : public PhysicsConstraint
 {

+ 6 - 1
gameplay/src/PhysicsGhostObject.h

@@ -9,7 +9,12 @@ namespace gameplay
 {
 
 /**
- * Defines a class for physics ghost objects.
+ * Defines a physics ghost object.
+ *
+ * It is a collision volume that does not participate in the physics
+ * simulation but can be used the test against other phyics collision objects.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsGhostObject : public PhysicsCollisionObject, public Transform::Listener
 {

+ 3 - 1
gameplay/src/PhysicsHingeConstraint.h

@@ -10,9 +10,11 @@ namespace gameplay
 {
 
 /**
- * Represents a hinge constraint between two rigid bodies
+ * Defines a hinge constraint between two rigid bodies
  * (or one rigid body and the world) where movement is
  * restricted to rotation about one axis.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsHingeConstraint : public PhysicsConstraint
 {

+ 5 - 0
gameplay/src/PhysicsRigidBody.h

@@ -15,6 +15,11 @@ class PhysicsConstraint;
 
 /**
  * Defines a class for physics rigid bodies.
+ *
+ * A rigid body can receive forces and torque to make your objects react to other collision
+ * objects around it.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsRigidBody : public PhysicsCollisionObject, public Transform::Listener
 {

+ 3 - 1
gameplay/src/PhysicsSocketConstraint.h

@@ -9,9 +9,11 @@ namespace gameplay
 {
 
 /**
- * Represents a ball-socket or point-to-point constraint
+ * Defines a ball-socket or point-to-point constraint
  * between two rigid bodies (or one rigid body and the world)
  * where rotation is unrestricted about the constraint joint (pivot point).
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsSocketConstraint : public PhysicsConstraint
 {

+ 3 - 1
gameplay/src/PhysicsSpringConstraint.h

@@ -7,10 +7,12 @@ namespace gameplay
 {
 
 /**
- * Represents a generic spring constraint between two
+ * Defines a generic spring constraint between two
  * rigid bodies (or one rigid body and the world)
  * where the spring strength and damping can be set
  * for all six degrees of freedom.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Constraints
  */
 class PhysicsSpringConstraint : public PhysicsGenericConstraint
 {

+ 2 - 38
gameplay/src/PhysicsVehicle.h

@@ -16,44 +16,8 @@ class PhysicsVehicleWheel;
  * In addition to its own properties defined below, a vehicle has available
  * to it all of the properties of a rigid body such as shape, mass, friction,
  * etc which correspond to the vehicle body:
-
- @verbatim
-    collisionObject <vehicleID>
-    {
-        type           = VEHICLE
-
-        shape          = BOX        // collision shape for vehicle body
-        mass           = <float>    // mass of vehicle body
-        friction       = <float>    // friction of vehicle body
-        restitution    = <float>    // restitution of vehicle body
-        linearDamping  = <float>    // linear damping of vehicle body
-        angularDamping = <float>    // angular damping of vehicle body
-
-        // Vehicle steering, braking, and powertrain
-        steeringGain   = <float>    // steering at full deflection
-        brakingForce   = <float>    // braking force at full braking
-        drivingForce   = <float>    // driving force at full throttle
-
-        // Steering gain reduction with speed (optional)
-        steerdownSpeed = <float>    // steering gain fades to this point
-        steerdownGain  = <float>    // gain value at that point (less than 1)
-
-        // Brake force reduction at high speeds (optional)
-        brakedownStart = <float>    // braking fades above this speed
-        brakedownFull  = <float>    // braking is fully faded at this speed
-
-        // Driving force reduction at high speeds (optional)
-        drivedownStart = <float>    // driving force fades above this speed
-        drivedownFull  = <float>    // driving force is fully faded at this speed
-
-        // Driving force boost at low speeds (optional)
-        boostSpeed     = <float>    // Boost fades to 1 at this point
-        boostGain      = <float>    // Boost at zero speed (greater than 1)
-
-        // Aerodynamic downforce effect (optional)
-        downforce      = <float>    // proportional control of downforce
-    }
- @endverbatim
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 class PhysicsVehicle : public PhysicsCollisionObject
 {

+ 1 - 22
gameplay/src/PhysicsVehicleWheel.h

@@ -14,28 +14,7 @@ class PhysicsVehicle;
  * Defines a class for vehicle wheel physics which represents the individual wheel
  * itself as well as the tire and suspension.
  *
- * The following properties are available for wheels:
-
- @verbatim
-    collisionObject <wheelID>
-    {
-        type                     = VEHICLE_WHEEL
-
-        steerable                = <bool>                // indicates whether wheel is steerable
-        wheelDirection           = <float, float, float> // direction of strut extension, in chassis space
-        wheelAxle                = <float, float, float> // direction of axle (spin axis), in chassis space
-        strutConnectionOffset    = <float, float, float> // offset from default strut connection point
-        strutRestLength          = <float>               // strut rest length
-        strutTravelMax           = <float>               // maximum strut travel
-        strutStiffness           = <float>               // strut stiffness, normalized to chassis mass
-        strutDampingCompression  = <float>               // strut damping under compression, normalized to chassis mass
-        strutDampingRelaxation   = <float>               // strut damping under relaxation, normalized to chassis mass
-        strutForceMax            = <float>               // maximum strut force
-        frictionBreakout         = <float>               // breakout friction
-        wheelRadius              = <float>               // wheel radius
-        rollInfluence            = <float>               // how side friction affects chassis roll, normalized
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Collision_Objects
  */
 
 class PhysicsVehicleWheel : public PhysicsCollisionObject

+ 1 - 1
gameplay/src/Plane.h

@@ -12,7 +12,7 @@ class Frustum;
 class Ray;
 
 /**
- * Defines a plane.
+ * Defines a plane which is a flat surface with 2 sides.
  *
  * The plane is represented as a plane using a 3D vector normal and a
  * distance value (stored as a negative value).

+ 0 - 1
gameplay/src/Platform.h

@@ -18,7 +18,6 @@ class Game;
  * Defines a platform abstraction.
  *
  * This class has only a few public methods for creating a platform
- *
  */
 class Platform
 {

+ 3 - 5
gameplay/src/Properties.h

@@ -8,13 +8,11 @@
 
 namespace gameplay
 {
+
 class Properties;
+
 /**
- * Defines a utility for loading text files in the GamePlay "properties" files
- * and reading primitive types and GamePlay math classes out of them.
- *
- * This class is used by ParticleEmitter, Animation and Materials to create objects
- * of these types from text files.
+ * Defines a properties file for loading text files.
  *
  * A properties file has very simple syntax and can contain only namespaces and
  * name/value pairs (the properties of a namespace).  

+ 4 - 21
gameplay/src/RadioButton.h

@@ -9,30 +9,13 @@ namespace gameplay
 {
 
 /**
- * Similar to a checkbox, a radio button can be toggled between two states.
+ * Defines a radio button control.
  *
- * However, a radio button can belong to a group, and only one radio button
+ * Radio buttons can be toggled between two states.
+ * A radio button can belong to a group, and only one radio button
  * from a group can be selected at one time.
  *
- * The following properties are available for radio buttons:
-
- @verbatim
-    radioButton <RadioButton ID>
-    {
-         style       = <Style ID>
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         text        = <string>
-         group       = <string>
-         iconSize    = <width, height>   // The size to draw the radio button icon, if different from its size in the texture.
-         consumeEvents = <bool>          // Whether the radio button propagates input events to the Game's input event handler. Default is true.
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class RadioButton : public Button
 {

+ 1 - 1
gameplay/src/Ray.h

@@ -15,7 +15,7 @@ class BoundingBox;
 /**
  * Defines a 3-dimensional ray.
  *
- * This class guarantees that its direction vector is always normalized.
+ * Rays direction vector are always normalized.
  */
 class Ray
 {

+ 1 - 1
gameplay/src/Ref.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Base class for game objects that require lifecycle management.
+ * Defines the base class for game objects that require lifecycle management.
  *
  * This class provides reference counting support for game objects that
  * contain system resources or data that is normally long lived and

+ 1 - 1
gameplay/src/RenderState.h

@@ -14,7 +14,7 @@ class NodeCloneContext;
 class Pass;
 
 /**
- * Defines the render state of the graphics device.
+ * Defines the rendering state of the graphics device.
  */
 class RenderState : public Ref
 {

+ 2 - 2
gameplay/src/RenderTarget.h

@@ -8,8 +8,8 @@ namespace gameplay
 {
 
 /**
- * Represents a linear area of display memory and usually reside 
- * in the display memory of the display card.
+ * Defines a linear area of display memory and usually resides 
+ * in the display memory of the graphics device.
  */
 class RenderTarget : public Ref
 {

+ 3 - 1
gameplay/src/Scene.h

@@ -10,7 +10,9 @@ namespace gameplay
 {
 
 /**
- * Represents the root container for a hierarchy of nodes.
+ * Defines the root container for a hierarchy of Node objects.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Scene
  */
 class Scene : public Ref
 {

+ 2 - 1
gameplay/src/SceneLoader.h

@@ -11,7 +11,8 @@ namespace gameplay
 {
 
 /**
- * Helper class for loading scenes from .scene files.
+ * Defines an internal helper class for loading scenes from .scene files.
+ *
  * @script{ignore}
  */
 class SceneLoader

+ 3 - 1
gameplay/src/ScreenDisplayer.h

@@ -8,7 +8,9 @@ namespace gameplay
 {
 
 /**
- * Used for displaying screens (i.e. splash or level loading screens).
+ * Defines a helper class for displaying images on screen for a duration of time.
+ *
+ * Ex. A splash or level loading screens.
  */
 class ScreenDisplayer
 {

+ 1 - 2
gameplay/src/ScriptController.h

@@ -3,7 +3,6 @@
 
 #include "Base.h"
 #include "Game.h"
-//#include "Gamepad.h"
 #include "Control.h"
 
 namespace gameplay
@@ -156,7 +155,7 @@ void registerConstantString(const std::string& name, const std::string& value, c
  * @script{ignore}
  */
 void registerClass(const char* name, const luaL_Reg* members, lua_CFunction newFunction, lua_CFunction deleteFunction, const luaL_Reg* statics,
-    const std::vector<std::string>& scopePath);
+                   const std::vector<std::string>& scopePath);
 
 /**
  * Register a function with Lua.

+ 3 - 3
gameplay/src/ScriptTarget.h

@@ -7,7 +7,7 @@ namespace gameplay
 {
 
 /**
- * Generic base class for supporting script callbacks.
+ * Defines an interface for supporting script callbacks.
  */
 class ScriptTarget
 {
@@ -18,8 +18,8 @@ public:
      * 
      * @param eventName The name of the event.
      * @param function The name of the Lua script function to call when the event is fired; can either be
-     *      just the name of a function (if the function's script file has already been loaded), or can be
-     *      a URL of the form scriptFile.lua#functionName.
+     *  just the name of a function (if the function's script file has already been loaded), or can be
+     *  a URL of the form scriptFile.lua#functionName.
      */
     virtual void addScriptCallback(const std::string& eventName, const std::string& function);
 

+ 5 - 18
gameplay/src/Slider.h

@@ -11,24 +11,11 @@ namespace gameplay
 {
 
 /**
- * A slider consists of a marker that can slide along a track between two end-caps.
- * The following properties are available for sliders:
-
- @verbatim
-    slider
-    {
-        style       = <styleID>                 // A Style from the Theme.
-        position    = <x, y>                    // Position of the Control on-screen, measured in pixels.
-        size        = <width, height>           // Size of the Control, measured in pixels.
-        min         = <float>                   // The value of the left- / bottom-most point on the slider.
-        max         = <float>                   // The value of the right- / top-most point on the slider.
-        value       = <float>                   // The default position of the marker.
-        step        = <float>                   // If greater than 0, force the marker to snap to discrete multiples of 'step'.
-        text        = <string>                  // Text to display above, below or alongside the slider (depending on the style).
-        consumeEvents = <bool>                  // Whether the slider propagates input events to the Game's input event handler. Default is true.
-        // TODO: orientation = <HORIZONTAL or VERTICAL>  // Determines whether a slider is stretched along its width or its height
-    }
- @endverbatim
+ * Defines a slider control.
+ *
+ * A slider consists of a marker (grabber) that can slide along a track between two end-caps.
+ * 
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class Slider : public Label
 {

+ 1 - 1
gameplay/src/SpriteBatch.h

@@ -13,7 +13,7 @@ namespace gameplay
 {
 
 /**
- * Enables groups of sprites to be drawn with common settings.
+ * Defines a class for drawing groups of sprites.
  *
  * This class provides efficient rendering and sorting of two-dimensional
  * sprites. Only a single texture and effect can be used with a SpriteBatch.

+ 1 - 1
gameplay/src/Stream.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Stream is an interface for reading and writing a sequence of bytes.
+ * Defines a stream for reading and writing a sequence of bytes.
  * 
  * Use FileSystem::open() to create a stream.
  * 

+ 17 - 4
gameplay/src/Technique.h

@@ -10,9 +10,14 @@ class Material;
 class NodeCloneContext;
 
 /**
- * Defines a technique for an object to be rendered.
+ * Defines a technique for how an object to be rendered.
  *
- * This class encapsulates a set of passes.
+ * You should use techniques to support different sets of 
+ * shader + definitions that will be all loaded when a material
+ * is loaded. You can then change the rendering technique at 
+ * runtime without having to first load the shaders.
+ *
+ * A technique has one or more passes for supporting multi pass rendering.
  */
 class Technique : public RenderState
 {
@@ -23,22 +28,30 @@ class Technique : public RenderState
 public:
 
     /**
-     * Gets the Id of this Material technique.
+     * Gets the id of this technique.
+     *
+     * @return The Id of this technique.
      */ 
     const char* getId() const;
 
     /**
      * Gets the number of passes in this technique.
+     *
+     * @return The number of passes in this technique.
      */
     unsigned int getPassCount() const;
 
     /**
      * Gets the pass at the specified index.
+     *
+     * @return The pass at the specified index.
      */
     Pass* getPassByIndex(unsigned int index) const;
 
     /**
-     * Gets the pass with the specified ID.
+     * Gets the pass with the specified id.
+     *
+     * @return The pass at the specified id.
      */
     Pass* getPass(const char* id) const;
 

+ 2 - 0
gameplay/src/Terrain.h

@@ -76,6 +76,8 @@ class TerrainPatch;
  * zero extra CPU time or draw calls, which are often needed for more complex stitching
  * approaches. In practice, the skirts are often not noticeable at all unless the LOD variation
  * is very large and the terrain is excessively hilly on the edge of a LOD transition.
+ *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Terrain
  */
 class Terrain : public Ref, public Transform::Listener
 {

+ 1 - 1
gameplay/src/TerrainPatch.h

@@ -10,7 +10,7 @@ namespace gameplay
 class Terrain;
 
 /**
- * Represents a single patch for a Terrain.
+ * Defines a single patch for a Terrain.
  */
 class TerrainPatch : public Camera::Listener
 {

+ 4 - 19
gameplay/src/TextBox.h

@@ -10,29 +10,14 @@ namespace gameplay
 {
 
 /**
- * An editable text label.  Tap or click within the text box to bring up the
- * virtual keyboard.
+ * Defines a text control. 
  *
  * Listeners can listen for a TEXT_CHANGED event, and then query the text box
  * for the last keypress it received.
+ * On mobile device you can tap or click within the text box to
+ * bring up the virtual keyboard.
  *
- * The following properties are available for text boxes:
-
- @verbatim
-    textBox <labelID>
-    {
-         style       = <styleID>
-         alignment   = <Control::Alignment constant> // Note: 'position' will be ignored.
-         position    = <x, y>
-         autoWidth   = <bool>
-         autoHeight  = <bool>
-         size        = <width, height>
-         width       = <width>   // Can be used in place of 'size', e.g. with 'autoHeight = true'
-         height      = <height>  // Can be used in place of 'size', e.g. with 'autoWidth = true'
-         text        = <string>
-         inputMode   = <TextBox::InputMode constant>
-    }
- @endverbatim
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-UI_Forms
  */
 class TextBox : public Label
 {

+ 1 - 1
gameplay/src/Texture.h

@@ -10,7 +10,7 @@ namespace gameplay
 class Image;
 
 /**
- * Represents a texture.
+ * Defines a standard texture.
  */
 class Texture : public Ref
 {

+ 3 - 112
gameplay/src/Theme.h

@@ -12,7 +12,8 @@ namespace gameplay
 {
 
 /**
- * A theme is created and stored as part of a form and represents its appearance.
+ * Defines a theme used to represent the look or appearance of controls.
+ *
  * Once loaded, the appearance properties can be retrieved from their style IDs and set on other
  * UI controls.  A Theme has one property, 'texture', which points to a texture atlas containing
  * all the images used by the theme.  Cursor images, skins, and lists of images used by controls
@@ -20,117 +21,7 @@ namespace gameplay
  * A Style describes the border, margin, and padding of a Control, what images, skins, and cursors
  * are associated with a Control, and Font properties to apply to a Control's text.
  *
- * Below is an explanation of the properties that can be set within themes:
-
-@verbatim
-    theme
-    {
-        texture = <Path to texture>
-
-        // Describes a single image, to be used as a cursor.
-        cursor <Cursor ID>
-        {
-            region = <x, y, width, height>
-            color = <#ffffffff>
-        }
-
-        // Describes all the images used by a control for one or more states.
-        imageList <ImageList ID>
-        {
-            image checked
-            {
-                region = <x, y, width, height>
-            }
-
-            image unchecked
-            {
-                region = <x, y, width, height>
-                color = <#fffffffff>            // Optionally override image-list color.
-            }
-
-            color = <#fffffffff>    // Default blend color for images that don't specify their own.
-        }
-    
-        // Defines the border and background of a Control.
-        skin <Skin ID>
-        {
-            // The corners and edges of the given region will be used as border sprites.
-            border
-            {
-                top     =   <int>   // Height of top border, top corners.
-                bottom  =   <int>   // Height of bottom border, bottom corners.
-                left    =   <int>   // Width of left border, left corners.
-                right   =   <int>   // Width of right border, right corners.
-            }
-        
-            region  =   <x, y, width, height>   // Total container region including entire border.
-            color   =   <#ffffffff>             // Tint to apply to skin.
-        }
-    
-        style <Style ID>
-        {
-            // Layouts may make use of a style's margin to put space between adjacent controls.
-            margin
-            {
-                top     =   <int>
-                bottom  =   <int>
-                left    =   <int>
-                right   =   <int>        
-            }
-        
-            // Padding is the space between a control's border and its content.
-            padding
-            {
-                top     =   <int>
-                bottom  =   <int>
-                left    =   <int>
-                right   =   <int>        
-            }
-        
-            // Properties used when in control is in the normal state.
-            stateNormal
-            {
-                skin   =   <Skin ID>             // Skin to use for border and background sprites.
-                imageList = <ImageList ID>
-
-                cursor      =   <Cursor ID>                 // Cursor to use when the mouse is over this control.
-                font        =   <Path to font>              // Font to use for rendering text.
-                fontSize    =   <int>                       // Size of text.
-                textColor   =   <#ffffffff>                 // Color of text.
-                alignment   =   <Text alignment constant>   // Member of Font::Justify enum.
-                rightToLeft =   <bool>                      // Whether to draw text from right to left.
-                opacity     =   <float>                     // Opacity to apply to all text/border/icon colors.
-            }
-        
-            // Properties used when in control is in the focus state
-            // If not specified, the 'normal' overlay will be used.
-            stateFocus
-            {
-                skin   =   <Skin ID>             // Skin to use for border and background sprites.
-                ...
-            }
-        
-            // Properties used when in control is in the focus. 
-            // This is when a touch/mouse is down within the control.
-            // If not specified, the 'normal' overlay will be used.
-            stateActive
-            {
-                skin   =   <Skin ID>             // Skin to use for border and background sprites.
-                ...
-            }
-
-            // Properties used when in control is in the focus. 
-            // This is when a touch/mouse is down within the control.
-            // If not specified, the 'normal' overlay will be used.
-            state-disabled
-            {
-                skin   =   <Skin ID>             // Skin to use for border and background sprites.
-                ...        
-            }
-        }
-    }
-@endverbatim
- *
+ * @see http://blackberry.github.io/GamePlay/docs/file-formats.html#wiki-Theme
  */
 class Theme: public Ref
 {

+ 6 - 3
gameplay/src/ThemeStyle.h

@@ -13,9 +13,12 @@ namespace gameplay
 {
 
 /**
- * This class represents the appearance of a control.  A style can have padding and margin values,
- * as well as overlays for each of the control's states.  Each overlay in turn can reference
- * other theme classes to determine the border, background, cursor, and image settings to use for
+ * Defines the style of a control.  
+ *
+ * A style can have padding and margin values,
+ * as well as overlays for each of the control's states.  
+ * Each overlay in turn can reference other theme classes to determine
+ * the border, background, cursor, and image settings to use for
  * a particular state, as well as color and font settings, etcetera.
  */
 class Theme::Style

+ 2 - 1
gameplay/src/TimeListener.h

@@ -5,7 +5,8 @@ namespace gameplay
 {
 
 /**
- * The TimeListener interface allows a class to be scheduled and called at a later time using Game::schedule().
+ * Defines a interface to be scheduled and called back at a later time using Game::schedule().
+ *
  * @script{ignore}
  */
 class TimeListener

+ 1 - 1
gameplay/src/Touch.h

@@ -5,7 +5,7 @@ namespace gameplay
 {
 
 /**
- * Touch event
+ * Defines a touch screen event.
  */
 class Touch
 {

+ 1 - 1
gameplay/src/VertexAttributeBinding.h

@@ -11,7 +11,7 @@ class Mesh;
 class Effect;
 
 /**
- * Represents a binding between the vertex layout of a Mesh and the vertex
+ * Defines a binding between the vertex layout of a Mesh and the vertex
  * input attributes of a vertex shader (Effect).
  *
  * In a perfect world, this class would always be a binding directly between

+ 1 - 2
gameplay/src/VertexFormat.h

@@ -7,8 +7,7 @@ namespace gameplay
 /**
  * Defines the format of a vertex layout used by a mesh.
  *
- * A VertexFormat is immutable and cannot be changed
- * once created.
+ * A VertexFormat is immutable and cannot be changed once created.
  */
 class VertexFormat
 {

+ 3 - 1
gameplay/src/VerticalLayout.h

@@ -8,7 +8,9 @@ namespace gameplay
 {
 
 /**
- * Vertical layout: Controls are placed next to one another vertically until
+ * Defines a vertical layout.
+ *
+ * Controls are placed next to one another vertically until
  * the bottom-most edge of the container is reached.
  */
 class VerticalLayout : public Layout