2
0
Эх сурвалжийг харах

Further comments and code cleanup.

Lasse Öörni 14 жил өмнө
parent
commit
700520f320
95 өөрчлөгдсөн 218 нэмэгдсэн , 227 устгасан
  1. BIN
      Bin/CoreData/Textures/UI.png
  2. 0 5
      Bin/CoreData/Textures/UI.xml
  3. 3 4
      Docs/GettingStarted.dox
  4. 1 1
      Engine/Audio/Audio.h
  5. 1 1
      Engine/Audio/Sound.h
  6. 1 1
      Engine/Audio/SoundSource.h
  7. 1 1
      Engine/Audio/SoundSource3D.h
  8. 4 4
      Engine/Container/Allocator.h
  9. 3 3
      Engine/Container/List.h
  10. 2 2
      Engine/Container/ListBase.h
  11. 5 5
      Engine/Container/Map.h
  12. 1 1
      Engine/Container/Pair.h
  13. 2 2
      Engine/Container/Ptr.h
  14. 1 1
      Engine/Container/RefCounted.h
  15. 4 4
      Engine/Container/Set.h
  16. 1 1
      Engine/Container/StringBase.h
  17. 2 2
      Engine/Container/Vector.h
  18. 1 1
      Engine/Container/VectorBase.h
  19. 1 1
      Engine/Core/Context.h
  20. 1 1
      Engine/Core/Timer.h
  21. 3 3
      Engine/Core/Variant.h
  22. 1 1
      Engine/Engine/Console.h
  23. 1 1
      Engine/Graphics/AnimationController.h
  24. 1 1
      Engine/Graphics/AnimationState.h
  25. 1 1
      Engine/Graphics/BillboardSet.h
  26. 1 1
      Engine/Graphics/Camera.h
  27. 1 1
      Engine/Graphics/Direct3D9/D3D9GPUObject.h
  28. 12 12
      Engine/Graphics/Direct3D9/D3D9Graphics.cpp
  29. 5 5
      Engine/Graphics/Direct3D9/D3D9Graphics.h
  30. 1 1
      Engine/Graphics/Direct3D9/D3D9GraphicsImpl.h
  31. 1 1
      Engine/Graphics/Direct3D9/D3D9IndexBuffer.h
  32. 2 2
      Engine/Graphics/Direct3D9/D3D9RenderSurface.h
  33. 13 22
      Engine/Graphics/Direct3D9/D3D9Shader.cpp
  34. 1 1
      Engine/Graphics/Direct3D9/D3D9Shader.h
  35. 1 1
      Engine/Graphics/Direct3D9/D3D9ShaderVariation.h
  36. 1 1
      Engine/Graphics/Direct3D9/D3D9Texture.h
  37. 1 1
      Engine/Graphics/Direct3D9/D3D9Texture2D.h
  38. 1 1
      Engine/Graphics/Direct3D9/D3D9TextureCube.h
  39. 1 1
      Engine/Graphics/Direct3D9/D3D9VertexBuffer.h
  40. 5 5
      Engine/Graphics/Direct3D9/D3D9VertexDeclaration.h
  41. 2 2
      Engine/Graphics/Light.h
  42. 1 1
      Engine/Graphics/Model.h
  43. 43 43
      Engine/Graphics/OcclusionBuffer.cpp
  44. 2 2
      Engine/Graphics/Octree.h
  45. 3 3
      Engine/Graphics/OctreeQuery.h
  46. 1 1
      Engine/Graphics/OpenGL/OGLGraphics.h
  47. 1 1
      Engine/Graphics/OpenGL/OGLGraphicsImpl.h
  48. 2 2
      Engine/Graphics/OpenGL/OGLRenderSurface.h
  49. 1 1
      Engine/Graphics/OpenGL/OGLShader.h
  50. 1 1
      Engine/Graphics/OpenGL/OGLShaderProgram.h
  51. 1 1
      Engine/Graphics/OpenGL/OGLShaderVariation.h
  52. 1 1
      Engine/Graphics/OpenGL/OGLTexture.h
  53. 2 2
      Engine/Graphics/ParticleEmitter.h
  54. 1 1
      Engine/Graphics/Skeleton.h
  55. 2 2
      Engine/Graphics/Technique.h
  56. 1 1
      Engine/Graphics/View.h
  57. 1 1
      Engine/Graphics/Zone.h
  58. 1 1
      Engine/IO/File.h
  59. 1 1
      Engine/IO/Log.h
  60. 1 1
      Engine/IO/PackageFile.h
  61. 1 1
      Engine/Input/Input.h
  62. 1 1
      Engine/Math/Sphere.h
  63. 1 1
      Engine/Network/Connection.h
  64. 1 1
      Engine/Network/Controls.h
  65. 1 1
      Engine/Network/Network.h
  66. 1 1
      Engine/Network/NetworkPriority.h
  67. 4 4
      Engine/Resource/Image.cpp
  68. 1 1
      Engine/Resource/Image.h
  69. 1 1
      Engine/Resource/ResourceCache.h
  70. 1 1
      Engine/Scene/Node.h
  71. 1 1
      Engine/Script/Addons.cpp
  72. 1 1
      Engine/Script/Addons.h
  73. 7 1
      Engine/Script/Script.cpp
  74. 1 1
      Engine/Script/Script.h
  75. 1 1
      Engine/Script/ScriptFile.h
  76. 1 1
      Engine/Script/ScriptInstance.h
  77. 1 1
      Engine/UI/BorderImage.h
  78. 1 1
      Engine/UI/Button.h
  79. 1 1
      Engine/UI/CheckBox.h
  80. 3 3
      Engine/UI/Cursor.h
  81. 1 1
      Engine/UI/DropDownList.h
  82. 2 2
      Engine/UI/FileSelector.h
  83. 4 4
      Engine/UI/Font.cpp
  84. 3 3
      Engine/UI/Font.h
  85. 1 1
      Engine/UI/LineEdit.h
  86. 2 2
      Engine/UI/ListView.h
  87. 1 1
      Engine/UI/Menu.h
  88. 1 1
      Engine/UI/ScrollBar.h
  89. 1 1
      Engine/UI/ScrollView.h
  90. 1 1
      Engine/UI/Slider.h
  91. 1 1
      Engine/UI/Text.h
  92. 1 1
      Engine/UI/UI.h
  93. 2 2
      Engine/UI/UIBatch.h
  94. 6 6
      Engine/UI/UIElement.h
  95. 2 2
      Engine/UI/Window.h

BIN
Bin/CoreData/Textures/UI.png


+ 0 - 5
Bin/CoreData/Textures/UI.xml

@@ -1,5 +0,0 @@
-<texture>
-    <mipmap enable="false" />
-    <quality low="0" />
-</texture>
-

+ 3 - 4
Docs/GettingStarted.dox

@@ -103,7 +103,6 @@ Urho3D.exe understands the following command line options:
 -noshadows  Disable rendering of shadows
 -nosound    Disable sound output
 -noip       Disable sound mixing interpolation
--8bit       Force 8-bit audio output
 -sm2        Force SM2.0 rendering
 \endverbatim
 
@@ -130,9 +129,9 @@ The libraries are the following:
 - %Script. Provides scripting support using the AngelScript language.
 - %Engine. Instantiates the subsystems from the libraries above, and manages the main loop iteration.
 
-Urho3D.exe uses just the Engine & Script libraries to start up the subsystems and to load the script file specified on the command line; however due to the CMake build process all the libraries above get automatically linked (as Engine library depends on all of them.)
+Urho3D.exe uses just the Engine & Script libraries to start up the subsystems and to load the script file specified on the command line; however all of the libraries above get automatically linked as Engine library depends on all of them.
 
-Although Urho3D.exe itself is geared towards running a scripted application, it is also possible to use the engine through C++ only. When the script subsystem initialization is completely skipped, the resulting executable will also be significantly smaller.
+Although Urho3D.exe itself is geared towards running a scripted application, it is also possible to use the engine through C++ only. When the scripting subsystem initialization is completely skipped, the resulting executable will also be significantly smaller.
 
 The third-party libraries are used for the following functionality:
 
@@ -193,7 +192,7 @@ Scene@ helloScene;
 
 Now we can define the Start() function. First of all we create the 3D scene. Note the lack of "new" keyword. Then we branch off to further initialization functions that will be explained below.
 
-Note: Urho3D has modified AngelScript to allow object handle assignment without the @ symbol, if the object in question does not support value assignment. None of the Urho3D reference-counted objects, such as Scene, support value assignment. In unmodified AngelScript the line would have to read "@helloScene = Scene()".
+Urho3D has modified AngelScript to allow object handle assignment without the @ symbol, if the object in question does not support value assignment. None of the Urho3D reference-counted objects, such as Scene, support value assignment. In unmodified AngelScript the first line of Start() would have to read "@helloScene = Scene()".
 
 \code
 void Start()

+ 1 - 1
Engine/Audio/Audio.h

@@ -34,7 +34,7 @@ class AudioImpl;
 class Sound;
 class SoundSource;
 
-/// Audio subsystem. Uses either DirectSound or PortAudio for the actual sound output.
+/// %Audio subsystem. Uses either DirectSound or PortAudio for the actual sound output.
 class Audio : public Object
 {
     OBJECT(Audio);

+ 1 - 1
Engine/Audio/Sound.h

@@ -26,7 +26,7 @@
 #include "Resource.h"
 #include "ArrayPtr.h"
 
-/// Sound resource.
+/// %Sound resource.
 class Sound : public Resource
 {
     OBJECT(Sound);

+ 1 - 1
Engine/Audio/SoundSource.h

@@ -32,7 +32,7 @@ class Sound;
 // Compressed audio decode buffer length in milliseconds
 static const int DECODE_BUFFER_LENGTH = 100;
 
-/// Sound source component with stereo position.
+/// %Sound source component with stereo position.
 class SoundSource : public Component
 {
     OBJECT(SoundSource);

+ 1 - 1
Engine/Audio/SoundSource3D.h

@@ -27,7 +27,7 @@
 
 class Audio;
 
-/// Sound source component with three-dimensional position.
+/// %Sound source component with three-dimensional position.
 class SoundSource3D : public SoundSource
 {
     OBJECT(SoundSource3D);

+ 4 - 4
Engine/Container/Allocator.h

@@ -28,10 +28,10 @@
 struct AllocatorBlock;
 struct AllocatorNode;
 
-/// Allocator memory block.
+/// %Allocator memory block.
 struct AllocatorBlock
 {
-    /// Node data size.
+    /// Size of a node.
     unsigned nodeSize_;
     /// Number of nodes in this block.
     unsigned capacity_;
@@ -42,7 +42,7 @@ struct AllocatorBlock
     /// Nodes follow.
 };
 
-/// Allocator node.
+/// %Allocator node.
 struct AllocatorNode
 {
     /// Next free node.
@@ -59,7 +59,7 @@ void* AllocatorReserve(AllocatorBlock* allocator);
 /// Free a node. Does not free any blocks.
 void AllocatorFree(AllocatorBlock* allocator, void* ptr);
 
-/// Template allocator class. Allocates fixed-size objects of a specific class.
+/// %Allocator template class. Allocates objects of a specific class.
 template <class T> class Allocator
 {
 public:

+ 3 - 3
Engine/Container/List.h

@@ -29,7 +29,7 @@
 template <class T> class List : public ListBase
 {
 public:
-    /// List node.
+    /// %List node.
     struct Node : public ListNodeBase
     {
         /// Construct undefined.
@@ -52,7 +52,7 @@ public:
         Node* Prev() { return static_cast<Node*>(prev_); }
     };
     
-    /// List iterator.
+    /// %List iterator.
     class Iterator : public ListIteratorBase
     {
     public:
@@ -77,7 +77,7 @@ public:
         T& operator * () const { return (static_cast<Node*>(ptr_))->value_; }
     };
     
-    /// List const iterator.
+    /// %List const iterator.
     class ConstIterator : public ListIteratorBase
     {
     public:

+ 2 - 2
Engine/Container/ListBase.h

@@ -26,7 +26,7 @@
 #include "Allocator.h"
 #include "Swap.h"
 
-/// List node base.
+/// %List node base.
 struct ListNodeBase
 {
     /// Construct.
@@ -42,7 +42,7 @@ struct ListNodeBase
     ListNodeBase* next_;
 };
 
-/// List iterator base class.
+/// %List iterator base class.
 class ListIteratorBase
 {
 public:

+ 5 - 5
Engine/Container/Map.h

@@ -29,11 +29,11 @@
 // Based on Red Black Trees by Julienne Walker
 // http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
 
-/// Map template class using a red-black tree.
+/// %Map template class using a red-black tree.
 template <class T, class U> class Map : public TreeBase
 {
 public:
-    /// Map key-value pair with const key.
+    /// %Map key-value pair with const key.
     class KeyValue
     {
     public:
@@ -61,7 +61,7 @@ public:
         U second_;
     };
     
-    /// Map node.
+    /// %Map node.
     struct Node : public TreeNodeBase
     {
         /// Construct undefined.
@@ -84,7 +84,7 @@ public:
         Node* Child(unsigned dir) const { return static_cast<Node*>(link_[dir]); }
     };
     
-    /// Map iterator.
+    /// %Map iterator.
     class Iterator : public TreeIteratorBase
     {
     public:
@@ -109,7 +109,7 @@ public:
         KeyValue& operator * () const { return (static_cast<Node*>(ptr_))->pair_; }
     };
     
-    /// Map const iterator.
+    /// %Map const iterator.
     class ConstIterator : public TreeIteratorBase
     {
     public:

+ 1 - 1
Engine/Container/Pair.h

@@ -25,7 +25,7 @@
 
 #include "Hash.h"
 
-/// Pair template class.
+/// %Pair template class.
 template <class T, class U> class Pair
 {
 public:

+ 2 - 2
Engine/Container/Ptr.h

@@ -27,7 +27,7 @@
 
 #include <cassert>
 
-/// Shared pointer template class. Can point to an object that derives from RefCounted.
+/// Shared pointer template class with intrusive reference counting.
 template <class T> class SharedPtr
 {
 public:
@@ -178,7 +178,7 @@ template <class T, class U> SharedPtr<T> DynamicCast(const SharedPtr<U>& ptr)
     return ret;
 }
 
-/// Weak pointer template class. Can point to an object that derives from RefCounted, but does not keep it alive.
+/// Weak pointer template class with intrusive reference counting. Does not keep the object pointed to alive.
 template <class T> class WeakPtr
 {
 public:

+ 1 - 1
Engine/Container/RefCounted.h

@@ -42,7 +42,7 @@ struct RefCount
     bool expired_;
 };
 
-/// Base class for objects that can be pointed to by SharedPtr or WeakPtr. These are noncopyable and non-assignable.
+/// Base class for intrusively reference-counted objects. These are noncopyable and non-assignable.
 class RefCounted
 {
 public:

+ 4 - 4
Engine/Container/Set.h

@@ -28,11 +28,11 @@
 // Based on Red Black Trees by Julienne Walker
 // http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
 
-/// Set template class using a red-black tree.
+/// %Set template class using a red-black tree.
 template <class T> class Set : public TreeBase
 {
 public:
-    /// Set node.
+    /// %Set node.
     struct Node : public TreeNodeBase
     {
         // Construct undefined.
@@ -55,7 +55,7 @@ public:
         Node* Child(unsigned dir) const { return static_cast<Node*>(link_[dir]); }
     };
     
-    /// Set iterator.
+    /// %Set iterator.
     class Iterator : public TreeIteratorBase
     {
     public:
@@ -80,7 +80,7 @@ public:
         const T& operator * () const { return (static_cast<Node*>(ptr_))->key_; }
     };
     
-    /// Set const iterator.
+    /// %Set const iterator.
     class ConstIterator : public TreeIteratorBase
     {
     public:

+ 1 - 1
Engine/Container/StringBase.h

@@ -32,7 +32,7 @@
 
 static const int CONVERSION_BUFFER_LENGTH = 128;
 
-/// String class.
+/// %String class.
 class String
 {
 public:

+ 2 - 2
Engine/Container/Vector.h

@@ -29,7 +29,7 @@
 #include <cstring>
 #include <new>
 
-/// Vector template class.
+/// %Vector template class.
 template <class T> class Vector : public VectorBase
 {
 public:
@@ -436,7 +436,7 @@ private:
     }
 };
 
-/// Vector template class for POD types. Does not call constructors or destructors and uses block move.
+/// %Vector template class for POD types. Does not call constructors or destructors and uses block move.
 template <class T> class PODVector : public VectorBase
 {
 public:

+ 1 - 1
Engine/Container/VectorBase.h

@@ -123,7 +123,7 @@ public:
     T* ptr_;
 };
 
-/// Vector base class.
+/// %Vector base class.
 class VectorBase
 {
 public:

+ 1 - 1
Engine/Core/Context.h

@@ -27,7 +27,7 @@
 #include "HashSet.h"
 #include "Object.h"
 
-/// Execution context within a process. Provides access to the subsystems, object factories and attributes, and event receivers.
+/// Urho3D execution context. Provides access to subsystems, object factories and attributes, and event receivers.
 class Context : public RefCounted
 {
 public:

+ 1 - 1
Engine/Core/Timer.h

@@ -25,7 +25,7 @@
 
 #include "Object.h"
 
-/// Time and frame counter subsystem.
+/// %Time and frame counter subsystem.
 class Time : public Object
 {
     OBJECT(Time);

+ 3 - 3
Engine/Core/Variant.h

@@ -29,7 +29,7 @@
 #include "StringHash.h"
 #include "Vector4.h"
 
-/// Supported variable types for Variant.
+/// Variant's supported types.
 enum VariantType
 {
     VAR_NONE = 0,
@@ -50,7 +50,7 @@ enum VariantType
     VAR_VARIANTMAP
 };
 
-/// Union for holding all the possible Variant values.
+/// Union for holding all the possible variant values.
 struct VariantValue
 {
     union
@@ -105,7 +105,7 @@ struct ResourceRef
     bool operator != (const ResourceRef& rhs) const { return type_ != rhs.type_ || id_ != rhs.id_; }
 };
 
-/// List of resource references of a specific type.
+/// %List of typed resource references.
 struct ResourceRefList
 {
     /// Construct.

+ 1 - 1
Engine/Engine/Console.h

@@ -33,7 +33,7 @@ class Text;
 class UIElement;
 class XMLFile;
 
-/// Console window with log history and AngelScript prompt.
+/// %Console window with log history and AngelScript prompt.
 class Console : public Object
 {
     OBJECT(Console);

+ 1 - 1
Engine/Graphics/AnimationController.h

@@ -72,7 +72,7 @@ struct AnimationControl
     unsigned char setWeightRev_;
 };
 
-/// Component that drives an AnimatedModel's animations.
+/// %Component that drives an AnimatedModel's animations.
 class AnimationController : public Component
 {
     OBJECT(AnimationController);

+ 1 - 1
Engine/Graphics/AnimationState.h

@@ -34,7 +34,7 @@ class Skeleton;
 struct AnimationTrack;
 struct Bone;
 
-/// Animation instance in an animated model.
+/// %Animation instance in an animated model.
 class AnimationState : public RefCounted
 {
 public:

+ 1 - 1
Engine/Graphics/BillboardSet.h

@@ -50,7 +50,7 @@ struct Billboard
     float sortDistance_;
 };
 
-/// Billboard component.
+/// %Billboard component.
 class BillboardSet : public Drawable
 {
     OBJECT(BillboardSet);

+ 1 - 1
Engine/Graphics/Camera.h

@@ -33,7 +33,7 @@ static const unsigned VOF_LOW_MATERIAL_QUALITY = 0x1;
 static const unsigned VOF_DISABLE_SHADOWS = 0x2;
 static const unsigned VOF_DISABLE_OCCLUSION = 0x4;
 
-/// Camera component.
+/// %Camera component.
 class Camera : public Component
 {
     OBJECT(Camera);

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9GPUObject.h

@@ -27,7 +27,7 @@
 
 class Graphics;
 
-/// Base class for GPU resources
+/// Base class for GPU resources.
 class GPUObject
 {
 public:

+ 12 - 12
Engine/Graphics/Direct3D9/D3D9Graphics.cpp

@@ -943,7 +943,7 @@ void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
 
 void Graphics::SetShaderParameter(StringHash param, const bool* data, unsigned count)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -955,7 +955,7 @@ void Graphics::SetShaderParameter(StringHash param, const bool* data, unsigned c
 
 void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -967,7 +967,7 @@ void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned
 
 void Graphics::SetShaderParameter(StringHash param, const int* data, unsigned count)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -979,7 +979,7 @@ void Graphics::SetShaderParameter(StringHash param, const int* data, unsigned co
 
 void Graphics::SetShaderParameter(StringHash param, float value)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -998,7 +998,7 @@ void Graphics::SetShaderParameter(StringHash param, float value)
 
 void Graphics::SetShaderParameter(StringHash param, const Color& color)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1010,7 +1010,7 @@ void Graphics::SetShaderParameter(StringHash param, const Color& color)
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1037,7 +1037,7 @@ void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
 
 void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1056,7 +1056,7 @@ void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1068,7 +1068,7 @@ void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
 
 void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1080,7 +1080,7 @@ void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
 {
-    HashMap<StringHash, ShaderParameterInfo>::ConstIterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return;
     
@@ -1098,7 +1098,7 @@ void Graphics::DefineShaderParameter(StringHash param, ShaderType type, unsigned
 
 bool Graphics::NeedParameterUpdate(StringHash param, const void* source)
 {
-    HashMap<StringHash, ShaderParameterInfo>::Iterator i = shaderParameters_.Find(param);
+    HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Find(param);
     if (i == shaderParameters_.End())
         return false;
     
@@ -1129,7 +1129,7 @@ bool Graphics::NeedTextureUnit(TextureUnit unit)
 
 void Graphics::ClearParameterSources()
 {
-    for (HashMap<StringHash, ShaderParameterInfo>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
+    for (HashMap<StringHash, ShaderParameter>::Iterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
         i->second_.lastSource_ = (const void*)M_MAX_UNSIGNED;
 }
 

+ 5 - 5
Engine/Graphics/Direct3D9/D3D9Graphics.h

@@ -48,10 +48,10 @@ class VertexDeclaration;
 
 static const int IMMEDIATE_BUFFER_DEFAULT_SIZE = 1024;
 
-/// Shader parameter information
-struct ShaderParameterInfo
+/// %Shader parameter definition.
+struct ShaderParameter
 {
-    /// Shader type.
+    /// %Shader type.
     ShaderType type_;
     /// Hardware register.
     unsigned register_;
@@ -59,7 +59,7 @@ struct ShaderParameterInfo
     const void* lastSource_;
 };
 
-/// Graphics subsystem. Manages the Direct3D9 device, application window, rendering state and GPU resources
+/// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
 class Graphics : public Object
 {
     OBJECT(Graphics);
@@ -474,7 +474,7 @@ private:
     /// Pixel shader in use.
     ShaderVariation* pixelShader_;
     /// Shader parameters.
-    HashMap<StringHash, ShaderParameterInfo> shaderParameters_;
+    HashMap<StringHash, ShaderParameter> shaderParameters_;
     /// Textures in use.
     Texture* textures_[MAX_TEXTURE_UNITS];
     /// Deferred rendering destination render target.

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9GraphicsImpl.h

@@ -28,7 +28,7 @@
 #include <windows.h>
 #include <d3d9.h>
 
-/// Graphics implementation. Contains the main Direct3D9 objects
+/// %Graphics implementation. Holds API-specific objects.
 class GraphicsImpl
 {
     friend class Graphics;

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9IndexBuffer.h

@@ -28,7 +28,7 @@
 #include "GraphicsDefs.h"
 #include "ArrayPtr.h"
 
-/// Hardware index buffer
+/// Hardware index buffer.
 class IndexBuffer : public Object, public GPUObject
 {
     OBJECT(IndexBuffer);

+ 2 - 2
Engine/Graphics/Direct3D9/D3D9RenderSurface.h

@@ -31,7 +31,7 @@ class Camera;
 class Scene;
 class Texture;
 
-/// Viewport definition either for a RenderSurface or the backbuffer
+/// %Viewport definition either for a render surface or the backbuffer.
 struct Viewport
 {
     /// Construct with defaults.
@@ -49,7 +49,7 @@ struct Viewport
     IntRect rect_;
 };
 
-/// Color or depth stencil surface that can be rendered into
+/// %Color or depth stencil surface that can be rendered into.
 class RenderSurface : public RefCounted
 {
     friend class Texture2D;

+ 13 - 22
Engine/Graphics/Direct3D9/D3D9Shader.cpp

@@ -32,15 +32,6 @@
 #include "Shader.h"
 #include "ShaderVariation.h"
 
-/// Shader constant (uniform or sampler) structure for loading
-struct Constant
-{
-    /// Parameter name
-    String name_;
-    /// Constant register or sampler
-    unsigned register_;
-};
-
 OBJECTTYPESTATIC(Shader);
 
 Shader::Shader(Context* context) :
@@ -81,32 +72,32 @@ bool Shader::Load(Deserializer& source)
     shaderType_ = (ShaderType)source.ReadShort();
     isSM3_ = (source.ReadShort() == 3);
     
-    Vector<Constant> parameters;
-    Vector<Constant> textureUnits;
+    Vector<Pair<String, unsigned char> > parameters;
+    Vector<Pair<String, unsigned char> > textureUnits;
     
     // Read the parameters and texture units used by this shader; use information is specified in terms of them
     unsigned numParameters = source.ReadUInt();
     for (unsigned i = 0; i < numParameters; ++i)
     {
-        Constant newParameter;
-        newParameter.name_ = source.ReadString();
-        newParameter.register_ = source.ReadUByte();
+        Pair<String, unsigned char> newParameter;
+        newParameter.first_ = source.ReadString();
+        newParameter.second_ = source.ReadUByte();
         parameters.Push(newParameter);
         
-        graphics->DefineShaderParameter(StringHash(newParameter.name_), shaderType_, newParameter.register_);
+        graphics->DefineShaderParameter(StringHash(newParameter.first_), shaderType_, newParameter.second_);
     }
     
     unsigned numTextureUnits = source.ReadUInt();
     for (unsigned i = 0; i < numTextureUnits; ++i)
     {
-        Constant newTextureUnit;
-        newTextureUnit.name_ = source.ReadString();
-        newTextureUnit.register_ = source.ReadUByte();
+        Pair<String, unsigned char> newTextureUnit;
+        newTextureUnit.first_ = source.ReadString();
+        newTextureUnit.second_ = source.ReadUByte();
         textureUnits.Push(newTextureUnit);
         
-        TextureUnit tuIndex = graphics->GetTextureUnit(newTextureUnit.name_);
+        TextureUnit tuIndex = graphics->GetTextureUnit(newTextureUnit.first_);
         if (tuIndex == MAX_TEXTURE_UNITS)
-            LOGWARNING("Unknown texture unit " + newTextureUnit.name_);
+            LOGWARNING("Unknown texture unit " + newTextureUnit.first_);
     }
     
     // Read the variations
@@ -125,14 +116,14 @@ bool Shader::Load(Deserializer& source)
         for (unsigned j = 0; j < numParameters; ++j)
         {
             if (source.ReadBool())
-                variation->SetUseParameter(StringHash(parameters[j].name_), true);
+                variation->SetUseParameter(StringHash(parameters[j].first_), true);
         }
         
         for (unsigned j = 0; j < numTextureUnits; ++j)
         {
             if (source.ReadBool())
             {
-                TextureUnit tuIndex = graphics->GetTextureUnit(textureUnits[j].name_);
+                TextureUnit tuIndex = graphics->GetTextureUnit(textureUnits[j].first_);
                 if (tuIndex != MAX_TEXTURE_UNITS)
                     variation->SetUseTextureUnit(tuIndex, true);
             }

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9Shader.h

@@ -27,7 +27,7 @@
 
 class ShaderVariation;
 
-/// Shader resource consisting of several shader variations
+/// %Shader resource consisting of several shader variations.
 class Shader : public Resource
 {
     OBJECT(Shader);

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9ShaderVariation.h

@@ -31,7 +31,7 @@
 
 class Shader;
 
-/// Vertex or pixel shader on the GPU
+/// Vertex or pixel shader on the GPU.
 class ShaderVariation : public RefCounted, public GPUObject
 {
 public:

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9Texture.h

@@ -33,7 +33,7 @@ static const int MAX_TEXTURE_QUALITY_LEVELS = 3;
 
 class XMLFile;
 
-/// Base class for texture resources
+/// Base class for texture resources.
 class Texture : public Resource, public GPUObject
 {
 public:

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9Texture2D.h

@@ -29,7 +29,7 @@
 
 class Image;
 
-/// 2D texture resource
+/// 2D texture resource.
 class Texture2D : public Texture
 {
     OBJECT(Texture2D);

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9TextureCube.h

@@ -30,7 +30,7 @@
 class Deserializer;
 class Image;
 
-/// Cube texture resource
+/// Cube texture resource.
 class TextureCube : public Texture
 {
     OBJECT(TextureCube);

+ 1 - 1
Engine/Graphics/Direct3D9/D3D9VertexBuffer.h

@@ -27,7 +27,7 @@
 #include "GraphicsDefs.h"
 #include "ArrayPtr.h"
 
-/// Hardware vertex buffer
+/// Hardware vertex buffer.
 class VertexBuffer : public Object, public GPUObject
 {
     OBJECT(VertexBuffer);

+ 5 - 5
Engine/Graphics/Direct3D9/D3D9VertexDeclaration.h

@@ -32,7 +32,7 @@
 class Graphics;
 class VertexBuffer;
 
-/// Element in the vertex declaration
+/// Element in the vertex declaration.
 struct VertexDeclarationElement
 {
     /// Stream index.
@@ -43,15 +43,15 @@ struct VertexDeclarationElement
     unsigned offset_;
 };
 
-/// Vertex declaration
+/// Vertex declaration.
 class VertexDeclaration : public RefCounted
 {
 public:
-    /// Construct with graphics subsystem pointer and vertex element mask.
+    /// Construct with vertex element mask.
     VertexDeclaration(Graphics* graphics, unsigned elementMask);
-    /// Construct with graphics subsystem pointer and vertex buffers to base declaration on.
+    /// Construct with vertex buffers and element masks to base declaration on.
     VertexDeclaration(Graphics* graphics, const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks);
-    /// Construct with graphics subsystem pointer and vertex buffers to base declaration on.
+    /// Construct with vertex buffers (shared pointer vector) and element masks to base declaration on.
     VertexDeclaration(Graphics* graphics, const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks);
     /// Destruct.
     ~VertexDeclaration();

+ 2 - 2
Engine/Graphics/Light.h

@@ -32,7 +32,7 @@ class Texture;
 class Texture2D;
 class TextureCube;
 
-/// Light types.
+/// %Light types.
 enum LightType
 {
     LIGHT_DIRECTIONAL = 0,
@@ -132,7 +132,7 @@ static const float SHADOW_MIN_QUANTIZE = 0.1f;
 static const float SHADOW_MIN_VIEW = 1.0f;
 static const float SHADOW_DEFAULT_NEARCLIP = 0.1f;
 
-/// Light component.
+/// %Light component.
 class Light : public Drawable
 {
     OBJECT(Light);

+ 1 - 1
Engine/Graphics/Model.h

@@ -58,7 +58,7 @@ struct ModelMorph
     Map<unsigned, VertexBufferMorph> buffers_;
 };
 
-/// Model resource.
+/// 3D model resource.
 class Model : public Resource
 {
     OBJECT(Model);

+ 43 - 43
Engine/Graphics/OcclusionBuffer.cpp

@@ -643,10 +643,10 @@ void OcclusionBuffer::ClipVertices(const Vector4& plane, Vector4* vertices, bool
 // Code based on Chris Hecker's Perspective Texture Mapping series in the Game Developer magazine
 // Also available online at http://chrishecker.com/Miscellaneous_Technical_Articles
 
-/// Gradients of a software rasterized triangle
+/// %Gradients of a software rasterized triangle.
 struct Gradients
 {
-    /// Construct from vertices
+    /// Construct from vertices.
     Gradients(const Vector3* vertices)
     {
         float invdX = 1.0f / (((vertices[1].x_ - vertices[2].x_) *
@@ -656,27 +656,27 @@ struct Gradients
         
         float invdY = -invdX;
         
-        mDInvZdX = invdX * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].y_ - vertices[2].y_)) -
+        dInvZdX_ = invdX * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].y_ - vertices[2].y_)) -
             ((vertices[0].z_ - vertices[2].z_) * (vertices[1].y_ - vertices[2].y_)));
         
-        mDInvZdY = invdY * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].x_ - vertices[2].x_)) -
+        dInvZdY_ = invdY * (((vertices[1].z_ - vertices[2].z_) * (vertices[0].x_ - vertices[2].x_)) -
             ((vertices[0].z_ - vertices[2].z_) * (vertices[1].x_ - vertices[2].x_)));
         
-        mDInvZdXInt = (int)mDInvZdX;
+        dInvZdXInt_ = (int)dInvZdX_;
     }
     
-    /// Integer horizontal gradient
-    int mDInvZdXInt;
-    /// Horizontal gradient
-    float mDInvZdX;
-    /// Vertical gradient
-    float mDInvZdY;
+    /// Integer horizontal gradient.
+    int dInvZdXInt_;
+    /// Horizontal gradient.
+    float dInvZdX_;
+    /// Vertical gradient.
+    float dInvZdY_;
 };
 
-/// Edge of a software rasterized triangle
+/// %Edge of a software rasterized triangle.
 struct Edge
 {
-    /// Construct from gradients and top & bottom vertices
+    /// Construct from gradients and top & bottom vertices.
     Edge(const Gradients& gradients, const Vector3& top, const Vector3& bottom, int topY)
     {
         float slope = (bottom.x_ - top.x_) / (bottom.y_ - top.y_);
@@ -684,19 +684,19 @@ struct Edge
         float xPreStep = slope * yPreStep;
         
         x_ = (int)((xPreStep + top.x_) * OCCLUSION_X_SCALE);
-        x_Step = (int)(slope * OCCLUSION_X_SCALE);
-        mInvZ = (int)(top.z_ + xPreStep * gradients.mDInvZdX + yPreStep * gradients.mDInvZdY);
-        mInvZStep = (int)(slope * gradients.mDInvZdX + gradients.mDInvZdY);
+        xStep_ = (int)(slope * OCCLUSION_X_SCALE);
+        invZ_ = (int)(top.z_ + xPreStep * gradients.dInvZdX_ + yPreStep * gradients.dInvZdY_);
+        invZStep_ = (int)(slope * gradients.dInvZdX_ + gradients.dInvZdY_);
     }
     
-    /// X coordinate
+    /// X coordinate.
     int x_;
-    /// X coordinate step
-    int x_Step;
-    /// Inverse Z
-    int mInvZ;
-    /// Inverse Z step
-    int mInvZStep;
+    /// X coordinate step.
+    int xStep_;
+    /// Inverse Z.
+    int invZ_;
+    /// Inverse Z step.
+    int invZStep_;
 };
 
 void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
@@ -773,20 +773,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         int* endRow = buffer_ + middleY * width_;
         while (row < endRow)
         {
-            int invZ = topToBottom.mInvZ;
+            int invZ = topToBottom.invZ_;
             int* dest = row + (topToBottom.x_ >> 16);
             int* end = row + (topToMiddle.x_ >> 16);
             while (dest < end)
             {
                 if (invZ < *dest)
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
             }
             
-            topToBottom.x_ += topToBottom.x_Step;
-            topToBottom.mInvZ += topToBottom.mInvZStep;
-            topToMiddle.x_ += topToMiddle.x_Step;
+            topToBottom.x_ += topToBottom.xStep_;
+            topToBottom.invZ_ += topToBottom.invZStep_;
+            topToMiddle.x_ += topToMiddle.xStep_;
             row += width_;
         }
         
@@ -795,20 +795,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         endRow = buffer_ + bottoy_ * width_;
         while (row < endRow)
         {
-            int invZ = topToBottom.mInvZ;
+            int invZ = topToBottom.invZ_;
             int* dest = row + (topToBottom.x_ >> 16);
             int* end = row + (middleToBottom.x_ >> 16);
             while (dest < end)
             {
                 if (invZ < *dest)
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
             }
             
-            topToBottom.x_ += topToBottom.x_Step;
-            topToBottom.mInvZ += topToBottom.mInvZStep;
-            middleToBottom.x_ += middleToBottom.x_Step;
+            topToBottom.x_ += topToBottom.xStep_;
+            topToBottom.invZ_ += topToBottom.invZStep_;
+            middleToBottom.x_ += middleToBottom.xStep_;
             row += width_;
         }
     }
@@ -819,20 +819,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         int* endRow = buffer_ + middleY * width_;
         while (row < endRow)
         {
-            int invZ = topToMiddle.mInvZ;
+            int invZ = topToMiddle.invZ_;
             int* dest = row + (topToMiddle.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             while (dest < end)
             {
                 if (invZ < *dest)
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
             }
             
-            topToMiddle.x_ += topToMiddle.x_Step;
-            topToMiddle.mInvZ += topToMiddle.mInvZStep;
-            topToBottom.x_ += topToBottom.x_Step;
+            topToMiddle.x_ += topToMiddle.xStep_;
+            topToMiddle.invZ_ += topToMiddle.invZStep_;
+            topToBottom.x_ += topToBottom.xStep_;
             row += width_;
         }
         
@@ -841,20 +841,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         endRow = buffer_ + bottoy_ * width_;
         while (row < endRow)
         {
-            int invZ = middleToBottom.mInvZ;
+            int invZ = middleToBottom.invZ_;
             int* dest = row + (middleToBottom.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             while (dest < end)
             {
                 if (invZ < *dest)
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
             }
             
-            middleToBottom.x_ += middleToBottom.x_Step;
-            middleToBottom.mInvZ += middleToBottom.mInvZStep;
-            topToBottom.x_ += topToBottom.x_Step;
+            middleToBottom.x_ += middleToBottom.xStep_;
+            middleToBottom.invZ_ += middleToBottom.invZStep_;
+            topToBottom.x_ += topToBottom.xStep_;
             row += width_;
         }
     }

+ 2 - 2
Engine/Graphics/Octree.h

@@ -33,7 +33,7 @@ class RayOctreeQuery;
 
 static const int NUM_OCTANTS = 8;
 
-/// Octree octant
+/// %Octree octant
 class Octant
 {
 public:
@@ -142,7 +142,7 @@ protected:
     unsigned numDrawables_;
 };
 
-/// Octree component. Should be added only to the root scene node
+/// %Octree component. Should be added only to the root scene node
 class Octree : public Component, public Octant
 {
     OBJECT(Octree);

+ 3 - 3
Engine/Graphics/OctreeQuery.h

@@ -90,7 +90,7 @@ public:
     Vector3 point_;
 };
 
-/// Sphere octree query.
+/// %Sphere octree query.
 class SphereOctreeQuery : public OctreeQuery
 {
 public:
@@ -132,7 +132,7 @@ public:
     BoundingBox box_;
 };
 
-/// Frustum octree query.
+/// %Frustum octree query.
 class FrustumOctreeQuery : public OctreeQuery
 {
 public:
@@ -153,7 +153,7 @@ public:
     Frustum frustum_;
 };
 
-/// Frustum octree query with occlusion.
+/// %Frustum octree query with occlusion.
 class OccludedFrustumOctreeQuery : public OctreeQuery
 {
 public:

+ 1 - 1
Engine/Graphics/OpenGL/OGLGraphics.h

@@ -49,7 +49,7 @@ class VertexBuffer;
 
 typedef Map<Pair<ShaderVariation*, ShaderVariation*>, SharedPtr<ShaderProgram> > ShaderProgramMap;
 
-/// Graphics subsystem. Manages the application window, rendering state and GPU resources.
+/// %Graphics subsystem. Manages the application window, rendering state and GPU resources.
 class Graphics : public Object
 {
     OBJECT(Graphics);

+ 1 - 1
Engine/Graphics/OpenGL/OGLGraphicsImpl.h

@@ -31,7 +31,7 @@
 
 class Context;
 
-/// Graphics subsystem implementation. Holds API-specific objects.
+/// %Graphics subsystem implementation. Holds API-specific objects.
 class GraphicsImpl
 {
     friend class Graphics;

+ 2 - 2
Engine/Graphics/OpenGL/OGLRenderSurface.h

@@ -31,7 +31,7 @@ class Camera;
 class Scene;
 class Texture;
 
-/// Viewport definition either for a RenderSurface or the backbuffer.
+/// %Viewport definition either for a render surface or the backbuffer.
 struct Viewport
 {
     /// Construct with defaults.
@@ -49,7 +49,7 @@ struct Viewport
     IntRect rect_;
 };
 
-/// Color or depth stencil surface that can be rendered into.
+/// %Color or depth stencil surface that can be rendered into.
 class RenderSurface : public RefCounted
 {
     friend class Texture2D;

+ 1 - 1
Engine/Graphics/OpenGL/OGLShader.h

@@ -28,7 +28,7 @@
 
 class ShaderVariation;
 
-/// Shader resource consisting of several shader variations.
+/// %Shader resource consisting of several shader variations.
 class Shader : public Resource
 {
     OBJECT(Shader);

+ 1 - 1
Engine/Graphics/OpenGL/OGLShaderProgram.h

@@ -31,7 +31,7 @@
 class Graphics;
 class ShaderVariation;
 
-/// Shader parameter definition.
+/// %Shader parameter definition.
 struct ShaderParameter
 {
     /// Uniform location.

+ 1 - 1
Engine/Graphics/OpenGL/OGLShaderVariation.h

@@ -31,7 +31,7 @@
 class Shader;
 class ShaderProgram;
 
-/// Shader object on the GPU.
+/// Vertex or pixel shader on the GPU.
 class ShaderVariation : public RefCounted, public GPUObject
 {
 public:

+ 1 - 1
Engine/Graphics/OpenGL/OGLTexture.h

@@ -61,7 +61,7 @@ public:
     void ClearDataLost();
     /// Update changed parameters to OpenGL. Called by Graphics when binding the texture.
     void UpdateParameters();
-
+    
     /// Return texture's OpenGL target.
     unsigned GetTarget() const { return target_; }
     /// Return texture format.

+ 2 - 2
Engine/Graphics/ParticleEmitter.h

@@ -54,7 +54,7 @@ struct Particle
     unsigned texIndex_;
 };
 
-/// Texture animation definition.
+/// %Texture animation definition.
 struct TextureAnimation
 {
     /// UV coordinates.
@@ -67,7 +67,7 @@ class ResourceCache;
 class XMLFile;
 class XMLElement;
 
-/// Particle emitter component.
+/// %Particle emitter component.
 class ParticleEmitter : public BillboardSet
 {
     OBJECT(ParticleEmitter);

+ 1 - 1
Engine/Graphics/Skeleton.h

@@ -34,7 +34,7 @@ class Deserializer;
 class ResourceCache;
 class Serializer;
 
-/// Bone in a skeleton.
+/// %Bone in a skeleton.
 struct Bone
 {
     /// Construct with defaults.

+ 2 - 2
Engine/Graphics/Technique.h

@@ -28,7 +28,7 @@
 
 class ShaderVariation;
 
-/// Material rendering pass, which defines shaders and render state.
+/// %Material rendering pass, which defines shaders and render state.
 class Pass
 {
 public:
@@ -100,7 +100,7 @@ private:
     Vector<SharedPtr<ShaderVariation> > pixelShaders_;
 };
 
-/// Material technique. Consists of several passes.
+/// %Material technique. Consists of several passes.
 class Technique : public Resource
 {
     OBJECT(Technique);

+ 1 - 1
Engine/Graphics/View.h

@@ -38,7 +38,7 @@ struct Viewport;
 
 static const int MAX_LIGHT_SPLITS = 6;
 
-/// Geometry view space depth minimum and maximum values.
+/// %Geometry view space depth minimum and maximum values.
 struct GeometryDepthBounds
 {
     /// Minimum value.

+ 1 - 1
Engine/Graphics/Zone.h

@@ -26,7 +26,7 @@
 #include "Color.h"
 #include "Drawable.h"
 
-/// Component that describes global rendering properties
+/// %Component that describes global rendering properties
 class Zone : public Drawable
 {
     OBJECT(Zone);

+ 1 - 1
Engine/IO/File.h

@@ -37,7 +37,7 @@ enum FileMode
 
 class PackageFile;
 
-/// File opened either through the filesystem or from within a package file.
+/// %File opened either through the filesystem or from within a package file.
 class File : public Object, public Deserializer, public Serializer
 {
     OBJECT(File);

+ 1 - 1
Engine/IO/Log.h

@@ -38,7 +38,7 @@ static const int LOG_NONE = 4;
 
 class File;
 
-/// Log file subsystem.
+/// Logging subsystem.
 class Log : public Object
 {
     OBJECT(Log);

+ 1 - 1
Engine/IO/PackageFile.h

@@ -25,7 +25,7 @@
 
 #include "Object.h"
 
-/// File entry within the package file.
+/// %File entry within the package file.
 struct PackageEntry
 {
     /// Offset from the beginning.

+ 1 - 1
Engine/Input/Input.h

@@ -29,7 +29,7 @@
 
 class Graphics;
 
-/// Input subsystem. Converts operating system window messages to input state and events.
+/// %Input subsystem. Converts operating system window messages to input state and events.
 class Input : public Object
 {
     #ifdef USE_OPENGL

+ 1 - 1
Engine/Math/Sphere.h

@@ -29,7 +29,7 @@ class BoundingBox;
 class Frustum;
 class Ray;
 
-/// Sphere in three-dimensional space.
+/// %Sphere in three-dimensional space.
 class Sphere
 {
 public:

+ 1 - 1
Engine/Network/Connection.h

@@ -90,7 +90,7 @@ struct PackageUpload
     unsigned totalFragments_;
 };
 
-/// Connection to a remote network host.
+/// %Connection to a remote network host.
 class Connection : public Object
 {
     OBJECT(Connection);

+ 1 - 1
Engine/Network/Controls.h

@@ -27,7 +27,7 @@
 
 class XMLElement;
 
-/// Controls sent over the network.
+/// %Controls sent over the network.
 class Controls
 {
 public:

+ 1 - 1
Engine/Network/Network.h

@@ -33,7 +33,7 @@
 class MemoryBuffer;
 class Scene;
 
-/// Network subsystem. Manages client-server communications using the UDP protocol.
+/// %Network subsystem. Manages client-server communications using the UDP protocol.
 class Network : public Object, public kNet::IMessageHandler, public kNet::INetworkServerListener
 {
     OBJECT(Network);

+ 1 - 1
Engine/Network/NetworkPriority.h

@@ -25,7 +25,7 @@
 
 #include "Component.h"
 
-/// Network interest management settings component.
+/// %Network interest management settings component.
 class NetworkPriority : public Component
 {
     OBJECT(NetworkPriority);

+ 4 - 4
Engine/Resource/Image.cpp

@@ -44,14 +44,14 @@
 #define FOURCC_DXT4 (MAKEFOURCC('D','X','T','4'))
 #define FOURCC_DXT5 (MAKEFOURCC('D','X','T','5'))
 
-/// DirectDraw surface color key
+/// DirectDraw surface color key.
 struct DDColorKey
 {
     unsigned dwColorSpaceLowValue_;
     unsigned dwColorSpaceHighValue_;
 };
 
-/// DirectDraw surface pixel format
+/// DirectDraw surface pixel format.
 struct DDPixelFormat
 {
     unsigned dwSize_;
@@ -105,7 +105,7 @@ struct DDPixelFormat
     };
 };
 
-/// DirectDraw surface capabilities
+/// DirectDraw surface capabilities.
 struct DDSCaps2
 {
     unsigned dwCaps_;
@@ -118,7 +118,7 @@ struct DDSCaps2
     };
 };
 
-/// DirectDraw surface description
+/// DirectDraw surface description.
 struct DDSurfaceDesc2
 {
     unsigned dwSize_;

+ 1 - 1
Engine/Resource/Image.h

@@ -66,7 +66,7 @@ struct CompressedLevel
     unsigned rows_;
 };
 
-/// Image resource.
+/// %Image resource.
 class Image : public Resource
 {
     OBJECT(Image);

+ 1 - 1
Engine/Resource/ResourceCache.h

@@ -46,7 +46,7 @@ struct ResourceGroup
     Map<StringHash, SharedPtr<Resource> > resources_;
 };
 
-/// Resource cache subsystem. Loads resources on demand and stores them for later access.
+/// %Resource cache subsystem. Loads resources on demand and stores them for later access.
 class ResourceCache : public Object
 {
     OBJECT(ResourceCache);

+ 1 - 1
Engine/Scene/Node.h

@@ -45,7 +45,7 @@ static const unsigned SMOOTH_POSITION = 1;
 /// Ongoing rotation smoothing.
 static const unsigned SMOOTH_ROTATION = 2;
 
-/// Scene node that may contain components and child nodes.
+/// %Scene node that may contain components and child nodes.
 class Node : public Serializable
 {
     OBJECT(Node);

+ 1 - 1
Engine/Script/Addons.cpp

@@ -29,7 +29,7 @@
 
 // Adapted from Angelscript's scriptarray & scriptstdstring add-ons, but with garbage collection disabled
 
-/// Script array buffer
+/// %Script array buffer.
 struct SArrayBuffer
 {
     asDWORD numElements;

+ 1 - 1
Engine/Script/Addons.h

@@ -29,7 +29,7 @@
 
 struct SArrayBuffer;
 
-/// Script array type.
+/// %Script array type.
 class CScriptArray
 {
 public:

+ 7 - 1
Engine/Script/Script.cpp

@@ -35,9 +35,10 @@
 
 #include "DebugNew.h"
 
-/// Script object property info for script API dump
+/// %Object property info for scripting API dump.
 struct PropertyInfo
 {
+    /// Construct.
     PropertyInfo() :
         read_(false),
         write_(false),
@@ -45,10 +46,15 @@ struct PropertyInfo
     {
     }
     
+    /// Property name.
     String name_;
+    /// Property data type.
     String type_;
+    /// Reading supported flag.
     bool read_;
+    /// Writing supported flag.
     bool write_;
+    /// Indexed flag.
     bool indexed_;
 };
 

+ 1 - 1
Engine/Script/Script.h

@@ -45,7 +45,7 @@ enum ScriptLogMode
 /// Maximum function/method nesting level.
 static const unsigned MAX_SCRIPT_NESTING_LEVEL = 32;
 
-/// Script subsystem. Allows execution of AngelScript.
+/// Scripting subsystem. Allows execution of AngelScript.
 class Script : public Object
 {
     OBJECT(Script);

+ 1 - 1
Engine/Script/ScriptFile.h

@@ -37,7 +37,7 @@ class asIScriptFunction;
 class asIScriptModule;
 class asIScriptObject;
 
-/// Script file resource.
+/// %Script file resource.
 class ScriptFile : public Resource, public ScriptEventListener
 {
     OBJECT(ScriptFile);

+ 1 - 1
Engine/Script/ScriptInstance.h

@@ -57,7 +57,7 @@ struct DelayedMethodCall
     VariantVector parameters_;
 };
 
-/// Script object component.
+/// %Script object component.
 class ScriptInstance : public Component, public ScriptEventListener
 {
     OBJECT(ScriptInstance);

+ 1 - 1
Engine/UI/BorderImage.h

@@ -28,7 +28,7 @@
 class Texture;
 class Texture2D;
 
-/// Image UI element with optional border.
+/// %Image %UI element with optional border.
 class BorderImage : public UIElement
 {
     OBJECT(BorderImage);

+ 1 - 1
Engine/UI/Button.h

@@ -25,7 +25,7 @@
 
 #include "BorderImage.h"
 
-/// Pushbutton UI element.
+/// Pushbutton %UI element.
 class Button : public BorderImage
 {
     OBJECT(Button);

+ 1 - 1
Engine/UI/CheckBox.h

@@ -25,7 +25,7 @@
 
 #include "BorderImage.h"
 
-/// UI element that can be toggled between unchecked and checked state.
+/// %UI element that can be toggled between unchecked and checked state.
 class CheckBox : public BorderImage
 {
     OBJECT(CheckBox);

+ 3 - 3
Engine/UI/Cursor.h

@@ -25,7 +25,7 @@
 
 #include "BorderImage.h"
 
-/// Cursor shapes recognized by the UI subsystem.
+/// %Cursor shapes recognized by the UI subsystem.
 enum CursorShape
 {
     CS_NORMAL = 0,
@@ -38,7 +38,7 @@ enum CursorShape
     CS_MAX_SHAPES
 };
 
-/// Cursor image and hotspot information.
+/// %Cursor image and hotspot information.
 struct CursorShapeInfo
 {
     /// Texture.
@@ -49,7 +49,7 @@ struct CursorShapeInfo
     IntVector2 hotSpot_;
 };
 
-/// Mouse cursor UI element.
+/// Mouse cursor %UI element.
 class Cursor : public BorderImage
 {
     OBJECT(Cursor);

+ 1 - 1
Engine/UI/DropDownList.h

@@ -27,7 +27,7 @@
 
 class ListView;
 
-/// Menu UI element that displays a popup list view.
+/// %Menu %UI element that displays a popup list view.
 class DropDownList : public Menu
 {
     OBJECT(DropDownList)

+ 2 - 2
Engine/UI/FileSelector.h

@@ -37,7 +37,7 @@ class UIElement;
 class Window;
 class XMLFile;
 
-/// File selector's list entry (file or directory.)
+/// %File selector's list entry (file or directory.)
 struct FileSelectorEntry
 {
     /// Name.
@@ -46,7 +46,7 @@ struct FileSelectorEntry
     bool directory_;
 };
 
-/// File selector dialog.
+/// %File selector dialog.
 class FileSelector : public Object
 {
     OBJECT(FileSelector);

+ 4 - 4
Engine/UI/Font.cpp

@@ -36,13 +36,13 @@
 
 #include "DebugNew.h"
 
-/// FreeType library subsystem
+/// FreeType library subsystem.
 class FreeTypeLibrary : public Object
 {
     OBJECT(FreeTypeLibrary);
     
 public:
-    /// Construct
+    /// Construct.
     FreeTypeLibrary(Context* context) :
         Object(context)
     {
@@ -51,7 +51,7 @@ public:
             LOGERROR("Could not initialize FreeType library");
     }
     
-    /// Destruct
+    /// Destruct.
     virtual ~FreeTypeLibrary()
     {
         FT_Done_FreeType(mLibrary);
@@ -60,7 +60,7 @@ public:
     FT_Library getLibrary() const { return mLibrary; }
     
 private:
-    /// FreeType library
+    /// FreeType library.
     FT_Library mLibrary;
 };
 

+ 3 - 3
Engine/UI/Font.h

@@ -34,7 +34,7 @@ static const int FONT_TEXTURE_MIN_SIZE = 128;
 static const int FONT_TEXTURE_MAX_SIZE = 2048;
 static const int FONT_DPI = 96;
 
-/// Font glyph description.
+/// %Font glyph description.
 struct FontGlyph
 {
     /// X position in texture.
@@ -53,7 +53,7 @@ struct FontGlyph
     short advanceX_;
 };
 
-/// Font face description.
+/// %Font face description.
 struct FontFace
 {
     /// Point size.
@@ -68,7 +68,7 @@ struct FontFace
     PODVector<FontGlyph> glyphs_;
 };
 
-/// Font resource.
+/// %Font resource.
 class Font : public Resource
 {
     OBJECT(Font);

+ 1 - 1
Engine/UI/LineEdit.h

@@ -28,7 +28,7 @@
 class Font;
 class Text;
 
-/// Single-line text editor UI element.
+/// Single-line text editor %UI element.
 class LineEdit : public BorderImage
 {
     OBJECT(LineEdit);

+ 2 - 2
Engine/UI/ListView.h

@@ -26,7 +26,7 @@
 #include "ScrollView.h"
 #include "Set.h"
 
-/// ListView selection highlight mode.
+/// %ListView selection highlight mode.
 enum HighlightMode
 {
     /// Never highlight selections.
@@ -37,7 +37,7 @@ enum HighlightMode
     HM_ALWAYS
 };
 
-/// Scrollable list UI element.
+/// Scrollable list %UI element.
 class ListView : public ScrollView
 {
     OBJECT(ListView);

+ 1 - 1
Engine/UI/Menu.h

@@ -25,7 +25,7 @@
 
 #include "Button.h"
 
-/// Menu UI element that optionally shows a popup.
+/// %Menu %UI element that optionally shows a popup.
 class Menu : public Button
 {
     OBJECT(Menu);

+ 1 - 1
Engine/UI/ScrollBar.h

@@ -28,7 +28,7 @@
 class Button;
 class Slider;
 
-/// Scroll bar UI element with forward and back buttons.
+/// Scroll bar %UI element with forward and back buttons.
 class ScrollBar : public UIElement
 {
     OBJECT(ScrollBar);

+ 1 - 1
Engine/UI/ScrollView.h

@@ -28,7 +28,7 @@
 class BorderImage;
 class ScrollBar;
 
-/// Scrollable UI element for showing a (possibly large) child element.
+/// Scrollable %UI element for showing a (possibly large) child element.
 class ScrollView : public UIElement
 {
     OBJECT(ScrollView);

+ 1 - 1
Engine/UI/Slider.h

@@ -25,7 +25,7 @@
 
 #include "BorderImage.h"
 
-/// Slider bar UI element.
+/// %Slider bar %UI element.
 class Slider : public BorderImage
 {
     OBJECT(Slider);

+ 1 - 1
Engine/UI/Text.h

@@ -29,7 +29,7 @@ static const int DEFAULT_FONT_SIZE = 12;
 
 class Font;
 
-/// Text UI element.
+/// %Text %UI element.
 class Text : public UIElement
 {
     OBJECT(Text);

+ 1 - 1
Engine/UI/UI.h

@@ -34,7 +34,7 @@ class UIElement;
 class XMLElement;
 class XMLFile;
 
-/// UI subsystem. Manages the graphical user interface.
+/// %UI subsystem. Manages the graphical user interface.
 class UI : public Object
 {
     OBJECT(UI);

+ 2 - 2
Engine/UI/UIBatch.h

@@ -33,7 +33,7 @@ class ShaderVariation;
 class Texture;
 class UIElement;
 
-/// UI rendering quad.
+/// %UI rendering quad.
 struct UIQuad
 {
     /// Left coordinate.
@@ -62,7 +62,7 @@ struct UIQuad
     unsigned bottomRightColor_;
 };
 
-/// UI rendering draw call.
+/// %UI rendering draw call.
 class UIBatch
 {
 public:

+ 6 - 6
Engine/UI/UIElement.h

@@ -28,7 +28,7 @@
 #include "Vector2.h"
 #include "XMLFile.h"
 
-/// UI element horizontal alignment.
+/// %UI element horizontal alignment.
 enum HorizontalAlignment
 {
     HA_LEFT = 0,
@@ -36,7 +36,7 @@ enum HorizontalAlignment
     HA_RIGHT
 };
 
-/// UI element vertical alignment.
+/// %UI element vertical alignment.
 enum VerticalAlignment
 {
     VA_TOP = 0,
@@ -44,7 +44,7 @@ enum VerticalAlignment
     VA_BOTTOM
 };
 
-/// UI element corners.
+/// %UI element corners.
 enum Corner
 {
     C_TOPLEFT = 0,
@@ -54,14 +54,14 @@ enum Corner
     MAX_UIELEMENT_CORNERS
 };
 
-/// UI element orientation.
+/// %UI element orientation.
 enum Orientation
 {
     O_HORIZONTAL = 0,
     O_VERTICAL
 };
 
-/// UI element focus mode.
+/// %UI element focus mode.
 enum FocusMode
 {
     /// Is not focusable and does not affect existing focus.
@@ -98,7 +98,7 @@ class Cursor;
 class ResourceCache;
 class asIScriptEngine;
 
-/// Base class for UI elements.
+/// Base class for %UI elements.
 class UIElement : public Object
 {
     OBJECT(Element);

+ 2 - 2
Engine/UI/Window.h

@@ -25,7 +25,7 @@
 
 #include "BorderImage.h"
 
-/// Window movement and resizing modes.
+/// %Window movement and resizing modes.
 enum WindowDragMode
 {
     DRAG_NONE,
@@ -40,7 +40,7 @@ enum WindowDragMode
     DRAG_RESIZE_LEFT
 };
 
-/// Window UI element that can optionally by moved or resized.
+/// %Window %UI element that can optionally by moved or resized.
 class Window : public BorderImage
 {
     OBJECT(Window);