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Further comments and code cleanup.

Lasse Öörni %!s(int64=14) %!d(string=hai) anos
pai
achega
700520f320
Modificáronse 95 ficheiros con 218 adicións e 227 borrados
  1. BIN=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
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
 -noshadows  Disable rendering of shadows
 -nosound    Disable sound output
 -nosound    Disable sound output
 -noip       Disable sound mixing interpolation
 -noip       Disable sound mixing interpolation
--8bit       Force 8-bit audio output
 -sm2        Force SM2.0 rendering
 -sm2        Force SM2.0 rendering
 \endverbatim
 \endverbatim
 
 
@@ -130,9 +129,9 @@ The libraries are the following:
 - %Script. Provides scripting support using the AngelScript language.
 - %Script. Provides scripting support using the AngelScript language.
 - %Engine. Instantiates the subsystems from the libraries above, and manages the main loop iteration.
 - %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:
 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.
 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
 \code
 void Start()
 void Start()

+ 1 - 1
Engine/Audio/Audio.h

@@ -34,7 +34,7 @@ class AudioImpl;
 class Sound;
 class Sound;
 class SoundSource;
 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
 class Audio : public Object
 {
 {
     OBJECT(Audio);
     OBJECT(Audio);

+ 1 - 1
Engine/Audio/Sound.h

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

+ 1 - 1
Engine/Audio/SoundSource.h

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

+ 1 - 1
Engine/Audio/SoundSource3D.h

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

+ 4 - 4
Engine/Container/Allocator.h

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

+ 3 - 3
Engine/Container/List.h

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

+ 2 - 2
Engine/Container/ListBase.h

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

+ 5 - 5
Engine/Container/Map.h

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

+ 1 - 1
Engine/Container/Pair.h

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

+ 2 - 2
Engine/Container/Ptr.h

@@ -27,7 +27,7 @@
 
 
 #include <cassert>
 #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
 template <class T> class SharedPtr
 {
 {
 public:
 public:
@@ -178,7 +178,7 @@ template <class T, class U> SharedPtr<T> DynamicCast(const SharedPtr<U>& ptr)
     return ret;
     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
 template <class T> class WeakPtr
 {
 {
 public:
 public:

+ 1 - 1
Engine/Container/RefCounted.h

@@ -42,7 +42,7 @@ struct RefCount
     bool expired_;
     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
 class RefCounted
 {
 {
 public:
 public:

+ 4 - 4
Engine/Container/Set.h

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

+ 1 - 1
Engine/Container/StringBase.h

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

+ 2 - 2
Engine/Container/Vector.h

@@ -29,7 +29,7 @@
 #include <cstring>
 #include <cstring>
 #include <new>
 #include <new>
 
 
-/// Vector template class.
+/// %Vector template class.
 template <class T> class Vector : public VectorBase
 template <class T> class Vector : public VectorBase
 {
 {
 public:
 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
 template <class T> class PODVector : public VectorBase
 {
 {
 public:
 public:

+ 1 - 1
Engine/Container/VectorBase.h

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

+ 1 - 1
Engine/Core/Context.h

@@ -27,7 +27,7 @@
 #include "HashSet.h"
 #include "HashSet.h"
 #include "Object.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
 class Context : public RefCounted
 {
 {
 public:
 public:

+ 1 - 1
Engine/Core/Timer.h

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

+ 3 - 3
Engine/Core/Variant.h

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

+ 1 - 1
Engine/Engine/Console.h

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

+ 1 - 1
Engine/Graphics/AnimationController.h

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

+ 1 - 1
Engine/Graphics/AnimationState.h

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

+ 1 - 1
Engine/Graphics/BillboardSet.h

@@ -50,7 +50,7 @@ struct Billboard
     float sortDistance_;
     float sortDistance_;
 };
 };
 
 
-/// Billboard component.
+/// %Billboard component.
 class BillboardSet : public Drawable
 class BillboardSet : public Drawable
 {
 {
     OBJECT(BillboardSet);
     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_SHADOWS = 0x2;
 static const unsigned VOF_DISABLE_OCCLUSION = 0x4;
 static const unsigned VOF_DISABLE_OCCLUSION = 0x4;
 
 
-/// Camera component.
+/// %Camera component.
 class Camera : public Component
 class Camera : public Component
 {
 {
     OBJECT(Camera);
     OBJECT(Camera);

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

@@ -27,7 +27,7 @@
 
 
 class Graphics;
 class Graphics;
 
 
-/// Base class for GPU resources
+/// Base class for GPU resources.
 class GPUObject
 class GPUObject
 {
 {
 public:
 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)
 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())
     if (i == shaderParameters_.End())
         return;
         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)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -967,7 +967,7 @@ void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned
 
 
 void Graphics::SetShaderParameter(StringHash param, const int* data, unsigned count)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -979,7 +979,7 @@ void Graphics::SetShaderParameter(StringHash param, const int* data, unsigned co
 
 
 void Graphics::SetShaderParameter(StringHash param, float value)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -998,7 +998,7 @@ void Graphics::SetShaderParameter(StringHash param, float value)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Color& color)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1010,7 +1010,7 @@ void Graphics::SetShaderParameter(StringHash param, const Color& color)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1037,7 +1037,7 @@ void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1056,7 +1056,7 @@ void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1068,7 +1068,7 @@ void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1080,7 +1080,7 @@ void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
 
 
 void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
 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())
     if (i == shaderParameters_.End())
         return;
         return;
     
     
@@ -1098,7 +1098,7 @@ void Graphics::DefineShaderParameter(StringHash param, ShaderType type, unsigned
 
 
 bool Graphics::NeedParameterUpdate(StringHash param, const void* source)
 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())
     if (i == shaderParameters_.End())
         return false;
         return false;
     
     
@@ -1129,7 +1129,7 @@ bool Graphics::NeedTextureUnit(TextureUnit unit)
 
 
 void Graphics::ClearParameterSources()
 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;
         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;
 static const int IMMEDIATE_BUFFER_DEFAULT_SIZE = 1024;
 
 
-/// Shader parameter information
-struct ShaderParameterInfo
+/// %Shader parameter definition.
+struct ShaderParameter
 {
 {
-    /// Shader type.
+    /// %Shader type.
     ShaderType type_;
     ShaderType type_;
     /// Hardware register.
     /// Hardware register.
     unsigned register_;
     unsigned register_;
@@ -59,7 +59,7 @@ struct ShaderParameterInfo
     const void* lastSource_;
     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
 class Graphics : public Object
 {
 {
     OBJECT(Graphics);
     OBJECT(Graphics);
@@ -474,7 +474,7 @@ private:
     /// Pixel shader in use.
     /// Pixel shader in use.
     ShaderVariation* pixelShader_;
     ShaderVariation* pixelShader_;
     /// Shader parameters.
     /// Shader parameters.
-    HashMap<StringHash, ShaderParameterInfo> shaderParameters_;
+    HashMap<StringHash, ShaderParameter> shaderParameters_;
     /// Textures in use.
     /// Textures in use.
     Texture* textures_[MAX_TEXTURE_UNITS];
     Texture* textures_[MAX_TEXTURE_UNITS];
     /// Deferred rendering destination render target.
     /// Deferred rendering destination render target.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

+ 2 - 2
Engine/Graphics/Light.h

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

+ 1 - 1
Engine/Graphics/Model.h

@@ -58,7 +58,7 @@ struct ModelMorph
     Map<unsigned, VertexBufferMorph> buffers_;
     Map<unsigned, VertexBufferMorph> buffers_;
 };
 };
 
 
-/// Model resource.
+/// 3D model resource.
 class Model : public Resource
 class Model : public Resource
 {
 {
     OBJECT(Model);
     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
 // 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
 // Also available online at http://chrishecker.com/Miscellaneous_Technical_Articles
 
 
-/// Gradients of a software rasterized triangle
+/// %Gradients of a software rasterized triangle.
 struct Gradients
 struct Gradients
 {
 {
-    /// Construct from vertices
+    /// Construct from vertices.
     Gradients(const Vector3* vertices)
     Gradients(const Vector3* vertices)
     {
     {
         float invdX = 1.0f / (((vertices[1].x_ - vertices[2].x_) *
         float invdX = 1.0f / (((vertices[1].x_ - vertices[2].x_) *
@@ -656,27 +656,27 @@ struct Gradients
         
         
         float invdY = -invdX;
         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_)));
             ((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_)));
             ((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
 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)
     Edge(const Gradients& gradients, const Vector3& top, const Vector3& bottom, int topY)
     {
     {
         float slope = (bottom.x_ - top.x_) / (bottom.y_ - top.y_);
         float slope = (bottom.x_ - top.x_) / (bottom.y_ - top.y_);
@@ -684,19 +684,19 @@ struct Edge
         float xPreStep = slope * yPreStep;
         float xPreStep = slope * yPreStep;
         
         
         x_ = (int)((xPreStep + top.x_) * OCCLUSION_X_SCALE);
         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_;
     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)
 void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
@@ -773,20 +773,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         int* endRow = buffer_ + middleY * width_;
         int* endRow = buffer_ + middleY * width_;
         while (row < endRow)
         while (row < endRow)
         {
         {
-            int invZ = topToBottom.mInvZ;
+            int invZ = topToBottom.invZ_;
             int* dest = row + (topToBottom.x_ >> 16);
             int* dest = row + (topToBottom.x_ >> 16);
             int* end = row + (topToMiddle.x_ >> 16);
             int* end = row + (topToMiddle.x_ >> 16);
             while (dest < end)
             while (dest < end)
             {
             {
                 if (invZ < *dest)
                 if (invZ < *dest)
                     *dest = invZ;
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
                 ++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_;
             row += width_;
         }
         }
         
         
@@ -795,20 +795,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         endRow = buffer_ + bottoy_ * width_;
         endRow = buffer_ + bottoy_ * width_;
         while (row < endRow)
         while (row < endRow)
         {
         {
-            int invZ = topToBottom.mInvZ;
+            int invZ = topToBottom.invZ_;
             int* dest = row + (topToBottom.x_ >> 16);
             int* dest = row + (topToBottom.x_ >> 16);
             int* end = row + (middleToBottom.x_ >> 16);
             int* end = row + (middleToBottom.x_ >> 16);
             while (dest < end)
             while (dest < end)
             {
             {
                 if (invZ < *dest)
                 if (invZ < *dest)
                     *dest = invZ;
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
                 ++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_;
             row += width_;
         }
         }
     }
     }
@@ -819,20 +819,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         int* endRow = buffer_ + middleY * width_;
         int* endRow = buffer_ + middleY * width_;
         while (row < endRow)
         while (row < endRow)
         {
         {
-            int invZ = topToMiddle.mInvZ;
+            int invZ = topToMiddle.invZ_;
             int* dest = row + (topToMiddle.x_ >> 16);
             int* dest = row + (topToMiddle.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             while (dest < end)
             while (dest < end)
             {
             {
                 if (invZ < *dest)
                 if (invZ < *dest)
                     *dest = invZ;
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
                 ++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_;
             row += width_;
         }
         }
         
         
@@ -841,20 +841,20 @@ void OcclusionBuffer::DrawTriangle2D(const Vector3* vertices)
         endRow = buffer_ + bottoy_ * width_;
         endRow = buffer_ + bottoy_ * width_;
         while (row < endRow)
         while (row < endRow)
         {
         {
-            int invZ = middleToBottom.mInvZ;
+            int invZ = middleToBottom.invZ_;
             int* dest = row + (middleToBottom.x_ >> 16);
             int* dest = row + (middleToBottom.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             int* end = row + (topToBottom.x_ >> 16);
             while (dest < end)
             while (dest < end)
             {
             {
                 if (invZ < *dest)
                 if (invZ < *dest)
                     *dest = invZ;
                     *dest = invZ;
-                invZ += gradients.mDInvZdXInt;
+                invZ += gradients.dInvZdXInt_;
                 ++dest;
                 ++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_;
             row += width_;
         }
         }
     }
     }

+ 2 - 2
Engine/Graphics/Octree.h

@@ -33,7 +33,7 @@ class RayOctreeQuery;
 
 
 static const int NUM_OCTANTS = 8;
 static const int NUM_OCTANTS = 8;
 
 
-/// Octree octant
+/// %Octree octant
 class Octant
 class Octant
 {
 {
 public:
 public:
@@ -142,7 +142,7 @@ protected:
     unsigned numDrawables_;
     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
 class Octree : public Component, public Octant
 {
 {
     OBJECT(Octree);
     OBJECT(Octree);

+ 3 - 3
Engine/Graphics/OctreeQuery.h

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

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

@@ -49,7 +49,7 @@ class VertexBuffer;
 
 
 typedef Map<Pair<ShaderVariation*, ShaderVariation*>, SharedPtr<ShaderProgram> > ShaderProgramMap;
 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
 class Graphics : public Object
 {
 {
     OBJECT(Graphics);
     OBJECT(Graphics);

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

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

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

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

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

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

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

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

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

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

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

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

+ 2 - 2
Engine/Graphics/ParticleEmitter.h

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

+ 1 - 1
Engine/Graphics/Skeleton.h

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

+ 2 - 2
Engine/Graphics/Technique.h

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

+ 1 - 1
Engine/Graphics/View.h

@@ -38,7 +38,7 @@ struct Viewport;
 
 
 static const int MAX_LIGHT_SPLITS = 6;
 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
 struct GeometryDepthBounds
 {
 {
     /// Minimum value.
     /// Minimum value.

+ 1 - 1
Engine/Graphics/Zone.h

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

+ 1 - 1
Engine/IO/File.h

@@ -37,7 +37,7 @@ enum FileMode
 
 
 class PackageFile;
 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
 class File : public Object, public Deserializer, public Serializer
 {
 {
     OBJECT(File);
     OBJECT(File);

+ 1 - 1
Engine/IO/Log.h

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

+ 1 - 1
Engine/IO/PackageFile.h

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

+ 1 - 1
Engine/Input/Input.h

@@ -29,7 +29,7 @@
 
 
 class Graphics;
 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
 class Input : public Object
 {
 {
     #ifdef USE_OPENGL
     #ifdef USE_OPENGL

+ 1 - 1
Engine/Math/Sphere.h

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

+ 1 - 1
Engine/Network/Connection.h

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

+ 1 - 1
Engine/Network/Controls.h

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

+ 1 - 1
Engine/Network/Network.h

@@ -33,7 +33,7 @@
 class MemoryBuffer;
 class MemoryBuffer;
 class Scene;
 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
 class Network : public Object, public kNet::IMessageHandler, public kNet::INetworkServerListener
 {
 {
     OBJECT(Network);
     OBJECT(Network);

+ 1 - 1
Engine/Network/NetworkPriority.h

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

+ 4 - 4
Engine/Resource/Image.cpp

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

+ 1 - 1
Engine/Resource/Image.h

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

+ 1 - 1
Engine/Resource/ResourceCache.h

@@ -46,7 +46,7 @@ struct ResourceGroup
     Map<StringHash, SharedPtr<Resource> > resources_;
     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
 class ResourceCache : public Object
 {
 {
     OBJECT(ResourceCache);
     OBJECT(ResourceCache);

+ 1 - 1
Engine/Scene/Node.h

@@ -45,7 +45,7 @@ static const unsigned SMOOTH_POSITION = 1;
 /// Ongoing rotation smoothing.
 /// Ongoing rotation smoothing.
 static const unsigned SMOOTH_ROTATION = 2;
 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
 class Node : public Serializable
 {
 {
     OBJECT(Node);
     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
 // Adapted from Angelscript's scriptarray & scriptstdstring add-ons, but with garbage collection disabled
 
 
-/// Script array buffer
+/// %Script array buffer.
 struct SArrayBuffer
 struct SArrayBuffer
 {
 {
     asDWORD numElements;
     asDWORD numElements;

+ 1 - 1
Engine/Script/Addons.h

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

+ 7 - 1
Engine/Script/Script.cpp

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

+ 1 - 1
Engine/Script/Script.h

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

+ 1 - 1
Engine/Script/ScriptFile.h

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

+ 1 - 1
Engine/Script/ScriptInstance.h

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

+ 1 - 1
Engine/UI/BorderImage.h

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

+ 1 - 1
Engine/UI/Button.h

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

+ 1 - 1
Engine/UI/CheckBox.h

@@ -25,7 +25,7 @@
 
 
 #include "BorderImage.h"
 #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
 class CheckBox : public BorderImage
 {
 {
     OBJECT(CheckBox);
     OBJECT(CheckBox);

+ 3 - 3
Engine/UI/Cursor.h

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

+ 1 - 1
Engine/UI/DropDownList.h

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

+ 2 - 2
Engine/UI/FileSelector.h

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

+ 4 - 4
Engine/UI/Font.cpp

@@ -36,13 +36,13 @@
 
 
 #include "DebugNew.h"
 #include "DebugNew.h"
 
 
-/// FreeType library subsystem
+/// FreeType library subsystem.
 class FreeTypeLibrary : public Object
 class FreeTypeLibrary : public Object
 {
 {
     OBJECT(FreeTypeLibrary);
     OBJECT(FreeTypeLibrary);
     
     
 public:
 public:
-    /// Construct
+    /// Construct.
     FreeTypeLibrary(Context* context) :
     FreeTypeLibrary(Context* context) :
         Object(context)
         Object(context)
     {
     {
@@ -51,7 +51,7 @@ public:
             LOGERROR("Could not initialize FreeType library");
             LOGERROR("Could not initialize FreeType library");
     }
     }
     
     
-    /// Destruct
+    /// Destruct.
     virtual ~FreeTypeLibrary()
     virtual ~FreeTypeLibrary()
     {
     {
         FT_Done_FreeType(mLibrary);
         FT_Done_FreeType(mLibrary);
@@ -60,7 +60,7 @@ public:
     FT_Library getLibrary() const { return mLibrary; }
     FT_Library getLibrary() const { return mLibrary; }
     
     
 private:
 private:
-    /// FreeType library
+    /// FreeType library.
     FT_Library mLibrary;
     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_TEXTURE_MAX_SIZE = 2048;
 static const int FONT_DPI = 96;
 static const int FONT_DPI = 96;
 
 
-/// Font glyph description.
+/// %Font glyph description.
 struct FontGlyph
 struct FontGlyph
 {
 {
     /// X position in texture.
     /// X position in texture.
@@ -53,7 +53,7 @@ struct FontGlyph
     short advanceX_;
     short advanceX_;
 };
 };
 
 
-/// Font face description.
+/// %Font face description.
 struct FontFace
 struct FontFace
 {
 {
     /// Point size.
     /// Point size.
@@ -68,7 +68,7 @@ struct FontFace
     PODVector<FontGlyph> glyphs_;
     PODVector<FontGlyph> glyphs_;
 };
 };
 
 
-/// Font resource.
+/// %Font resource.
 class Font : public Resource
 class Font : public Resource
 {
 {
     OBJECT(Font);
     OBJECT(Font);

+ 1 - 1
Engine/UI/LineEdit.h

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

+ 2 - 2
Engine/UI/ListView.h

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

+ 1 - 1
Engine/UI/Menu.h

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

+ 1 - 1
Engine/UI/ScrollBar.h

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

+ 1 - 1
Engine/UI/ScrollView.h

@@ -28,7 +28,7 @@
 class BorderImage;
 class BorderImage;
 class ScrollBar;
 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
 class ScrollView : public UIElement
 {
 {
     OBJECT(ScrollView);
     OBJECT(ScrollView);

+ 1 - 1
Engine/UI/Slider.h

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

+ 1 - 1
Engine/UI/Text.h

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

+ 1 - 1
Engine/UI/UI.h

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

+ 2 - 2
Engine/UI/UIBatch.h

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

+ 6 - 6
Engine/UI/UIElement.h

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

+ 2 - 2
Engine/UI/Window.h

@@ -25,7 +25,7 @@
 
 
 #include "BorderImage.h"
 #include "BorderImage.h"
 
 
-/// Window movement and resizing modes.
+/// %Window movement and resizing modes.
 enum WindowDragMode
 enum WindowDragMode
 {
 {
     DRAG_NONE,
     DRAG_NONE,
@@ -40,7 +40,7 @@ enum WindowDragMode
     DRAG_RESIZE_LEFT
     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
 class Window : public BorderImage
 {
 {
     OBJECT(Window);
     OBJECT(Window);