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Tidying
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3 changed files with 27 additions and 26 deletions
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@ -52,7 +52,7 @@ public slots:
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* entity using the <code>Camera.cameraEntity</code> property.
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* @function Camera.setCameraEntity
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* @param {Uuid} entityID The entity that the camera should follow when it's in entity mode.
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* @example
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* @example <caption>Move your camera to the position and orientation of the closest entity.</caption>
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* Camera.setModeString("entity");
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* var entity = Entities.findClosestEntity(MyAvatar.position, 100.0);
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* Camera.setCameraEntity(entity);
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@ -33,7 +33,7 @@ class MenuItemProperties;
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*
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* @namespace Menu
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*
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* @example
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* @example <caption>Add a menu and menu item, and detect clicks on the menu item added.</caption>
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* Menu.addMenu("Demo Menu");
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*
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* Menu.addMenuItem({
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@ -76,7 +76,7 @@ public slots:
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* @function Menu.addMenu
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* @param {string} menuName Name that will be displayed for the menu. Nested menus can be described using the ">" symbol.
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* @param {string} [grouping] Name of the grouping, if any, to add this menu to.
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* @example
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* @example <caption>Add a menu and a nested submenu.</caption>
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* Menu.addMenu("Test Menu");
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* Menu.addMenu("Test Menu > Test Sub Menu");
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*/
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@ -86,7 +86,7 @@ public slots:
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* Remove a top-level menu.
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* @function Menu.removeMenu
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* @param {string} menuName Name of the menu to remove.
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* @example
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* @example <caption>Remove a menu and nested submenu.</caption>
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* Menu.removeMenu("Test Menu > Test Sub Menu");
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* Menu.removeMenu("Test Menu");
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*/
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@ -97,20 +97,21 @@ public slots:
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* @function Menu.menuExists
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* @param {string} menuName - Name of the menu to check for existence.
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* @returns {boolean} <code>true</code> if the menu exists, otherwise <code>false</code>.
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* @example
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* @example <caption>Check if the "Developer" menu exists.</caption>
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* if (Menu.menuExists("Developer")) {
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* // Perform a task if there is a Developer menu.
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* print("Developer menu exists.");
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* }
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*/
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bool menuExists(const QString& menuName);
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/**jsdoc
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* Add a separator with an unclickable label below it.
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* The line will be placed at the bottom of the menu.
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* Add a separator with an unclickable label below it. The separator will be placed at the bottom of the menu.
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* If you want to add a separator at a specific point in the menu, use {@link Menu.addMenuItem} with
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* {@link Menu.MenuItemProperties} instead.
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* @function Menu.addSeparator
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* @param {string} menuName Name of the menu to add a separator to.
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* @param {string} separatorName Name of the separator that will be displayed as the label below the separator line.
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* @example
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* @example <caption>Add a separator.</caption>
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* Menu.addSeparator("Developer","Test Separator");
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*/
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void addSeparator(const QString& menuName, const QString& separatorName);
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@ -120,7 +121,7 @@ public slots:
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* @function Menu.removeSeparator
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* @param {string} menuName Name of the menu to remove the separator from.
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* @param {string} separatorName Name of the separator to remove.
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* @example
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* @example <caption>Remove a separator.</caption>
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* Menu.removeSeparator("Developer","Test Separator");
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*/
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void removeSeparator(const QString& menuName, const QString& separatorName);
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@ -129,7 +130,7 @@ public slots:
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* Add a new menu item to a menu.
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* @function Menu.addMenuItem
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* @param {Menu.MenuItemProperties} properties Properties of the menu item to create.
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* @example
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* @example <caption>Add a menu item using {@link Menu.MenuItemProperties}.</caption>
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* Menu.addMenuItem({
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* menuName: "Developer",
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* menuItemName: "Test",
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@ -141,12 +142,12 @@ public slots:
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void addMenuItem(const MenuItemProperties& properties);
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/**jsdoc
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* Add a new menu item to a menu.
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* Add a new menu item to a menu. The new item is added at the end of the menu.
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* @function Menu.addMenuItem
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* @param {string} menuName Name of the menu to add a menu item to.
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* @param {string} menuItem Name of the menu item. This is what will be displayed in the menu.
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* @param {string} [shortcutKey] A shortcut key that can be used to trigger the menu item.
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* @example
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* @example <caption>Add a menu item to the end of the "Developer" menu.</caption>
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* Menu.addMenuItem("Developer", "Test", "Ctrl+Shift+T");
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*/
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void addMenuItem(const QString& menuName, const QString& menuitem, const QString& shortcutKey);
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@ -167,9 +168,9 @@ public slots:
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* @param {string} menuName Name of the menu that the menu item is in.
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* @param {string} menuItem Name of the menu item to check for existence of.
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* @returns {boolean} <code>true</code> if the menu item exists, otherwise <code>false</code>.
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* @example
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* @example <caption>Determine if the Developer > Stats menu exists.</caption>
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* if (Menu.menuItemExists("Developer", "Stats")) {
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* // Perform a task if there is a Stats item in the Developer menu.
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* print("Developer > Stats menu item exists.");
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* }
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*/
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bool menuItemExists(const QString& menuName, const QString& menuitem);
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@ -185,7 +186,7 @@ public slots:
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* Check whether a checkable menu item is checked.
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* @function Menu.isOptionChecked
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* @param {string} menuOption The name of the menu item.
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* @returns {boolean} <code>true</code> if the option is checked, otherwise false.
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* @returns {boolean} <code>true</code> if the option is checked, otherwise <code>false</code>.
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*/
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bool isOptionChecked(const QString& menuOption);
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@ -209,7 +210,7 @@ public slots:
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* Menus are enabled by default.
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* @function Menu.isMenuEnabled
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* @param {string} menuName The name of the menu to check.
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* @returns {boolean} <code>true</code> if the menu is enabled, otherwise false.
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* @returns {boolean} <code>true</code> if the menu is enabled, otherwise <code>false</code>.
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*/
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bool isMenuEnabled(const QString& menuName);
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@ -233,7 +234,7 @@ signals:
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* @function Menu.menuItemEvent
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* @param {string} menuItem Name of the menu item that was clicked.
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* @returns {Signal}
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* @example
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* @example <caption>Detect menu item events.</caption>
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* function onMenuItemEvent(menuItem) {
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* print("You clicked on " + menuItem);
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* }
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@ -130,7 +130,7 @@ public slots:
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/**jsdoc
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* Get the current camera mode. You can also get the mode using the <code>Camera.mode</code> property.
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* @function Camera.getModeString
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* @return {string} The current camera mode.
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* @returns {string} The current camera mode.
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*/
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QString getModeString() const;
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@ -144,7 +144,7 @@ public slots:
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/**jsdoc
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* Get the current camera position. You can also get the position using the <code>Camera.position</code> property.
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* @function Camera.getPosition
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* @return {Vec3} The current camera position.
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* @returns {Vec3} The current camera position.
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*/
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glm::vec3 getPosition() const { return _position; }
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@ -159,7 +159,7 @@ public slots:
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/**jsdoc
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* Get the current camera orientation. You can also get the orientation using the <code>Camera.orientation</code> property.
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* @function Camera.getOrientation
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* @return {Quat} The current camera orientation.
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* @returns {Quat} The current camera orientation.
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*/
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glm::quat getOrientation() const { return _orientation; }
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@ -178,8 +178,8 @@ public slots:
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* @function Camera.computePickRay
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* @param {number} x - X-coordinate on screen.
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* @param {number} y - Y-coordinate on screen.
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* @return {PickRay} The computed {@link PickRay}.
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* @example
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* @returns {PickRay} The computed {@link PickRay}.
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* @example <caption>Use a PickRay to detect mouse clicks on entities.</caption>
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* function onMousePressEvent(event) {
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* var pickRay = Camera.computePickRay(event.x, event.y);
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* var intersection = Entities.findRayIntersection(pickRay);
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@ -196,7 +196,7 @@ public slots:
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* Rotate the camera to look at the specified <code>position</code>. Only works if the camera is in independent mode.
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* @function Camera.lookAt
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* @param {Vec3} position - Position to look at.
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* @example
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* @example <caption>Rotate your camera to look at entities as you click on them with your mouse.</caption>
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* function onMousePressEvent(event) {
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* var pickRay = Camera.computePickRay(event.x, event.y);
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* var intersection = Entities.findRayIntersection(pickRay);
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@ -231,8 +231,8 @@ signals:
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/**jsdoc
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* Triggered when the camera mode changes.
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* @function Camera.modeUpdated
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* @return {Signal}
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* @example
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* @returns {Signal}
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* @example <caption>Report camera mode changes.</caption>
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* function onCameraModeUpdated(newMode) {
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* print("The camera mode has changed to " + newMode);
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* }
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