Cleanup: use doxy comments

This commit is contained in:
Campbell Barton 2019-08-11 22:41:04 +10:00
parent 63c463ac45
commit a5f59bffd6
2 changed files with 59 additions and 35 deletions

View File

@ -146,13 +146,13 @@ typedef struct FlyInfo {
struct Depsgraph *depsgraph;
Scene *scene;
wmTimer *timer; /* needed for redraws */
/** Needed for for updating that isn't triggered by input. */
wmTimer *timer;
short state;
bool redraw;
bool use_precision;
/* if the user presses shift they can look about
* without moving the direction there looking */
/** If the user presses shift they can look about without moving the direction there looking. */
bool use_freelook;
/**
@ -163,31 +163,43 @@ typedef struct FlyInfo {
*/
bool anim_playing;
int mval[2]; /* latest 2D mouse values */
int center_mval[2]; /* center mouse values */
float width, height; /* camera viewport dimensions */
/** Latest 2D mouse values. */
int mval[2];
/** Center mouse values. */
int center_mval[2];
/** Camera viewport dimensions. */
float width, height;
#ifdef WITH_INPUT_NDOF
wmNDOFMotionData *ndof; /* latest 3D mouse values */
/** Latest 3D mouse values. */
wmNDOFMotionData *ndof;
#endif
/* fly state state */
float speed; /* the speed the view is moving per redraw */
short axis; /* Axis index to move along by default Z to move along the view */
bool pan_view; /* when true, pan the view instead of rotating */
/** The speed the view is moving per redraw. */
float speed;
/** Axis index to move along by default Z to move along the view. */
short axis;
/** When true, pan the view instead of rotating. */
bool pan_view;
eFlyPanState xlock, zlock;
float xlock_momentum, zlock_momentum; /* nicer dynamics */
float grid; /* world scale 1.0 default */
/** Nicer dynamics. */
float xlock_momentum, zlock_momentum;
/** World scale 1.0 default. */
float grid;
/* compare between last state */
double time_lastwheel; /* used to accelerate when using the mousewheel a lot */
double time_lastdraw; /* time between draws */
/** Used to accelerate when using the mousewheel a lot. */
double time_lastwheel;
/** Time between draws. */
double time_lastdraw;
void *draw_handle_pixel;
/* use for some lag */
float dvec_prev[3]; /* old for some lag */
/** Keep the previous value to smooth transitions (use lag). */
float dvec_prev[3];
struct View3DCameraControl *v3d_camera_control;

View File

@ -191,7 +191,8 @@ typedef struct WalkInfo {
struct Depsgraph *depsgraph;
Scene *scene;
wmTimer *timer; /* needed for redraws */
/** Needed for for updating that isn't triggered by input. */
wmTimer *timer;
short state;
bool redraw;
@ -204,64 +205,75 @@ typedef struct WalkInfo {
*/
bool anim_playing;
int prev_mval[2]; /* previous 2D mouse values */
int center_mval[2]; /* center mouse values */
/** Previous 2D mouse values. */
int prev_mval[2];
/** Center mouse values. */
int center_mval[2];
int moffset[2];
#ifdef WITH_INPUT_NDOF
wmNDOFMotionData *ndof; /* latest 3D mouse values */
/** Latest 3D mouse values. */
wmNDOFMotionData *ndof;
#endif
/* walk state state */
float base_speed; /* the base speed without run/slow down modifications */
float speed; /* the speed the view is moving per redraw */
float grid; /* world scale 1.0 default */
/** The base speed without run/slow down modifications. */
float base_speed;
/** The speed the view is moving per redraw. */
float speed;
/** World scale 1.0 default. */
float grid;
/* compare between last state */
double time_lastdraw; /* time between draws */
/** Time between draws. */
double time_lastdraw;
void *draw_handle_pixel;
/* use for some lag */
float dvec_prev[3]; /* old for some lag */
/** Keep the previous value to smooth transitions (use lag). */
float dvec_prev[3];
/* walk/fly */
/** Walk/free movement. */
eWalkMethod navigation_mode;
/* teleport */
WalkTeleport teleport;
/* look speed factor - user preferences */
/** Look speed factor - user preferences. */
float mouse_speed;
/* speed adjustments */
/** Speed adjustments. */
bool is_fast;
bool is_slow;
/* mouse reverse */
/** Mouse reverse. */
bool is_reversed;
#ifdef USE_TABLET_SUPPORT
/* check if we had a cursor event before */
/** Check if we had a cursor event before. */
bool is_cursor_first;
/* tablet devices (we can't relocate the cursor) */
/** Tablet devices (we can't relocate the cursor). */
bool is_cursor_absolute;
#endif
/* gravity system */
/** Gravity system. */
eWalkGravityState gravity_state;
float gravity;
/* height to use in walk mode */
/** Height to use in walk mode. */
float view_height;
/* counting system to allow movement to continue if a direction (WASD) key is still pressed */
/** Counting system to allow movement to continue if a direction (WASD) key is still pressed. */
int active_directions;
float speed_jump;
float jump_height; /* maximum jump height */
float speed_factor; /* to use for fast/slow speeds */
/** Maximum jump height. */
float jump_height;
/** To use for fast/slow speeds. */
float speed_factor;
struct SnapObjectContext *snap_context;