diff libmlk-core/core/state.h @ 253:c4da052c0def

core: goodbye doxygen
author David Demelier <markand@malikania.fr>
date Thu, 03 Dec 2020 09:06:52 +0100
parents 71b3b7036de7
children 08ab73b32832
line wrap: on
line diff
--- a/libmlk-core/core/state.h	Tue Dec 01 21:53:23 2020 +0100
+++ b/libmlk-core/core/state.h	Thu Dec 03 09:06:52 2020 +0100
@@ -19,136 +19,33 @@
 #ifndef MOLKO_CORE_STATE_H
 #define MOLKO_CORE_STATE_H
 
-/**
- * \file state.h
- * \brief Abstract state.
- * \ingroup states
- *
- * The state module is a facility that allows changing game context with ease
- * using a single \ref game_switch routine.
- *
- * The user creates any state required, set appropriate functions if needed and
- * place them in the game using \ref game_switch. Then function \ref game_handle
- * \ref game_update and finally \ref game_draw.
- */
-
 union event;
 
-/**
- * \brief Abstract state.
- */
 struct state {
-	/**
-	 * (+&?) Optional user data.
-	 */
 	void *data;
-
-	/**
-	 * (+?) This function is called when the state is about to begin.
-	 *
-	 * \param state this state
-	 */
 	void (*start)(struct state *state);
-
-	/**
-	 * (+) This function is called for each event that happened.
-	 *
-	 * \param state this state
-	 * \param ev the event
-	 */
 	void (*handle)(struct state *state, const union event *ev);
-
-	/**
-	 * (+) Update the state.
-	 *
-	 * This function is called to update the game, with the number of
-	 * milliseconds since the last frame.
-	 *
-	 * \param state this state
-	 * \param ev the event
-	 */
 	void (*update)(struct state *state, unsigned int ticks);
-
-	/**
-	 * (+) This function is supposed to draw the game.
-	 *
-	 * \param state this state
-	 */
 	void (*draw)(struct state *state);
-
-	/**
-	 * (+?) This function is called when the state is about to be switched
-	 * away from.
-	 *
-	 * This function is not called in case `quick` is set to true when
-	 * calling \ref game_switch function.
-	 *
-	 * \param state this state
-	 */
 	void (*end)(struct state *state);
-
-	/**
-	 * (+?) This function is called to close resources if necessary.
-	 *
-	 * \param state the state
-	 */
 	void (*finish)(struct state *state);
 };
 
-/**
- * Shortcut for state->start (if not NULL)
- *
- * \pre state != NULL
- * \param state the state
- */
 void
 state_start(struct state *state);
 
-/**
- * Shortcut for state->handle (if not NULL)
- *
- * \pre state != NULL
- * \pre ev != NULL
- * \param state the state
- * \param ev the event
- */
 void
 state_handle(struct state *state, const union event *ev);
 
-/**
- * Shortcut for state->update (if not NULL)
- *
- * \pre state != NULL
- * \param state the state
- * \param ticks elapsed milliseconds since last frame
- */
 void
 state_update(struct state *state, unsigned int ticks);
 
-/**
- * Shortcut for state->draw (if not NULL)
- *
- * \pre state != NULL
- * \param state the state
- */
 void
 state_draw(struct state *state);
 
-/**
- * Shortcut for state->end (if not NULL)
- *
- * \pre state != NULL
- * \param state the state
- */
 void
 state_end(struct state *state);
 
-/**
- * Shortcut for state->finish (if not NULL)
- *
- * \pre state != NULL
- * \param state the state
- */
 void
 state_finish(struct state *state);