EPhysics: fix function references on docs

discomfitor spotted some issues, so now all the functions are
marked with @ref, so it will warn if they couldn't be found
on project. Except functions on @see section, since we
are already warned about them.



SVN revision: 73013
This commit is contained in:
Bruno Dilly 2012-06-28 14:02:02 +00:00
parent 08e0f29355
commit 10a369a95d
1 changed files with 61 additions and 55 deletions

View File

@ -103,7 +103,7 @@ typedef enum _EPhysics_Callback_Type
{
/*
* The following events are only for use with EPhysics world objects, with
* ephysics_world_event_callback_add():
* @ref ephysics_world_event_callback_add():
*/
EPHYSICS_CALLBACK_WORLD_FIRST, /**< kept as sentinel, not really an event */
EPHYSICS_CALLBACK_WORLD_DEL, /**< World being deleted (called before free) */
@ -112,7 +112,7 @@ typedef enum _EPhysics_Callback_Type
/*
* The following events are only for use with EPhysics body objects, with
* ephysics_body_event_callback_add():
* @ref ephysics_body_event_callback_add():
*/
EPHYSICS_CALLBACK_BODY_FIRST, /**< kept as sentinel, not really an event */
EPHYSICS_CALLBACK_BODY_UPDATE, /**< Body being updated */
@ -164,14 +164,15 @@ EAPI int ephysics_shutdown(void);
* A camera defines the region of the physics world that will be rendered
* on the canvas. It sets the point of view.
*
* Every world has a camera, that can be get with ephysics_world_camera_get().
* Its position can be set with ephysics_camera_position_set() and zoom
* in / zoom out can be done with ephysics_camera_zoom_set().
* Every world has a camera, that can be get with
* @ref ephysics_world_camera_get().
* Its position can be set with @ref ephysics_camera_position_set() and zoom
* in / zoom out can be done with @ref ephysics_camera_zoom_set().
*
* @note WIP: IT'S NOT WORKING YET!!
*/
typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with ephysics_world_camera_get(). */
typedef struct _EPhysics_Camera EPhysics_Camera; /**< Camera handle, used to zoom in / out a scene, or change the frame position to be rendered. Every world have a camera that can be get with @ref ephysics_world_camera_get(). */
/**
* @brief
@ -277,14 +278,14 @@ EAPI double ephysics_camera_zoom_get(const EPhysics_Camera *camera);
* broadphase interface and a dispatcher to dispatch calculations
* for overlapping pairs.
*
* A new world can be created with ephysics_world_new() and deleted with
* ephysics_world_del(). It can have its gravity changed with
* ephysics_world_gravity_set() and play / paused with
* ephysics_world_running_set(). When running, the simulation will be gradually
* stepped.
* A new world can be created with @ref ephysics_world_new() and deleted with
* @ref ephysics_world_del(). It can have its gravity changed with
* @ref ephysics_world_gravity_set() and play / paused with
* @ref ephysics_world_running_set(). When running, the simulation will be
* gradually stepped.
*/
typedef struct _EPhysics_World EPhysics_World; /**< World handle, most basic type of EPhysics. Created with ephysics_world_new() and deleted with ephysics_world_del(). */
typedef struct _EPhysics_World EPhysics_World; /**< World handle, most basic type of EPhysics. Created with @ref ephysics_world_new() and deleted with @ref ephysics_world_del(). */
/**
* @typedef EPhysics_World_Event_Cb
@ -311,14 +312,14 @@ typedef void (*EPhysics_World_Event_Cb)(void *data, EPhysics_World *world, void
* A new world will be created with set collision configuration,
* constraint solver, broadphase interface and dispatcher.
*
* It can be paused / unpaused with ephysics_world_running_set() and its
* gravity can be changed with ephysics_world_gravity_set().
* It can be paused / unpaused with @ref ephysics_world_running_set() and its
* gravity can be changed with @ref ephysics_world_gravity_set().
*
* By default it starts with gravity y = -9.81 and playing.
*
* If default updates between physics bodies and evas objects will be used
* it's mandatory to set the size of the area to be rendered with
* ephysics_world_geometry_size_set().
* @ref ephysics_world_render_geometry_set().
*
* @return A new world or @c NULL, on errors.
*
@ -335,10 +336,10 @@ EAPI EPhysics_World *ephysics_world_new(void);
* By default it starts with null x, y, width and height.
*
* The physics world won't be limited, but boundaries can be added with:
* @li ephysics_world_top_boundary_add(),
* @li ephysics_world_bottom_boundary_add(),
* @li ephysics_world_left_boundary_add(),
* @li ephysics_world_right_boundary_add().
* @li @ref ephysics_body_top_boundary_add(),
* @li @ref ephysics_body_bottom_boundary_add(),
* @li @ref ephysics_body_left_boundary_add(),
* @li @ref ephysics_body_right_boundary_add().
*
* @param world the world to be configured.
* @param x Coordinate x of the top left point of rendered area, in pixels.
@ -577,35 +578,36 @@ EAPI void *ephysics_world_event_callback_del(EPhysics_World *world, EPhysics_Cal
* A body is a representation of an object inside a physics world.
*
* Bodies can have different shapes that can be created with:
* @li ephysics_body_circle_add();
* @li or ephysics_body_box_add().
* @li @ref ephysics_body_circle_add();
* @li or @ref ephysics_body_box_add().
*
* They can collide and have customizable properties, like:
* @li mass, set with ephysics_body_mass_set();
* @li coefficient of restitution, set with ephysics_body_restitution_set();
* @li and friction, set with ephysics_body_friction_set().
* @li mass, set with @ref ephysics_body_mass_set();
* @li coefficient of restitution, set with
* @ref ephysics_body_restitution_set();
* @li and friction, set with @ref ephysics_body_friction_set().
*
* Bodies can have its position and size directly set by
* ephysics_body_geometry_set().
* @ref ephysics_body_geometry_set().
*
* Also, they can have an associated evas object, done with
* ephysics_body_evas_object_set() function, being responsible for updating
* @ref ephysics_body_evas_object_set() function, being responsible for updating
* its position and rotation, or letting a user callback be set
* for this task with ephysics_body_event_callback_add().
* for this task with @ref ephysics_body_event_callback_add().
*
* Also, bodies can have impulses applied over them, and will be affected
* by gravity. Impulses can be applied with:
* @li ephysics_body_central_impulse_apply();
* @li ephysics_body_torque_impulse_apply().
* @li @ref ephysics_body_central_impulse_apply();
* @li @ref ephysics_body_torque_impulse_apply().
*
* Bodies can be removed from the world being directly deleted with
* ephysics_body_del() or when the world is deleted, case when all the
* @ref ephysics_body_del() or when the world is deleted, case when all the
* bodies belonging to it will be deleted as well. Evas objects associated
* to these bodies won't be affected in any way, but they will stop being
* moved or rotated.
*/
typedef struct _EPhysics_Body EPhysics_Body; /**< Body handle, represents an object on EPhysics world. Created with ephysics_body_circle_add() or ephysics_body_box_add() and deleted with ephysics_body_del(). */
typedef struct _EPhysics_Body EPhysics_Body; /**< Body handle, represents an object on EPhysics world. Created with @ref ephysics_body_circle_add() or @ref ephysics_body_box_add() and deleted with @ref ephysics_body_del(). */
/**
* @typedef EPhysics_Body_Event_Cb
@ -630,9 +632,10 @@ typedef void (*EPhysics_Body_Event_Cb)(void *data, EPhysics_Body *body, void *ev
* Create a new circle physics body.
*
* Its collision shape will be a circle of diameter 1. To change it's size
* ephysics_body_geometry_set() should be used, so it can be deformed
* @ref ephysics_body_geometry_set() should be used, so it can be deformed
* on x and y axises.
* Any evas object can be associated to it with ephysics_body_evas_object_set(),
* Any evas object can be associated to it with
* @ref ephysics_body_evas_object_set(),
* and it will collide as a circle (even if you have an evas rectangle).
*
* Actually, since we're using a 3D backend, it will be a cylinder on
@ -652,7 +655,7 @@ EAPI EPhysics_Body *ephysics_body_circle_add(EPhysics_World *world);
* Create a new box physics body.
*
* Its collision shape will be a box of dimensions 1 on all the axises.
* To change it's size ephysics_body_geometry_set() should be used,
* To change it's size @ref ephysics_body_geometry_set() should be used,
* so it can be deformed on x and y axises.
*
* @param world The world this body will belongs to.
@ -670,7 +673,8 @@ EAPI EPhysics_Body *ephysics_body_box_add(EPhysics_World *world);
* Create a physic top boundary.
*
* A physic top boundary will limit the bodies area and placed on top edge of
* worlds render geometry - defined with ephysics_world_render_geometry_set().
* worlds render geometry - defined with
* @ref ephysics_world_render_geometry_set().
*
* @param world The world this body will belong to.
* @return a new body or @c NULL, on erros.
@ -686,7 +690,7 @@ EAPI EPhysics_Body *ephysics_body_top_boundary_add(EPhysics_World *world);
*
* A physic bottom boundary will limit the bodies area and placed on bottom
* edge of worlds render geometry - defined with
* ephysics_world_render_geometry_set().
* @ref ephysics_world_render_geometry_set().
*
* @param world The world this body will belong to.
* @return a new body or @c NULL, on erros.
@ -702,7 +706,7 @@ EAPI EPhysics_Body *ephysics_body_bottom_boundary_add(EPhysics_World *world);
*
* A physic left boundary will limit the bodies area and placed right o the
* left edge of worlds render geometry - defined with
* ephysics_world_render_geometry_set().
* @ref ephysics_world_render_geometry_set().
*
* @param world The world this body will belong to.
* @return a new body or @c NULL, on erros.
@ -718,7 +722,7 @@ EAPI EPhysics_Body *ephysics_body_left_boundary_add(EPhysics_World *world);
*
* A physic right boundary will limit the bodies area and placed right o the
* right edge of worlds render geometry - defined with
* ephysics_world_render_geometry_set().
* @ref ephysics_world_render_geometry_set().
*
* @param world The world this body will belong to.
* @return a new body or @c NULL, on erros.
@ -734,7 +738,7 @@ EAPI EPhysics_Body *ephysics_body_right_boundary_add(EPhysics_World *world);
*
* This function will remove this body from its world and will
* free all the memory used. It won't delete or modify an associated evas
* object, what can be done with ephysics_body_evas_object_set(). So after
* object, what can be done with @ref ephysics_body_evas_object_set(). So after
* it is removed the evas object will stop being updated, but will continue
* to be rendered on canvas.
*
@ -771,7 +775,7 @@ EAPI EPhysics_World *ephysics_body_world_get(const EPhysics_Body *body);
* This association should be 1:1. You can have physics bodies without evas
* objects, but you can't have more than an evas object directly associated
* to this body. If you want more, you can use
* ephysics_body_event_callback_add() to register a callback that
* @ref ephysics_body_event_callback_add() to register a callback that
* will update the other evas objects. This function can be used to disable
* updates of associated evas objects, or complement updates, like changing
* evas objects properties under certain conditions of position or rotation.
@ -829,8 +833,9 @@ EAPI Evas_Object *ephysics_body_evas_object_get(const EPhysics_Body *body);
* on all the axises.
*
* There are two direct ways of modifying this geometry:
* @li With ephysics_body_geometry_set();
* @li When associating an evas object with ephysics_body_evas_object_set().
* @li With @ref ephysics_body_geometry_set();
* @li When associating an evas object with
* @ref ephysics_body_evas_object_set().
*
* When the world is simulated forces will be applied on objects
* with mass and position will be modified too.
@ -904,12 +909,13 @@ EAPI double ephysics_body_mass_get(const EPhysics_Body *body);
* Update the evas object associated to the body.
*
* This function should be called to update position and rotation of
* the evas object associated to the body with ephysics_body_evas_object_set().
* the evas object associated to the body with
* @ref ephysics_body_evas_object_set().
* It will take rate between pixels and meters set with
* ephysics_world_rate_set() in account.
* @ref ephysics_world_rate_set() in account.
*
* If an update callback wasn't set with
* ephysics_body_event_callback_add(), this function will be executed
* @ref ephysics_body_event_callback_add(), this function will be executed
* after each physics simulation tick. If a callback was set, it won't be
* called automatically. So inside this callback it could be called, or
* a customized update could be implemented.
@ -926,9 +932,9 @@ EAPI void ephysics_body_evas_object_update(EPhysics_Body *body);
*
* The registered callback will receives the body and extra user data that
* can be passed. From body it's possible to get the world it belongs to
* with ephysics_body_world_get(), the rate between pixels and meters
* with ephysics_world_rate_get() and the associated evas object with
* ephysics_body_evas_object_get().
* with @ref ephysics_body_world_get(), the rate between pixels and meters
* with @ref ephysics_world_rate_get() and the associated evas object with
* @ref ephysics_body_evas_object_get().
*
* So it's enough to do customized updates or fix pointers in your program.
*
@ -944,11 +950,11 @@ EAPI void ephysics_body_evas_object_update(EPhysics_Body *body);
*
* If no callback is registered, the evas object associated to physics body
* will be automatically moved and rotated, taking rate between meters and
* pixels on account. This rate is set by ephysics_world_rate_set().
* pixels on account. This rate is set by @ref ephysics_world_rate_set().
*
* If callbacks are registered, these function will be called and will
* be responsible for updating the evas object. If the default update
* is wanted, function ephysics_body_evas_object_update() can be called
* is wanted, function @ref ephysics_body_evas_object_update() can be called
* inside the callback. So you could make changes before and after
* the evas object is updated.
*
@ -1089,7 +1095,7 @@ EAPI double ephysics_body_friction_get(const EPhysics_Body *body);
* When a impulse is applied over a body it will has its velocity changed.
* This impulse will be applied on body's center, so it won't implies in
* rotating the body. For that is possible to apply a torque impulse with
* ephysics_body_torque_impulse_apply().
* @ref ephysics_body_torque_impulse_apply().
*
* @note Impulse is measured in Ns (Newton seconds).
*
@ -1178,12 +1184,12 @@ EAPI double ephysics_body_rotation_get(EPhysics_Body *body);
* between bodies and the world. Constraints can limit movement angle,
* translation, or work like a motor.
*
* Constraints can be created with ephysics_constraint_add() and removed with
* ephysics_constraint_del(). Can be applied between two bodies or between
* a body and the world.
* Constraints can be created with @ref ephysics_constraint_add() and removed
* with @ref ephysics_constraint_del().
* Can be applied between two bodies or between a body and the world.
*/
typedef struct _EPhysics_Constraint EPhysics_Constraint; /**< Constraint handle, used to limit bodies movements. Created with ephysics_constraint_add() and deleted with ephysics_constraint_del(). */
typedef struct _EPhysics_Constraint EPhysics_Constraint; /**< Constraint handle, used to limit bodies movements. Created with @ref ephysics_constraint_add() and deleted with @ref ephysics_constraint_del(). */
/**
* @brief