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Animation: doc++

inverted-ranges
Vladimír Vondruš 8 years ago
parent
commit
29d5d83af9
  1. 14
      src/Magnum/Animation/Player.h

14
src/Magnum/Animation/Player.h

@ -645,7 +645,7 @@ template<class T, class K
* @brief Stop * @brief Stop
* *
* Stops the currently playing animation. If @ref state() is * Stops the currently playing animation. If @ref state() is
* @ref State::Paused, discard the pause information. If @ref state() * @ref State::Paused, discards the pause information. If @ref state()
* is already @ref State::Stopped, the function does nothing. See * is already @ref State::Stopped, the function does nothing. See
* @ref advance() for a detailed description of behavior when the * @ref advance() for a detailed description of behavior when the
* animation gets stopped. * animation gets stopped.
@ -686,16 +686,16 @@ template<class T, class K
* If @ref pause() was called right before a particular @ref advance() * If @ref pause() was called right before a particular @ref advance()
* iteration, the function will update destination locations and/or * iteration, the function will update destination locations and/or
* fire user-defined callbacks with key and result values corresponding * fire user-defined callbacks with key and result values corresponding
* to the time passed to the @ref pause() call before to correctly * to the time passed to the @ref pause() call before in order to
* "park" the animation. After that, no more updates are done until the * correctly "park" the animation. After that, no more updates are done
* animation is started again. * until the animation is started again.
* *
* If @ref stop() was called right before a particular @ref advance() * If @ref stop() was called right before a particular @ref advance()
* iteration, the function will update destination locations and/or * iteration, the function will update destination locations and/or
* fire user-defined callbacks with key and result values corresponding * fire user-defined callbacks with key and result values corresponding
* to the begin time of @ref duration() to correctly "park" the * to the begin time of @ref duration() in order to correctly "park"
* animation back to its initial state. After that, no more updates are * the animation back to its initial state. After that, no more updates
* done until the animation is started again. * are done until the animation is started again.
* @see @ref elapsed() * @see @ref elapsed()
*/ */
Player<T, K>& advance(T time); Player<T, K>& advance(T time);

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