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doc: make section names unique.

pull/59/head
Vladimír Vondruš 12 years ago
parent
commit
c7ccf18ffb
  1. 32
      doc/coding-style.dox
  2. 2
      src/Magnum/MultisampleTexture.h
  3. 2
      src/Magnum/Text/DistanceFieldGlyphCache.h
  4. 2
      src/Magnum/TextureArray.h

32
doc/coding-style.dox

@ -39,9 +39,9 @@ needed. You are encouraged to read it first:
- @ref corrade-coding-style - @ref corrade-coding-style
@section cpp C++ code @section coding-style-cpp C++ code
@subsection cpp-headers Headers @subsection coding-style-cpp-headers Headers
Headers shouldn't have `using` declarations inside them (unless there is good Headers shouldn't have `using` declarations inside them (unless there is good
excuse, see Magnum.h). excuse, see Magnum.h).
@ -50,9 +50,9 @@ Headers have `*.h` extension, @ref compilation-speedup-hpp "template implementat
have `*.hpp` extension (hinting that they are something between `*.h` and have `*.hpp` extension (hinting that they are something between `*.h` and
`*.cpp` files). `*.cpp` files).
@subsection cpp-format Code format @subsection coding-style-cpp-format Code format
@subsubsection cpp-types Builtin types @subsubsection coding-style-cpp-types Builtin types
Use %Magnum's own type aliases for public API (e.g. @ref UnsignedInt, see Use %Magnum's own type aliases for public API (e.g. @ref UnsignedInt, see
@ref types for more information), but use specific types when interacting with @ref types for more information), but use specific types when interacting with
@ -61,13 +61,13 @@ conversions when converting between them. This helps avoiding sign, truncation
and other issues, e.g. `%Math::%Vector2<GLsizei>` will implicitly convert to and other issues, e.g. `%Math::%Vector2<GLsizei>` will implicitly convert to
@ref Vector2i if and only if @ref Int is the same type as `GLsizei`. @ref Vector2i if and only if @ref Int is the same type as `GLsizei`.
@subsubsection cpp-naming Naming @subsubsection coding-style-cpp-naming Naming
When writing wrappers for OpenGL functions and defines, try to match the When writing wrappers for OpenGL functions and defines, try to match the
original name as closely as possible, although expanding abbrevations (and original name as closely as possible, although expanding abbrevations (and
removing redundant prefixes) is encouraged. removing redundant prefixes) is encouraged.
@subsubsection cpp-forward-declarations Forward declarations and forward declaration headers @subsubsection coding-style-cpp-forward-declarations Forward declarations and forward declaration headers
When a namespace has classes which are commonly forward-declared, consider When a namespace has classes which are commonly forward-declared, consider
making a forward declaration header - it should have the same name as the making a forward declaration header - it should have the same name as the
@ -75,14 +75,14 @@ namespace itself and contain foward declarations for all classes, enums and
copies of all meaningful typedefs. See @ref compilation-forward-declarations copies of all meaningful typedefs. See @ref compilation-forward-declarations
for more information. for more information.
@section compatibility Compatibility with various OpenGL editions @section coding-style-compatibility Compatibility with various OpenGL editions
If any class, function or part of code depends on particular OpenGL edition If any class, function or part of code depends on particular OpenGL edition
(e.g. only for desktop), use conditional compilation to avoid erors on other (e.g. only for desktop), use conditional compilation to avoid erors on other
platforms (see @ref portability-target for more information). Put related platforms (see @ref portability-target for more information). Put related
documentation also into the conditional compilation block and don't forget to documentation also into the conditional compilation block and don't forget to
appropriately mark the class/function (@ref documentation-commands-requires "see below"). appropriately mark the class/function
Example: (@ref coding-style-documentation-commands-requires "see below"). Example:
@code @code
#ifndef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES
// //
@ -94,15 +94,15 @@ void setPolygonMode(PolygonMode mode);
#endif #endif
@endcode @endcode
@section documentation Doxygen documentation @section coding-style-documentation Doxygen documentation
@subsection documentation-commands Special documentation commands @subsection coding-style-documentation-commands Special documentation commands
Additionally to @c \@todoc, @c \@debugoperator, @c \@debugoperatorenum, Additionally to @c \@todoc, @c \@debugoperator, @c \@debugoperatorenum,
@c \@debugoperatorclassenum, @c \@configurationvalue and @c \@debugoperatorclassenum, @c \@configurationvalue and
@c \@configurationvalueref (same as in %Corrade), these are defined: @c \@configurationvalueref (same as in %Corrade), these are defined:
@subsubsection documentation-commands-collisionoperator Shape collision operators @subsubsection coding-style-documentation-commands-collisionoperator Shape collision operators
Out-of-class operators for collision and collision occurence in Shapes Out-of-class operators for collision and collision occurence in Shapes
namespace should be marked with @c \@collisionoperator and @c \@collisionoccurenceoperator, namespace should be marked with @c \@collisionoperator and @c \@collisionoccurenceoperator,
@ -119,7 +119,7 @@ the operator is implemented (not of class in which the operator is
implemented), thus efficiently connecting the two classes together in the implemented), thus efficiently connecting the two classes together in the
documentation. documentation.
@subsubsection documentation-commands-extension Links to OpenGL extensions @subsubsection coding-style-documentation-commands-extension Links to OpenGL extensions
If an OpenGL extension is referenced in the documentation, it should be done If an OpenGL extension is referenced in the documentation, it should be done
with @c \@extension command: with @c \@extension command:
@ -138,7 +138,7 @@ specify extension filename, if the previous command gives 404 error. For example
produces this link: produces this link:
> @es_extension2{NV,read_buffer_front,GL_NV_read_buffer} > @es_extension2{NV,read_buffer_front,GL_NV_read_buffer}
@subsubsection documentation-commands-ref_gl Links to related OpenGL functions and definitions @subsubsection coding-style-documentation-commands-ref_gl Links to related OpenGL functions and definitions
If an function touches OpenGL, related OpenGL functions should be documented If an function touches OpenGL, related OpenGL functions should be documented
in @c \@see block with @c \@fn_gl command. If only specific definition is used in @c \@see block with @c \@fn_gl command. If only specific definition is used
@ -162,7 +162,7 @@ are the same as in @c \@extension command. It produced link to extension
specification, with function name as link text: specification, with function name as link text:
> @fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access}. > @fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access}.
@subsubsection documentation-commands-requires Classes and functions requiring specific OpenGL version or extensions @subsubsection coding-style-documentation-commands-requires Classes and functions requiring specific OpenGL version or extensions
If any class or function requires specific OpenGL version above 2.1, it should If any class or function requires specific OpenGL version above 2.1, it should
be marked with appropriate command @c \@requires_glXX, where `XX` is version be marked with appropriate command @c \@requires_glXX, where `XX` is version
@ -191,7 +191,7 @@ requirements.
All classes and functions using those commands are cross-referenced in page All classes and functions using those commands are cross-referenced in page
@ref opengl-required-extensions. @ref opengl-required-extensions.
@section unit-tests Unit tests @section coding-style-unit-tests Unit tests
All unit tests use Corrade's @ref Corrade::TestSuite "TestSuite". All unit tests use Corrade's @ref Corrade::TestSuite "TestSuite".

2
src/Magnum/MultisampleTexture.h

@ -65,7 +65,7 @@ Template class for 2D mulitsample texture and 2D multisample texture array.
Used only from shaders for manual multisample resolve and other operations. See Used only from shaders for manual multisample resolve and other operations. See
also @ref AbstractTexture documentation for more information. also @ref AbstractTexture documentation for more information.
@section Texture-usage Usage @section MultisampleTexture-usage Usage
As multisample textures have no sampler state, the only thing you need is to As multisample textures have no sampler state, the only thing you need is to
set storage: set storage:

2
src/Magnum/Text/DistanceFieldGlyphCache.h

@ -40,7 +40,7 @@ Unlike original @ref GlyphCache converts each binary image to distance field.
It is not possible to use non-binary colors with this cache, internal texture It is not possible to use non-binary colors with this cache, internal texture
format is red channel only. format is red channel only.
@section GlyphCache-usage Usage @section DistanceFieldGlyphCache-usage Usage
Usage is similar to @ref GlyphCache, additionally you need to specify size of Usage is similar to @ref GlyphCache, additionally you need to specify size of
resulting distance field texture. resulting distance field texture.

2
src/Magnum/TextureArray.h

@ -53,7 +53,7 @@ namespace Implementation {
Template class for one- and two-dimensional texture arrays. See also Template class for one- and two-dimensional texture arrays. See also
@ref AbstractTexture documentation for more information. @ref AbstractTexture documentation for more information.
@section Texture-usage Usage @section TextureArray-usage Usage
See @ref Texture documentation for introduction. See @ref Texture documentation for introduction.

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