Review StyleCop rules.
- Enforce SA1604 ElementDocumentationShouldHaveSummary. - Enforce SA1629 DocumentationTextShouldEndWithAPeriod. - Turn off some rules covered by IDExxxx rules. - Remaining rules are treated as part of OpenRA style.
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@@ -26,7 +26,7 @@ namespace OpenRA.Graphics
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float[] Bounds(uint frame);
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ModelRenderData RenderData(uint section);
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/// <summary>Returns the smallest rectangle that covers all rotations of all frames in a model</summary>
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/// <summary>Returns the smallest rectangle that covers all rotations of all frames in a model.</summary>
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Rectangle AggregateBounds { get; }
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}
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@@ -78,7 +78,7 @@ namespace OpenRA.Graphics
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/// <summary>
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/// Calculate the 2D intersection of two lines.
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/// Will behave badly if the lines are parallel.
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/// Z position is the average of a and b (ignores actual intersection point if it exists)
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/// Z position is the average of a and b (ignores actual intersection point if it exists).
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/// </summary>
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float3 IntersectionOf(in float3 a, in float3 da, in float3 b, in float3 db)
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{
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@@ -18,7 +18,7 @@ namespace OpenRA.Graphics
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/// <summary>
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/// Describes the format of the pixel data in a ISpriteFrame.
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/// Note that the channel order is defined for little-endian bytes, so BGRA corresponds
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/// to a 32bit ARGB value, such as that returned by Color.ToArgb()!
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/// to a 32bit ARGB value, such as that returned by Color.ToArgb().
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/// </summary>
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public enum SpriteFrameType
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{
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@@ -224,10 +224,10 @@ namespace OpenRA.Graphics
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}
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/// <summary>Rotates a quad about its center in the x-y plane.</summary>
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/// <param name="tl">The top left vertex of the quad</param>
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/// <param name="size">A float3 containing the X, Y, and Z lengths of the quad</param>
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/// <param name="rotation">The number of radians to rotate by</param>
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/// <returns>An array of four vertices representing the rotated quad (top-left, top-right, bottom-right, bottom-left)</returns>
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/// <param name="tl">The top left vertex of the quad.</param>
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/// <param name="size">A float3 containing the X, Y, and Z lengths of the quad.</param>
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/// <param name="rotation">The number of radians to rotate by.</param>
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/// <returns>An array of four vertices representing the rotated quad (top-left, top-right, bottom-right, bottom-left).</returns>
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public static float3[] RotateQuad(float3 tl, float3 size, float rotation)
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{
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var center = tl + 0.5f * size;
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@@ -258,9 +258,9 @@ namespace OpenRA.Graphics
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/// <summary>
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/// Returns the bounds of an object. Used for determining which objects need to be rendered on screen, and which do not.
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/// </summary>
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/// <param name="offset">The top left vertex of the object</param>
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/// <param name="size">A float 3 containing the X, Y, and Z lengths of the object</param>
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/// <param name="rotation">The angle to rotate the object by (use 0f if there is no rotation)</param>
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/// <param name="offset">The top left vertex of the object.</param>
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/// <param name="size">A float 3 containing the X, Y, and Z lengths of the object.</param>
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/// <param name="rotation">The angle to rotate the object by (use 0f if there is no rotation).</param>
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public static Rectangle BoundingRectangle(float3 offset, float3 size, float rotation)
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{
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if (rotation == 0f)
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@@ -278,7 +278,7 @@ namespace OpenRA.Graphics
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return worldRenderer.World.Map.CellContaining(worldRenderer.ProjectedPosition(ViewToWorldPx(view)));
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}
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/// <summary> Returns an unfiltered list of all cells that could potentially contain the mouse cursor</summary>
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/// <summary>Returns an unfiltered list of all cells that could potentially contain the mouse cursor.</summary>
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IEnumerable<MPos> CandidateMouseoverCells(int2 world)
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{
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var map = worldRenderer.World.Map;
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