diff --git a/include/core/log.h b/include/core/log.h index 2283077..3c410d3 100644 --- a/include/core/log.h +++ b/include/core/log.h @@ -31,8 +31,6 @@ * It is a bit more verbose but it is also easier to extend, and also * type-safe. * - * See #oshu::log. - * * \{ */ @@ -119,14 +117,14 @@ extern log_level log_priority; /** * Return the output stream for the wanted verbosity. * - * If the level is greater than or equal to #priority, return a handle to + * If the level is greater than or equal to #log_priority, return a handle to * std::clog, otherwise return a dummy stream. * * It is your responsibility to write std::endl at the end of your log message. * - * You should use #critical, #error, #warning, #info, #debug or #verbose to - * access your logger than this function directly, as they prefix your message - * with the log level. + * You should use #critical_log, #error_log, #warning_log, #info_log, #debug_log + * or #verbose_log to access your logger than this function directly, as they + * prefix your message with the log level. * * \todo * Support redirecting to a standard file, probably by redirecting std::clog. diff --git a/include/game/base.h b/include/game/base.h index e2b26b5..e54b1e0 100644 --- a/include/game/base.h +++ b/include/game/base.h @@ -1,5 +1,5 @@ /** - * \file game/game.h + * \file game/base.h * \ingroup game * * Define the game module. @@ -30,8 +30,6 @@ class game_base : public game_mode { * After creating the game, you're free to toy with the options of the game, * especially autoplay and pause. * - * When you're done settings the game up, call #oshu_run_game. - * * \todo * It should not be the responsibility of this module to load the beatmap. If * the beatmap is a taiko beatmap, then the taiko game should be instanciated, @@ -59,7 +57,7 @@ class game_base : public game_mode { */ void rewind(double offset); /** - * See #oshu_rewind_game. + * See #rewind. */ void forward(double offset); /** diff --git a/include/game/mode.h b/include/game/mode.h index 9bf8c74..e67be5e 100644 --- a/include/game/mode.h +++ b/include/game/mode.h @@ -31,7 +31,7 @@ struct game_mode { * * There's no guarantee this callback is called at regular intervals. * - * For autoplay, use #autoplay instead. + * For autoplay, use #check_autoplay instead. */ virtual int check() = 0; diff --git a/include/game/osu.h b/include/game/osu.h index 553bf49..a68cdde 100644 --- a/include/game/osu.h +++ b/include/game/osu.h @@ -34,7 +34,7 @@ struct osu_game : public oshu::game_base { * When the #current_slider is NULL, the value of this field is * irrelevant. */ - enum oshu_finger held_key {}; + enum oshu_finger held_key = {}; std::shared_ptr mouse {}; int check() override; diff --git a/include/library/html.h b/include/library/html.h index df8fd76..131fc83 100644 --- a/include/library/html.h +++ b/include/library/html.h @@ -35,7 +35,7 @@ namespace oshu { * ``` * * The string object is taken by reference, so it must not be modified or - * deleted as long as the #escape object is still alive. + * deleted as long as the #html_escape object is still alive. */ class html_escape { public: diff --git a/lib/game/base.cc b/lib/game/base.cc index 9257276..582cc81 100644 --- a/lib/game/base.cc +++ b/lib/game/base.cc @@ -1,5 +1,5 @@ /** - * \file game/game.cc + * \file game/base.cc * \ingroup game * * Implemention game initialization, destruction and the main loop.