removed @NULL,@true,@false tags from the function prototypes; fixed * and & displacing in the prototypes; changed @param as discussed on wx-dev; use @see instead of @sa; better indentation for @returns,@remarks,@see paragraphs; other misc fixes

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52407 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Francesco Montorsi
2008-03-09 12:33:59 +00:00
parent 0aaf0255e4
commit 4cc4bfafe5
256 changed files with 8880 additions and 10701 deletions

View File

@@ -29,13 +29,12 @@ public:
succeeded.
@param fileName
The filename or Windows resource.
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
@true if fileName is a resource, @false if it is a filename.
*/
wxSound();
wxSound(const wxString& fileName, bool isResource = @false);
wxSound(const wxString& fileName, bool isResource = false);
//@}
/**
@@ -47,24 +46,22 @@ public:
Constructs a wave object from a file or resource.
@param fileName
The filename or Windows resource.
The filename or Windows resource.
@param isResource
@true if fileName is a resource, @false if it is a filename.
@true if fileName is a resource, @false if it is a filename.
@returns @true if the call was successful, @false otherwise.
*/
bool Create(const wxString& fileName, bool isResource = @false);
bool Create(const wxString& fileName, bool isResource = false);
/**
Returns @true if the object contains a successfully loaded file or resource,
@false otherwise.
*/
#define bool IsOk() /* implementation is private */
bool IsOk();
/**
Returns @true if a sound is played at the moment.
This method is currently not implemented under Windows.
*/
static bool IsPlaying();
@@ -77,24 +74,20 @@ public:
to delete the object which is being asynchronously played any time after
calling this function and the sound would continue playing, however this
currently doesn't work under Windows for sound objects loaded from memory data.
The possible values for @e flags are:
The possible values for @a flags are:
wxSOUND_SYNC
@c Play will block and wait until the sound is
replayed.
wxSOUND_ASYNC
Sound is played asynchronously,
@c Play returns immediately
wxSOUND_ASYNC | wxSOUND_LOOP
Sound is played asynchronously
and loops until another sound is played,
Stop() is called or the program terminates.