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
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@@ -49,7 +49,7 @@ public:
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SetOwner() for the description of parameters.
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*/
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wxTimer();
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wxTimer(wxEvtHandler * owner, int id = -1);
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wxTimer(wxEvtHandler* owner, int id = -1);
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//@}
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/**
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@@ -88,43 +88,38 @@ public:
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/**
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This member should be overridden by the user if the default constructor was
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used and SetOwner() wasn't called.
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Perform whatever action which is to be taken periodically here.
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*/
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void Notify();
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/**
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Associates the timer with the given @e owner object. When the timer is
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Associates the timer with the given @a owner object. When the timer is
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running, the owner will receive @ref overview_wxtimerevent "timer events" with
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id equal to @e id specified here.
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id equal to @a id specified here.
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*/
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void SetOwner(wxEvtHandler * owner, int id = -1);
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void SetOwner(wxEvtHandler* owner, int id = -1);
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/**
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(Re)starts the timer. If @e milliseconds parameter is -1 (value by default),
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(Re)starts the timer. If @a milliseconds parameter is -1 (value by default),
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the previous value is used. Returns @false if the timer could not be started,
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@true otherwise (in MS Windows timers are a limited resource).
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If @e oneShot is @false (the default), the Notify()
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If @a oneShot is @false (the default), the Notify()
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function will be called repeatedly until the timer is stopped. If @true,
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it will be called only once and the timer will stop automatically. To make your
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code more readable you may also use the following symbolic constants:
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wxTIMER_CONTINUOUS
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Start a normal, continuously running, timer
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wxTIMER_ONE_SHOT
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Start a one shot timer
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If the timer was already running, it will be stopped by this method before
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restarting it.
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*/
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bool Start(int milliseconds = -1, bool oneShot = @false);
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bool Start(int milliseconds = -1, bool oneShot = false);
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/**
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Stops the timer.
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