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removed superfluous colons in asdoc '@param' declarations
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PrimaryFeather authored and Oldes committed Dec 3, 2014
1 parent dc17fab commit 3b1c405
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Showing 9 changed files with 67 additions and 65 deletions.
4 changes: 2 additions & 2 deletions starling/src/starling/display/Stage.as
Original file line number Diff line number Diff line change
Expand Up @@ -101,11 +101,11 @@ package starling.display
* (or higher). BASELINE_CONSTRAINED might not support transparency on all platforms.
* </p>
*
* @param destination: If you pass null, the object will be created for you.
* @param destination If you pass null, the object will be created for you.
* If you pass a BitmapData object, it should have the size of the
* back buffer (which is accessible via the respective properties
* on the Starling instance).
* @param transparent: If enabled, empty areas will appear transparent; otherwise, they
* @param transparent If enabled, empty areas will appear transparent; otherwise, they
* will be filled with the stage color.
*/
public function drawToBitmapData(destination:BitmapData=null,
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6 changes: 3 additions & 3 deletions starling/src/starling/events/TouchProcessor.as
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Expand Up @@ -157,9 +157,9 @@ package starling.events
* given touches. Called internally by "advanceTime". To calculate updated targets,
* the method will call "hitTest" on the "root" object.
*
* @param touches: a list of all touches that have changed just now.
* @param shiftDown: indicates if the shift key was down when the touches occurred.
* @param CtrlDown: indicates if the ctrl or cmd key was down when the touches occurred.
* @param touches a list of all touches that have changed just now.
* @param shiftDown indicates if the shift key was down when the touches occurred.
* @param ctrlDown indicates if the ctrl or cmd key was down when the touches occurred.
*/
protected function processTouches(touches:Vector.<Touch>,
shiftDown:Boolean, ctrlDown:Boolean):void
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6 changes: 3 additions & 3 deletions starling/src/starling/filters/ColorMatrixFilter.as
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Expand Up @@ -60,7 +60,7 @@ package starling.filters
private static var sTmpMatrix2:Vector.<Number> = new <Number>[];

/** Creates a new ColorMatrixFilter instance with the specified matrix.
* @param matrix: a vector of 20 items arranged as a 4x5 matrix.
* @param matrix a vector of 20 items arranged as a 4x5 matrix.
*/
public function ColorMatrixFilter(matrix:Vector.<Number>=null)
{
Expand Down Expand Up @@ -177,8 +177,8 @@ package starling.filters
}

/** Tints the image in a certain color, analog to what can be done in Flash Pro.
* @param color: the RGB color with which the image should be tinted.
* @param amount: the intensity with which tinting should be applied. Range (0, 1). */
* @param color the RGB color with which the image should be tinted.
* @param amount the intensity with which tinting should be applied. Range (0, 1). */
public function tint(color:uint, amount:Number=1.0):void
{
var r:Number = Color.getRed(color) / 255.0;
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11 changes: 6 additions & 5 deletions starling/src/starling/filters/FragmentFilter.as
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Expand Up @@ -460,11 +460,12 @@ package starling.filters
* <li>texture 0: input texture</li>
* </ul>
*
* @param pass: the current render pass, starting with '0'. Multipass filters can
* provide different logic for each pass.
* @param context: the current context3D (the same as in Starling.context, passed
* just for convenience)
* @param texture: the input texture, which is already bound to sampler 0. */
* @param pass the current render pass, starting with '0'. Multipass filters can
* provide different logic for each pass.
* @param context the current context3D (the same as in Starling.context, passed
* just for convenience)
* @param texture the input texture, which is already bound to sampler 0.
* */
protected function activate(pass:int, context:Context3D, texture:Texture):void
{
throw new Error("Method has to be implemented in subclass!");
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4 changes: 2 additions & 2 deletions starling/src/starling/text/TextField.as
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Expand Up @@ -226,8 +226,8 @@ package starling.text
* over a range of characters or the complete TextField) to modify the format to
* your needs.
*
* @param textField: the flash.text.TextField object that you can format.
* @param textFormat: the default text format that's currently set on the text field.
* @param textField the flash.text.TextField object that you can format.
* @param textFormat the default text format that's currently set on the text field.
*/
protected function formatText(textField:flash.text.TextField, textFormat:TextFormat):void {}

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4 changes: 2 additions & 2 deletions starling/src/starling/textures/RenderTexture.as
Original file line number Diff line number Diff line change
Expand Up @@ -178,8 +178,8 @@ package starling.textures
* Note that the 'antiAliasing' setting provided here overrides those provided in
* individual 'draw' calls.
*
* @param drawingBlock: a callback with the form: <pre>function():void;</pre>
* @param antiAliasing: Only supported beginning with AIR 13, and only on Desktop.
* @param drawingBlock a callback with the form: <pre>function():void;</pre>
* @param antiAliasing Only supported beginning with AIR 13, and only on Desktop.
* Values range from 0 (no antialiasing) to 4 (best quality). */
public function drawBundled(drawingBlock:Function, antiAliasing:int=0):void
{
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93 changes: 47 additions & 46 deletions starling/src/starling/textures/Texture.as
Original file line number Diff line number Diff line change
Expand Up @@ -125,9 +125,9 @@ package starling.textures
/** Creates a texture object from any of the supported data types, using the specified
* options.
*
* @param data: Either an embedded asset class, a Bitmap, BitmapData, or a ByteArray
* @param data Either an embedded asset class, a Bitmap, BitmapData, or a ByteArray
* with ATF data.
* @param options: Specifies options about the texture settings, e.g. scale factor.
* @param options Specifies options about the texture settings, e.g. scale factor.
*/
public static function fromData(data:Object, options:TextureOptions=null):Texture
{
Expand Down Expand Up @@ -163,14 +163,14 @@ package starling.textures
* method will be restored directly from the asset class in case of a context loss,
* which guarantees a very economic memory usage.
*
* @param assetClass: must contain either a Bitmap or a ByteArray with ATF data.
* @param mipMaps: for Bitmaps, indicates if mipMaps will be created;
* for ATF data, indicates if the contained mipMaps will be used.
* @param optimizeForRenderToTexture: indicates if this texture will be used as
* render target
* @param scale: the scale factor of the created texture.
* @param format: the context3D texture format to use. Ignored for ATF data.
* @param repeat: the repeat value of the texture. Only useful for power-of-two textures.
* @param assetClass must contain either a Bitmap or a ByteArray with ATF data.
* @param mipMapping for Bitmaps, indicates if mipMaps will be created;
* for ATF data, indicates if the contained mipMaps will be used.
* @param optimizeForRenderToTexture indicates if this texture will be used as
* render target
* @param scale the scale factor of the created texture.
* @param format the context3D texture format to use. Ignored for ATF data.
* @param repeat the repeat value of the texture. Only useful for power-of-two textures.
*/
public static function fromEmbeddedAsset(assetClass:Class, mipMapping:Boolean=true,
optimizeForRenderToTexture:Boolean=false,
Expand All @@ -182,7 +182,8 @@ package starling.textures

if (asset is Bitmap)
{
texture = Texture.fromBitmap(asset as Bitmap, mipMapping, false, scale, format, repeat);
texture = Texture.fromBitmap(asset as Bitmap, mipMapping,
optimizeForRenderToTexture, scale, format, repeat);
texture.root.onRestore = function():void
{
texture.root.uploadBitmap(new assetClass());
Expand All @@ -209,16 +210,16 @@ package starling.textures
* Beware: you must not dispose the bitmap's data if Starling should handle a lost device
* context alternatively, you can handle restoration yourself via "texture.root.onRestore".
*
* @param bitmap: the texture will be created with the bitmap data of this object.
* @param mipMaps: indicates if mipMaps will be created.
* @param optimizeForRenderToTexture: indicates if this texture will be used as
* @param bitmap the texture will be created with the bitmap data of this object.
* @param generateMipMaps indicates if mipMaps will be created.
* @param optimizeForRenderToTexture indicates if this texture will be used as
* render target
* @param scale: the scale factor of the created texture. This affects the reported
* @param scale the scale factor of the created texture. This affects the reported
* width and height of the texture object.
* @param format: the context3D texture format to use. Pass one of the packed or
* @param format the context3D texture format to use. Pass one of the packed or
* compressed formats to save memory (at the price of reduced image
* quality).
* @param repeat: the repeat value of the texture. Only useful for power-of-two textures.
* @param repeat the repeat value of the texture. Only useful for power-of-two textures.
*/
public static function fromBitmap(bitmap:Bitmap, generateMipMaps:Boolean=true,
optimizeForRenderToTexture:Boolean=false,
Expand All @@ -233,16 +234,16 @@ package starling.textures
* Beware: you must not dispose 'data' if Starling should handle a lost device context;
* alternatively, you can handle restoration yourself via "texture.root.onRestore".
*
* @param bitmap: the texture will be created with the bitmap data of this object.
* @param mipMaps: indicates if mipMaps will be created.
* @param optimizeForRenderToTexture: indicates if this texture will be used as
* @param data the texture will be created with the bitmap data of this object.
* @param generateMipMaps indicates if mipMaps will be created.
* @param optimizeForRenderToTexture indicates if this texture will be used as
* render target
* @param scale: the scale factor of the created texture. This affects the reported
* @param scale the scale factor of the created texture. This affects the reported
* width and height of the texture object.
* @param format: the context3D texture format to use. Pass one of the packed or
* @param format the context3D texture format to use. Pass one of the packed or
* compressed formats to save memory (at the price of reduced image
* quality).
* @param repeat: the repeat value of the texture. Only useful for power-of-two textures.
* @param repeat the repeat value of the texture. Only useful for power-of-two textures.
*/
public static function fromBitmapData(data:BitmapData, generateMipMaps:Boolean=true,
optimizeForRenderToTexture:Boolean=false,
Expand Down Expand Up @@ -294,12 +295,12 @@ package starling.textures

/** Creates a texture with a certain size and color.
*
* @param width: in points; number of pixels depends on scale parameter
* @param height: in points; number of pixels depends on scale parameter
* @param color: expected in ARGB format (include alpha!)
* @param optimizeForRenderToTexture: indicates if this texture will be used as render target
* @param scale: if you omit this parameter, 'Starling.contentScaleFactor' will be used.
* @param format: the context3D texture format to use. Pass one of the packed or
* @param width in points; number of pixels depends on scale parameter
* @param height in points; number of pixels depends on scale parameter
* @param color expected in ARGB format (include alpha!)
* @param optimizeForRenderToTexture indicates if this texture will be used as render target
* @param scale if you omit this parameter, 'Starling.contentScaleFactor' will be used.
* @param format the context3D texture format to use. Pass one of the packed or
* compressed formats to save memory.
*/
public static function fromColor(width:Number, height:Number, color:uint=0xffffffff,
Expand All @@ -321,18 +322,18 @@ package starling.textures
* Beware that the texture can only be used after you either upload some color data
* ("texture.root.upload...") or clear the texture ("texture.root.clear()").
*
* @param width: in points; number of pixels depends on scale parameter
* @param height: in points; number of pixels depends on scale parameter
* @param premultipliedAlpha: the PMA format you will use the texture with. If you will
* @param width in points; number of pixels depends on scale parameter
* @param height in points; number of pixels depends on scale parameter
* @param premultipliedAlpha the PMA format you will use the texture with. If you will
* use the texture for bitmap data, use "true"; for ATF data, use "false".
* @param mipMapping: indicates if mipmaps should be used for this texture. When you upload
* @param mipMapping indicates if mipmaps should be used for this texture. When you upload
* bitmap data, this decides if mipmaps will be created; when you upload ATF
* data, this decides if mipmaps inside the ATF file will be displayed.
* @param optimizeForRenderToTexture: indicates if this texture will be used as render target
* @param scale: if you omit this parameter, 'Starling.contentScaleFactor' will be used.
* @param format: the context3D texture format to use. Pass one of the packed or
* @param optimizeForRenderToTexture indicates if this texture will be used as render target
* @param scale if you omit this parameter, 'Starling.contentScaleFactor' will be used.
* @param format the context3D texture format to use. Pass one of the packed or
* compressed formats to save memory (at the price of reduced image quality).
* @param repeat: the repeat mode of the texture. Only useful for power-of-two textures.
* @param repeat the repeat mode of the texture. Only useful for power-of-two textures.
*/
public static function empty(width:Number, height:Number, premultipliedAlpha:Boolean=true,
mipMapping:Boolean=true, optimizeForRenderToTexture:Boolean=false,
Expand All @@ -341,7 +342,7 @@ package starling.textures
if (scale <= 0) scale = Starling.contentScaleFactor;

var actualWidth:int, actualHeight:int;
var nativeTexture:flash.display3D.textures.TextureBase;
var nativeTexture:TextureBase;
var context:Context3D = Starling.context;

if (context == null) throw new MissingContextError();
Expand Down Expand Up @@ -387,12 +388,12 @@ package starling.textures
/** Creates a texture that contains a region (in pixels) of another texture. The new
* texture will reference the base texture; no data is duplicated.
*
* @param texture: The texture you want to create a SubTexture from.
* @param region: The region of the parent texture that the SubTexture will show
* @param texture The texture you want to create a SubTexture from.
* @param region The region of the parent texture that the SubTexture will show
* (in points).
* @param frame: If the texture was trimmed, the frame rectangle can be used to restore
* @param frame If the texture was trimmed, the frame rectangle can be used to restore
* the trimmed area.
* @param rotated: If true, the SubTexture will show the parent region rotated by
* @param rotated If true, the SubTexture will show the parent region rotated by
* 90 degrees (CCW).
*/
public static function fromTexture(texture:Texture, region:Rectangle=null,
Expand All @@ -418,12 +419,12 @@ package starling.textures
* coordinates could be different: you might be working with a SubTexture. This method
* adjusts the coordinates accordingly.
*
* @param texCoords: a vector containing UV coordinates (optionally, among other data).
* @param texCoords a vector containing UV coordinates (optionally, among other data).
* U and V coordinates always have to come in pairs. The vector is
* modified in place.
* @param startIndex: the index of the first U coordinate in the vector.
* @param stride: the distance (in vector elements) of consecutive UV pairs.
* @param count: the number of UV pairs that should be adjusted, or "-1" for all of them.
* @param startIndex the index of the first U coordinate in the vector.
* @param stride the distance (in vector elements) of consecutive UV pairs.
* @param count the number of UV pairs that should be adjusted, or "-1" for all of them.
*/
public function adjustTexCoords(texCoords:Vector.<Number>,
startIndex:int=0, stride:int=0, count:int=-1):void
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2 changes: 1 addition & 1 deletion starling/src/starling/utils/AssetManager.as
Original file line number Diff line number Diff line change
Expand Up @@ -536,7 +536,7 @@ package starling.utils
* if you are working with more than one Starling instance, be sure to call
* "makeCurrent()" on the appropriate instance before processing the queue.</p>
*
* @param onProgress: <code>function(ratio:Number):void;</code>
* @param onProgress <code>function(ratio:Number):void;</code>
*/
public function loadQueue(onProgress:Function):void
{
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2 changes: 1 addition & 1 deletion starling/src/starling/utils/cleanMasterString.as
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ package starling.utils
* with a single character to save memory. Find more information about this AS3 oddity
* <a href="http://jacksondunstan.com/articles/2260">here</a>.
*
* @param str String to clean
* @param str String to clean
* @return The input string, but with a master string only one character larger than it.
* @author Jackson Dunstan, JacksonDunstan.com
*/
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