Wrap docs in audio_controller.h at 80 columns rather than 100

Originally committed to SVN as r5069.
This commit is contained in:
Thomas Goyne 2010-12-30 22:19:30 +00:00
parent f3d1bc23bd
commit ca8b6d8525
1 changed files with 37 additions and 30 deletions

View File

@ -128,22 +128,25 @@ public:
/// @class AudioController
/// @brief Manage an open audio stream and UI state for it
///
/// Keeps track of the UI interaction state of the open audio for a project, ie. what the current
/// selection is, what movable markers are on the audio, and any secondary non-movable markers
/// that are present.
/// Keeps track of the UI interaction state of the open audio for a project,
/// i.e. what the current selection is, what movable markers are on the audio,
/// and any secondary non-movable markers that are present.
///
/// Changes in interaction are broadcast to all managed audio displays so they can redraw, and
/// the audio displays report all interactions back to the controller. There is a one to many
/// relationship between controller and audio displays. There is at most one audio controller
/// for an open subtitling project.
/// Changes in interaction are broadcast to all managed audio displays so they
/// can redraw, and the audio displays report all interactions back to the
/// controller. There is a one to many relationship between controller and
/// audio displays. There is at most one audio controller for an open
/// subtitling project.
///
/// Creates and destroys audio providers and players. This behaviour should at some point be moved
/// to a separate class, as it adds too many responsibilities to this class, but at the time of
/// writing, it would extend the scope of reworking components too much.
/// Creates and destroys audio providers and players. This behaviour should at
/// some point be moved to a separate class, as it adds too many
/// responsibilities to this class, but at the time of writing, it would extend
/// the scope of reworking components too much.
///
/// There is not supposed to be a way to get direct access to the audio providers or players owned
/// by a controller. If some operation that isn't possible in the existing design is needed, the
/// controller should be extended in some way to allow it.
/// There is not supposed to be a way to get direct access to the audio
/// providers or players owned by a controller. If some operation that isn't
/// possible in the existing design is needed, the controller should be
/// extended in some way to allow it.
class AudioController : public wxEvtHandler, public AudioMarkerProvider {
private:
/// A new audio stream was opened (and any previously open was closed)
@ -235,29 +238,31 @@ public:
/// @brief Get the URL for the current open audio stream
/// @return The URL for the audio stream
///
/// The returned URL can be passed into OpenAudio() later to open the same stream again.
/// The returned URL can be passed into OpenAudio() later to open the same
/// stream again.
wxString GetAudioURL() const;
/// @brief Start or restart audio playback, playing a range
/// @param range The range of audio to play back
///
/// The end of the played back range may be requested changed, but is not changed
/// automatically from any other operations.
/// The end of the played back range may be requested changed, but is not
/// changed automatically from any other operations.
void PlayRange(const SampleRange &range);
/// @brief Start or restart audio playback, playing the primary playback range
///
/// If the primary playback range is updated during playback, the end of the
/// active playback range will be updated to match the new selection. The playback
/// end can not be changed in any other way.
/// If the primary playback range is updated during playback, the end of
/// the active playback range will be updated to match the new selection.
/// The playback end can not be changed in any other way.
void PlayPrimaryRange();
/// @brief Start or restart audio playback, playing from a point to the end of stream
/// @param start_sample Index of the sample to start playback at
///
/// Playback to end cannot be converted to a range playback like range playback can,
/// it will continue until the end is reached, it is stopped, or restarted.
/// Playback to end cannot be converted to a range playback like range
/// playback can, it will continue until the end is reached, it is stopped,
/// or restarted.
void PlayToEnd(int64_t start_sample);
/// @brief Stop all audio playback
@ -276,9 +281,9 @@ public:
/// @brief If playing, restart playback from the specified position
/// @param new_position Sample index to restart playback from
///
/// This function can be used to re-synchronise audio playback to another source that
/// might not be able to keep up with the full speed, such as video playback in high
/// resolution or with complex subtitles.
/// This function can be used to re-synchronise audio playback to another
/// source that might not be able to keep up with the full speed, such as
/// video playback in high resolution or with complex subtitles.
///
/// This function only does something if audio is already playing.
void ResyncPlaybackPosition(int64_t new_position);
@ -313,9 +318,10 @@ public:
AudioTimingController * GetTimingController() const { return timing_controller.get(); }
/// @brief Change the current timing controller
/// @param new_mode The new timing controller or 0. This may be the same object as
/// the current timing controller, to signal that the timing controller has changed
/// the object being timed, eg. changed to a new dialogue line.
/// @param new_mode The new timing controller or 0. This may be the same
/// object as the current timing controller, to signal that the timing
/// controller has changed the object being timed, e.g. changed to a new
/// dialogue line.
void SetTimingController(AudioTimingController *new_controller);
/// @brief Convert a count of audio samples to a time in milliseconds
@ -364,9 +370,10 @@ public:
/// @brief Retrieve whether this marker participates in snapping
/// @return True if this marker may snap to other snappable markers
///
/// If a marker being dragged returns true from this method, and another marker which also
/// returns true from this method is within range, the marker being dragged will be positioned
/// at the position of the other marker if it is released while it is inside snapping range.
/// If a marker being dragged returns true from this method, and another
/// marker which also returns true from this method is within range, the
/// marker being dragged will be positioned at the position of the other
/// marker if it is released while it is inside snapping range.
virtual bool CanSnap() const = 0;
};