Various C# documentation improvements

Fixes wrong/invalid documentation and add documentation to some OS members.
This commit is contained in:
Raul Santos 2022-08-24 13:56:46 +02:00
parent 0cf0e96038
commit f8ceceed15
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GPG Key ID: B532473AE3A803E4
5 changed files with 20 additions and 11 deletions

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@ -15,6 +15,9 @@ namespace GodotTools.Utils
[SuppressMessage("ReSharper", "InconsistentNaming")] [SuppressMessage("ReSharper", "InconsistentNaming")]
public static class OS public static class OS
{ {
/// <summary>
/// Display names for the OS platforms.
/// </summary>
private static class Names private static class Names
{ {
public const string Windows = "Windows"; public const string Windows = "Windows";
@ -30,6 +33,9 @@ namespace GodotTools.Utils
public const string HTML5 = "HTML5"; public const string HTML5 = "HTML5";
} }
/// <summary>
/// Godot platform identifiers.
/// </summary>
public static class Platforms public static class Platforms
{ {
public const string Windows = "windows"; public const string Windows = "windows";
@ -42,6 +48,10 @@ namespace GodotTools.Utils
public const string HTML5 = "javascript"; public const string HTML5 = "javascript";
} }
/// <summary>
/// OS name part of the .NET runtime identifier (RID).
/// See https://docs.microsoft.com/en-us/dotnet/core/rid-catalog.
/// </summary>
public static class DotNetOS public static class DotNetOS
{ {
public const string Win = "win"; public const string Win = "win";

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@ -189,8 +189,6 @@ namespace Godot
/// Pushes an error message to Godot's built-in debugger and to the OS terminal. /// Pushes an error message to Godot's built-in debugger and to the OS terminal.
/// ///
/// Note: Errors printed this way will not pause project execution. /// Note: Errors printed this way will not pause project execution.
/// To print an error message and pause project execution in debug builds,
/// use [code]assert(false, "test error")[/code] instead.
/// </summary> /// </summary>
/// <example> /// <example>
/// <code> /// <code>

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@ -754,9 +754,10 @@ namespace Godot
} }
/// <summary> /// <summary>
/// Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code]. /// Returns the <paramref name="value"/> wrapped between <c>0</c> and the <paramref name="length"/>.
/// If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [code]length[/code] side (like a triangle wave). /// If the limit is reached, the next value the function returned is decreased to the <c>0</c> side
/// If [code]length[/code] is less than zero, it becomes positive. /// or increased to the <paramref name="length"/> side (like a triangle wave).
/// If <paramref name="length"/> is less than zero, it becomes positive.
/// </summary> /// </summary>
/// <param name="value">The value to pingpong.</param> /// <param name="value">The value to pingpong.</param>
/// <param name="length">The maximum value of the function.</param> /// <param name="length">The maximum value of the function.</param>

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@ -39,22 +39,22 @@ namespace Godot
} }
/// <summary> /// <summary>
/// The projections's X column. Also accessible by using the index position <c>[0]</c>. /// The projection's X column. Also accessible by using the index position <c>[0]</c>.
/// </summary> /// </summary>
public Vector4 x; public Vector4 x;
/// <summary> /// <summary>
/// The projections's Y column. Also accessible by using the index position <c>[1]</c>. /// The projection's Y column. Also accessible by using the index position <c>[1]</c>.
/// </summary> /// </summary>
public Vector4 y; public Vector4 y;
/// <summary> /// <summary>
/// The projections's Z column. Also accessible by using the index position <c>[2]</c>. /// The projection's Z column. Also accessible by using the index position <c>[2]</c>.
/// </summary> /// </summary>
public Vector4 z; public Vector4 z;
/// <summary> /// <summary>
/// The projections's W column. Also accessible by using the index position <c>[3]</c>. /// The projection's W column. Also accessible by using the index position <c>[3]</c>.
/// </summary> /// </summary>
public Vector4 w; public Vector4 w;

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@ -59,9 +59,9 @@ namespace Godot
} }
/// <summary> /// <summary>
/// Constructs a <see cref="StringName"/> from the given <paramref name="path"/> string. /// Constructs a <see cref="StringName"/> from the given <paramref name="name"/> string.
/// </summary> /// </summary>
/// <param name="path">String to construct the <see cref="StringName"/> from.</param> /// <param name="name">String to construct the <see cref="StringName"/> from.</param>
public StringName(string name) public StringName(string name)
{ {
if (!string.IsNullOrEmpty(name)) if (!string.IsNullOrEmpty(name))