A game framework written with osu! in mind.

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osu.Framework/Graphics/Performance/LifetimeEntry.cs
··· 5 5 6 6 namespace osu.Framework.Graphics.Performance 7 7 { 8 + /// <summary> 9 + /// An object for a <see cref="LifetimeEntryManager"/> to consume, which provides a <see cref="LifetimeStart"/> and <see cref="LifetimeEnd"/>. 10 + /// </summary> 11 + /// <remarks> 12 + /// Management of the object which the <see cref="LifetimeEntry"/> refers to is left up to the consumer. 13 + /// </remarks> 8 14 public class LifetimeEntry 9 15 { 10 16 private double lifetimeStart = double.MinValue; ··· 47 53 } 48 54 } 49 55 56 + /// <summary> 57 + /// Invoked when this <see cref="LifetimeEntry"/> is attached to a <see cref="LifetimeEntryManager"/> and either 58 + /// <see cref="LifetimeStart"/> or <see cref="LifetimeEnd"/> are changed. 59 + /// </summary> 50 60 internal event RequestLifetimeUpdateDelegate RequestLifetimeUpdate; 51 61 52 62 /// <summary>
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osu.Framework/Graphics/Performance/LifetimeEntryState.cs
··· 3 3 4 4 namespace osu.Framework.Graphics.Performance 5 5 { 6 + /// <summary> 7 + /// The state of a <see cref="LifetimeEntry"/>. 8 + /// </summary> 6 9 public enum LifetimeEntryState 7 10 { 8 - /// Not yet loaded. 11 + /// <summary> 12 + /// The <see cref="LifetimeEntry"/> hasn't been processed within the <see cref="LifetimeEntryManager"/> yet. 13 + /// </summary> 9 14 New, 10 15 11 - /// Currently dead and becomes alive in the future: current time &lt; <see cref="Drawable.LifetimeStart"/>. 16 + /// <summary> 17 + /// The <see cref="LifetimeEntry"/> is currently dead and becomes alive when current time &gt;= <see cref="LifetimeEntry.LifetimeStart"/>. 18 + /// </summary> 12 19 Future, 13 20 14 - /// Currently alive. 21 + /// <summary> 22 + /// The <see cref="LifetimeEntry"/> is currently alive. 23 + /// </summary> 15 24 Current, 16 25 17 - /// Currently dead and becomes alive if the clock is rewound: <see cref="Drawable.LifetimeEnd"/> &lt;= current time. 26 + /// <summary> 27 + /// The <see cref="LifetimeEntry"/> is currently dead and becomes alive when current time &lt; <see cref="LifetimeEntry.LifetimeEnd"/>. 28 + /// </summary> 18 29 Past, 19 30 } 20 31 }