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Updated Comment Style
Updated to match the style guide on comments.
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src/behaviours/src/ManualWaypointController.h

Lines changed: 32 additions & 42 deletions
Original file line numberDiff line numberDiff line change
@@ -11,60 +11,50 @@ class ManualWaypointController : virtual Controller
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ManualWaypointController();
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~ManualWaypointController();
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/**
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* Clears the list of waypoints to visit.
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*
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* NOTE: this will not stop the robot from driving to a waypoint if
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* it was already driving there before this was called.
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*/
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// Clears the list of waypoints to visit.
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// NOTE: this will not stop the robot from driving to a waypoint if
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// it was already driving there before this was called.
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void Reset() override;
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/**
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* Returns the next waypoint in the list. The result is set up to
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* be used by DriveController for waypoint navigation.
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*/
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// Returns the next waypoint in the list. The result is set up to
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// be used by DriveController for waypoint navigation.
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//
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Result DoWork() override;
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/**
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* True if there are waypoints in the list. False otherwise.
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*/
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// True if there are waypoints in the list. False otherwise.
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bool HasWork() override;
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/**
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* Interrupts only if the number of waypoints has changed and is
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* non-zero.
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*/
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// Interrupts only if the number of waypoints has changed and is
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// non-zero.
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bool ShouldInterrupt() override;
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/**
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* Tell the controller the current location of the robot.
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*/
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// Tell the controller the current location of the robot.
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void SetCurrentLocation(Point currentLocation);
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/**
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* Add the provided waypoint to the list of manual waypoints.
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*
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* NOTE: Waypoints should have unique ids, it is incumbent on the
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* caller to ensure this. Providing the same IDs for multiple
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* waypoints may cause undefined behavior in the GUI. Further more
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* if the ID is removed using RemoveManualWaypoint() then all
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* waypoints with that ID may be removed.
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*/
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// Add the provided waypoint to the list of manual waypoints.
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// NOTE: Waypoints should have unique ids, it is incumbent on the
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// caller to ensure this. Providing the same IDs for multiple
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// waypoints may cause undefined behavior in the GUI. Further more
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// if the ID is removed using RemoveManualWaypoint() then all
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// waypoints with that ID may be removed.
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void AddManualWaypoint(Point wpt, int id);
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/**
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* Remove the waypoint with the given ID from the list of waypoints
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* to visit. If no maypoint exists with the given ID, the no action
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* is taken.
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*/
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// Remove the waypoint with the given ID from the list of waypoints
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// to visit. If no maypoint exists with the given ID, the no action
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// is taken.
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void RemoveManualWaypoint(int id);
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/**
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* Get a vector containing all waypoint IDs that have been visited
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* since this function was last called.
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*
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* This should be called regularly to prevent memory leaks.
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*/
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// Get a vector containing all waypoint IDs that have been visited
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// since this function was last called.
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// This should be called regularly to prevent memory leaks.
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std::vector<int> ReachedWaypoints();
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protected:
@@ -81,4 +71,4 @@ class ManualWaypointController : virtual Controller
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const float waypoint_tolerance = 0.15;
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};
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#endif // MANUALWAYPOINTCONTROLLER_H
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#endif // MANUALWAYPOINTCONTROLLER_H

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