corrected the docs slightly - no code changed

SVN revision: 8993
This commit is contained in:
zuluone 2004-02-16 19:22:48 +00:00 committed by zuluone
parent 6c2fe6b33d
commit c17ec61deb
9 changed files with 123 additions and 129 deletions

View File

@ -200,7 +200,7 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
* @param data The data pointer to be passed to @p func
*
* This function adds a function callback to an object when the event of type
* @p type occurs on object @p obj. The fucntion is @p func.
* @p type occurs on object @p obj. The function is @p func.
*
* In the event of a memory allocation error during addition of the callback to
* the object, evas_alloc_error() should be used to determine the nature of
@ -221,7 +221,7 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
* data structure that may or may not be passed to the callback, depending on
* the event type that triggered the callback.
*
* The event type @p type to trigger the function mys be one of
* The event type @p type to trigger the function may be one of
* EVAS_CALLBACK_MOUSE_IN, EVAS_CALLBACK_MOUSE_OUT, EVAS_CALLBACK_MOUSE_DOWN,
* EVAS_CALLBACK_MOUSE_UP, EVAS_CALLBACK_MOUSE_MOVE, EVAS_CALLBACK_MOUSE_WHEEL,
* EVAS_CALLBACK_FREE, EVAS_CALLBACK_KEY_DOWN, EVAS_CALLBACK_KEY_UP,
@ -229,7 +229,7 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
* EVAS_CALLBACK_HIDE, EVAS_CALLBACK_MOVE, EVAS_CALLBACK_RESIZE or EVAS_CALLBACK_RESTACK.
* This determines the kind of event that will trigger the callback to be called.
* The @p event_info pointer passed to the callback will be one of the
* following, depending on the event tiggering it:
* following, depending on the event triggering it:
*
* EVAS_CALLBACK_MOUSE_IN: event_info = pointer to Evas_Event_Mouse_In
*
@ -239,31 +239,29 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
* or by the object being shown, raised, moved, resized, or other objects
* being moved out of the way, hidden, lowered or moved out of the way.
*
* In the event structure whose pointer is passed to the callback, the
* following members indicate the following:
*
* EVAS_CALLBACK_MOUSE_OUT: event_info = pointer to Evas_Event_Mouse_Out
*
* This event is triggered exactly like EVAS_CALLBACK_MOUSE_IN is, but occurs
* when the mouse pointer exits an object. Note that no out events will be
* reported if the mouse pointer is implicitly grabbed to an object (the
* mouse buttons are down at all and any were pressed on that object). An
* out event will be reported as soon as the mouse is no longer grabbed
* (no mouse buttons are depressed). Out events will be reported if the mouse
* has left the object once all buttons are released.
* out event will be reported as soon as the mouse is no longer grabbed (no
* mouse buttons are depressed). Out events will be reported once all buttons
* are released, if the mouse has left the object.
*
* EVAS_CALLBACK_MOUSE_DOWN: event_info = pointer to Evas_Event_Mouse_Down
*
* This event is triggered by a mouse button being depressed while over an
* object. This will passively lock all events to that object until all mouse
* buttons have been released. That means if this mouse button is the first
* to be pressed, all future button presses will be reported to this object
* only until no buttons are down. That includes mouse move events, in and out
* events. On all buttons being release, event propagation processed as normal.
* object. This causes this object to passively grab the mouse until all mouse
* buttons have been released. That means if this mouse button is the first to
* be pressed, all future mouse events will be reported to only this object
* until no buttons are down. That includes mouse move events, in and out
* events, and further button presses. When all buttons are released, event
* propagation occurs as normal.
*
* EVAS_CALLBACK_MOUSE_UP: event_info = pointer to Evas_Event_Mouse_Up
*
* This event is driggered by a mouse button being released while over an
* This event is triggered by a mouse button being released while over an
* object or when passively grabbed to an object. If this is the last mouse
* button to be raised on an object then the passive grab is released and
* event processing will continue as normal.
@ -282,7 +280,7 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
*
* This event is triggered just before Evas is about to free all memory used
* by an object and remove all references to it. This is useful for programs
* to sue if they attached data to an object and want to free it when the
* to use if they attached data to an object and want to free it when the
* object is deleted. The object is still valid when this callback is called,
* but after this callback returns, there is no guarantee on the object's
* validity.
@ -311,7 +309,7 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
*
* EVAS_CALLBACK_SHOW: event_info = NULL
*
* This event is triggered being shown by evas_object_show().
* This event is triggered by the object being shown by evas_object_show().
*
* EVAS_CALLBACK_HIDE: event_info = NULL
*
@ -320,13 +318,13 @@ evas_object_event_callback_call(Evas_Object *obj, Evas_Callback_Type type, void
* EVAS_CALLBACK_MOVE: event_info = NULL
*
* This event is triggered by an object being moved. evas_object_move() can
* trigger this, as can any object specific manipulations that would mean the
* objects origin could move.
* trigger this, as can any object-specific manipulations that would mean the
* object's origin could move.
*
* EVAS_CALLBACK_RESIZE: event_info = NULL
*
* This event is triggered by an object being resized. Resizes can be
* triggered by evas_object_resize() or by any object specific calls that may
* triggered by evas_object_resize() or by any object-specific calls that may
* cause the object to resize.
*
* Example:
@ -438,13 +436,13 @@ evas_object_event_callback_add(Evas_Object *obj, Evas_Callback_Type type, void (
* @param obj Object to remove a callback from
* @param type The type of event that was triggering the callback
* @param func The function that was to be called when the event was triggered
* @return The data pointer that was to be passwd to the callback
* @return The data pointer that was to be passed to the callback
*
* This function removes the most recently added callback from the object
* @p obj which was triggered by the event type @p type and was calling the
* function @p func when triggered. If the callback is successful it will also
* return the data pointer, passed to evas_object_event_callback_add() when
* the callback was added to the object. If not successful NULL will be
* function @p func when triggered. If the removal is successful it will also
* return the data pointer that was passed to evas_object_event_callback_add()
* when the callback was added to the object. If not successful NULL will be
* returned.
*
* Example:

View File

@ -97,20 +97,20 @@ evas_object_clippers_was_visible(Evas_Object *obj)
* RESULT = (OBJ * CLIP) / (255 * 255) per color element (red, green, blue and
* alpha). Clipping is recursive, so clip objects may be clipped by other
* objects, and their color will in tern be multiplied. You may NOT set up
* circular clipping lists (i.e. object 1 clips object 2 which clips object 2).
* circular clipping lists (i.e. object 1 clips object 2 which clips object 1).
* The behavior of Evas is undefined in this case. Objects which do not clip
* others are visible as normal, those that clip 1 or more objects become
* invisible themselves, only affecting what they clip. If an object ceases to
* have other objects being clipped by it, it will become visible again. The
* visibility of an object affects the objects that are clipped by it, so if
* the object clipping others is now shown, the objects clipped will not be
* the object clipping others is not shown, the objects clipped will not be
* shown either. If the object was being clipped by another object when this
* function is called, it is implicitly removed from the clipper it is being
* clipped to, and now is made to clip its new clipper.
*
* At the moment the only objects that can validly be used to clip other
* objects are rectangle objects. All other objects types are invalid and the
* results of using them is undefined.
* objects are rectangle objects. All other object types are invalid and the
* result of using them is undefined.
*
* The clip object @p clip must be a valid object, but may also be NULL in
* which case the effect of this function is the same as calling
@ -123,7 +123,7 @@ evas_object_clippers_was_visible(Evas_Object *obj)
* Evas_Object *clipper;
*
* clipper = evas_object_rectangle_add(evas);
* evas_object_color_ser(clipper, 255, 255, 255, 255);
* evas_object_color_set(clipper, 255, 255, 255, 255);
* evas_object_move(clipper, 10, 10);
* evas_object_resize(clipper, 20, 50);
* evas_object_clip_set(obj, clipper);
@ -177,10 +177,10 @@ evas_object_clip_set(Evas_Object *obj, Evas_Object *clip)
* Get the object clipping this one (if any).
* @param obj The object to get the clipper from
*
* This function returns the the object clipping @p obj. If it is not being
* This function returns the the object clipping @p obj. If @p obj not being
* clipped, NULL is returned. The object @p obj must be a valid object.
*
* See also evas_object_clip_set(), evas_object_clipees_get() and
* See also evas_object_clip_set(), evas_object_clip_unset() and
* evas_object_clipees_get().
*
* Example:
@ -263,14 +263,14 @@ evas_object_clip_unset(Evas_Object *obj)
*
* This returns the inernal list handle that contains all objects clipped by
* the object @p obj. If none are clipped, it returns NULL. This list is only
* valid and should be fetched again with another call to
* evas_object_clipees_get() if any objects being clipped by this object are
* unclipped, clipped by a new object, are deleted or the clipper is deleted.
* These operations will invalidate the list returned and so it should not be
* used anymore after that point. Any use of the list after this may have
* valid until the clip list is changed and should be fetched again with another
* call to evas_object_clipees_get() if any objects being clipped by this object
* are unclipped, clipped by a new object, are deleted or the clipper is
* deleted. These operations will invalidate the list returned so it should
* not be used anymore after that point. Any use of the list after this may have
* undefined results, not limited just to strange behavior but possible
* segfaults and other strange memory errors. The object @p obj must be a
* valid object.
* segfaults and other strange memory errors. The object @p obj must be a valid
* object.
*
* See also evas_object_clip_set(), evas_object_clip_unset() and
* evas_object_clip_get().

View File

@ -442,7 +442,7 @@ evas_event_feed_mouse_move_data(Evas *e, int x, int y, const void *data)
}
}
if (copy) copy = evas_list_free(copy);
/* go thru out current list of ins */
/* go thru our current list of ins */
for (l = ins; l; l = l->next)
{
Evas_Object *obj;
@ -467,7 +467,7 @@ evas_event_feed_mouse_move_data(Evas *e, int x, int y, const void *data)
}
}
/* free our old list of ins */
e->pointer.object.in = evas_list_free(e->pointer.object.in);
evas_list_free(e->pointer.object.in);
/* and set up the new one */
e->pointer.object.in = ins;
}

View File

@ -36,8 +36,8 @@ evas_shutdown(void)
*
* This function creates a new Evas Canvas object that is completely
* uninitialised. You cannot sensibly use this until it has been initialised.
* You need to set up the rendering engine first for the canvas before you can
* add any objects to the canvas or render it.
* You need to set up the rendering engine for the canvas before you can add any
* objects to the canvas or render it.
*
* This function will always succeed and return a valid canvas pointer unless
* the memory allocation fails, in which case NULL will be returned.
@ -67,10 +67,9 @@ evas_new(void)
* Free an Evas.
* @param e The Pointer to the Evas to be freed
*
* When called this function frees the Evas Canvas @p e and All Evas Objects
* created on this canvas. As the objects are freed if they have free callbacks
* set, they will be called during the execution of this function.
*
* When called this function frees the Evas Canvas @p e and all Evas Objects
* created on this canvas. As the objects are freed any that have 'free'
* callbacks will have them called during the execution of this function.
* Example:
* @code
* extern Evas *evas;
@ -156,9 +155,9 @@ evas_free(Evas *e)
* @param e The pointer to the Evas Canvas have its engine set
* @param render_method The numeric engine value to use.
*
* This call sets up which engine an Evas Canvas is to use from then on. This
* can only be done once and following calls of this function once called once
* will do nothing. The render method numeric value can be obtained using the
* This call sets up which engine an Evas Canvas is to use. This can only be
* done once and following calls of this function will do nothing. The @p
* render_method numeric value can be obtained using the
* evas_render_method_lookup() call.
*
* Example:
@ -180,7 +179,7 @@ evas_output_method_set(Evas *e, int render_method)
/* if our engine to set it to is invalid - abort */
if (render_method == RENDER_METHOD_INVALID) return;
/* if the engine is alreayd set up - abort */
/* if the engine is already set up - abort */
if (e->output.render_method != RENDER_METHOD_INVALID) return;
/* set the render method */
e->output.render_method = render_method;
@ -232,9 +231,9 @@ evas_output_method_set(Evas *e, int render_method)
* @param e The pointer to the Evas Canvas
* @return A numeric engine value
*
* This function returns the rendering engine currently used bu the given Evas
* Canvas passed in. On success the rendering engine used by the Canvas is
* returned. On failue 0 is returned.
* This function returns the rendering engine currently used by the given Evas
* Canvas. On success the numeric value of the rendering engine used
* by the Canvas is returned. On failure 0 is returned.
*
* Example:
* @code
@ -260,18 +259,18 @@ evas_output_method_get(Evas *e)
* @param e The pointer to the Evas Canvas
* @return A pointer to the Engine Info structure
*
* Calling this function returns a pointer to a publicly modifyable structure
* that the rendering engine for the given canvas has set up. Callin this
* Calling this function returns a pointer to a publicly modifiable structure
* that the rendering engine for the given canvas has set up. Calling this
* function before the rendering engine has been set will result in NULL being
* returned, as will calling this function on an invalid canvas. The caller
* does no need to free this structure and shoudl only assume that the pointer
* tois is valid until evas_engine_info_set() is called or until evas_render()
* is called. After these calls the contents of this structure and the pointer
* to it are not guaranteed to be valid.
* returned, as will calling this function on an invalid canvas. The caller does
* not need to free this structure and should only assume that the pointer is
* valid until evas_engine_info_set() is called or until evas_render() is
* called. After these calls the contents of this structure and the pointer to
* it are not guaranteed to be valid.
*
* With some engines calling this call and modifying structure parameters,
* then calling evas_engine_info_set() is used to modify engine parameters
* whilst the canvas is alive.
* With some engines, calling this function and modifying structure parameters
* before calling evas_engine_info_set() is the method to modify engine
* parameters whilst the canvas is alive.
*
* Example:
* @code
@ -320,15 +319,14 @@ evas_engine_info_get(Evas *e)
* structure pointer provided by evas_engine_info_get() and not anything else.
*
* You need to set up the Engine Info at least once before doing any rendering
* or creating any objects on the Evas Canvas. Some engines support the
* changing of engine parameters during runtime and so the application
* should call evas_engine_info_get(), modify parameters that need to be
* modified, and then call evas_engine_info_set() again to have those changes
* take effect.
* or creating any objects on the Evas Canvas. Some engines support the changing
* of engine parameters during runtime and so the application should call
* evas_engine_info_get(), modify parameters that need to be modified, and then
* call this function to have those changes take effect.
*
* Once evas_engine_info_set() is called the Engine Info structure pointer
* should be considered invalid and should not be used again. Use
* evas_engine_info_get(0 to fetch it again if needed.
* evas_engine_info_get() to fetch it again if needed.
*
* Example:
* @code
@ -368,10 +366,10 @@ evas_engine_info_set(Evas *e, Evas_Engine_Info *info)
* @param w The width in output units
* @param h The height in output units
*
* This function sets the output display size for the Evas Canvas indicated to
* be the size (for most engines in pixels). The Canvas will render to a
* rectangle of this size on the output target once this call is called. This
* is independant of the viewport (view into the canvas world) and will simply
* This function sets the output display size for the Evas Canvas indicated (for
* most engines these values are in pixels). The Canvas will render to a
* rectangle of this size on the output target once this call is called. This is
* independent of the viewport (view into the canvas world) and will simply
* stretch the viewport to fill the rectangle indicated by this call.
*
* Example:
@ -441,14 +439,13 @@ evas_output_size_get(Evas *e, int *w, int *h)
*
* This function sets the viewport (in canvas co-ordinate space) that will
* be visible in the canvas ouput. The width and height of the viewport must
* both be greater than 0. The rectangle described by the co-ordinates is the
* rectangular region of the canvas co-ordinate space that is visibly mapped
* and stretched to fill the output target of the canvas when rendering is
* performed.
* both be strictly greater than 0. The rectangle described by the co-ordinates
* is the rectangular region of the canvas co-ordinate space that is visibly
* mapped and stretched to fill the output target of the canvas when rendering
* is performed.
*
* Co-ordinates do not have to map 1 to 1, but it is generally advised for
* ease of use that canvas co-ordinates to match output target units for
* better control, but this is not required.
* Co-ordinates do not have to map 1-to-1, but it is generally advised for ease
* of use that canvas co-ordinates match output target units (e.g. pixels).
*
* Example:
* @code
@ -487,10 +484,9 @@ evas_output_viewport_set(Evas *e, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas
*
* Calling this function writes the current canvas output viewport size and
* location values into the variables pointed to by @p x, @p y, @p w and @p h.
* On success the variables have the output location and size values written
* to them in canvas units. If either @p x, @p y, @p w or @p h are NULL, it
* they will not be written to. If @p e is invalid, the results are
* undefined.
* On success the variables have the output location and size values written to
* them in canvas units. Any of @p x, @p y, @p w or @p h that are NULL will not
* be written to. If @p e is invalid, the results are undefined.
*
* Example:
* @code
@ -646,10 +642,10 @@ evas_coord_world_y_to_screen(Evas *e, Evas_Coord y)
* This function looks up a numeric return value for the named engine in the
* string @p name. This is a normal C string, NUL byte terminated. The name
* is case sensitive. If the rendering engine is available, a numeric ID for
* that engine is returned that is no 0, if the engine is not available, 0
* that engine is returned that is not 0. If the engine is not available, 0
* is returned, indicating an invalid engine.
*
* The programmer should NEVER rely on the numeric ID an engine unless it is
* The programmer should NEVER rely on the numeric ID of an engine unless it is
* returned by this function. Programs should NOT be written accessing render
* method ID's directly, without first obtaining it from this function.
*
@ -705,13 +701,13 @@ evas_render_method_lookup(const char *name)
/**
* List all the rendering engines compiled into the copy of the Evas library
*
* @return A linked lst whose data members are C strings of engine names
* @return A linked list whose data members are C strings of engine names
*
* Calling this will return the program a handle (pointer) to an Evas linked
* list. Each node in the linked lists will have the data pointer be a char *
* pointer to the string name of the rendering engine available. The strings
* should never be modified, neither should the list be modified. This list
* should be cleaned up as soon as the program no longer needs it using
* Calling this will return a handle (pointer) to an Evas linked list. Each node
* in the linked list will have the data pointer be a (char *) pointer to the
* string name of the rendering engine available. The strings should never be
* modified, neither should the list be modified. This list should be cleaned up
* as soon as the program no longer needs it using
* evas_render_method_list_free(). If no engines are available from Evas, NULL
* will be returned.
*
@ -878,10 +874,10 @@ evas_pointer_canvas_xy_get(Evas *e, Evas_Coord *x, Evas_Coord *y)
* @param e The pointer to the Evas Canvas
* @return A bitmask of the currently depressed buttons on the cavas
*
* Calling this function will retunr a 32-bit integer with the appropriate bits
* Calling this function will return a 32-bit integer with the appropriate bits
* set to 1 that correspond to a mouse button being depressed. This limits
* Evas to a mouse devices with a maximum of 32 buttons, but that is generally
* in excess of any host systems pointing device abilities.
* in excess of any host system's pointing device abilities.
*
* A canvas by default begins with no mouse buttons being pressed and only
* calls to evas_event_feed_mouse_down(), evas_event_feed_mouse_down_data(),
@ -917,10 +913,10 @@ evas_pointer_button_down_mask_get(Evas *e)
}
/**
* Returns if the mouse pointer is logically inside the canvas
* Returns whether the mouse pointer is logically inside the canvas
*
* @param e The pointer to the Evas Canvas
* @return An integer (0 or 1) corresponding to the outside/inside pointer
* @return An integer that is 1 if the mouse is inside the canvas, 0 otherwise
*
* When this function is called it will return a value of either 0 or 1,
* depending on if evas_event_feed_mouse_in(), evas_event_feed_mouse_in_data(),
@ -939,7 +935,7 @@ evas_pointer_button_down_mask_get(Evas *e)
* extern Evas *evas;
*
* if (evas_pointer_inside_get(evas)) printf("Mouse is in!\n");
* else printf("Mouse is out\n");
* else printf("Mouse is out!\n");
* @endcode
*/
Evas_Bool

View File

@ -120,10 +120,10 @@ evas_object_image_file_set(Evas_Object *obj, const char *file, const char *key)
MAGIC_CHECK_END();
if ((o->cur.file) && (file) && (!strcmp(o->cur.file, file)))
{
if ((o->cur.key) && (key) && (!strcmp(o->cur.key, key)))
return;
if ((!o->cur.key) && (!key))
return;
if ((o->cur.key) && (key) && (!strcmp(o->cur.key, key)))
return;
}
if (o->cur.file) free(o->cur.file);
if (o->cur.key) free(o->cur.key);
@ -137,9 +137,6 @@ evas_object_image_file_set(Evas_Object *obj, const char *file, const char *key)
obj->layer->evas->engine.func->image_free(obj->layer->evas->engine.data.output,
o->engine_data);
o->load_error = EVAS_LOAD_ERROR_NONE;
o->cur.has_alpha = 1;
o->cur.image.w = 0;
o->cur.image.h = 0;
o->engine_data = obj->layer->evas->engine.func->image_load(obj->layer->evas->engine.data.output,
o->cur.file,
o->cur.key,
@ -158,6 +155,9 @@ evas_object_image_file_set(Evas_Object *obj, const char *file, const char *key)
else
{
o->load_error = EVAS_LOAD_ERROR_GENERIC;
o->cur.has_alpha = 1;
o->cur.image.w = 0;
o->cur.image.h = 0;
}
o->changed = 1;
evas_object_change(obj);
@ -1291,7 +1291,7 @@ evas_object_image_render_pre(Evas_Object *obj)
/* rendering. this could mean loading the image data, retrieving it from */
/* elsewhere, decoding video etc. */
/* then when this is done the object needs to figure if it changed and */
/* if so what and where and add thr appropriate redraw rectangles */
/* if so what and where and add the appropriate redraw rectangles */
o = (Evas_Object_Image *)(obj->object_data);
/* if someone is clipping this obj - go calculate the clipper */
if (obj->cur.clipper)
@ -1308,11 +1308,11 @@ evas_object_image_render_pre(Evas_Object *obj)
updates = evas_object_render_pre_visible_change(updates, obj, is_v, was_v);
goto done;
}
/* its not visible - we accounted for it appearing or not so just abort */
/* it's not visible - we accounted for it appearing or not so just abort */
if (!is_v) goto done;
/* clipper changed this is in addition to anything else for obj */
updates = evas_object_render_pre_clipper_change(updates, obj);
/* if we restacked (layer or just within a layer) and dont clip anyone */
/* if we restacked (layer or just within a layer) and don't clip anyone */
if (obj->restack)
{
updates = evas_object_render_pre_prev_cur_add(updates, obj);
@ -1481,7 +1481,7 @@ evas_object_image_render_pre(Evas_Object *obj)
}
/* it obviously didn't change - add a NO obscure - this "unupdates" this */
/* area so if there were updates for it they get wiped. don't do it if we */
/* arent fully opaque and we are visible */
/* aren't fully opaque and we are visible */
if (evas_object_is_visible(obj) &&
evas_object_is_opaque(obj))
obj->layer->evas->engine.func->output_redraws_rect_del(obj->layer->evas->engine.data.output,
@ -1532,7 +1532,7 @@ evas_object_image_is_opaque(Evas_Object *obj)
Evas_Object_Image *o;
/* this returns 1 if the internal object data implies that the object is */
/* currently fulyl opque over the entire rectangle it occupies */
/* currently fully opaque over the entire rectangle it occupies */
o = (Evas_Object_Image *)(obj->object_data);
if (!o->engine_data) return 0;
if (o->cur.has_alpha) return 0;
@ -1545,7 +1545,7 @@ evas_object_image_was_opaque(Evas_Object *obj)
Evas_Object_Image *o;
/* this returns 1 if the internal object data implies that the object was */
/* currently fulyl opque over the entire rectangle it occupies */
/* previously fully opaque over the entire rectangle it occupies */
o = (Evas_Object_Image *)(obj->object_data);
if (!o->engine_data) return 0;
if (o->prev.has_alpha) return 0;

View File

@ -279,7 +279,7 @@ evas_object_line_render_pre(Evas_Object *obj)
/* rendering. this could mean loading the image data, retrieving it from */
/* elsewhere, decoding video etc. */
/* then when this is done the object needs to figure if it changed and */
/* if so what and where and add thr appropriate redraw lines */
/* if so what and where and add the appropriate redraw lines */
o = (Evas_Object_Line *)(obj->object_data);
/* if someone is clipping this obj - go calculate the clipper */
if (obj->cur.clipper)
@ -296,7 +296,7 @@ evas_object_line_render_pre(Evas_Object *obj)
updates = evas_object_render_pre_visible_change(updates, obj, is_v, was_v);
goto done;
}
/* its not visible - we accounted for it appearing or not so just abort */
/* it's not visible - we accounted for it appearing or not so just abort */
if (!is_v) goto done;
/* clipper changed this is in addition to anything else for obj */
updates = evas_object_render_pre_clipper_change(updates, obj);
@ -366,7 +366,7 @@ evas_object_line_is_opaque(Evas_Object *obj)
Evas_Object_Line *o;
/* this returns 1 if the internal object data implies that the object is */
/* currently fulyl opque over the entire line it occupies */
/* currently fully opaque over the entire line it occupies */
o = (Evas_Object_Line *)(obj->object_data);
return 0;
}
@ -377,7 +377,7 @@ evas_object_line_was_opaque(Evas_Object *obj)
Evas_Object_Line *o;
/* this returns 1 if the internal object data implies that the object was */
/* currently fulyl opque over the entire line it occupies */
/* previously fully opaque over the entire line it occupies */
o = (Evas_Object_Line *)(obj->object_data);
return 0;
}
@ -388,7 +388,7 @@ evas_object_line_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
Evas_Object_Line *o;
/* this returns 1 if the canvas co-ordinates are inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Line *)(obj->object_data);
return 1;
@ -402,7 +402,7 @@ evas_object_line_was_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
Evas_Object_Line *o;
/* this returns 1 if the canvas co-ordinates were inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Line *)(obj->object_data);
return 1;

View File

@ -308,7 +308,7 @@ evas_object_polygon_render_pre(Evas_Object *obj)
/* rendering. this could mean loading the image data, retrieving it from */
/* elsewhere, decoding video etc. */
/* then when this is done the object needs to figure if it changed and */
/* if so what and where and add thr appropriate redraw lines */
/* if so what and where and add the appropriate redraw lines */
o = (Evas_Object_Polygon *)(obj->object_data);
/* if someone is clipping this obj - go calculate the clipper */
if (obj->cur.clipper)
@ -325,7 +325,7 @@ evas_object_polygon_render_pre(Evas_Object *obj)
updates = evas_object_render_pre_visible_change(updates, obj, is_v, was_v);
goto done;
}
/* its not visible - we accounted for it appearing or not so just abort */
/* it's not visible - we accounted for it appearing or not so just abort */
if (!is_v) goto done;
/* clipper changed this is in addition to anything else for obj */
updates = evas_object_render_pre_clipper_change(updates, obj);
@ -389,7 +389,7 @@ evas_object_polygon_is_opaque(Evas_Object *obj)
Evas_Object_Polygon *o;
/* this returns 1 if the internal object data implies that the object is */
/* currently fulyl opque over the entire line it occupies */
/* currently fully opaque over the entire line it occupies */
o = (Evas_Object_Polygon *)(obj->object_data);
return 0;
}
@ -400,7 +400,7 @@ evas_object_polygon_was_opaque(Evas_Object *obj)
Evas_Object_Polygon *o;
/* this returns 1 if the internal object data implies that the object was */
/* currently fulyl opque over the entire line it occupies */
/* previously fully opaque over the entire line it occupies */
o = (Evas_Object_Polygon *)(obj->object_data);
return 0;
}
@ -411,7 +411,7 @@ evas_object_polygon_is_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
Evas_Object_Polygon *o;
/* this returns 1 if the canvas co-ordinates are inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Polygon *)(obj->object_data);
return 1;
@ -425,7 +425,7 @@ evas_object_polygon_was_inside(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
Evas_Object_Polygon *o;
/* this returns 1 if the canvas co-ordinates were inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Polygon *)(obj->object_data);
return 1;

View File

@ -167,7 +167,7 @@ evas_object_rectangle_render_pre(Evas_Object *obj)
/* rendering. this could mean loading the image data, retrieving it from */
/* elsewhere, decoding video etc. */
/* then when this is done the object needs to figure if it changed and */
/* if so what and where and add thr appropriate redraw rectangles */
/* if so what and where and add the appropriate redraw rectangles */
o = (Evas_Object_Rectangle *)(obj->object_data);
/* if someone is clipping this obj - go calculate the clipper */
if (obj->cur.clipper)
@ -184,11 +184,11 @@ evas_object_rectangle_render_pre(Evas_Object *obj)
updates = evas_object_render_pre_visible_change(updates, obj, is_v, was_v);
goto done;
}
/* its not visible - we accounted for it appearing or not so just abort */
/* it's not visible - we accounted for it appearing or not so just abort */
if (!is_v) goto done;
/* clipper changed this is in addition to anything else for obj */
updates = evas_object_render_pre_clipper_change(updates, obj);
/* if we restacked (layer or just within a layer) and dont clip anyone */
/* if we restacked (layer or just within a layer) and don't clip anyone */
if ((obj->restack) && (!obj->clip.clipees))
{
updates = evas_object_render_pre_prev_cur_add(updates, obj);
@ -311,7 +311,7 @@ evas_object_rectangle_is_opaque(Evas_Object *obj)
Evas_Object_Rectangle *o;
/* this returns 1 if the internal object data implies that the object is */
/* currently fulyl opque over the entire rectangle it occupies */
/* currently fully opaque over the entire rectangle it occupies */
o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
@ -322,7 +322,7 @@ evas_object_rectangle_was_opaque(Evas_Object *obj)
Evas_Object_Rectangle *o;
/* this returns 1 if the internal object data implies that the object was */
/* currently fulyl opque over the entire rectangle it occupies */
/* previously fully opaque over the entire rectangle it occupies */
o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
}
@ -333,7 +333,7 @@ evas_object_rectangle_is_inside(Evas_Object *obj, double x, double y)
Evas_Object_Rectangle *o;
/* this returns 1 if the canvas co-ordinates are inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;
@ -345,7 +345,7 @@ evas_object_rectangle_was_inside(Evas_Object *obj, double x, double y)
Evas_Object_Rectangle *o;
/* this returns 1 if the canvas co-ordinates were inside the object based */
/* on object private data. not much use for rects, but for polys images */
/* on object private data. not much use for rects, but for polys, images */
/* and other complex objects it might be */
o = (Evas_Object_Rectangle *)(obj->object_data);
return 1;

View File

@ -206,7 +206,7 @@ evas_render_updates(Evas *e)
/* save this list */
obscuring_objects_orig = obscuring_objects;
obscuring_objects = NULL;
/* phase 6. go thu each update rect and render objects in it*/
/* phase 6. go thru each update rect and render objects in it*/
while ((surface =
e->engine.func->output_redraws_next_update_get(e->engine.data.output,
&ux, &uy, &uw, &uh,
@ -239,7 +239,7 @@ evas_render_updates(Evas *e)
Evas_List *l3;
obj = (Evas_Object *)(ll->data);
/* if its in our outpout rect and it doesnt clip anything */
/* if it's in our outpout rect and it doesn't clip anything */
if (evas_object_is_in_output_rect(obj, ux, uy, uw, uh) &&
(!obj->clip.clipees) &&
(obj->cur.visible) &&