eo: fix examples to follow new eo_do syntax.

This commit is contained in:
Cedric BAIL 2015-02-23 18:46:11 +01:00
parent 167dff4f71
commit 614f5ef753
5 changed files with 20 additions and 16 deletions

View File

@ -11,7 +11,9 @@
static int
_a_square_get(Eo *obj, void *class_data EINA_UNUSED)
{
int a = eo_do(obj, simple_a_get());
int a;
eo_do(obj, a = simple_a_get());
printf("%s %s\n", eo_class_name_get(MY_CLASS), __func__);
return a * a;
}

View File

@ -11,7 +11,9 @@
static int
_a_square_get(Eo *obj, void *class_data EINA_UNUSED)
{
int a = eo_do(obj, simple_a_get());
int a;
eo_do(obj, a = simple_a_get());
printf("%s %s\n", eo_class_name_get(MY_CLASS), __func__);
return a * a;
}

View File

@ -624,13 +624,13 @@ _stop_scene(void *data,
d_i = 0;
}
pick = eo_do(d->scene,
evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
eo_do(d->scene,
pick = evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
if (pick) d_angle_planet = 0;
nodes = eo_do(d->root_node, evas_3d_node_member_list_get());
picked_nodes = eo_do(d->scene, evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
eo_do(d->root_node, nodes = evas_3d_node_member_list_get());
eo_do(d->scene, picked_nodes = evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
root_count = eina_list_count(nodes);
picked_count = eina_list_count(picked_nodes);

View File

@ -126,7 +126,7 @@ _on_keydown(void *data EINA_UNUSED,
fprintf(stdout, "Toggling clipping ");
Evas_Object *clip = NULL;
clip = eo_do(d.img, evas_obj_clip_get());
eo_do(d.img, clip = evas_obj_clip_get());
if (clip == d.clipper)
{
eo_do(d.img, evas_obj_clip_unset());
@ -145,7 +145,7 @@ _on_keydown(void *data EINA_UNUSED,
Eina_Bool visibility;
/* Don't use "get"-"set" expressions in one eo_do call,
* if you pass parameter to "set" by value. */
visibility = eo_do(d.clipper, evas_obj_visibility_get());
eo_do(d.clipper, visibility = evas_obj_visibility_get());
eo_do(d.clipper, evas_obj_visibility_set(!visibility));
fprintf(stdout, "Clipper is now %s\n", visibility ? "hidden" : "visible");
return;

View File

@ -536,13 +536,13 @@ _animate_scene_gun(void *data)
/* rocket and gun movement */
angle_eagle += d_angle_eagle;
frame_eagle = eo_do(scene->mesh_node_eagle,
evas_3d_node_mesh_frame_get(scene->mesh_eagle));
eo_do(scene->mesh_node_eagle,
frame_eagle = evas_3d_node_mesh_frame_get(scene->mesh_eagle));
if (frame_eagle > 19500) frame_eagle = 0;
frame_eagle += 150;
frame_snake = eo_do(scene->mesh_node_snake,
evas_3d_node_mesh_frame_get(scene->mesh_snake));
eo_do(scene->mesh_node_snake,
frame_snake = evas_3d_node_mesh_frame_get(scene->mesh_snake));
if (frame_snake > 16000) frame_snake = 0;
frame_snake += 64;
@ -671,8 +671,8 @@ _animate_scene_gun(void *data)
}
else if (soldier_mode == 1)
{
frame_soldier = eo_do(scene->mesh_node_soldier,
evas_3d_node_mesh_frame_get(scene->mesh_soldier_jump));
eo_do(scene->mesh_node_soldier,
frame_soldier = evas_3d_node_mesh_frame_get(scene->mesh_soldier_jump));
frame_soldier += 124;
eo_do(scene->mesh_node_soldier,
evas_3d_node_mesh_frame_set(scene->mesh_soldier_jump, frame_soldier));
@ -698,8 +698,8 @@ _animate_scene_gun(void *data)
}
else if (camera_move)
{
frame_soldier = eo_do(scene->mesh_node_soldier,
evas_3d_node_mesh_frame_get(scene->mesh_soldier));
eo_do(scene->mesh_node_soldier,
frame_soldier = evas_3d_node_mesh_frame_get(scene->mesh_soldier));
frame_soldier += 124;
if (frame_soldier > 6200) frame_soldier = 0;
eo_do(scene->mesh_node_soldier,