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edje/perspective - Add docs to the relative functions.
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@ -3764,13 +3764,132 @@ EAPI const Edje_External_Param_Info *edje_external_param_info_get (const char
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/* perspective info for maps inside edje objects */
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typedef struct _Edje_Perspective Edje_Perspective;
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/**
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* Creates a new perspective in the given canvas.
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*
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* @param e The given canvas (Evas).
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* @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
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*
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* This function creates a perspective object that can be set on an Edje
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* object, or globally to all Edje objects on this canvas.
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*
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* @see edje_perspective_set()
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* @see edje_perspective_free()
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*/
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EAPI Edje_Perspective *edje_perspective_new (Evas *e);
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/**
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* Delete the given perspective object.
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*
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* @param ps A valid perspective object, or @c NULL.
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*
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* This function will delete the perspective object. If the perspective
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* effect was being applied to any Edje object or part, this effect won't be
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* applied anymore.
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*
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* @see edje_perspective_new()
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*/
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EAPI void edje_perspective_free (Edje_Perspective *ps);
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/**
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* Setup the transform for this perspective object.
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*
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* This sets the parameters of the perspective transformation. X, Y and Z
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* values are used. The px and py points specify the "infinite distance" point
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* in the 3D conversion (where all lines converge to like when artists draw
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* 3D by hand). The @p z0 value specifis the z value at which there is a 1:1
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* mapping between spatial coorinates and screen coordinates. Any points
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* on this z value will not have their X and Y values modified in the transform.
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* Those further away (Z value higher) will shrink into the distance, and
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* those less than this value will expand and become bigger. The @p foc value
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* determines the "focal length" of the camera. This is in reality the distance
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* between the camera lens plane itself (at or closer than this rendering
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* results are undefined) and the "z0" z value. This allows for some "depth"
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* control and @p foc must be greater than 0.
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*
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* @param m map to change.
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* @param px The pespective distance X coordinate
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* @param py The pespective distance Y coordinate
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* @param z0 The "0" z plane value
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* @param foc The focal distance
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*/
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EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
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/**
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* Make this perspective object be global for its canvas.
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*
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* @param ps The given perspective object
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* @param global @c EINA_TRUE if the perspective should be global, @c
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* EINA_FALSE otherwise.
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*
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* The canvas which this perspective object is being set as global is the one
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* given as argument upon the object creation (the @p evas parameter on the
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* function @c edje_perspective_new(evas) ).
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*
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* There can be only one global perspective object set per canvas, and if
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* a perspective object is set to global when there was already another
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* global perspective set, the old one will be set as non-global.
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*
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* A global perspective just affects a part if its Edje object doesn't have a
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* perspective object set to it, and if the part doesn't point to another
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* part to be used as perspective.
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*
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* @see edje_object_perspective_set()
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* @see edje_perspective_global_get()
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* @see edje_perspective_new()
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*/
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EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
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/**
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* Get whether the given perspective object is global or not.
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*
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* @param ps The given perspective object.
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* @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
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* otherwise.
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*
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* @see edje_perspective_global_set()
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*/
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EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
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/**
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* Get the global perspective object set for this canvas.
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*
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* @param e The given canvas (Evas).
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* @return The perspective object set as global for this canvas. Or @c NULL
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* if there is no global perspective set and on errors.
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*
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* This function will return the perspective object that was set as global
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* with edje_perspective_global_set().
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*
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* @see edje_perspective_global_set()
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* @see edje_perspective_global_get()
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*/
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EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
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/**
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* Set the given perspective object on this Edje object.
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*
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* @param obj The Edje object on the perspective will be set.
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* @param ps The perspective object that will be used.
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*
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* Make the given perspective object be the default perspective for this Edje
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* object.
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*
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* There can be only one perspective object per Edje object, and if a
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* previous one was set, it will be removed and the new perspective object
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* will be used.
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*
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* An Edje perspective will only affect a part if it doesn't point to another
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* part to be used as perspective.
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*
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* @see edje_object_perspective_new()
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* @see edje_object_perspective_get()
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* @see edje_perspective_set()
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*/
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EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
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/**
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* Get the current perspective used on this Edje object.
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*
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* @param obj the given Edje object.
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* @return The perspective object being used on this Edje object. Or @c NULL
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* if there was none, and on errors.
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*
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* @see edje_object_perspective_set()
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*/
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EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
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#ifdef __cplusplus
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