forked from enlightenment/efl
ecore/doc: Better description for ecore_evas_avoid_damage_set().
SVN revision: 73619
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@ -1701,8 +1701,25 @@ EAPI Eina_Bool ecore_evas_override_get(const Ecore_Evas *ee);
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* @param ee The Ecore_Evas
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* @param ee The Ecore_Evas
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* @param on The type of the damage management
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* @param on The type of the damage management
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*
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*
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* This function causes @p ee to be drawn to a pixmap to avoid recalculations.
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* This option causes updates of the Ecore_Evas to be done on a pixmap, and
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* On expose events it will copy from the pixmap to the window.
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* then copied to the window, or the pixmap used directly on the window,
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* depending on the setting. Possible options are:
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*
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* @li @ref ECORE_EVAS_AVOID_DAMAGE_NONE - every expose event triggers a new
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* damage and consequently render of the affected area. The rendering of things
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* happens directly on the window;
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*
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* @li @ref ECORE_EVAS_AVOID_DAMAGE_EXPOSE - there's a pixmap where everything
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* is rendered into, and then copied to the window. On expose events, there's
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* no need to render things again, just to copy the exposed region to the
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* window;
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*
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* @li @ref ECORE_EVAS_AVOID_DAMAGE_BUILT_IN - there's the same pixmap as the
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* previous one, but it is set as a "background pixmap" of the window. The
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* rendered things appear directly on the window, with no need to copy
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* anything, but would stay stored on the pixmap, so there's no need to render
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* things again on expose events. This option can be faster than the previous
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* one, but may lead to artifacts during resize of the window.
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*/
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*/
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EAPI void ecore_evas_avoid_damage_set(Ecore_Evas *ee, Ecore_Evas_Avoid_Damage_Type on);
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EAPI void ecore_evas_avoid_damage_set(Ecore_Evas *ee, Ecore_Evas_Avoid_Damage_Type on);
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