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abstract Ector.Renderer.Generic.Base (Eo.Base)
{
eo_prefix: ector_renderer;
legacy_prefix: null;
methods {
@property transformation {
set {
}
get {
}
values {
m: const(Eina_Matrix3) *;
}
}
@property origin {
set {
}
get {
}
values {
x: double;
y: double;
}
}
@property visibility {
set {
/*@ Makes the given Ector renderer visible or invisible. */
}
get {
/*@ Retrieves whether or not the given Ector renderer is visible. */
}
values {
v: bool; /*@ @c EINA_TRUE if to make the object visible, @c EINA_FALSE otherwise */
}
}
@property color {
set {
/*@
Sets the general/main color of the given Ector renderer to the given
one.
@note These color values are expected to be premultiplied by @p a.
@ingroup Ector_Renderer_Group_Basic */
}
get {
/*@
Retrieves the general/main color of the given Ector renderer.
Retrieves the main color's RGB component (and alpha channel)
values, <b>which range from 0 to 255</b>. For the alpha channel,
which defines the object's transparency level, 0 means totally
transparent, while 255 means opaque. These color values are
premultiplied by the alpha value.
@note Use @c NULL pointers on the components you're not interested
in: they'll be ignored by the function.
@ingroup Ector_Renderer_Group_Basic */
}
values {
r: int; /*@ The red component of the given color. */
g: int; /*@ The green component of the given color. */
b: int; /*@ The blue component of the given color. */
a: int; /*@ The alpha component of the given color. */
}
}
@property mask {
set {
}
get {
}
values {
r: Ector_Renderer *;
}
}
@property quality {
set {
}
get {
}
values {
q: Ector_Quality;
}
}
bounds_get {
params {
@out r: Eina_Rectangle;
}
}
draw {
return: bool @warn_unused;
params {
@in op: Ector_Rop;
@in clips: array<Eina_Rectangle *> *; /*@ array of Eina_Rectangle clip */
@in mul_col: uint;
}
}
prepare {
return: bool @warn_unused;
params {
}
}
done {
return: bool @warn_unused;
}
}
implements {
Eo.Base.destructor;
@virtual .draw;
@virtual .bounds_get;
@virtual .done;
}
}
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