ecore: move Ecore_Pos_Map to ecore_types.eot

Move Ecore_Pos_Map from Ecore_Common.h to ecore_types.eot.
Give it the namespaced Eolian name "Ecore_Pos_Map" to follow the
standards.

Update documentation to refer to Ecore_Pos_Map instead of its previous
enum definition "_Ecore_Pos_Map".
This commit is contained in:
Vitor Sousa 2016-01-25 21:11:43 -02:00 committed by Felipe Magno de Almeida
parent c674f64a07
commit 0e8ce5dd23
2 changed files with 30 additions and 22 deletions

View File

@ -2720,26 +2720,6 @@ EAPI double ecore_poller_poll_interval_get(Ecore_Poller_Type type);
* @{
*/
/**
* @enum _Ecore_Pos_Map
* Defines the position mappings for the animation.
*/
enum _Ecore_Pos_Map /* Position mappings */
{
ECORE_POS_MAP_LINEAR, /**< Linear 0.0 -> 1.0 */
ECORE_POS_MAP_ACCELERATE, /**< Start slow then speed up */
ECORE_POS_MAP_DECELERATE, /**< Start fast then slow down */
ECORE_POS_MAP_SINUSOIDAL, /**< Start slow, speed up then slow down at end */
ECORE_POS_MAP_ACCELERATE_FACTOR, /**< Start slow then speed up, v1 being a power factor, 0.0 being linear, 1.0 being normal accelerate, 2.0 being much more pronounced accelerate (squared), 3.0 being cubed, etc. */
ECORE_POS_MAP_DECELERATE_FACTOR, /**< Start fast then slow down, v1 being a power factor, 0.0 being linear, 1.0 being normal decelerate, 2.0 being much more pronounced decelerate (squared), 3.0 being cubed, etc. */
ECORE_POS_MAP_SINUSOIDAL_FACTOR, /**< Start slow, speed up then slow down at end, v1 being a power factor, 0.0 being linear, 1.0 being normal sinusoidal, 2.0 being much more pronounced sinusoidal (squared), 3.0 being cubed, etc. */
ECORE_POS_MAP_DIVISOR_INTERP, /**< Start at gradient * v1, interpolated via power of v2 curve */
ECORE_POS_MAP_BOUNCE, /**< Start at 0.0 then "drop" like a ball bouncing to the ground at 1.0, and bounce v2 times, with decay factor of v1 */
ECORE_POS_MAP_SPRING, /**< Start at 0.0 then "wobble" like a spring rest position 1.0, and wobble v2 times, with decay factor of v1 */
ECORE_POS_MAP_CUBIC_BEZIER /**< Follow the cubic-bezier curve calculated with the control points (x1, y1), (x2, y2) */
};
typedef enum _Ecore_Pos_Map Ecore_Pos_Map;
/**
* @enum _Ecore_Animator_Source
* Defines the timing sources for animators.
@ -2846,7 +2826,7 @@ EAPI double ecore_animator_frametime_get(void);
* This will make an animation that bounces 7 each times diminishing by a
* factor of 1.8.
*
* @see _Ecore_Pos_Map
* @see Ecore_Pos_Map
*
* @since 1.1.0
*/
@ -2912,7 +2892,7 @@ EAPI double ecore_animator_pos_map(double pos, Ecore_Pos_Map map, double v1, dou
* This will make an animation that bounces 7 each times diminishing by a
* factor of 1.8.
*
* @see _Ecore_Pos_Map
* @see Ecore_Pos_Map
*/
EAPI double ecore_animator_pos_map_n(double pos, Ecore_Pos_Map map, int v_size, double *v);

View File

@ -6,3 +6,31 @@ struct @extern Ecore.Time; [[
Each language should manually bind it.
@since 1.18
]]
enum Ecore.Pos_Map
{
[[Defines the position mappings for the animation.]]
linear, [[Linear 0.0 -> 1.0]]
accelerate, [[Start slow then speed up]]
decelerate, [[Start fast then slow down]]
sinusoidal, [[Start slow, speed up then slow down at end]]
accelerate_factor, [[Start slow then speed up, v1 being a power factor,
0.0 being linear, 1.0 being normal accelerate,
2.0 being much more pronounced accelerate (squared),
3.0 being cubed, etc.]]
decelerate_factor, [[Start fast then slow down, v1 being a power factor,
0.0 being linear, 1.0 being normal decelerate,
2.0 being much more pronounced decelerate (squared),
3.0 being cubed, etc.]]
sinusoidal_factor, [[Start slow, speed up then slow down at end,
v1 being a power factor, 0.0 being linear,
1.0 being normal sinusoidal, 2.0 being much more
pronounced sinusoidal (squared), 3.0 being cubed, etc.]]
divisor_interp, [[Start at gradient * v1, interpolated via power of v2 curve]]
bounce, [[Start at 0.0 then "drop" like a ball bouncing to the ground at 1.0,
and bounce v2 times, with decay factor of v1]]
spring, [[Start at 0.0 then "wobble" like a spring rest position 1.0,
and wobble v2 times, with decay factor of v1]]
cubic_bezier, [[Follow the cubic-bezier curve calculated with the control
points (x1, y1), (x2, y2)]]
}