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".
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@ -2720,26 +2720,6 @@ EAPI double ecore_poller_poll_interval_get(Ecore_Poller_Type type);
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* @{
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*/
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/**
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* @enum _Ecore_Pos_Map
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* Defines the position mappings for the animation.
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*/
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enum _Ecore_Pos_Map /* Position mappings */
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{
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ECORE_POS_MAP_LINEAR, /**< Linear 0.0 -> 1.0 */
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ECORE_POS_MAP_ACCELERATE, /**< Start slow then speed up */
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ECORE_POS_MAP_DECELERATE, /**< Start fast then slow down */
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ECORE_POS_MAP_SINUSOIDAL, /**< Start slow, speed up then slow down at end */
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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. */
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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. */
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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. */
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ECORE_POS_MAP_DIVISOR_INTERP, /**< Start at gradient * v1, interpolated via power of v2 curve */
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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 */
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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 */
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ECORE_POS_MAP_CUBIC_BEZIER /**< Follow the cubic-bezier curve calculated with the control points (x1, y1), (x2, y2) */
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};
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typedef enum _Ecore_Pos_Map Ecore_Pos_Map;
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/**
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* @enum _Ecore_Animator_Source
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* Defines the timing sources for animators.
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@ -2846,7 +2826,7 @@ EAPI double ecore_animator_frametime_get(void);
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* This will make an animation that bounces 7 each times diminishing by a
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* factor of 1.8.
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*
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* @see _Ecore_Pos_Map
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* @see Ecore_Pos_Map
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*
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* @since 1.1.0
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*/
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@ -2912,7 +2892,7 @@ EAPI double ecore_animator_pos_map(double pos, Ecore_Pos_Map map, double v1, dou
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* This will make an animation that bounces 7 each times diminishing by a
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* factor of 1.8.
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*
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* @see _Ecore_Pos_Map
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* @see Ecore_Pos_Map
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*/
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EAPI double ecore_animator_pos_map_n(double pos, Ecore_Pos_Map map, int v_size, double *v);
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@ -6,3 +6,31 @@ struct @extern Ecore.Time; [[
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Each language should manually bind it.
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@since 1.18
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]]
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enum Ecore.Pos_Map
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{
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[[Defines the position mappings for the animation.]]
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linear, [[Linear 0.0 -> 1.0]]
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accelerate, [[Start slow then speed up]]
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decelerate, [[Start fast then slow down]]
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sinusoidal, [[Start slow, speed up then slow down at end]]
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accelerate_factor, [[Start slow then speed up, v1 being a power factor,
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0.0 being linear, 1.0 being normal accelerate,
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2.0 being much more pronounced accelerate (squared),
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3.0 being cubed, etc.]]
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decelerate_factor, [[Start fast then slow down, v1 being a power factor,
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0.0 being linear, 1.0 being normal decelerate,
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2.0 being much more pronounced decelerate (squared),
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3.0 being cubed, etc.]]
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sinusoidal_factor, [[Start slow, speed up then slow down at end,
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v1 being a power factor, 0.0 being linear,
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1.0 being normal sinusoidal, 2.0 being much more
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pronounced sinusoidal (squared), 3.0 being cubed, etc.]]
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divisor_interp, [[Start at gradient * v1, interpolated via power of v2 curve]]
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bounce, [[Start at 0.0 then "drop" like a ball bouncing to the ground at 1.0,
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and bounce v2 times, with decay factor of v1]]
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spring, [[Start at 0.0 then "wobble" like a spring rest position 1.0,
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and wobble v2 times, with decay factor of v1]]
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cubic_bezier, [[Follow the cubic-bezier curve calculated with the control
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points (x1, y1), (x2, y2)]]
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}
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