edje: clean header: remove random blank lines and indent

Remove blocks of blank lines and fix perspective part indenting



SVN revision: 80382
This commit is contained in:
Bruno Dilly 2012-12-06 19:37:07 +00:00
parent 14cf9fe3f7
commit 9654cf13f0
1 changed files with 137 additions and 145 deletions

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@ -9,12 +9,6 @@ These routines are used for Edje.
Please see the @ref authors page for contact details. Please see the @ref authors page for contact details.
@section intro What is Edje? @section intro What is Edje?
Edje is a complex graphical design & layout library. Edje is a complex graphical design & layout library.
@ -134,7 +128,6 @@ Before digging into changing or creating your own Edje source (edc)
files, read the @ref edcref. files, read the @ref edcref.
@section history Edje History @section history Edje History
It's a sequel to "Ebits" which has serviced the needs of Enlightenment It's a sequel to "Ebits" which has serviced the needs of Enlightenment
@ -156,7 +149,6 @@ basic GUI constructor.
Unlike Ebits, Edje separates the layout and behavior logic. Unlike Ebits, Edje separates the layout and behavior logic.
@section Edje_Examples Examples on Edje's usage @section Edje_Examples Examples on Edje's usage
What follows is a list with various commented examples, covering a great What follows is a list with various commented examples, covering a great
@ -3684,7 +3676,7 @@ EAPI Eina_Bool edje_object_color_class_get (const Evas_Object *o, con
* If the @p size is less then 0 then the font size will be calculated in the * If the @p size is less then 0 then the font size will be calculated in the
* percentage. For example, if the @p size is -50, then the font size will be * percentage. For example, if the @p size is -50, then the font size will be
* scaled to half of the original size and if the @p size is -10 then the font * scaled to half of the original size and if the @p size is -10 then the font
* size will be scaled as much as 0.1x. * size will be scaled as much as 0.1x.
* *
* @see edje_text_class_get(). * @see edje_text_class_get().
* *
@ -4717,7 +4709,7 @@ EAPI Eina_Bool edje_object_part_text_set (Evas_Object *obj, const c
* This converts the given string @p text to UTF8 assuming it contains HTML * This converts the given string @p text to UTF8 assuming it contains HTML
* style escapes like "&" and "©" etc. IF the part is of type TEXT, * style escapes like "&" and "©" etc. IF the part is of type TEXT,
* as opposed to TEXTBLOCK. * as opposed to TEXTBLOCK.
* *
* @param obj A valid Evas Object handle * @param obj A valid Evas Object handle
* @param part The part name * @param part The part name
* @param text The text string * @param text The text string
@ -5163,7 +5155,7 @@ EAPI Eina_Bool edje_object_part_text_cursor_is_visible_format_get(const E
/** /**
* @brief Returns the content (char) at the cursor position. * @brief Returns the content (char) at the cursor position.
* @see evas_textblock_cursor_content_get * @see evas_textblock_cursor_content_get
* *
* You must free the return (if not NULL) after you are done with it. * You must free the return (if not NULL) after you are done with it.
* *
* @param obj A valid Evas_Object handle * @param obj A valid Evas_Object handle
@ -5212,7 +5204,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_
/** /**
* @} * @}
*/ */
;;
/** /**
* @defgroup Edje_Text_Entry Edje Text Entry * @defgroup Edje_Text_Entry Edje Text Entry
* *
@ -5221,7 +5213,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_
* In Edje it's possible to use a text part as a entry so the user is * In Edje it's possible to use a text part as a entry so the user is
* able to make inputs of text. To do so, the text part must be set * able to make inputs of text. To do so, the text part must be set
* with a input panel taht will work as a virtual keyboard. * with a input panel taht will work as a virtual keyboard.
* *
* Some of effects can be applied to the entered text and also plenty * Some of effects can be applied to the entered text and also plenty
* actions can be performed after any input. * actions can be performed after any input.
* *
@ -5390,7 +5382,7 @@ EAPI void edje_object_part_text_imf_context_reset (const E
* @param obj A valid Evas_Object handle * @param obj A valid Evas_Object handle
* @param part The part name * @param part The part name
* *
* @return The input method context (Ecore_IMF_Context *) in entry * @return The input method context (Ecore_IMF_Context *) in entry
* @since 1.2.0 * @since 1.2.0
*/ */
EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part); EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part);
@ -5681,9 +5673,9 @@ EAPI void *edje_object_text_insert_filter_callback_del_full (Evas_Ob
* Add a markup filter function for newly inserted text. * Add a markup filter function for newly inserted text.
* *
* Whenever text is inserted (not the same as set) into the given @p part, * Whenever text is inserted (not the same as set) into the given @p part,
* the list of markup filter functions will be called to decide if and how * the list of markup filter functions will be called to decide if and how
* the new text will be accepted. * the new text will be accepted.
* The text parameter in the @p func filter is always markup. It can be * The text parameter in the @p func filter is always markup. It can be
* modified by the user and it's up to him to free the one passed if he's to * modified by the user and it's up to him to free the one passed if he's to
* change the pointer. If doing so, the newly set text should be malloc'ed, * change the pointer. If doing so, the newly set text should be malloc'ed,
* as once all the filters are called Edje will free it. * as once all the filters are called Edje will free it.
@ -6573,136 +6565,136 @@ EAPI void edje_message_signal_process (void);
* @{ * @{
*/ */
/* perspective info for maps inside edje objects */ /* perspective info for maps inside edje objects */
typedef struct _Edje_Perspective Edje_Perspective; typedef struct _Edje_Perspective Edje_Perspective;
/** /**
* Creates a new perspective in the given canvas. * Creates a new perspective in the given canvas.
* *
* @param e The given canvas (Evas). * @param e The given canvas (Evas).
* @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors. * @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
* *
* This function creates a perspective object that can be set on an Edje * This function creates a perspective object that can be set on an Edje
* object, or globally to all Edje objects on this canvas. * object, or globally to all Edje objects on this canvas.
* *
* @see edje_perspective_set() * @see edje_perspective_set()
* @see edje_perspective_free() * @see edje_perspective_free()
*/ */
EAPI Edje_Perspective *edje_perspective_new (Evas *e); EAPI Edje_Perspective *edje_perspective_new (Evas *e);
/** /**
* Delete the given perspective object. * Delete the given perspective object.
* *
* @param ps A valid perspective object, or @c NULL. * @param ps A valid perspective object, or @c NULL.
* *
* This function will delete the perspective object. If the perspective * This function will delete the perspective object. If the perspective
* effect was being applied to any Edje object or part, this effect won't be * effect was being applied to any Edje object or part, this effect won't be
* applied anymore. * applied anymore.
* *
* @see edje_perspective_new() * @see edje_perspective_new()
*/ */
EAPI void edje_perspective_free (Edje_Perspective *ps); EAPI void edje_perspective_free (Edje_Perspective *ps);
/** /**
* Setup the transform for this perspective object. * Setup the transform for this perspective object.
* *
* This sets the parameters of the perspective transformation. X, Y and Z * This sets the parameters of the perspective transformation. X, Y and Z
* values are used. The px and py points specify the "infinite distance" point * values are used. The px and py points specify the "infinite distance" point
* in the 3D conversion (where all lines converge to like when artists draw * in the 3D conversion (where all lines converge to like when artists draw
* 3D by hand). The @p z0 value specifies the z value at which there is a 1:1 * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
* mapping between spatial coordinates and screen coordinates. Any points * mapping between spatial coordinates and screen coordinates. Any points
* on this z value will not have their X and Y values modified in the transform. * on this z value will not have their X and Y values modified in the transform.
* Those further away (Z value higher) will shrink into the distance, and * Those further away (Z value higher) will shrink into the distance, and
* those less than this value will expand and become bigger. The @p foc value * those less than this value will expand and become bigger. The @p foc value
* determines the "focal length" of the camera. This is in reality the distance * determines the "focal length" of the camera. This is in reality the distance
* between the camera lens plane itself (at or closer than this rendering * between the camera lens plane itself (at or closer than this rendering
* results are undefined) and the "z0" z value. This allows for some "depth" * results are undefined) and the "z0" z value. This allows for some "depth"
* control and @p foc must be greater than 0. * control and @p foc must be greater than 0.
* *
* @param ps The perspective object * @param ps The perspective object
* @param px The perspective distance X coordinate * @param px The perspective distance X coordinate
* @param py The perspective distance Y coordinate * @param py The perspective distance Y coordinate
* @param z0 The "0" z plane value * @param z0 The "0" z plane value
* @param foc The focal distance * @param foc The focal distance
*/ */
EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc); EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
/** /**
* Make this perspective object be global for its canvas. * Make this perspective object be global for its canvas.
* *
* @param ps The given perspective object * @param ps The given perspective object
* @param global @c EINA_TRUE if the perspective should be global, @c * @param global @c EINA_TRUE if the perspective should be global, @c
* EINA_FALSE otherwise. * EINA_FALSE otherwise.
* *
* The canvas which this perspective object is being set as global is the one * The canvas which this perspective object is being set as global is the one
* given as argument upon the object creation (the @p evas parameter on the * given as argument upon the object creation (the @p evas parameter on the
* function @c edje_perspective_new(evas) ). * function @c edje_perspective_new(evas) ).
* *
* There can be only one global perspective object set per canvas, and if * There can be only one global perspective object set per canvas, and if
* a perspective object is set to global when there was already another * a perspective object is set to global when there was already another
* global perspective set, the old one will be set as non-global. * global perspective set, the old one will be set as non-global.
* *
* A global perspective just affects a part if its Edje object doesn't have a * A global perspective just affects a part if its Edje object doesn't have a
* perspective object set to it, and if the part doesn't point to another * perspective object set to it, and if the part doesn't point to another
* part to be used as perspective. * part to be used as perspective.
* *
* @see edje_object_perspective_set() * @see edje_object_perspective_set()
* @see edje_perspective_global_get() * @see edje_perspective_global_get()
* @see edje_perspective_new() * @see edje_perspective_new()
*/ */
EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global); EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
/** /**
* Get whether the given perspective object is global or not. * Get whether the given perspective object is global or not.
* *
* @param ps The given perspective object. * @param ps The given perspective object.
* @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE * @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
* otherwise. * otherwise.
* *
* @see edje_perspective_global_set() * @see edje_perspective_global_set()
*/ */
EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps); EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
/** /**
* Get the global perspective object set for this canvas. * Get the global perspective object set for this canvas.
* *
* @param e The given canvas (Evas). * @param e The given canvas (Evas).
* @return The perspective object set as global for this canvas. Or @c NULL * @return The perspective object set as global for this canvas. Or @c NULL
* if there is no global perspective set and on errors. * if there is no global perspective set and on errors.
* *
* This function will return the perspective object that was set as global * This function will return the perspective object that was set as global
* with edje_perspective_global_set(). * with edje_perspective_global_set().
* *
* @see edje_perspective_global_set() * @see edje_perspective_global_set()
* @see edje_perspective_global_get() * @see edje_perspective_global_get()
*/ */
EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e); EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
/** /**
* Set the given perspective object on this Edje object. * Set the given perspective object on this Edje object.
* *
* @param obj The Edje object on the perspective will be set. * @param obj The Edje object on the perspective will be set.
* @param ps The perspective object that will be used. * @param ps The perspective object that will be used.
* *
* Make the given perspective object be the default perspective for this Edje * Make the given perspective object be the default perspective for this Edje
* object. * object.
* *
* There can be only one perspective object per Edje object, and if a * There can be only one perspective object per Edje object, and if a
* previous one was set, it will be removed and the new perspective object * previous one was set, it will be removed and the new perspective object
* will be used. * will be used.
* *
* An Edje perspective will only affect a part if it doesn't point to another * An Edje perspective will only affect a part if it doesn't point to another
* part to be used as perspective. * part to be used as perspective.
* *
* @see edje_object_perspective_new() * @see edje_object_perspective_new()
* @see edje_object_perspective_get() * @see edje_object_perspective_get()
* @see edje_perspective_set() * @see edje_perspective_set()
*/ */
EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps); EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
/** /**
* Get the current perspective used on this Edje object. * Get the current perspective used on this Edje object.
* *
* @param obj the given Edje object. * @param obj the given Edje object.
* @return The perspective object being used on this Edje object. Or @c NULL * @return The perspective object being used on this Edje object. Or @c NULL
* if there was none, and on errors. * if there was none, and on errors.
* *
* @see edje_object_perspective_set() * @see edje_object_perspective_set()
*/ */
EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj); EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
/** /**
* @} * @}