edje: clean header: remove random blank lines and indent
Remove blocks of blank lines and fix perspective part indenting SVN revision: 80382
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@ -9,12 +9,6 @@ These routines are used for Edje.
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Please see the @ref authors page for contact details.
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Please see the @ref authors page for contact details.
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@section intro What is Edje?
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@section intro What is Edje?
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Edje is a complex graphical design & layout library.
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Edje is a complex graphical design & layout library.
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@ -134,7 +128,6 @@ Before digging into changing or creating your own Edje source (edc)
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files, read the @ref edcref.
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files, read the @ref edcref.
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@section history Edje History
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@section history Edje History
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It's a sequel to "Ebits" which has serviced the needs of Enlightenment
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It's a sequel to "Ebits" which has serviced the needs of Enlightenment
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@ -156,7 +149,6 @@ basic GUI constructor.
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Unlike Ebits, Edje separates the layout and behavior logic.
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Unlike Ebits, Edje separates the layout and behavior logic.
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@section Edje_Examples Examples on Edje's usage
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@section Edje_Examples Examples on Edje's usage
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What follows is a list with various commented examples, covering a great
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What follows is a list with various commented examples, covering a great
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@ -3684,7 +3676,7 @@ EAPI Eina_Bool edje_object_color_class_get (const Evas_Object *o, con
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* If the @p size is less then 0 then the font size will be calculated in the
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* If the @p size is less then 0 then the font size will be calculated in the
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* percentage. For example, if the @p size is -50, then the font size will be
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* percentage. For example, if the @p size is -50, then the font size will be
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* scaled to half of the original size and if the @p size is -10 then the font
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* scaled to half of the original size and if the @p size is -10 then the font
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* size will be scaled as much as 0.1x.
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* size will be scaled as much as 0.1x.
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*
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*
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* @see edje_text_class_get().
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* @see edje_text_class_get().
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*
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*
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@ -4717,7 +4709,7 @@ EAPI Eina_Bool edje_object_part_text_set (Evas_Object *obj, const c
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* This converts the given string @p text to UTF8 assuming it contains HTML
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* This converts the given string @p text to UTF8 assuming it contains HTML
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* style escapes like "&" and "©" etc. IF the part is of type TEXT,
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* style escapes like "&" and "©" etc. IF the part is of type TEXT,
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* as opposed to TEXTBLOCK.
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* as opposed to TEXTBLOCK.
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*
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*
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* @param obj A valid Evas Object handle
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* @param obj A valid Evas Object handle
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* @param part The part name
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* @param part The part name
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* @param text The text string
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* @param text The text string
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@ -5163,7 +5155,7 @@ EAPI Eina_Bool edje_object_part_text_cursor_is_visible_format_get(const E
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/**
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/**
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* @brief Returns the content (char) at the cursor position.
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* @brief Returns the content (char) at the cursor position.
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* @see evas_textblock_cursor_content_get
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* @see evas_textblock_cursor_content_get
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*
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*
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* You must free the return (if not NULL) after you are done with it.
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* You must free the return (if not NULL) after you are done with it.
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*
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*
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* @param obj A valid Evas_Object handle
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* @param obj A valid Evas_Object handle
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@ -5212,7 +5204,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_
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/**
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/**
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* @}
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* @}
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*/
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*/
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;;
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/**
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/**
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* @defgroup Edje_Text_Entry Edje Text Entry
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* @defgroup Edje_Text_Entry Edje Text Entry
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*
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*
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@ -5221,7 +5213,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_
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* In Edje it's possible to use a text part as a entry so the user is
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* In Edje it's possible to use a text part as a entry so the user is
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* able to make inputs of text. To do so, the text part must be set
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* able to make inputs of text. To do so, the text part must be set
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* with a input panel taht will work as a virtual keyboard.
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* with a input panel taht will work as a virtual keyboard.
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*
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*
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* Some of effects can be applied to the entered text and also plenty
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* Some of effects can be applied to the entered text and also plenty
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* actions can be performed after any input.
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* actions can be performed after any input.
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*
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*
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@ -5390,7 +5382,7 @@ EAPI void edje_object_part_text_imf_context_reset (const E
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* @param obj A valid Evas_Object handle
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* @param obj A valid Evas_Object handle
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* @param part The part name
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* @param part The part name
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*
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*
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* @return The input method context (Ecore_IMF_Context *) in entry
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* @return The input method context (Ecore_IMF_Context *) in entry
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* @since 1.2.0
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* @since 1.2.0
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*/
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*/
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EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part);
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EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part);
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@ -5681,9 +5673,9 @@ EAPI void *edje_object_text_insert_filter_callback_del_full (Evas_Ob
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* Add a markup filter function for newly inserted text.
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* Add a markup filter function for newly inserted text.
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*
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*
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* Whenever text is inserted (not the same as set) into the given @p part,
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* Whenever text is inserted (not the same as set) into the given @p part,
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* the list of markup filter functions will be called to decide if and how
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* the list of markup filter functions will be called to decide if and how
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* the new text will be accepted.
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* the new text will be accepted.
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* The text parameter in the @p func filter is always markup. It can be
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* The text parameter in the @p func filter is always markup. It can be
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* modified by the user and it's up to him to free the one passed if he's to
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* modified by the user and it's up to him to free the one passed if he's to
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* change the pointer. If doing so, the newly set text should be malloc'ed,
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* change the pointer. If doing so, the newly set text should be malloc'ed,
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* as once all the filters are called Edje will free it.
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* as once all the filters are called Edje will free it.
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@ -6573,136 +6565,136 @@ EAPI void edje_message_signal_process (void);
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* @{
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* @{
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*/
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*/
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/* perspective info for maps inside edje objects */
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/* perspective info for maps inside edje objects */
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typedef struct _Edje_Perspective Edje_Perspective;
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typedef struct _Edje_Perspective Edje_Perspective;
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/**
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/**
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* Creates a new perspective in the given canvas.
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* Creates a new perspective in the given canvas.
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*
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*
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* @param e The given canvas (Evas).
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* @param e The given canvas (Evas).
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* @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
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* @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
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*
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*
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* This function creates a perspective object that can be set on an Edje
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* This function creates a perspective object that can be set on an Edje
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* object, or globally to all Edje objects on this canvas.
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* object, or globally to all Edje objects on this canvas.
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*
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*
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* @see edje_perspective_set()
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* @see edje_perspective_set()
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* @see edje_perspective_free()
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* @see edje_perspective_free()
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*/
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*/
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EAPI Edje_Perspective *edje_perspective_new (Evas *e);
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EAPI Edje_Perspective *edje_perspective_new (Evas *e);
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/**
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/**
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* Delete the given perspective object.
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* Delete the given perspective object.
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*
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*
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* @param ps A valid perspective object, or @c NULL.
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* @param ps A valid perspective object, or @c NULL.
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*
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*
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* This function will delete the perspective object. If the perspective
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* This function will delete the perspective object. If the perspective
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* effect was being applied to any Edje object or part, this effect won't be
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* effect was being applied to any Edje object or part, this effect won't be
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* applied anymore.
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* applied anymore.
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*
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*
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* @see edje_perspective_new()
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* @see edje_perspective_new()
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*/
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*/
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EAPI void edje_perspective_free (Edje_Perspective *ps);
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EAPI void edje_perspective_free (Edje_Perspective *ps);
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/**
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/**
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* Setup the transform for this perspective object.
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* Setup the transform for this perspective object.
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*
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*
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* This sets the parameters of the perspective transformation. X, Y and Z
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* This sets the parameters of the perspective transformation. X, Y and Z
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* values are used. The px and py points specify the "infinite distance" point
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* values are used. The px and py points specify the "infinite distance" point
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* in the 3D conversion (where all lines converge to like when artists draw
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* in the 3D conversion (where all lines converge to like when artists draw
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* 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
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* 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
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* mapping between spatial coordinates and screen coordinates. Any points
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* mapping between spatial coordinates and screen coordinates. Any points
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* on this z value will not have their X and Y values modified in the transform.
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* on this z value will not have their X and Y values modified in the transform.
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* Those further away (Z value higher) will shrink into the distance, and
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* Those further away (Z value higher) will shrink into the distance, and
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* those less than this value will expand and become bigger. The @p foc value
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* those less than this value will expand and become bigger. The @p foc value
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* determines the "focal length" of the camera. This is in reality the distance
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* determines the "focal length" of the camera. This is in reality the distance
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* between the camera lens plane itself (at or closer than this rendering
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* between the camera lens plane itself (at or closer than this rendering
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* results are undefined) and the "z0" z value. This allows for some "depth"
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* results are undefined) and the "z0" z value. This allows for some "depth"
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* control and @p foc must be greater than 0.
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* control and @p foc must be greater than 0.
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*
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*
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* @param ps The perspective object
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* @param ps The perspective object
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* @param px The perspective distance X coordinate
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* @param px The perspective distance X coordinate
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* @param py The perspective distance Y coordinate
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* @param py The perspective distance Y coordinate
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* @param z0 The "0" z plane value
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* @param z0 The "0" z plane value
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* @param foc The focal distance
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* @param foc The focal distance
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*/
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*/
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EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
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EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
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/**
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/**
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* Make this perspective object be global for its canvas.
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* Make this perspective object be global for its canvas.
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*
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*
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* @param ps The given perspective object
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* @param ps The given perspective object
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* @param global @c EINA_TRUE if the perspective should be global, @c
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* @param global @c EINA_TRUE if the perspective should be global, @c
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* EINA_FALSE otherwise.
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* EINA_FALSE otherwise.
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*
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*
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* The canvas which this perspective object is being set as global is the one
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* The canvas which this perspective object is being set as global is the one
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* given as argument upon the object creation (the @p evas parameter on the
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* given as argument upon the object creation (the @p evas parameter on the
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* function @c edje_perspective_new(evas) ).
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* function @c edje_perspective_new(evas) ).
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*
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*
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* There can be only one global perspective object set per canvas, and if
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* There can be only one global perspective object set per canvas, and if
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* a perspective object is set to global when there was already another
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* a perspective object is set to global when there was already another
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* global perspective set, the old one will be set as non-global.
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* global perspective set, the old one will be set as non-global.
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*
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*
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* A global perspective just affects a part if its Edje object doesn't have a
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* A global perspective just affects a part if its Edje object doesn't have a
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* perspective object set to it, and if the part doesn't point to another
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* perspective object set to it, and if the part doesn't point to another
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* part to be used as perspective.
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* part to be used as perspective.
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*
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*
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* @see edje_object_perspective_set()
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* @see edje_object_perspective_set()
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* @see edje_perspective_global_get()
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* @see edje_perspective_global_get()
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* @see edje_perspective_new()
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* @see edje_perspective_new()
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*/
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*/
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EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
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EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
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/**
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/**
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* Get whether the given perspective object is global or not.
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* Get whether the given perspective object is global or not.
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*
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*
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* @param ps The given perspective object.
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* @param ps The given perspective object.
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* @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
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* @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
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* otherwise.
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* otherwise.
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*
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*
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* @see edje_perspective_global_set()
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* @see edje_perspective_global_set()
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*/
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*/
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EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
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EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
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/**
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/**
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* Get the global perspective object set for this canvas.
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* Get the global perspective object set for this canvas.
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*
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*
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* @param e The given canvas (Evas).
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* @param e The given canvas (Evas).
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* @return The perspective object set as global for this canvas. Or @c NULL
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* @return The perspective object set as global for this canvas. Or @c NULL
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* if there is no global perspective set and on errors.
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* if there is no global perspective set and on errors.
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*
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*
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* This function will return the perspective object that was set as global
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* This function will return the perspective object that was set as global
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* with edje_perspective_global_set().
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* with edje_perspective_global_set().
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*
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*
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* @see edje_perspective_global_set()
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* @see edje_perspective_global_set()
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* @see edje_perspective_global_get()
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* @see edje_perspective_global_get()
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*/
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*/
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EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
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EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
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/**
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/**
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* Set the given perspective object on this Edje object.
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* Set the given perspective object on this Edje object.
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*
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*
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* @param obj The Edje object on the perspective will be set.
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* @param obj The Edje object on the perspective will be set.
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* @param ps The perspective object that will be used.
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* @param ps The perspective object that will be used.
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*
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*
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* Make the given perspective object be the default perspective for this Edje
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* Make the given perspective object be the default perspective for this Edje
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* object.
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* object.
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*
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*
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* There can be only one perspective object per Edje object, and if a
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* There can be only one perspective object per Edje object, and if a
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* previous one was set, it will be removed and the new perspective object
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* previous one was set, it will be removed and the new perspective object
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* will be used.
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* will be used.
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*
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*
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* An Edje perspective will only affect a part if it doesn't point to another
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* An Edje perspective will only affect a part if it doesn't point to another
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* part to be used as perspective.
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* part to be used as perspective.
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*
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*
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* @see edje_object_perspective_new()
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* @see edje_object_perspective_new()
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* @see edje_object_perspective_get()
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* @see edje_object_perspective_get()
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* @see edje_perspective_set()
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* @see edje_perspective_set()
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*/
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*/
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EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
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EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
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/**
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/**
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* Get the current perspective used on this Edje object.
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* Get the current perspective used on this Edje object.
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*
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*
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* @param obj the given Edje object.
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* @param obj the given Edje object.
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* @return The perspective object being used on this Edje object. Or @c NULL
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* @return The perspective object being used on this Edje object. Or @c NULL
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* if there was none, and on errors.
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* if there was none, and on errors.
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*
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*
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* @see edje_object_perspective_set()
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* @see edje_object_perspective_set()
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*/
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*/
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EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
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EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
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/**
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/**
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* @}
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* @}
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