efl/src/lib/ector/Ector.h

158 lines
3.7 KiB
C

#ifndef ECTOR_H_
#define ECTOR_H_
#include <Eina.h>
#include <Eo.h>
#ifdef EFL_BETA_API_SUPPORT
#include <Efl.h>
#endif
#include <ector_api.h>
#ifdef __cplusplus
extern "C" {
#endif
/**
* @page ector_main Ector
*
* @date 2014 (created)
*
* @section ector_toc Table of Contents
*
* @li @ref ector_main_intro
* @li @ref ector_main_compiling
* @li @ref ector_main_next_steps
* @li @ref ector_main_intro_example
*
* @section ector_main_intro Introduction
*
* Ector is a retained mode drawing library designed to work
* for and with a scenegraph such as Evas, which supports several
* types of rendering surface including software and gl.
*
* @section ector_main_compiling How to compile the library
*
* Ector compiles automatically within EFL's build system, and is
* automatically linked with other components that need it. But it can
* also be built and used standalone, by compiling and linking your
* application with the compiler flags indicated by @c pkg-config. For
* example:
*
* @verbatim
* gcc -c -o my_main.o my_main.c `pkg-config --cflags ector`
*
* gcc -o my_application my_main.o `pkg-config --libs ector`
* @endverbatim
*
* See @ref pkgconfig
*
* @section ector_main_next_steps Recommended reading:
*
* @li @ref Ector_Surface
* @li @ref Ector_Renderer
*
* @section ector_main_intro_example Introductory Example
*
* @ref Ector_Tutorial
*
*
* @addtogroup Ector
* @{
*/
#ifdef EFL_BETA_API_SUPPORT
/**
* @typedef Ector_Surface
* The base type to render content into.
*/
typedef Eo Ector_Surface;
/**
* @typedef Ector_Renderer
* The base type describing what to render.
*/
typedef Eo Ector_Renderer;
/**
* @typedef Ector_Colorspace
* The definition of colorspace.
*/
// FIXME: Enable this when we have merged Emile
/* typedef Evas_Colorspace Ector_Colorspace; */
/**
* Priorities
*/
typedef enum _Ector_Priority
{
ECTOR_PRIORITY_NONE = 0,
ECTOR_PRIORITY_MARGINAL = 64,
ECTOR_PRIORITY_SECONDARY = 128,
ECTOR_PRIORITY_PRIMARY = 256,
} Ector_Priority;
/**
* What kind of update is being pushed
*/
typedef enum _Ector_Update_Type
{
ECTOR_UPDATE_BACKGROUND = 1, /* All the previous state in that area is reset to the new updated profile */
ECTOR_UPDATE_EMPTY = 2, /* Pushing empty area (no visible pixels at all, no need to read this surface to render it) */
ECTOR_UPDATE_ALPHA = 4, /* Pushing some transparent pixels (this impacts the under layer and will require reading back the surface where this surface is blitted) */
ECTOR_UPDATE_OPAQUE = 8 /* Pushing some opaque pixels (this means that there is no need to read the under layer when blitting this surface) */
} Ector_Update_Type;
/**
* @brief Init the ector subsystem
* @return @c EINA_TRUE on success.
*
* @see ector_shutfown()
*/
ECTOR_API int ector_init(void);
/**
* @brief Shutdown the ector subsystem
* @return @c EINA_TRUE on success.
*
* @see ector_init()
*/
ECTOR_API int ector_shutdown(void);
/**
* @brief Registers OpenGL API calls with the internal Ector_GL_API.
*
* @param glsym Function to use for looking up dynamically loaded symbols
* @param lib Dynamically loaded shared object, or RTLD_DEFAULT or RTLD_NEXT
* @return EINA_TRUE if call succeeded, EINA_FALSE if glsym was undefined or an error occurred
*
* The RTLD_DEFAULT and RTLD_NEXT pseudo-handles can be passed as lib to
* look up the first or next occurrence of the desired symbol in the dynamic
* library search order.
*
* @see dlsym()
*/
ECTOR_API Eina_Bool ector_glsym_set(void *(*glsym)(void *lib, const char *name), void *lib);
/* Avoid redefinition of types */
#define _ECTOR_SURFACE_EO_CLASS_TYPE
#define _ECTOR_RENDERER_EO_CLASS_TYPE
#include "ector_surface.h"
#include "ector_renderer.h"
#include "ector_util.h"
#endif
/**
* @}
*/
#ifdef __cplusplus
}
#endif
#endif