forked from enlightenment/efl
[evas] Using @b where possible on docs.
SVN revision: 60319
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@ -1129,7 +1129,7 @@ EAPI Eina_Bool evas_async_events_put (const void *target, Ev
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* only if you're building low level stuff.
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*
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* The groups within present you functions that deal with the canvas
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* directly, too, and not yet with its <b>objects</b>. They are the
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* directly, too, and not yet with its @b objects. They are the
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* functions you need to use at a minimum to get a working canvas.
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*/
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@ -1282,14 +1282,14 @@ EAPI void evas_damage_rectangle_add (Evas *e, int x, int y,
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* they'll be using just one canvas in their applications, with
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* nothing inset or on top of it in any form.
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*
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* To make this region one that <b>has</b> to be repainted
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* again, call the function evas_obscured_clear().
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* To make this region one that @b has to be repainted again, call the
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* function evas_obscured_clear().
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*
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* @note This is a <b>very low level function</b>, which most of
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* Evas' users wouldn't care about.
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*
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* @note This function does <b>not</b> flag the canvas as having its
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* state changed. If you want to re-render it afterwards expecting new
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* @note This function does @b not flag the canvas as having its state
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* changed. If you want to re-render it afterwards expecting new
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* contents, you have to add "damage" regions yourself (see
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* evas_damage_rectangle_add()).
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*
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@ -1319,14 +1319,14 @@ EAPI void evas_obscured_rectangle_add (Evas *e, int x, int y,
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*
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* This function removes all the rectangles from the obscured regions
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* list of the canvas @p e. It takes obscured areas added with
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* evas_obscured_rectangle_add() and make them again a regions that
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* <b>have</b> to be repainted on rendering updates.
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* evas_obscured_rectangle_add() and make them again a regions that @b
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* have to be repainted on rendering updates.
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*
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* @note This is a <b>very low level function</b>, which most of
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* Evas' users wouldn't care about.
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*
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* @note This function does <b>not</b> flag the canvas as having its
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* state changed. If you want to re-render it afterwards expecting new
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* @note This function does @b not flag the canvas as having its state
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* changed. If you want to re-render it afterwards expecting new
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* contents, you have to add "damage" regions yourself (see
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* evas_damage_rectangle_add()).
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*
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@ -2180,11 +2180,11 @@ EAPI void evas_post_event_callback_remove_full (Evas *e, Evas_Objec
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* This function will indicate to Evas that the canvas @p e is to have
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* all input event processing frozen until a matching
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* evas_event_thaw() function is called on the same canvas. All events
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* of this kind during the freeze will get <b>discarded</b>. Every
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* freeze call must be matched by a thaw call in order to completely
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* thaw out a canvas (i.e. these calls may be nested). The most common
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* use is when you don't want the user to interect with your user
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* interface when you're populating a view or changing the layout.
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* of this kind during the freeze will get @b discarded. Every freeze
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* call must be matched by a thaw call in order to completely thaw out
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* a canvas (i.e. these calls may be nested). The most common use is
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* when you don't want the user to interect with your user interface
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* when you're populating a view or changing the layout.
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*
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* Example:
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* @dontinclude evas-events.c
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@ -2211,7 +2211,7 @@ EAPI void evas_event_freeze (Evas *e) EINA_ARG_NONN
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* This will thaw out a canvas after a matching evas_event_freeze()
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* call. If this call completely thaws out a canvas, i.e., there's no
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* other unbalanced call to evas_event_freeze(), events will start to
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* be processed again, but any "missed" events will <b>not</b> be
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* be processed again, but any "missed" events will @b not be
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* evaluated.
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*
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* See evas_event_freeze() for an example.
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@ -2630,8 +2630,8 @@ EAPI const Eina_List *evas_font_path_list (const Evas *e) EINA_WA
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*
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* All Evas displaying units are Evas objects. One handles them all by
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* means of the handle ::Evas_Object. Besides Evas treats their
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* objects equally, they have <b>types</b>, which define their
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* specific behavior (and individual API).
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* objects equally, they have @b types, which define their specific
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* behavior (and individual API).
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*
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* Evas comes with a set of built-in object types:
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* - rectangle,
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@ -2641,8 +2641,8 @@ EAPI const Eina_List *evas_font_path_list (const Evas *e) EINA_WA
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* - textblock and
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* - image.
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*
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* These functions apply to <b>any</b> Evas object, whichever type
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* thay may have.
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* These functions apply to @b any Evas object, whichever type thay
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* may have.
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*
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* @note The built-in types which are most used are rectangles, text
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* and images. In fact, with these ones one can create 2D interfaces
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@ -2679,10 +2679,9 @@ EAPI const Eina_List *evas_font_path_list (const Evas *e) EINA_WA
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* element (red, green, blue and alpha).
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*
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* Clipping is recursive, so clipping objects may be clipped by
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* others, and their color will in term be multiplied. You may
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* <b>not</b> set up circular clipping lists (i.e. object 1 clips
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* object 2, which clips object 1): the behavior of Evas is undefined
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* in this case.
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* others, and their color will in term be multiplied. You may @b not
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* set up circular clipping lists (i.e. object 1 clips object 2, which
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* clips object 1): the behavior of Evas is undefined in this case.
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*
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* Objects which do not clip others are visible in the canvas as
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* normal; <b>those that clip one or more objects become invisible
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@ -8860,12 +8859,12 @@ EAPI int evas_string_char_len_get (const char *str) EINA_
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*
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* Functions which feed key events to the canvas.
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*
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* As explained in @ref intro_not_evas, Evas is <b>not</b> aware of
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* input systems at all. Then, the user, if using it crudely
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* (evas_new()), will have to feed it with input events, so that it
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* can react somehow. If, however, the user creates a canvas by means
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* of the Ecore_Evas wrapper, it will automatically bind the chosen
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* display engine's input events to the canvas, for you.
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* As explained in @ref intro_not_evas, Evas is @b not aware of input
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* systems at all. Then, the user, if using it crudely (evas_new()),
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* will have to feed it with input events, so that it can react
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* somehow. If, however, the user creates a canvas by means of the
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* Ecore_Evas wrapper, it will automatically bind the chosen display
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* engine's input events to the canvas, for you.
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*
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* This group presents the functions dealing with the feeding of key
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* events to the canvas. On most of them, one has to reference a given
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@ -9132,8 +9131,8 @@ EAPI void evas_key_lock_off (Evas *e, const char *k
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/**
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* Creates a bit mask from the @p keyname <b>modifier</b> key.
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* Values returned from different calls to it may be ORed together,
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* Creates a bit mask from the @p keyname @b modifier key. Values
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* returned from different calls to it may be ORed together,
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* naturally.
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*
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* @param e The canvas whom to query the bit mask from.
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