forked from enlightenment/efl
eo: fix examples to follow new eo_do syntax.
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@ -11,7 +11,9 @@
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static int
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_a_square_get(Eo *obj, void *class_data EINA_UNUSED)
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{
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int a = eo_do(obj, simple_a_get());
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int a;
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eo_do(obj, a = simple_a_get());
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printf("%s %s\n", eo_class_name_get(MY_CLASS), __func__);
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return a * a;
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}
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@ -11,7 +11,9 @@
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static int
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_a_square_get(Eo *obj, void *class_data EINA_UNUSED)
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{
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int a = eo_do(obj, simple_a_get());
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int a;
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eo_do(obj, a = simple_a_get());
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printf("%s %s\n", eo_class_name_get(MY_CLASS), __func__);
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return a * a;
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}
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@ -624,13 +624,13 @@ _stop_scene(void *data,
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d_i = 0;
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}
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pick = eo_do(d->scene,
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evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
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eo_do(d->scene,
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pick = evas_3d_scene_exist(ev->canvas.x, ev->canvas.y, d->mesh_node_planet));
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if (pick) d_angle_planet = 0;
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nodes = eo_do(d->root_node, evas_3d_node_member_list_get());
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picked_nodes = eo_do(d->scene, evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
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eo_do(d->root_node, nodes = evas_3d_node_member_list_get());
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eo_do(d->scene, picked_nodes = evas_3d_scene_pick_member_list_get(ev->canvas.x, ev->canvas.y));
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root_count = eina_list_count(nodes);
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picked_count = eina_list_count(picked_nodes);
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@ -126,7 +126,7 @@ _on_keydown(void *data EINA_UNUSED,
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fprintf(stdout, "Toggling clipping ");
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Evas_Object *clip = NULL;
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clip = eo_do(d.img, evas_obj_clip_get());
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eo_do(d.img, clip = evas_obj_clip_get());
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if (clip == d.clipper)
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{
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eo_do(d.img, evas_obj_clip_unset());
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@ -145,7 +145,7 @@ _on_keydown(void *data EINA_UNUSED,
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Eina_Bool visibility;
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/* Don't use "get"-"set" expressions in one eo_do call,
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* if you pass parameter to "set" by value. */
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visibility = eo_do(d.clipper, evas_obj_visibility_get());
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eo_do(d.clipper, visibility = evas_obj_visibility_get());
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eo_do(d.clipper, evas_obj_visibility_set(!visibility));
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fprintf(stdout, "Clipper is now %s\n", visibility ? "hidden" : "visible");
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return;
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@ -536,13 +536,13 @@ _animate_scene_gun(void *data)
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/* rocket and gun movement */
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angle_eagle += d_angle_eagle;
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frame_eagle = eo_do(scene->mesh_node_eagle,
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evas_3d_node_mesh_frame_get(scene->mesh_eagle));
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eo_do(scene->mesh_node_eagle,
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frame_eagle = evas_3d_node_mesh_frame_get(scene->mesh_eagle));
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if (frame_eagle > 19500) frame_eagle = 0;
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frame_eagle += 150;
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frame_snake = eo_do(scene->mesh_node_snake,
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evas_3d_node_mesh_frame_get(scene->mesh_snake));
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eo_do(scene->mesh_node_snake,
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frame_snake = evas_3d_node_mesh_frame_get(scene->mesh_snake));
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if (frame_snake > 16000) frame_snake = 0;
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frame_snake += 64;
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@ -671,8 +671,8 @@ _animate_scene_gun(void *data)
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}
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else if (soldier_mode == 1)
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{
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frame_soldier = eo_do(scene->mesh_node_soldier,
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evas_3d_node_mesh_frame_get(scene->mesh_soldier_jump));
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eo_do(scene->mesh_node_soldier,
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frame_soldier = evas_3d_node_mesh_frame_get(scene->mesh_soldier_jump));
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frame_soldier += 124;
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eo_do(scene->mesh_node_soldier,
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evas_3d_node_mesh_frame_set(scene->mesh_soldier_jump, frame_soldier));
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@ -698,8 +698,8 @@ _animate_scene_gun(void *data)
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}
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else if (camera_move)
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{
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frame_soldier = eo_do(scene->mesh_node_soldier,
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evas_3d_node_mesh_frame_get(scene->mesh_soldier));
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eo_do(scene->mesh_node_soldier,
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frame_soldier = evas_3d_node_mesh_frame_get(scene->mesh_soldier));
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frame_soldier += 124;
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if (frame_soldier > 6200) frame_soldier = 0;
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eo_do(scene->mesh_node_soldier,
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