improve jy's docs. :)

SVN revision: 62335
This commit is contained in:
Carsten Haitzler 2011-08-11 08:56:59 +00:00
parent d6752c9e1b
commit 75940a8398
1 changed files with 83 additions and 37 deletions

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@ -7096,18 +7096,18 @@ EAPI Eina_Bool evas_object_image_extension_can_load_get(const char *file);
EAPI Eina_Bool evas_object_image_extension_can_load_fast_get(const char *file);
/**
* Get the animation of an image object.
* Check if an image object can be animated (have multiple frames)
*
* @param obj Image object
* @return whether obj support animation
*
* This returns the possibility of animation of image object's image
* currently Evas only support animation of gif file type.
*
* This returns if the image file of an image object is capable of animation
* such as an animated gif file might. This is only useful to be called once
* the image object file has been set.
*
* Example:
* @code
* extern Evas_Object *object;
*
* extern Evas_Object *obj;
*
* if (evas_object_image_animated_get(obj))
* {
@ -7136,78 +7136,124 @@ EAPI Eina_Bool evas_object_image_extension_can_load_fast_get(const char *file);
* evas_object_image_animated_frame_set(obj,1);
* printf("You set image object's frame to 1. You can see frame 1\n");
* }
*
* @endcode
*
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI Eina_Bool evas_object_image_animated_get(const Evas_Object *obj);
/**
* Get the total frame number of image object's file.
* Get the total number of frames of the image object.
*
* @param obj Image object
* @return the number of frame
* @return The number of frames
*
* This returns total frame number of image object's file.
* See @ref evas_object_image_animated_get for more details.
* This returns total number of frames the image object supports (if animated)
*
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI int evas_object_image_animated_frame_num_get(const Evas_Object *obj);
/**
* Get the loop type of an animated image object.
* Get the kind of looping the image object does.
*
* @param obj Image object
* @return loop type of animated image object
* @return Loop type of the image object
*
* This returns loop type.
* If Evas_Image_Animated_Loop_Hint is EVAS_IMAGE_ANIMATED_HINT_LOOP, It is better to set sequence like 1->2->3->1->2->3
* If Evas_Image_Animated_Loop_Hint is EVAS_IMAGE_ANIMATED_HINT_PINGPONG, It is better to set sequence like 1->2->3->2->1->2
* Default type is EVAS_IMAGE_ANIMATED_HINT_LOOP.
* This returns the kind of looping the image object wants to do.
*
* If it returns EVAS_IMAGE_ANIMATED_HINT_LOOP, you should display frames in a sequence like:
* 1->2->3->1->2->3->1...
* If it returns EVAS_IMAGE_ANIMATED_HINT_PINGPONG, it is better to
* display frames in a sequence like: 1->2->3->2->1->2->3->1...
*
* The default type is EVAS_IMAGE_ANIMATED_HINT_LOOP.
*
* See @ref evas_object_image_animated_get for more details.
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI Evas_Image_Animated_Loop_Hint evas_object_image_animated_loop_type_get(const Evas_Object *obj);
/**
* Get the number of loop of an animated image object.
* Get the number times the animation of the object loops.
*
* @param obj Image object
* @return the number of loop of an animated image object
* @return The number of loop of an animated image object
*
* This returns loop count of image.
* Default value is 0. It means infinite loop.
* If loop count is 1, you can set each frame only one time.
* This returns loop count of image. The loop count is the number of times
* the animation will play fully from first to last frame until the animation
* should stop (at the final frame).
*
* If 0 is returned, then looping should happen indefinitely (no limit to
* the number of times it loops).
*
* See @ref evas_object_image_animated_get for more details.
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI int evas_object_image_animated_loop_count_get(const Evas_Object *obj);
/**
* Get the duration of frames of an image object.
* Get the duration of a sequence of frames.
*
* @param obj Image object
* @param start_frame start frame
* @param fram_num number of frames which want to duration
* @param start_frame The first frame
* @param fram_num Number of frames in the sequence
*
* This returns total duration of frames.
* For example.
* If you set start_frame to 1 and frame_num 0, you can frame 1's duration
* If you set start_frame to 1 and frame_num 1, you can frame1 duration + frame2 duration
*
* See @ref evas_object_image_animated_get for more details.
* This returns total duration that the specified sequence of frames should
* take in seconds.
*
* If you set start_frame to 1 and frame_num 0, you get frame 1's duration
* If you set start_frame to 1 and frame_num 1, you get frame 1's duration +
* frame2's duration
*
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI double evas_object_image_animated_frame_duration_get(const Evas_Object *obj, int start_frame, int fram_num);
/**
* Set the frame to current frame of an image object must render
* Set the frame to current frame of an image object
*
* @param obj The given image object.
* @param frame_num The index of current frame
*
* This set image object's current frame to frame_num.
* If you set frame_num to 5, evas will render frame 5 of image when rendering time
* This set image object's current frame to frame_num with 1 being the first
* frame.
*
* See @ref evas_object_image_animated_get for more details.
* @see evas_object_image_animated_get()
* @see evas_object_image_animated_frame_num_get()
* @see evas_object_image_animated_loop_type_get()
* @see evas_object_image_animated_loop_count_get()
* @see evas_object_image_animated_frame_duration_get()
* @see evas_object_image_animated_frame_set()
* @since 1.1.0
*/
EAPI void evas_object_image_animated_frame_set(Evas_Object *obj, int frame_num);
/**