efl/src/lib/evas/Evas_Eo.h

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#ifndef _EVAS_H
# error You shall not include this header directly
#endif
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_FLUSH_POST;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_PRE;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_RENDER_POST;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_DEVICE_CHANGED;
Expose device (e.g. pen) axis information to applications Summary: This patch set adds the necessary code to expose device axis state to applications. This was primarily written with graphics tablets in mind, which -- in addition to acting like a mouse -- also provide information about pen pressure, tilt, etc. Other devices could potentially benefit from this API as well: touchscreens, joysticks, knob controllers, "spaceballs", etc. Whenever an update to the device state is recieved, an "Axis update" event is synthesized. This event contains the updated information, typically scaled and normalized to a particular logical range (e.g. zero to one for pressure, -pi to pi radians for angles, etc.). Information about the tool which generated the event is also stored so that applications can disambiguate events from multiple devices (or in the case of multitouch screens, individual fingers). This API is only wired up for use with X11 at the moment. Support for other backends (e.g. Wayland) should be easy to add for those familiar them. **Note**: The following is a list of changes from the "v2" patches originally sent to the mailinglist //Define and implement new Ecore_Event_Axis_Update events// * Harcode axis labels instead of including xserver-properties.h * Use C89-style comments * Use doxygen comments * Update comment text to note axes with unbounded/undefined ranges/units * Create "Ecore_Axis" and "Ecore_Axis_Label" typedefs * Reference typedef'd instead of raw types * Adjust how we count through valuators to support tilt/az * Add support for tilt and azimuth * Tweak memory management in case number of valuators differ * Expand TWIST axis normalization to declared range * Only normalize TWIST axis if resolution == 1 (wacom bug) * Cache label atoms on first use to minimize round-trips //Implement EVAS_CALLBACK_AXIS_UPDATE event and friends// * Update to doxygen comments * Update comment text to note axes with unbounded/undefined ranges/units * Typedef 'Evas_Axis_Label', 'Evas_Axis' * Move typedef for 'Evas_Event_Axis_Update' * Reference typedef'd instead of raw types //Wire the Ecore and Evas implementations of axis update events together// * Expose ecore_event_evas_axis_update in Ecore_Input_Evas.h * Move ecore_event_evas_axis_update to more logical position //DEBUG: Add axis update logging to evas-multi-touch.c// * Removed from patch set //Make evas-multi-touch demo use new axis functionality// * Have pressure adjust rectangle brightness instead of size * Use more available axis data when rendering rectangle (azimuth, tilt, twist) Test Plan: The evas-multi-touch demo was updated to support axis update events. A graphics tablet was then used to verify that the pressure, azimuth, tilt, and twist data was coming through correctly. Reviewers: cedric, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D1514 Conflicts: src/lib/ecore_input/Ecore_Input.h Carsten Haitzler - ** fixed forward enum typedefs (make things unhappy) ** fixed conflict above ** fixed wrong param type for _evas_canvas_event_feed_axis_update() ** fixed @sinces to be 1.13 ** fixed formatting/indeting ** fixed order of operation reliance in if's with ()'s to be clear ** fixed functions to be static that should have been
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EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_AXIS_UPDATE;
EAPI extern const Eo_Event_Description _EVAS_CANVAS_EVENT_VIEWPORT_RESIZE;
// Callbacks events for use with Evas canvases
#define EVAS_CANVAS_EVENT_FOCUS_IN (&(_EVAS_CANVAS_EVENT_FOCUS_IN))
#define EVAS_CANVAS_EVENT_FOCUS_OUT (&(_EVAS_CANVAS_EVENT_FOCUS_OUT))
#define EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE (&(_EVAS_CANVAS_EVENT_RENDER_FLUSH_PRE))
#define EVAS_CANVAS_EVENT_RENDER_FLUSH_POST (&(_EVAS_CANVAS_EVENT_RENDER_FLUSH_POST))
#define EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN (&(_EVAS_CANVAS_EVENT_OBJECT_FOCUS_IN))
#define EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT (&(_EVAS_CANVAS_EVENT_OBJECT_FOCUS_OUT))
#define EVAS_CANVAS_EVENT_RENDER_PRE (&(_EVAS_CANVAS_EVENT_RENDER_PRE))
#define EVAS_CANVAS_EVENT_RENDER_POST (&(_EVAS_CANVAS_EVENT_RENDER_POST))
#define EVAS_CANVAS_EVENT_DEVICE_CHANGED (&(_EVAS_CANVAS_EVENT_DEVICE_CHANGED))
Expose device (e.g. pen) axis information to applications Summary: This patch set adds the necessary code to expose device axis state to applications. This was primarily written with graphics tablets in mind, which -- in addition to acting like a mouse -- also provide information about pen pressure, tilt, etc. Other devices could potentially benefit from this API as well: touchscreens, joysticks, knob controllers, "spaceballs", etc. Whenever an update to the device state is recieved, an "Axis update" event is synthesized. This event contains the updated information, typically scaled and normalized to a particular logical range (e.g. zero to one for pressure, -pi to pi radians for angles, etc.). Information about the tool which generated the event is also stored so that applications can disambiguate events from multiple devices (or in the case of multitouch screens, individual fingers). This API is only wired up for use with X11 at the moment. Support for other backends (e.g. Wayland) should be easy to add for those familiar them. **Note**: The following is a list of changes from the "v2" patches originally sent to the mailinglist //Define and implement new Ecore_Event_Axis_Update events// * Harcode axis labels instead of including xserver-properties.h * Use C89-style comments * Use doxygen comments * Update comment text to note axes with unbounded/undefined ranges/units * Create "Ecore_Axis" and "Ecore_Axis_Label" typedefs * Reference typedef'd instead of raw types * Adjust how we count through valuators to support tilt/az * Add support for tilt and azimuth * Tweak memory management in case number of valuators differ * Expand TWIST axis normalization to declared range * Only normalize TWIST axis if resolution == 1 (wacom bug) * Cache label atoms on first use to minimize round-trips //Implement EVAS_CALLBACK_AXIS_UPDATE event and friends// * Update to doxygen comments * Update comment text to note axes with unbounded/undefined ranges/units * Typedef 'Evas_Axis_Label', 'Evas_Axis' * Move typedef for 'Evas_Event_Axis_Update' * Reference typedef'd instead of raw types //Wire the Ecore and Evas implementations of axis update events together// * Expose ecore_event_evas_axis_update in Ecore_Input_Evas.h * Move ecore_event_evas_axis_update to more logical position //DEBUG: Add axis update logging to evas-multi-touch.c// * Removed from patch set //Make evas-multi-touch demo use new axis functionality// * Have pressure adjust rectangle brightness instead of size * Use more available axis data when rendering rectangle (azimuth, tilt, twist) Test Plan: The evas-multi-touch demo was updated to support axis update events. A graphics tablet was then used to verify that the pressure, azimuth, tilt, and twist data was coming through correctly. Reviewers: cedric, raster Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D1514 Conflicts: src/lib/ecore_input/Ecore_Input.h Carsten Haitzler - ** fixed forward enum typedefs (make things unhappy) ** fixed conflict above ** fixed wrong param type for _evas_canvas_event_feed_axis_update() ** fixed @sinces to be 1.13 ** fixed formatting/indeting ** fixed order of operation reliance in if's with ()'s to be clear ** fixed functions to be static that should have been
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#define EVAS_CANVAS_EVENT_AXIS_UPDATE (&(_EVAS_CANVAS_EVENT_AXIS_UPDATE))
#define EVAS_CANVAS_EVENT_VIEWPORT_RESIZE (&(_EVAS_CANVAS_EVENT_VIEWPORT_RESIZE))
#include "canvas/evas_signal_interface.eo.h"
#include "canvas/evas_draggable_interface.eo.h"
#include "canvas/evas_clickable_interface.eo.h"
#include "canvas/evas_scrollable_interface.eo.h"
#include "canvas/evas_selectable_interface.eo.h"
#include "canvas/evas_zoomable_interface.eo.h"
// Interface classes links
#define EVAS_SMART_SIGNAL_INTERFACE EVAS_SIGNAL_INTERFACE_INTERFACE
#define EVAS_SMART_CLICKABLE_INTERFACE EVAS_CLICKABLE_INTERFACE_INTERFACE
#define EVAS_SMART_SCROLLABLE_INTERFACE EVAS_SCROLLABLE_INTERFACE_INTERFACE
#define EVAS_SMART_DRAGGABLE_INTERFACE EVAS_DRAGGABLE_INTERFACE_INTERFACE
#define EVAS_SMART_SELECTABLE_INTERFACE EVAS_SELECTABLE_INTERFACE_INTERFACE
#define EVAS_SMART_ZOOMABLE_INTERFACE EVAS_ZOOMABLE_INTERFACE_INTERFACE
#include "canvas/evas_canvas.eo.h"
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/**
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* @ingroup Evas_Object_Rectangle
*
* @{
*/
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#include "canvas/evas_rectangle.eo.h"
/**
* @}
*/
/**
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* @ingroup Evas_Object_Text
*
* @{
*/
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#include "canvas/evas_text.eo.h"
/**
* @}
*/
/**
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* @ingroup Evas_Object_Textblock
*
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* @{
*/
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#include "canvas/evas_textblock.eo.h"
/**
* @}
*/
/**
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* @ingroup Evas_Object_Textgrid
*
* @{
*/
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#include "canvas/evas_textgrid.eo.h"
/**
* @}
*/
/**
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* @ingroup Evas_Object_Line
*
* @{
*/
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#include "canvas/evas_line.eo.h"
/**
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* @}
*/
/**
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* @ingroup Evas_Object_Polygon
*
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* @{
*/
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#include "canvas/evas_polygon.eo.h"
/**
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* @}
*/
/**
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* @ingroup Evas_Smart_Object_Group
*
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* @{
*/
#include "canvas/evas_object_smart.eo.h"
/**
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* @}
*/
/**
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* @ingroup Evas_Smart_Object_Clipped
*
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* @{
*/
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#include "canvas/evas_smart_clipped.eo.h"
/**
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* @}
*/
/**
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* @ingroup Evas_Object_Box
*
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* @{
*/
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#include "canvas/evas_box.eo.h"
/**
* @}
*/
/**
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* @ingroup Evas_Object_Table
*
* @{
*/
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#include "canvas/evas_table.eo.h"
/**
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* @}
*/
/**
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* @ingroup Evas_Object_Grid
*
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* @{
*/
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#include "canvas/evas_grid.eo.h"
/**
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* @}
*/
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#include "canvas/evas_common_interface.eo.h"
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#include "canvas/evas_object.eo.h"
#include "canvas/evas_out.eo.h"
/**
* @defgroup Evas_3D Evas 3D Extensions
*
* Evas extension to support 3D rendering.
*
* @ingroup Evas
*/
/**
* @page evas_3d_main Evas 3D
*
* @since 1.10
*
* @section toc Table of Contents
*
* @li @ref evas_3d_intro
* @li @ref evas_3d_example
*
* @section evas_3d_intro Introduction
*
* Evas 3D is an extension to support 3D scene graph rendering into 2D Evas
* canvas supporting typicall tree-based scene graph manipulation and other 3D
* graphics rendering techniques.
*
* Evas 3D provides 3D objects which are used for describing 3D scene and APIs
* to connect the scene with an evas image object so that the scene is rendered
* on that image object.
*
* Contruction of a 3D scene is process of locating desired cameras, lights and
* meshes in the scene. Typically the scene is structured with some hierarchical
* data structure. Evas 3D support n-ary tree structure for describing the
* scene. Node is used to build the tree representation of the scene. Other
* objects, like camera, light and mesh can be located in the scene by being
* contained in a node.
*
* Like other 3D graphics engine, Evas 3D support standard 3D rendering method
* like flat shading, phong shading and normal map and other features like
* texture mapping, triangle meshes.
*
* Besides all the traditional 3D rendering things, one of the key feature of
* the Evas 3D is that it is able to use existing evas objects as textures
* inside of the 3D scene. "Existing evas objects" means all the EFL widgets
* and applications. By supporting this, it is easy to make 3D version of an
* application without modifying the original source that much.
*
* Also, 3D scene can be located on the canvas naturally stacked with existing
* evas objects. This can make it possible putting 3D things into existing 2D
* application layouts.
*
* @section evas_3d_example Introductory Example
*
* @include evas-3d-cube.c
*/
/**
* @defgroup Evas_3D_Types Types & Enums
* @ingroup Evas_3D
*
* Primitive type definitions and enumations.
*/
/**
* @defgroup Evas_3D_Object Generic 3D Object Descriptions
* @ingroup Evas_3D
*
* Evas 3D object is a generic type of all evas 3D objects like scene, node,
* camera, light, mesh, texture and material. Evas 3D object is basically
* reference counted. Any successful function call on an object which make a
* reference to an another object will increase the reference count. When the
* reference count gets to 0, the object will be actually deleted.
*
* Any modifications are automatically propagated to other objects referencing
* the modified objects. As a result, if the scene object is set to modified
* state, all image objects having the scene as a rendering source are marked
* as dirty, so that rendering will be updated at next frame. But all these
* things are done internally, so feel free to forget about calling some kind
* of update functions.
*/
/**
* @defgroup Evas_3D_Scene Scene Object
* @ingroup Evas_3D
*
* A scene represents a captured image of a scene graph through its viewing
* camera. A scene can be set to an image object to be displayed on the Evas
* canvas by using evas_object_image_scene_set() function.
*/
/**
* @defgroup Evas_3D_Node Node Object
* @ingroup Evas_3D
*
* A node is used for hierarchical construction of a scene graph. Evas 3D
* provides n-ary tree structure for the scene graph construction. A node has
* its position, orientation and scale. Other objects, like camera, light and
* mesh can be contained in a node to be located in a 3D space.
*/
/**
* @defgroup Evas_3D_Camera Camera Object
* @ingroup Evas_3D
*
* A camera object is used for taking a picture of a scene graph. A camera
* object itself is just a set of properties on how the camera should take the
* picture (like focus length and film size of the real world cameras). To be
* able to take a shot of the scene, a camera should be located in the scene, so
* that it has its viewing position and direction. It is done by containing the
* camera on a node. If one wants to locate several cameras having same
* properties, instead of creating multiple cameras, just create one camera and
* multiple nodes containing the camera and locate them at each desired position
* and direction. Just for convinience, use evas_3d_node_position_set() to move
* the camera to desired position and use evas_3d_node_look_at_set() to adjust
* the viewing direction of the camera.
*/
/**
* @defgroup Evas_3D_Light Light Object
* @ingroup Evas_3D
*
* A light object represents a set of properties of a light source. Evas 3D
* provides standard reflection model that of ambient, diffuse and specular
* reflection model. Also, Evas 3D support 3 types of light model, directional,
* point and spot light. Light position and direction is determined by the node
* containing the light.
*/
/**
* @defgroup Evas_3D_Mesh Mesh Object
* @ingroup Evas_3D
*
* A mesh object is a set of information on a visible geometrical object like
* character model, terrain or other structures and entities. Evas 3D support
* key-frame-based mesh animation, so a mesh can have multiple frames and each
* frame has its own material and geometric data. Like other data objects, a
* mesh can be located on a scene by being contained in a node. The mesh is
* transformed from its modeling coordinate space into the node's coordinate
* space. Also, the frame number is saved in the containing node. So, one can
* locate multiple nodes having same mesh object with different animation frame
* and transform. Unlike camera and light object, multiple meshes can be
* contained in a single node.
*/
/**
* @defgroup Evas_3D_Texture Texture Object
* @ingroup Evas_3D
*
* A texture object is an image represents material of surfaces. A texture can
* be set to a slot of Evas_3D_Material by using evas_3d_material_texture_set()
* function. The data of a texture can be loaded from memory, file and other
* Evas_Object.
*/
/**
* @defgroup Evas_3D_Material Material Object
* @ingroup Evas_3D
*
* A material object represents properties of surfaces. Evas 3D defines the
* properties with 5 material attributes, ambient, diffuse, specular emission
* and normal. Each attribute have its color value and texture map. Materials
* are used to determine the color of mesh surfaces.
*/
/**
* @typedef Evas_Real
*
* Floating-point data type
*
* Evas 3D use its own floating-point type. Even though it's a standard IEEE
* 754 floating-point type always use Evas_Real for the type safety. Double
* precision and fixed-point types will be useful but it's not supported yet.
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef double Evas_Real;
/**
* @typedef Evas_3D_Object
*
* 3D Object object handle
*
* @since 1.10
* @ingroup Evas_3D_Object
*/
typedef Eo Evas_3D_Object;
#define _EVAS_3D_OBJECT_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Scene
*
* Scene object handle
*
* @since 1.10
* @ingroup Evas_3D_Scene
*/
typedef Eo Evas_3D_Scene;
#define _EVAS_3D_SCENE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Node
*
* Node object handle
*
* @since 1.10
* @ingroup Evas_3D_Node
*/
typedef Eo Evas_3D_Node;
#define _EVAS_3D_NODE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Camera
*
* Camera object handle
*
* @since 1.10
* @ingroup Evas_3D_Camera
*/
typedef Eo Evas_3D_Camera;
#define _EVAS_3D_CAMERA_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Light
*
* Light object handle
*
* @since 1.10
* @ingroup Evas_3D_Light
*/
typedef Eo Evas_3D_Light;
#define _EVAS_3D_LIGHT_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Mesh
*
* Mesh object handle
*
* @since 1.10
* @ingroup Evas_3D_Mesh
*/
typedef Eo Evas_3D_Mesh;
#define _EVAS_3D_MESH_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Texture
*
* Texture object handle
*
* @since 1.10
* @ingroup Evas_3D_Texture
*/
typedef Eo Evas_3D_Texture;
#define _EVAS_3D_TEXTURE_EO_CLASS_TYPE
/**
* @typedef Evas_3D_Material
*
* Material object handle
*
* @since 1.10
* @ingroup Evas_3D_Material
*/
typedef Eo Evas_3D_Material;
#define _EVAS_3D_MATERIAL_EO_CLASS_TYPE
/**
* Type of 3D Object
*
* @since 1.10
* @ingroup Evas_3D_Type
*/
typedef enum _Evas_3D_Object_Type
{
EVAS_3D_OBJECT_TYPE_INVALID = 0,
EVAS_3D_OBJECT_TYPE_SCENE,
EVAS_3D_OBJECT_TYPE_NODE,
EVAS_3D_OBJECT_TYPE_CAMERA,
EVAS_3D_OBJECT_TYPE_LIGHT,
EVAS_3D_OBJECT_TYPE_MODEL,
EVAS_3D_OBJECT_TYPE_MESH,
EVAS_3D_OBJECT_TYPE_TEXTURE,
EVAS_3D_OBJECT_TYPE_MATERIAL,
} Evas_3D_Object_Type;
/**
* State of the Evas 3D
*
* @since 1.10
* @ingroup Evas_3D_Type
*/
typedef enum _Evas_3D_State
{
EVAS_3D_STATE_MAX = 16,
EVAS_3D_STATE_ANY = 0,
EVAS_3D_STATE_SCENE_ROOT_NODE = 1,
EVAS_3D_STATE_SCENE_CAMERA_NODE,
EVAS_3D_STATE_SCENE_BACKGROUND_COLOR,
EVAS_3D_STATE_SCENE_SIZE,
EVAS_3D_STATE_SCENE_SHADOWS_ENABLED,
EVAS_3D_STATE_SCENE_UPDATED,
EVAS_3D_STATE_TEXTURE_DATA = 1,
EVAS_3D_STATE_TEXTURE_WRAP,
EVAS_3D_STATE_TEXTURE_FILTER,
EVAS_3D_STATE_MATERIAL_ID = 1,
EVAS_3D_STATE_MATERIAL_COLOR,
EVAS_3D_STATE_MATERIAL_TEXTURE,
EVAS_3D_STATE_MESH_VERTEX_COUNT = 1,
EVAS_3D_STATE_MESH_FRAME,
EVAS_3D_STATE_MESH_MATERIAL,
EVAS_3D_STATE_MESH_TRANSFORM,
EVAS_3D_STATE_MESH_VERTEX_DATA,
EVAS_3D_STATE_MESH_INDEX_DATA,
EVAS_3D_STATE_MESH_VERTEX_ASSEMBLY,
EVAS_3D_STATE_MESH_SHADE_MODE,
EVAS_3D_STATE_MESH_FOG,
EVAS_3D_STATE_MESH_BLENDING,
EVAS_3D_STATE_MESH_ALPHA_TEST,
EVAS_3D_STATE_MESH_COLOR_PICK,
EVAS_3D_STATE_CAMERA_PROJECTION = 1,
EVAS_3D_STATE_LIGHT_AMBIENT = 1,
EVAS_3D_STATE_LIGHT_DIFFUSE,
EVAS_3D_STATE_LIGHT_SPECULAR,
EVAS_3D_STATE_LIGHT_SPOT_DIR,
EVAS_3D_STATE_LIGHT_SPOT_EXP,
EVAS_3D_STATE_LIGHT_SPOT_CUTOFF,
EVAS_3D_STATE_LIGHT_ATTENUATION,
EVAS_3D_STATE_LIGHT_PROJECTION,
EVAS_3D_STATE_NODE_TRANSFORM_POSITION = 1,
EVAS_3D_STATE_NODE_TRANSFORM_ORIENTATION,
EVAS_3D_STATE_NODE_TRANSFORM_SCALE,
EVAS_3D_STATE_NODE_MESH_GEOMETRY,
EVAS_3D_STATE_NODE_MESH_MATERIAL,
EVAS_3D_STATE_NODE_MESH_FRAME,
EVAS_3D_STATE_NODE_MESH_SHADE_MODE,
EVAS_3D_STATE_NODE_MESH_MATERIAL_ID,
EVAS_3D_STATE_NODE_LIGHT,
EVAS_3D_STATE_NODE_CAMERA,
EVAS_3D_STATE_NODE_PARENT_POSITION,
EVAS_3D_STATE_NODE_PARENT_ORIENTATION,
EVAS_3D_STATE_NODE_PARENT_SCALE,
EVAS_3D_STATE_NODE_MEMBER,
EVAS_3D_STATE_NODE_PARENT_BILLBOARD,
} Evas_3D_State;
/**
* Transform space
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Space
{
EVAS_3D_SPACE_LOCAL = 0, /**< Local coordinate space */
EVAS_3D_SPACE_PARENT, /**< Parent coordinate space */
EVAS_3D_SPACE_WORLD, /**< World coordinate space */
} Evas_3D_Space;
/**
* Types of a node
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Node_Type
{
EVAS_3D_NODE_TYPE_NODE = 0, /**< Node with no items */
EVAS_3D_NODE_TYPE_CAMERA, /**< Node which can contain camera object */
EVAS_3D_NODE_TYPE_LIGHT, /**< Node which can contain light object */
EVAS_3D_NODE_TYPE_MESH, /**< Node which can contain mesh objects */
} Evas_3D_Node_Type;
/**
* Types of node orientation
*
* @since 1.13
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Node_Orientation_Type
{
/**< Node with no orientation properties */
EVAS_3D_NODE_ORIENTATION_TYPE_NONE = 0,
/**< Node orientation is given as a point to look at and a vector
that indicates the angle at which the subject is looking at the point */
EVAS_3D_NODE_ORIENTATION_TYPE_LOOK_AT,
/**< Node orientation is given as id of another part to look at and a vector
that indicates the angle at which the subject is looking at the part */
EVAS_3D_NODE_ORIENTATION_TYPE_LOOK_TO,
/**< Node orientation is given as an angle and an axis to rotate around */
EVAS_3D_NODE_ORIENTATION_TYPE_ANGLE_AXIS,
/**< Node orientation is given as a quaternion */
EVAS_3D_NODE_ORIENTATION_TYPE_QUATERNION,
} Evas_3D_Node_Orientation_Type;
/**
* Vertex attribute IDs
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Vertex_Attrib
{
EVAS_3D_VERTEX_POSITION = 0, /**< Vertex position */
EVAS_3D_VERTEX_NORMAL, /**< Vertex normal */
EVAS_3D_VERTEX_TANGENT, /**< Vertex tangent (for normal mapping) */
EVAS_3D_VERTEX_COLOR, /**< Vertex color */
EVAS_3D_VERTEX_TEXCOORD, /**< Vertex texture coordinate */
} Evas_3D_Vertex_Attrib;
/**
* Index formats
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Index_Format
{
EVAS_3D_INDEX_FORMAT_NONE = 0, /**< Indexing is not used */
EVAS_3D_INDEX_FORMAT_UNSIGNED_BYTE, /**< Index is of type unsigned byte */
EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT /**< Index is of type unsigned short */
} Evas_3D_Index_Format;
/**
* Frustum modes
*
* @since 1.12
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Frustum_Mode
{
EVAS_3D_FRUSTUM_MODE_BSPHERE,
EVAS_3D_FRUSTUM_MODE_AABB,
EVAS_3D_FRUSTUM_MODE_CENTRAL_POINT
} Evas_3D_Frustum_Mode;
/**
* Vertex assembly modes
*
* Vertex assembly represents how the vertices are organized into geometric
* primitives.
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Vertex_Assembly
{
/**< A vertex is rendered as a point */
EVAS_3D_VERTEX_ASSEMBLY_POINTS = 0,
/**< Two vertices are organized as a line */
EVAS_3D_VERTEX_ASSEMBLY_LINES,
/**< Vertices are organized as a connected line path */
EVAS_3D_VERTEX_ASSEMBLY_LINE_STRIP,
/**< Vertices are organized as a closed line path */
EVAS_3D_VERTEX_ASSEMBLY_LINE_LOOP,
/**< Three vertices are organized as a triangle */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES,
/**< Vertices are organized as connected triangles */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_STRIP,
/**< Vertices are organized as a triangle fan */
EVAS_3D_VERTEX_ASSEMBLY_TRIANGLE_FAN,
} Evas_3D_Vertex_Assembly;
typedef enum _Evas_3D_Blend_Func
{
/**< The scale factors for color components is (0, 0, 0, 0)*/
EVAS_3D_BLEND_ZERO = 0,
/**< The scale factors for color components is (1, 1, 1, 1)*/
EVAS_3D_BLEND_ONE,
/**< The scale factors for color components is (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
EVAS_3D_BLEND_SRC_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rs/kR, Gs/kG, Bs/kB, As/kA)*/
EVAS_3D_BLEND_ONE_MINUS_SRC_COLOR,
/**< The scale factors for color components is (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
EVAS_3D_BLEND_DST_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rd/kR, Gd/kG, Bd/kB, Ad/kA)*/
EVAS_3D_BLEND_ONE_MINUS_DST_COLOR,
/**< The scale factors for color components is (As/kA, As/kA, As/kA, As/kA)*/
EVAS_3D_BLEND_SRC_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (As/kA, As/kA, As/kA, As/kA)*/
EVAS_3D_BLEND_ONE_MINUS_SRC_ALPHA,
/**< The scale factors for color components is (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
EVAS_3D_BLEND_DST_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (Ad/kA, Ad/kA, Ad/kA, Ad/kA)*/
EVAS_3D_BLEND_ONE_MINUS_DST_ALPHA,
/**< The scale factors for color components is (Rc, Gc, Bc, Ac)*/
EVAS_3D_BLEND_CONSTANT_COLOR,
/**< The scale factors for color components is (1, 1, 1, 1) - (Rc, Gc, Bc, Ac)*/
EVAS_3D_BLEND_ONE_MINUS_CONSTANT_COLOR,
/**< The scale factors for color components is (Ac, Ac, Ac, Ac)*/
EVAS_3D_BLEND_CONSTANT_ALPHA,
/**< The scale factors for color components is (1, 1, 1, 1) - (Ac, Ac, Ac, Ac)*/
EVAS_3D_BLEND_ONE_MINUS_CONSTANT_ALPHA,
/**< The scale factors for color components is (i, i, i, 1) where i = min(As, kA, Ad)/kA*/
EVAS_3D_BLEND_SRC_ALPHA_SATURATE,
} Evas_3D_Blend_Func;
/**
* Comparsion functions for testing(alpha, depth, stencil) in fragment shader.
*
* @since 1.14
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Comparison
{
/**< Never passes.*/
EVAS_3D_COMPARISON_NEVER,
/**< Passes if the incoming value is less than the reference value.*/
EVAS_3D_COMPARISON_LESS,
/**< Passes if the incoming value is equal to the reference value.*/
EVAS_3D_COMPARISON_EQUAL,
/**< Passes if the incoming value is less than or equal to the reference value.*/
EVAS_3D_COMPARISON_LEQUAL,
/**< Passes if the incoming value is greater than the reference value.*/
EVAS_3D_COMPARISON_GREATER,
/**< Passes if the incoming value is not equal to the reference value.*/
EVAS_3D_COMPARISON_NOTEQUAL,
/**< Passes if the incoming value is greater than or equal to the reference value.*/
EVAS_3D_COMPARISON_GEQUAL,
/**< Always passes (initial value).*/
EVAS_3D_COMPARISON_ALWAYS,
} Evas_3D_Comparison;
/**
* Wrap modes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Wrap_Mode
{
/**< Values will be clamped to be in range [min, max] */
EVAS_3D_WRAP_MODE_CLAMP = 0,
/**< Values will be repeated */
EVAS_3D_WRAP_MODE_REPEAT,
/**< Values will be repeated in a reflected manner */
EVAS_3D_WRAP_MODE_REFLECT
} Evas_3D_Wrap_Mode;
/**
* Mesh Primitive
*
* @since 1.12
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Mesh_Primitive
{
/**< An empty space */
EVAS_3D_MESH_PRIMITIVE_NONE = 0,
/**< One sided square */
EVAS_3D_MESH_PRIMITIVE_SQUARE,
/**< Cube */
EVAS_3D_MESH_PRIMITIVE_CUBE,
/**< Cylinder (can use precision and texture scale) */
EVAS_3D_MESH_PRIMITIVE_CYLINDER,
/**< Cone (can use precision and texture scale) */
EVAS_3D_MESH_PRIMITIVE_CONE,
/**< Sphere (can use precision and texture scale) */
EVAS_3D_MESH_PRIMITIVE_SPHERE,
/**< Torus (can use ratio, precision and texture scale) */
EVAS_3D_MESH_PRIMITIVE_TORUS,
/**< Custom surface (can use pointer to users function, precision and texture scale) */
EVAS_3D_MESH_PRIMITIVE_SURFACE,
/**< Terrain as surface with pointer to Perlin's noise function */
EVAS_3D_MESH_PRIMITIVE_TERRAIN
} Evas_3D_Mesh_Primitive;
/**
* Texture filters
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Texture_Filter
{
/**< Samples nearest texel */
EVAS_3D_TEXTURE_FILTER_NEAREST = 0,
/**< Lineary interpolate nearby texels */
EVAS_3D_TEXTURE_FILTER_LINEAR,
/**< Nearest sampling mipmap */
EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_NEAREST,
/**< Nearest sampling mipmap and interpolate */
EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_NEAREST,
/**< Linear sampling in nearest mipmap */
EVAS_3D_TEXTURE_FILTER_NEAREST_MIPMAP_LINEAR,
/**< Linear sampling in mipmap and interpolate */
EVAS_3D_TEXTURE_FILTER_LINEAR_MIPMAP_LINEAR
} Evas_3D_Texture_Filter;
/**
* Shade modes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Shade_Mode
{
/**< Shaded using vertex color attribute */
EVAS_3D_SHADE_MODE_VERTEX_COLOR = 0,
/**< Shaded using material diffuse term */
EVAS_3D_SHADE_MODE_DIFFUSE,
/**< Per-vertex flat lighting */
EVAS_3D_SHADE_MODE_FLAT,
/**< Per-pixel phong shading */
EVAS_3D_SHADE_MODE_PHONG,
/**< Per-pixel normal map shading */
EVAS_3D_SHADE_MODE_NORMAL_MAP,
/**< fragment color is defined by its z-coord*/
EVAS_3D_SHADE_MODE_SHADOW_MAP_RENDER,
/**< rendering to additional frame bufer*/
EVAS_3D_SHADE_MODE_COLOR_PICK,
/**< Per-pixel parallax occlusion map shading */
EVAS_3D_SHADE_MODE_PARALLAX_OCCLUSION,
} Evas_3D_Shade_Mode;
/**
* Material attributes
*
* @since 1.10
* @ingroup Evas_3D_Types
*/
typedef enum _Evas_3D_Material_Attrib
{
EVAS_3D_MATERIAL_AMBIENT = 0, /**< Ambient term */
EVAS_3D_MATERIAL_DIFFUSE, /**< Diffuse term */
EVAS_3D_MATERIAL_SPECULAR, /**< Specular term */
EVAS_3D_MATERIAL_EMISSION, /**< Emission term */
EVAS_3D_MATERIAL_NORMAL, /**< Normal map term */
} Evas_3D_Material_Attrib;
#include "canvas/evas_image.eo.h"
#include "canvas/evas_3d_camera.eo.h"
#include "canvas/evas_3d_texture.eo.h"
#include "canvas/evas_3d_material.eo.h"
#include "canvas/evas_3d_light.eo.h"
#include "canvas/evas_3d_mesh.eo.h"
#include "canvas/evas_3d_node.eo.h"
#include "canvas/evas_3d_scene.eo.h"
#include "canvas/evas_3d_object.eo.h"
/**
* @ingroup Evas_Object_VG
*
* @{
*/
#include "canvas/evas_vg.eo.h"
/**
* @}
*/
#include "canvas/efl_vg_base.eo.h"
#include "canvas/efl_vg_container.eo.h"
#include "canvas/efl_vg_shape.eo.h"
#include "canvas/efl_vg_gradient.eo.h"
#include "canvas/efl_vg_gradient_linear.eo.h"
#include "canvas/efl_vg_gradient_radial.eo.h"