[evas] Using @b where possible on docs.

SVN revision: 60319
This commit is contained in:
Gustavo Lima Chaves 2011-06-14 20:13:05 +00:00
parent aa0922e547
commit 3f57d86df3
1 changed files with 30 additions and 31 deletions

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