From 9654cf13f05dd799f30b1bc5ab9d8aa016004068 Mon Sep 17 00:00:00 2001 From: Bruno Dilly Date: Thu, 6 Dec 2012 19:37:07 +0000 Subject: [PATCH] edje: clean header: remove random blank lines and indent Remove blocks of blank lines and fix perspective part indenting SVN revision: 80382 --- legacy/edje/src/lib/Edje.h | 282 ++++++++++++++++++------------------- 1 file changed, 137 insertions(+), 145 deletions(-) diff --git a/legacy/edje/src/lib/Edje.h b/legacy/edje/src/lib/Edje.h index 482e192929..40b8520539 100644 --- a/legacy/edje/src/lib/Edje.h +++ b/legacy/edje/src/lib/Edje.h @@ -9,12 +9,6 @@ These routines are used for Edje. Please see the @ref authors page for contact details. - - - - - - @section intro What is Edje? Edje is a complex graphical design & layout library. @@ -134,7 +128,6 @@ Before digging into changing or creating your own Edje source (edc) files, read the @ref edcref. - @section history Edje History It's a sequel to "Ebits" which has serviced the needs of Enlightenment @@ -156,7 +149,6 @@ basic GUI constructor. Unlike Ebits, Edje separates the layout and behavior logic. - @section Edje_Examples Examples on Edje's usage What follows is a list with various commented examples, covering a great @@ -3684,7 +3676,7 @@ EAPI Eina_Bool edje_object_color_class_get (const Evas_Object *o, con * If the @p size is less then 0 then the font size will be calculated in the * percentage. For example, if the @p size is -50, then the font size will be * scaled to half of the original size and if the @p size is -10 then the font - * size will be scaled as much as 0.1x. + * size will be scaled as much as 0.1x. * * @see edje_text_class_get(). * @@ -4717,7 +4709,7 @@ EAPI Eina_Bool edje_object_part_text_set (Evas_Object *obj, const c * This converts the given string @p text to UTF8 assuming it contains HTML * style escapes like "&" and "©" etc. IF the part is of type TEXT, * as opposed to TEXTBLOCK. - * + * * @param obj A valid Evas Object handle * @param part The part name * @param text The text string @@ -5163,7 +5155,7 @@ EAPI Eina_Bool edje_object_part_text_cursor_is_visible_format_get(const E /** * @brief Returns the content (char) at the cursor position. * @see evas_textblock_cursor_content_get - * + * * You must free the return (if not NULL) after you are done with it. * * @param obj A valid Evas_Object handle @@ -5212,7 +5204,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_ /** * @} */ -;; + /** * @defgroup Edje_Text_Entry Edje Text Entry * @@ -5221,7 +5213,7 @@ EAPI void edje_object_part_text_cursor_geometry_get (const Evas_ * In Edje it's possible to use a text part as a entry so the user is * able to make inputs of text. To do so, the text part must be set * with a input panel taht will work as a virtual keyboard. - * + * * Some of effects can be applied to the entered text and also plenty * actions can be performed after any input. * @@ -5390,7 +5382,7 @@ EAPI void edje_object_part_text_imf_context_reset (const E * @param obj A valid Evas_Object handle * @param part The part name * - * @return The input method context (Ecore_IMF_Context *) in entry + * @return The input method context (Ecore_IMF_Context *) in entry * @since 1.2.0 */ EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part); @@ -5681,9 +5673,9 @@ EAPI void *edje_object_text_insert_filter_callback_del_full (Evas_Ob * Add a markup filter function for newly inserted text. * * Whenever text is inserted (not the same as set) into the given @p part, - * the list of markup filter functions will be called to decide if and how + * the list of markup filter functions will be called to decide if and how * the new text will be accepted. - * The text parameter in the @p func filter is always markup. It can be + * The text parameter in the @p func filter is always markup. It can be * modified by the user and it's up to him to free the one passed if he's to * change the pointer. If doing so, the newly set text should be malloc'ed, * as once all the filters are called Edje will free it. @@ -6573,136 +6565,136 @@ EAPI void edje_message_signal_process (void); * @{ */ - /* perspective info for maps inside edje objects */ - typedef struct _Edje_Perspective Edje_Perspective; +/* perspective info for maps inside edje objects */ +typedef struct _Edje_Perspective Edje_Perspective; - /** - * Creates a new perspective in the given canvas. - * - * @param e The given canvas (Evas). - * @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors. - * - * This function creates a perspective object that can be set on an Edje - * object, or globally to all Edje objects on this canvas. - * - * @see edje_perspective_set() - * @see edje_perspective_free() - */ - EAPI Edje_Perspective *edje_perspective_new (Evas *e); - /** - * Delete the given perspective object. - * - * @param ps A valid perspective object, or @c NULL. - * - * This function will delete the perspective object. If the perspective - * effect was being applied to any Edje object or part, this effect won't be - * applied anymore. - * - * @see edje_perspective_new() - */ - EAPI void edje_perspective_free (Edje_Perspective *ps); - /** - * Setup the transform for this perspective object. - * - * This sets the parameters of the perspective transformation. X, Y and Z - * values are used. The px and py points specify the "infinite distance" point - * in the 3D conversion (where all lines converge to like when artists draw - * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1 - * mapping between spatial coordinates and screen coordinates. Any points - * on this z value will not have their X and Y values modified in the transform. - * Those further away (Z value higher) will shrink into the distance, and - * those less than this value will expand and become bigger. The @p foc value - * determines the "focal length" of the camera. This is in reality the distance - * between the camera lens plane itself (at or closer than this rendering - * results are undefined) and the "z0" z value. This allows for some "depth" - * control and @p foc must be greater than 0. - * - * @param ps The perspective object - * @param px The perspective distance X coordinate - * @param py The perspective distance Y coordinate - * @param z0 The "0" z plane value - * @param foc The focal distance - */ - EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc); - /** - * Make this perspective object be global for its canvas. - * - * @param ps The given perspective object - * @param global @c EINA_TRUE if the perspective should be global, @c - * EINA_FALSE otherwise. - * - * The canvas which this perspective object is being set as global is the one - * given as argument upon the object creation (the @p evas parameter on the - * function @c edje_perspective_new(evas) ). - * - * There can be only one global perspective object set per canvas, and if - * a perspective object is set to global when there was already another - * global perspective set, the old one will be set as non-global. - * - * A global perspective just affects a part if its Edje object doesn't have a - * perspective object set to it, and if the part doesn't point to another - * part to be used as perspective. - * - * @see edje_object_perspective_set() - * @see edje_perspective_global_get() - * @see edje_perspective_new() - */ - EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global); - /** - * Get whether the given perspective object is global or not. - * - * @param ps The given perspective object. - * @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE - * otherwise. - * - * @see edje_perspective_global_set() - */ - EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps); - /** - * Get the global perspective object set for this canvas. - * - * @param e The given canvas (Evas). - * @return The perspective object set as global for this canvas. Or @c NULL - * if there is no global perspective set and on errors. - * - * This function will return the perspective object that was set as global - * with edje_perspective_global_set(). - * - * @see edje_perspective_global_set() - * @see edje_perspective_global_get() - */ - EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e); - /** - * Set the given perspective object on this Edje object. - * - * @param obj The Edje object on the perspective will be set. - * @param ps The perspective object that will be used. - * - * Make the given perspective object be the default perspective for this Edje - * object. - * - * There can be only one perspective object per Edje object, and if a - * previous one was set, it will be removed and the new perspective object - * will be used. - * - * An Edje perspective will only affect a part if it doesn't point to another - * part to be used as perspective. - * - * @see edje_object_perspective_new() - * @see edje_object_perspective_get() - * @see edje_perspective_set() - */ - EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps); - /** - * Get the current perspective used on this Edje object. - * - * @param obj the given Edje object. - * @return The perspective object being used on this Edje object. Or @c NULL - * if there was none, and on errors. - * - * @see edje_object_perspective_set() - */ - EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj); +/** + * Creates a new perspective in the given canvas. + * + * @param e The given canvas (Evas). + * @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors. + * + * This function creates a perspective object that can be set on an Edje + * object, or globally to all Edje objects on this canvas. + * + * @see edje_perspective_set() + * @see edje_perspective_free() + */ +EAPI Edje_Perspective *edje_perspective_new (Evas *e); +/** + * Delete the given perspective object. + * + * @param ps A valid perspective object, or @c NULL. + * + * This function will delete the perspective object. If the perspective + * effect was being applied to any Edje object or part, this effect won't be + * applied anymore. + * + * @see edje_perspective_new() + */ +EAPI void edje_perspective_free (Edje_Perspective *ps); +/** + * Setup the transform for this perspective object. + * + * This sets the parameters of the perspective transformation. X, Y and Z + * values are used. The px and py points specify the "infinite distance" point + * in the 3D conversion (where all lines converge to like when artists draw + * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1 + * mapping between spatial coordinates and screen coordinates. Any points + * on this z value will not have their X and Y values modified in the transform. + * Those further away (Z value higher) will shrink into the distance, and + * those less than this value will expand and become bigger. The @p foc value + * determines the "focal length" of the camera. This is in reality the distance + * between the camera lens plane itself (at or closer than this rendering + * results are undefined) and the "z0" z value. This allows for some "depth" + * control and @p foc must be greater than 0. + * + * @param ps The perspective object + * @param px The perspective distance X coordinate + * @param py The perspective distance Y coordinate + * @param z0 The "0" z plane value + * @param foc The focal distance + */ +EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc); +/** + * Make this perspective object be global for its canvas. + * + * @param ps The given perspective object + * @param global @c EINA_TRUE if the perspective should be global, @c + * EINA_FALSE otherwise. + * + * The canvas which this perspective object is being set as global is the one + * given as argument upon the object creation (the @p evas parameter on the + * function @c edje_perspective_new(evas) ). + * + * There can be only one global perspective object set per canvas, and if + * a perspective object is set to global when there was already another + * global perspective set, the old one will be set as non-global. + * + * A global perspective just affects a part if its Edje object doesn't have a + * perspective object set to it, and if the part doesn't point to another + * part to be used as perspective. + * + * @see edje_object_perspective_set() + * @see edje_perspective_global_get() + * @see edje_perspective_new() + */ +EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global); +/** + * Get whether the given perspective object is global or not. + * + * @param ps The given perspective object. + * @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE + * otherwise. + * + * @see edje_perspective_global_set() + */ +EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps); +/** + * Get the global perspective object set for this canvas. + * + * @param e The given canvas (Evas). + * @return The perspective object set as global for this canvas. Or @c NULL + * if there is no global perspective set and on errors. + * + * This function will return the perspective object that was set as global + * with edje_perspective_global_set(). + * + * @see edje_perspective_global_set() + * @see edje_perspective_global_get() + */ +EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e); +/** + * Set the given perspective object on this Edje object. + * + * @param obj The Edje object on the perspective will be set. + * @param ps The perspective object that will be used. + * + * Make the given perspective object be the default perspective for this Edje + * object. + * + * There can be only one perspective object per Edje object, and if a + * previous one was set, it will be removed and the new perspective object + * will be used. + * + * An Edje perspective will only affect a part if it doesn't point to another + * part to be used as perspective. + * + * @see edje_object_perspective_new() + * @see edje_object_perspective_get() + * @see edje_perspective_set() + */ +EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps); +/** + * Get the current perspective used on this Edje object. + * + * @param obj the given Edje object. + * @return The perspective object being used on this Edje object. Or @c NULL + * if there was none, and on errors. + * + * @see edje_object_perspective_set() + */ +EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj); /** * @}