forked from enlightenment/efl
evas_image: finish doc conversion
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@ -561,237 +561,204 @@ class Evas.Image (Evas.Object, Efl.File, Efl.Image, Efl.Gfx.Fill, Efl.Gfx.View,
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}
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@property stride {
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get {
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/*@
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Retrieves the row stride of the given image object.
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[[Retrieves the row stride of the given image object.
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@return The stride of the image (<b>in bytes</b>).
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The row stride is the number of bytes between the start of a row
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and the start of the next row for image data. */
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return: int @warn_unused;
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The row stride is the number of bytes between the start of a
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row and the start of the next row for image data.
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]]
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return: int @warn_unused; [[The stride of the image (in bytes).]]
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}
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}
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@property animated_loop_type {
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get {
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/*@
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Get the kind of looping the image object does.
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[[Get the kind of looping the image object does.
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@return Loop type of the image object
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This returns the kind of looping the image object wants to do.
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This returns the kind of looping the image object wants to do.
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If it returns EVAS_IMAGE_ANIMATED_HINT_LOOP, you should display
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frames in a sequence like: 1->2->3->1->2->3->1...
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If it returns EVAS_IMAGE_ANIMATED_HINT_LOOP, you should display frames in a sequence like:
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1->2->3->1->2->3->1...
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If it returns EVAS_IMAGE_ANIMATED_HINT_PINGPONG, it is better to
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display frames in a sequence like: 1->2->3->2->1->2->3->1...
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If it returns EVAS_IMAGE_ANIMATED_HINT_PINGPONG, it is better
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to display frames in a sequence like: 1->2->3->2->1->2->3->1...
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The default type is EVAS_IMAGE_ANIMATED_HINT_LOOP.
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The default type is EVAS_IMAGE_ANIMATED_HINT_LOOP.
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@see evas_object_image_animated_get()
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@see evas_object_image_animated_frame_count_get()
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@see evas_object_image_animated_loop_type_get()
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@see evas_object_image_animated_loop_count_get()
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@see evas_object_image_animated_frame_duration_get()
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@see evas_object_image_animated_frame_set()
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@since 1.1 */
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return: Evas_Image_Animated_Loop_Hint;
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See also \@ref evas_object_image_animated_get,
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@.animated_frame_count.get, @.animated_loop_type.get,
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@.animated_loop_count.get, @.animated_frame_duration_get.
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@since 1.1
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]]
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return: Evas_Image_Animated_Loop_Hint; [[Loop type of the image object.]]
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}
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}
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@property animated_loop_count {
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get {
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/*@
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Get the number times the animation of the object loops.
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[[Get the number times the animation of the object loops.
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@return The number of loop of an animated image object
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This returns loop count of image. The loop count is the number
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of times the animation will play fully from first to last frame
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until the animation should stop (at the final frame).
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This returns loop count of image. The loop count is the number of times
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the animation will play fully from first to last frame until the animation
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should stop (at the final frame).
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If 0 is returned, then looping should happen indefinitely
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(no limit to the number of times it loops).
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If 0 is returned, then looping should happen indefinitely (no limit to
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the number of times it loops).
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See also \@ref evas_object_image_animated_get,
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@.animated_frame_count.get, @.animated_loop_type.get,
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@.animated_loop_count.get, @.animated_frame_duration_get.
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@see evas_object_image_animated_get()
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@see evas_object_image_animated_frame_count_get()
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@see evas_object_image_animated_loop_type_get()
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@see evas_object_image_animated_loop_count_get()
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@see evas_object_image_animated_frame_duration_get()
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@see evas_object_image_animated_frame_set()
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@since 1.1 */
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return: int;
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@since 1.1
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]]
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return: int; [[The number of loop of an animated image object.]]
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}
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}
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@property scene {
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set {
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/*@
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Set the 3D scene of a given image of the canvas.
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[[Set the 3D scene of a given image of the canvas.
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This function sets a 3d scene of a given canvas image.
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This function sets a 3d scene of a given canvas image.
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@see evas_object_image_scene_set
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@since 1.10 */
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@since 1.10
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]]
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legacy: null;
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}
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get {
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/*@
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Get the 3D scene of a given image of the canvas.
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[[Get the 3D scene of a given image of the canvas.
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@return The 3d scene of the given canvas image.
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This function returns the 3d scene of a given canvas image.
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This function returns the 3d scene of a given canvas image.
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@see evas_object_image_scene_get
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@since 1.10 */
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legacy: null;
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@since 1.10
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]]
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legacy: null;
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}
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values {
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scene: Evas.Canvas3D.Scene *; /*@ 3D scene on an image object. */
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scene: Evas.Canvas3D.Scene *; [[3D scene on an image object.]]
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}
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}
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@property orient {
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set {
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/*@
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Set the image orientation.
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[[Set the image orientation.
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This function allows to rotate or flip the image.
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This function allows to rotate or flip the image.
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@see evas_object_image_orient_get()
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@see @ref Evas_Image_Orient
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@since 1.14*/
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@since 1.14
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]]
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}
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get {
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/*@
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Get the image orientation.
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[[Get the image orientation.
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@return The image orientation @ref Evas_Image_Orient
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@see evas_object_image_orient_set()
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@see @ref Evas_Image_Orient
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@since 1.14*/
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@since 1.14
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]]
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}
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values {
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orient: Evas_Image_Orient; /*@ The image orientation @ref Evas_Image_Orient
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Default is #EVAS_IMAGE_ORIENT_NONE. */
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orient: Evas_Image_Orient; [[The image orientation \@ref Evas_Image_Orient.
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Default is #EVAS_IMAGE_ORIENT_NONE.]]
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}
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}
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@property snapshot {
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set {
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/*@
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The content below the Evas_Object_Image will be rendered inside it and
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you can reuse it as a source for any kind of effect.
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[[The content below the Evas_Object_Image will be rendered
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inside it and you can reuse it as a source for any kind
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of effect.
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@since 1.15
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*/
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}
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get {
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/*@
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Determine wether the Evas_Object_Image replicate the content of the
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canvas below.
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@since 1.15
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]]
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}
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get {
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[[Determine wether the Evas_Object_Image replicate the content
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of the canvas below.
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@return $true if it does, $false if it doesn't.
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@since 1.15
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*/
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}
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values {
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s: bool; /*@ Wether to put the content of the canvas below inside the Evas_Object_Image. */
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}
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@since 1.15
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]]
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}
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values {
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s: bool; [[Wether to put the content of the canvas below inside
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the Evas_Object_Image.]]
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}
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}
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preload_begin {
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/*@ Begin preloading an image object's image data in the background */
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[[Begin preloading an image object's image data in the background.]]
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legacy: null;
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}
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data_update_add {
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/*@
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Mark a sub-region of the given image object to be redrawn.
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This function schedules a particular rectangular region of an image
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object to be updated (redrawn) at the next rendering cycle. */
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[[Mark a sub-region of the given image object to be redrawn.
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This function schedules a particular rectangular region of an
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image object to be updated (redrawn) at the next rendering cycle.
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]]
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params {
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@in x: int; /*@ X-offset of the region to be updated. */
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@in y: int; /*@ Y-offset of the region to be updated. */
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@in w: int; /*@ Width of the region to be updated. */
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@in h: int; /*@ Height of the region to be updated. */
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@in x: int; [[X-offset of the region to be updated.]]
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@in y: int; [[Y-offset of the region to be updated.]]
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@in w: int; [[Width of the region to be updated.]]
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@in h: int; [[Height of the region to be updated.]]
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}
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}
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animated_frame_duration_get @const {
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/*@
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Get the duration of a sequence of frames.
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[[Get the duration of a sequence of frames.
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This returns total duration that the specified sequence of frames should
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take in seconds.
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This returns total duration that the specified sequence of
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frames should take in seconds.
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If you set start_frame to 1 and frame_num 0, you get frame 1's duration
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If you set start_frame to 1 and frame_num 1, you get frame 1's duration +
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frame2's duration
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If you set start_frame to 1 and frame_num 0, you get frame 1's
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duration. If you set start_frame to 1 and frame_num 1, you get
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frame 1's duration + frame2's duration.
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@see evas_object_image_animated_get()
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@see evas_object_image_animated_frame_count_get()
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@see evas_object_image_animated_loop_type_get()
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@see evas_object_image_animated_loop_count_get()
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@see evas_object_image_animated_frame_duration_get()
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@see evas_object_image_animated_frame_set()
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@since 1.1 */
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See also \@ref evas_object_image_animated_get,
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@.animated_frame_count.get, @.animated_loop_type.get,
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@.animated_loop_count.get, @.animated_frame_duration_get.
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@since 1.1
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]]
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return: double;
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params {
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@in start_frame: int; /*@ The first frame */
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@in frame_num: int; /*@ Number of frames in the sequence */
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@in start_frame: int; [[The first frame.]]
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@in frame_num: int; [[Number of frames in the sequence.]]
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}
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}
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data_set {
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/*@
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Sets the raw image data of the given image object.
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Note that the raw data must be of the same size (see
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evas_object_image_size_set(), which has to be called @b before this
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one) and colorspace (see evas_object_image_colorspace_set()) of the
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image. If data is $null, the current image data will be
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freed. Naturally, if one does not set an image object's data
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manually, it will still have one, allocated by Evas.
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@see evas_object_image_data_get() */
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[[Sets the raw image data of the given image object.
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Note that the raw data must be of the same size (see
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\@ref evas_object_image_size_set, which has to be called before
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this one) and colorspace (see @.colorspace.set) of the image.
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If data is $null, the current image data will be freed.
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Naturally, if one does not set an image object's data
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manually, it will still have one, allocated by Evas.
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]]
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params {
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@in data: void *; /*@ The raw data, or $null. */
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@in data: void *; [[The raw data, or $null.]]
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}
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}
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data_get @const {
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/*@
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Get a pointer to the raw image data of the given image object.
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[[Get a pointer to the raw image data of the given image object.
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@return The raw image data.
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This function returns a pointer to an image object's internal
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pixel buffer, for reading only or read/write. If you request
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it for writing, the image will be marked dirty so that it gets
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redrawn at the next update.
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This function returns a pointer to an image object's internal pixel
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buffer, for reading only or read/write. If you request it for
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writing, the image will be marked dirty so that it gets redrawn at
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the next update.
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Each time you call this function on an image object, its data
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buffer will have an internal reference counter incremented.
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Decrement it back by using @.data_set.
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Each time you call this function on an image object, its data
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buffer will have an internal reference counter
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incremented. Decrement it back by using
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evas_object_image_data_set().
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This is best suited for when you want to modify an existing
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image, without changing its dimensions.
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This is best suited for when you want to modify an existing image,
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without changing its dimensions.
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Note: The contents' format returned by it depend on the color
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space of the given image object.
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@note The contents' format returned by it depend on the color
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space of the given image object.
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@note You may want to use evas_object_image_data_update_add() to
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inform data changes, if you did any.
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@see evas_object_image_data_set() */
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return: void * @warn_unused;
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Note: You may want to use @.data_update_add to inform data
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changes, if you did any.
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]]
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return: void * @warn_unused; [[ The raw image data.]]
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params {
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@in for_writing: bool; /*@ Whether the data being retrieved will be
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modified ($true) or not ($false). */
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@in for_writing: bool; [[Whether the data being retrieved will
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be modified ($true) or not ($false).]]
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}
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}
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preload_cancel {
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/*@ Cancel preloading an image object's image data in the background */
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[[Cancel preloading an image object's image data in the background.]]
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legacy: null;
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}
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}
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