evas_image: finish doc conversion

This commit is contained in:
Daniel Kolesa 2015-08-14 16:36:21 +01:00
parent 11101af3bb
commit d737233dd5
1 changed files with 117 additions and 150 deletions

View File

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