diff --git a/src/lib/evas/canvas/evas_image.eo b/src/lib/evas/canvas/evas_image.eo index 04e679ca57..cb5da1a12b 100644 --- a/src/lib/evas/canvas/evas_image.eo +++ b/src/lib/evas/canvas/evas_image.eo @@ -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 (in bytes). - - 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; } }