evas Evas.h/Evas_GL.h: Removed trailing whitespaces.

SVN revision: 61154
This commit is contained in:
Daniel Juyung Seo 2011-07-08 12:15:25 +00:00
parent f297fc260d
commit ea1123d387
2 changed files with 52 additions and 52 deletions

View File

@ -3,7 +3,7 @@
@image html e_big.png
@version 1.0.0
@version 1.1
@author Carsten Haitzler <raster@@rasterman.com>
@author Till Adam <till@@adam-lilienthal.de>
@author Steve Ireland <sireland@@pobox.com>
@ -8370,10 +8370,10 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_
/**
* Get the number of users of the smart instance
*
*
* @param s The Evas_Smart to get the usage count of
* @return The number of uses of the smart instance
*
*
* This function tells you how many more uses of the smart instance are in
* existence. This should be used before freeing/clearing any of the
* Evas_Smart_Class that was used to create the smart instance. The smart
@ -8383,12 +8383,12 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_
* instance @p s and remove from memory any of the Evas_Smart_Class that
* was used to create the smart instance, if you desire. Removing it from
* memory without doing this will cause problems (crashes, undefined
* behavior etc. etc.), so either never remove the original
* behavior etc. etc.), so either never remove the original
* Evas_Smart_Class data from memory (have it be a constant structure and
* data), or use this API call and be very careful.
*/
EAPI int evas_smart_usage_get(const Evas_Smart *s);
/**
* @def evas_smart_class_inherit
* Easy to use version of evas_smart_class_inherit_full().
@ -9659,7 +9659,7 @@ EAPI Eina_Bool evas_object_table_mirrored_get (cons
* @since 1.1.0
*/
EAPI Eina_Bool evas_object_table_pack_get(Evas_Object *o, Evas_Object *child, unsigned short *col, unsigned short *row, unsigned short *colspan, unsigned short *rowspan);
/**
* Add a new child to a table object or set its current packing.
*
@ -9728,7 +9728,7 @@ EAPI Eina_Accessor *evas_object_table_accessor_new (cons
*/
EAPI Eina_List *evas_object_table_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;
EAPI Evas_Object *evas_object_table_child_get (const Evas_Object *o, unsigned short col, unsigned short row) EINA_ARG_NONNULL(1);
/**
* @defgroup Evas_Object_Grid Grid Smart Object.
*
@ -9836,7 +9836,7 @@ EAPI void evas_object_grid_clear (Evas_
/**
* Get the pack options for a grid child
*
*
* Get the pack x, y, width and height in virtual coordinates set by
* evas_object_grid_pack()
* @param o The grid object
@ -9849,7 +9849,7 @@ EAPI void evas_object_grid_clear (Evas_
* @since 1.1.0
*/
EAPI Eina_Bool evas_object_grid_pack_get (Evas_Object *o, Evas_Object *child, int *x, int *y, int *w, int *h);
/**
* Get an iterator to walk the list of children for the grid.
*
@ -9876,7 +9876,7 @@ EAPI Eina_Accessor *evas_object_grid_accessor_new (const
* @since 1.1.0
*/
EAPI Eina_List *evas_object_grid_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;
/**
* @defgroup Evas_Cserve Shared Image Cache Server
*

View File

@ -55,10 +55,10 @@ struct _Evas_GL_Config
* Functions that are used to do OpenGL rendering on Evas. Evas allows you
* to use OpenGL to render to specially set up image objects (which act as
* render target surfaces).
*
*
* Below is an illlustrative example of how to use OpenGL to render to an
* object in Evas.
*
*
* @code
// Simple Evas_GL example
#include <Ecore_Evas.h>
@ -92,10 +92,10 @@ int
main(int argc, char **argv)
{
// config for the surface for evas_gl
Evas_GL_Config config =
Evas_GL_Config config =
{
EVAS_GL_RGBA_8,
EVAS_GL_DEPTH_NONE,
EVAS_GL_RGBA_8,
EVAS_GL_DEPTH_NONE,
EVAS_GL_STENCIL_NONE
};
// a size by default
@ -116,13 +116,13 @@ main(int argc, char **argv)
// alloc a data struct to hold our relevant gl info in
if (!(gld = calloc(1, sizeof(GLData)))) return 0;
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// get the evas gl handle for doing gl things
gld->evasgl = evas_gl_new(canvas);
gld->glapi = evas_gl_api_get(gld->evasgl);
// create a surface and context
// create a surface and context
gld->sfc = evas_gl_surface_create(gld->evasgl, &config, w, h);
gld->ctx = evas_gl_context_create(gld->evasgl, NULL);
//-//
@ -162,7 +162,7 @@ main(int argc, char **argv)
// object via evas_object_image_pixels_dirty_set(). any display system,
// mainloop siztem etc. will have something of this kind unless it's making
// you spin infinitely yourself and invent your own animation mechanism
//
//
// NOTE: if you delete r1, this animator will keep running trying to access
// r1 so you'd better delete this animator with ecore_animator_del() or
// structure how you do animation differently. you can also attach it like
@ -172,7 +172,7 @@ main(int argc, char **argv)
// finally show the window for the world to see. windowing system generic
ecore_evas_show(ee);
// begin the mainloop and tick over the animator, handle events etc.
// also windowing system generic
ecore_main_loop_begin();
@ -194,7 +194,7 @@ on_del(void *data, Evas *e, Evas_Object *obj, void *event_info)
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
evas_object_data_del(obj, "..gld");
// Do a make_current before deleting all the GL stuff.
@ -216,9 +216,9 @@ on_pixels(void *data, Evas_Object *obj)
GLData *gld = evas_object_data_get(obj, "..gld");
if (!gld) return;
Evas_GL_API *gl = gld->glapi;
GLfloat vVertices[] =
GLfloat vVertices[] =
{
0.0f, 0.5f, 0.0f,
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
@ -242,7 +242,7 @@ on_pixels(void *data, Evas_Object *obj)
// Clear the buffer
gl->glClearColor(1.0, 0.0, 0.0, 1);
gl->glClear(GL_COLOR_BUFFER_BIT);
// Draw a Triangle
gl->glEnable(GL_BLEND);
@ -250,7 +250,7 @@ on_pixels(void *data, Evas_Object *obj)
gl->glEnableVertexAttribArray(0);
gl->glDrawArrays(GL_TRIANGLES, 0, 3);
// Optional - Flush the GL pipeline
gl->glFlush();
}
@ -279,15 +279,15 @@ load_shader(GLData *gld, GLenum type, const char *shader_src)
gl->glCompileShader(shader);
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
if (!compiled)
{
GLint len = 0;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetShaderInfoLog(shader, len, NULL, info);
@ -303,11 +303,11 @@ load_shader(GLData *gld, GLenum type, const char *shader_src)
}
// Initialize the shader and program object
static int
static int
init_shaders(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
const char vShaderStr[] =
const char vShaderStr[] =
"attribute vec4 vPosition; \n"
"void main() \n"
"{ \n"
@ -331,21 +331,21 @@ init_shaders(GLData *gld)
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
// Bind vPosition to attribute 0
// Bind vPosition to attribute 0
gl->glBindAttribLocation(gld->program, 0, "vPosition");
// Link the program
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
if (!linked)
{
GLint len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len);
if (len > 1)
{
char *info = malloc(sizeof(char) * len);
if (info)
{
gl->glGetProgramInfoLog(gld->program, len, NULL, info);
@ -368,7 +368,7 @@ init_shaders(GLData *gld)
* @addtogroup Evas_GL
* @{
*/
/**
* Creates a new Evas_GL object and returns a handle for gl rendering on efl.
*
@ -376,14 +376,14 @@ init_shaders(GLData *gld)
* @return The created evas_gl object, or NULl on fasilure.
*/
EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* Frees the created Evas_GL object.
*
* @param evas_gl The given Evas_GL object.
*/
EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1, 2);;
/**
* Creates and returns new Evas_GL_Surface object for GL Rendering.
*
@ -394,31 +394,31 @@ EAPI void evas_gl_free (Evas_GL *evas_gl) EINA
* @return The created GL surface object, or NULL on failure.
*/
EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2);
/**
* Destroys the created Evas GL Surface.
*
* @param evas_gl The given Evas_GL object.
* @param surf The given GL surface object.
*/
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2);
/**
* Creates and returns a new Evas GL context object
*
* @param evas_gl The given Evas_GL object.
* @return The created context, or NULL on failure.
*/
EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
/**
* Destroys the given Evas GL context object
*
* @param evas_gl The given Evas_GL object.
* @param ctx The given Evas GL context.
*/
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
/**
* Sets the given context as a current context for the given surface
*
@ -428,7 +428,7 @@ EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas
* @return EINA_TRUE if successful, EINA_FALSE if not.
*/
EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2);
/**
* Returns a GL or the Glue Layer's extension function.
*
@ -437,7 +437,7 @@ EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas
*/
EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE;
/**
* Fills in the Native Surface information from the given Evas GL surface.
*
@ -450,23 +450,23 @@ EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas
/**
* Get the API for rendering using OpenGL
*
*
* @param evas_gl The given Eva_GL object.
* @return The API to use.
*
*
* This returns a structure that contains all the OpenGL functions you can
* use to render in Evas. These functions consist of all the standard
* OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in
* addition. This means that if you have your code ported to OpenGL-ES2.0,
* it will be easy to render to Evas.
*
*
*/
EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1);
#if !defined(__gl_h_) && !defined(__gl2_h_)
# define __gl_h_
# define __gl2_h_
/*
* This document is licensed under the SGI Free Software B License Version
* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
@ -927,16 +927,16 @@ typedef signed long int GLsizeiptr; // Changed khronos_ssize_t
#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506
#else
# ifndef EVAS_GL_NO_GL_H_CHECK
# ifndef EVAS_GL_NO_GL_H_CHECK
# error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers."
# endif
#endif
#define EVAS_GL_API_VERSION 1
#define EVAS_GL_API_VERSION 1
struct _Evas_GL_API
{
int version;
/* version 1: */
void (*glActiveTexture) (GLenum texture);
void (*glAttachShader) (GLuint program, GLuint shader);