#ifndef ECTOR_H_ #define ECTOR_H_ #include #include #include #ifdef EAPI # undef EAPI #endif #ifdef _WIN32 # ifdef EFL_ECTOR_BUILD # ifdef DLL_EXPORT # define EAPI __declspec(dllexport) # else # define EAPI # endif /* ! DLL_EXPORT */ # else # define EAPI __declspec(dllimport) # endif /* ! EFL_EO_BUILD */ #else # ifdef __GNUC__ # if __GNUC__ >= 4 # define EAPI __attribute__ ((visibility("default"))) # else # define EAPI # endif # else # define EAPI # endif #endif /* ! _WIN32 */ #ifdef __cplusplus extern "C" { #endif /** * @page ector_main Ector * * @date 2014 (created) * * @section toc Table of Contents * * @li @ref ector_main_intro * @li @ref ector_main_compiling * @li @ref ector_main_next_steps * @li @ref ector_main_intro_example * * @section ector_main_intro Introduction * * Ector is a retained mode drawing library that is designed to work * for and with an scenegraph like Evas. * * @section ector_main_compiling How to compile * * Ector is a library your application links to. The procedure for this is * very simple. You simply have to compile your application with the * appropriate compiler flags that the @c pkg-config script outputs. For * example: * * Compiling C or C++ files into object files: * * @verbatim gcc -c -o main.o main.c `pkg-config --cflags ector` @endverbatim * * Linking object files into a binary executable: * * @verbatim gcc -o my_application main.o `pkg-config --libs ector` @endverbatim * * See @ref pkgconfig * * @section ector_main_next_steps Next Steps * * After you understood what Ector is and installed it in your system * you should proceed understanding the programming interface. * * Recommended reading: * * @li @ref Ector_Surface * @li @ref Ector_Renderer * * @section ector_main_intro_example Introductory Example * * @ref Ector_Tutorial * * * @addtogroup Ector * @{ */ #ifdef EFL_BETA_API_SUPPORT /** * @typedef Ector_Surface * The base type to render content into. */ typedef Eo Ector_Surface; /** * @typedef Ector_Renderer * The base type describing what to render. */ typedef Eo Ector_Renderer; /** * @typedef Ector_Colorspace * The definiton of colorspace. */ // FIXME: Enable that when we have merged Emile /* typedef Evas_Colorspace Ector_Colorspace; */ /** * Raster operations at pixel level */ typedef enum _Ector_Rop { ECTOR_ROP_BLEND, /**< D = S + D(1 - Sa) */ ECTOR_ROP_COPY, /**< D = S */ ECTOR_ROP_LAST } Ector_Rop; /** * Quality values */ typedef enum _Ector_Quality { ECTOR_QUALITY_BEST, /**< Best quality */ ECTOR_QUALITY_GOOD, /**< Good quality */ ECTOR_QUALITY_FAST, /**< Lower quality, fastest */ ECTOR_QUALITY_LAST } Ector_Quality; /** * Priorities */ typedef enum _Ector_Priority { ECTOR_PRIORITY_NONE = 0, ECTOR_PRIORITY_MARGINAL = 64, ECTOR_PRIORITY_SECONDARY = 128, ECTOR_PRIORITY_PRIMARY = 256, } Ector_Priority; /** * What kind of update is being pushed */ typedef enum _Ector_Update_Type { ECTOR_UPDATE_BACKGROUND = 1, /* All the previous state in that area is reset to the new updated profile */ ECTOR_UPDATE_EMPTY = 2, /* Pushing empty area (no visible pixels at all, no need to read this surface to render it) */ ECTOR_UPDATE_ALPHA = 4, /* Pushing some transparent pixels (this impact the under layer and will require to read back the surface where this surface is blitted) */ ECTOR_UPDATE_OPAQUE = 8 /* Pushing some opaque pixels (this means that their is no need to read the under layer when blitting this surface) */ } Ector_Update_Type; /** * @brief Init the ector subsystem * @return @c EINA_TRUE on success. * * @see ector_shutfown() */ EAPI int ector_init(void); /** * @brief Shutdown the ector subsystem * @return @c EINA_TRUE on success. * * @see ector_init() */ EAPI int ector_shutdown(void); #include "ector_surface.h" #include "ector_renderer.h" #include "ector_util.h" #endif /** * @} */ #ifdef __cplusplus } #endif #endif