#ifndef _EVAS_H # error You shall not include this header directly #endif #ifdef EFL_EO_API_SUPPORT #include "canvas/efl_ui_draggable.eo.h" #include "canvas/efl_ui_clickable.eo.h" #include "canvas/efl_ui_scrollable.eo.h" #include "canvas/efl_ui_selectable.eo.h" #include "canvas/efl_ui_zoomable.eo.h" #include "canvas/evas_canvas.eo.h" /** * @ingroup Evas_Object_Rectangle * * @{ */ #include "canvas/efl_canvas_rectangle.eo.h" /** * @} */ /** * @ingroup Efl_Canvas_Text * * @{ */ #include "canvas/efl_canvas_text_cursor.eo.h" #include "canvas/efl_canvas_text.eo.h" /** * @} */ /** * @ingroup Evas_Object_Polygon * * @{ */ #include "canvas/efl_canvas_polygon.eo.h" /** * @} */ /** * @ingroup Evas_Smart_Object_Group * * @{ */ #include "canvas/efl_canvas_group.eo.h" /** * @} */ /** * @ingroup Evas_Smart_Object_Clipped * * @{ */ #include "canvas/efl_canvas_group_clipped.eo.h" /** * @} */ #include "canvas/efl_canvas_object.eo.h" #endif /* EFL_EO_API_SUPPORT */ #if defined(EFL_BETA_API_SUPPORT) && defined(EFL_EO_API_SUPPORT) /** * @defgroup Evas_3D Evas 3D Extensions * * Evas extension to support 3D rendering. * * @ingroup Evas */ /** * @page evas_canvas3d_main Evas 3D * * @since 1.10 * * @section toc Table of Contents * * @li @ref evas_canvas3d_intro * @li @ref evas_canvas3d_example * * @section evas_canvas3d_intro Introduction * * Evas 3D is an extension to support 3D scene graph rendering into 2D Evas * canvas supporting typicall tree-based scene graph manipulation and other 3D * graphics rendering techniques. * * Evas 3D provides 3D objects which are used for describing 3D scene and APIs * to connect the scene with an evas image object so that the scene is rendered * on that image object. * * Construction of a 3D scene is process of locating desired cameras, lights and * meshes in the scene. Typically the scene is structured with some hierarchical * data structure. Evas 3D support n-ary tree structure for describing the * scene. Node is used to build the tree representation of the scene. Other * objects, like camera, light and mesh can be located in the scene by being * contained in a node. * * Like other 3D graphics engine, Evas 3D support standard 3D rendering method * like flat shading, phong shading and normal map and other features like * texture mapping, triangle meshes. * * Besides all the traditional 3D rendering things, one of the key feature of * the Evas 3D is that it is able to use existing evas objects as textures * inside of the 3D scene. "Existing evas objects" means all the EFL widgets * and applications. By supporting this, it is easy to make 3D version of an * application without modifying the original source that much. * * Also, 3D scene can be located on the canvas naturally stacked with existing * evas objects. This can make it possible putting 3D things into existing 2D * application layouts. * * @section evas_canvas3d_example Introductory Example * * @include evas-3d-cube.c */ /** * @defgroup Evas_Canvas3D_Types Types & Enums * @ingroup Evas_3D * * Primitive type definitions and enumations. */ /** * @defgroup Evas_Canvas3D_Object Generic 3D Object Descriptions * @ingroup Evas_3D * * Evas 3D object is a generic type of all evas 3D objects like scene, node, * camera, light, mesh, texture and material. Evas 3D object is basically * reference counted. Any successful function call on an object which make a * reference to an another object will increase the reference count. When the * reference count gets to 0, the object will be actually deleted. * * Any modifications are automatically propagated to other objects referencing * the modified objects. As a result, if the scene object is set to modified * state, all image objects having the scene as a rendering source are marked * as dirty, so that rendering will be updated at next frame. But all these * things are done internally, so feel free to forget about calling some kind * of update functions. */ /** * @defgroup Evas_Canvas3D_Scene Scene Object * @ingroup Evas_3D * * A scene represents a captured image of a scene graph through its viewing * camera. A scene can be set to an image object to be displayed on the Evas * canvas by using evas_object_image_scene_set() function. */ /** * @defgroup Evas_Canvas3D_Node Node Object * @ingroup Evas_3D * * A node is used for hierarchical construction of a scene graph. Evas 3D * provides n-ary tree structure for the scene graph construction. A node has * its position, orientation and scale. Other objects, like camera, light and * mesh can be contained in a node to be located in a 3D space. */ /** * @defgroup Evas_Canvas3D_Camera Camera Object * @ingroup Evas_3D * * A camera object is used for taking a picture of a scene graph. A camera * object itself is just a set of properties on how the camera should take the * picture (like focus length and film size of the real world cameras). To be * able to take a shot of the scene, a camera should be located in the scene, so * that it has its viewing position and direction. It is done by containing the * camera on a node. If one wants to locate several cameras having same * properties, instead of creating multiple cameras, just create one camera and * multiple nodes containing the camera and locate them at each desired position * and direction. Just for convenience, use evas_canvas3d_node_position_set() to move * the camera to desired position and use evas_canvas3d_node_look_at_set() to adjust * the viewing direction of the camera. */ /** * @defgroup Evas_Canvas3D_Light Light Object * @ingroup Evas_3D * * A light object represents a set of properties of a light source. Evas 3D * provides standard reflection model that of ambient, diffuse and specular * reflection model. Also, Evas 3D support 3 types of light model, directional, * point and spot light. Light position and direction is determined by the node * containing the light. */ /** * @defgroup Evas_Canvas3D_Mesh Mesh Object * @ingroup Evas_3D * * A mesh object is a set of information on a visible geometrical object like * character model, terrain or other structures and entities. Evas 3D support * key-frame-based mesh animation, so a mesh can have multiple frames and each * frame has its own material and geometric data. Like other data objects, a * mesh can be located on a scene by being contained in a node. The mesh is * transformed from its modeling coordinate space into the node's coordinate * space. Also, the frame number is saved in the containing node. So, one can * locate multiple nodes having same mesh object with different animation frame * and transform. Unlike camera and light object, multiple meshes can be * contained in a single node. */ /** * @defgroup Evas_Canvas3D_Primitive Primitive Object * @ingroup Evas_3D * * A primitive object is an object with necessary data for creating meshes with ptimitive shapes. * Data from a primitive can be set to Evas_Canvas3D_Mesh by using evas_canvas3d_mesh_from_primitive_set() * function. */ /** * @defgroup Evas_Canvas3D_Texture Texture Object * @ingroup Evas_3D * * A texture object is an image represents material of surfaces. A texture can * be set to a slot of Evas_Canvas3D_Material by using evas_canvas3d_material_texture_set() * function. The data of a texture can be loaded from memory, file and other * Evas_Object. */ /** * @defgroup Evas_Canvas3D_Material Material Object * @ingroup Evas_3D * * A material object represents properties of surfaces. Evas 3D defines the * properties with 5 material attributes, ambient, diffuse, specular emission * and normal. Each attribute have its color value and texture map. Materials * are used to determine the color of mesh surfaces. */ /** * @typedef Evas_Canvas3D_Surface_Func * * User-defined parametric surface function. * Used for easy creation of custom surfaces as a primitive. * * @since 1.15 * @ingroup Evas_Canvas3D_Primitive */ typedef void (Evas_Canvas3D_Surface_Func)(Evas_Real *out_x, Evas_Real *out_y, Evas_Real *out_z, Evas_Real a, Evas_Real b); #include "canvas/evas_canvas3d_object.eo.h" #include "canvas/evas_canvas3d_texture.eo.h" #include "canvas/evas_canvas3d_material.eo.h" #include "canvas/evas_canvas3d_light.eo.h" #include "canvas/evas_canvas3d_primitive.eo.h" #include "canvas/evas_canvas3d_mesh.eo.h" #include "canvas/evas_canvas3d_node.eo.h" #include "canvas/evas_canvas3d_camera.eo.h" #include "canvas/evas_canvas3d_scene.eo.h" #include "canvas/efl_canvas_scene3d.eo.h" #endif /* EFL_BETA_API_SUPPORT */ #ifdef EFL_EO_API_SUPPORT #include "canvas/efl_canvas_image_internal.eo.h" #include "canvas/efl_canvas_image.eo.h" #include "canvas/efl_canvas_snapshot.eo.h" #include "canvas/efl_canvas_proxy.eo.h" #include "canvas/efl_gfx_map.eo.h" #endif /* EFL_EO_API_SUPPORT */ #if defined(EFL_BETA_API_SUPPORT) && defined(EFL_EO_API_SUPPORT) /** * @ingroup Evas_Object_VG * * @{ */ #include "canvas/evas_vg.eo.h" /** * @} */ #include "canvas/efl_vg.eo.h" #include "canvas/efl_vg_container.eo.h" #include "canvas/efl_vg_shape.eo.h" #include "canvas/efl_vg_gradient.eo.h" #include "canvas/efl_vg_gradient_linear.eo.h" #include "canvas/efl_vg_gradient_radial.eo.h" #endif /* EFL_BETA_API_SUPPORT */ #ifdef EFL_EO_API_SUPPORT #include "canvas/efl_input_state.eo.h" #include "canvas/efl_input_event.eo.h" #include "canvas/efl_input_pointer.eo.h" #include "canvas/efl_input_key.eo.h" #include "canvas/efl_input_hold.eo.h" #include "canvas/efl_input_interface.eo.h" #endif /* EFL_EO_API_SUPPORT */