efl/src/lib/ector/Ector.h

191 lines
3.9 KiB
C

#ifndef ECTOR_H_
#define ECTOR_H_
#include <Eina.h>
#include <Eo.h>
#include <Efl.h>
#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