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