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emotion/doc - documented the initialization functions.
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@ -29,6 +29,12 @@
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# endif
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#endif /* ! _WIN32 */
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/**
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* @file Emotion.h
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* @brief The file that provides Emotion the API, with functions available for
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* play, seek, change volume, etc.
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*/
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enum _Emotion_Module
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{
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EMOTION_MODULE_XINE,
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@ -116,10 +122,152 @@ extern "C" {
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#endif
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/* api calls available */
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/**
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* @brief How to create, initialize, manipulate and connect to signals of an
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* Emotion object.
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* @defgroup Emotion_API API available for manipulating Emotion object.
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*
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* @{
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*
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* @li Add the description of modules here.
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* @li Basic emotion example
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* @li Signals available
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*/
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/**
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* @defgroup Emotion_Init Creation and initialization functions
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*/
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/**
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* @defgroup Emotion_Audio Audio control functions
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*/
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/**
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* @defgroup Emotion_Video Video control functions
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*/
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/**
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* @brief Add an emotion object to the canvas.
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*
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* @param evas The canvas where the object will be added to.
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* @return The emotion object just created.
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*
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* This function creates an emotion object and adds it to the specified @p evas.
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* The returned object can be manipulated as any other Evas object, using the
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* default object manipulation functions - evas_object_*.
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*
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* After creating the object with this function, it's still necessary to
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* initialize it with emotion_object_init(), and if an audio file is going to be
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* played with this object instead of a video, use
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* emotion_object_video_mute_set().
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*
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* The next step is to open the desired file with emotion_object_file_set(), and
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* start playing it with emotion_object_play_set().
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*
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* @see emotion_object_init()
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* @see emotion_object_video_mute_set()
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* @see emotion_object_file_set()
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* @see emotion_object_play_set()
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*
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* @ingroup Emotion_Init
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*/
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EAPI Evas_Object *emotion_object_add (Evas *evas);
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/**
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* @brief Set the specified option for the current module.
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*
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* @param obj The emotion object which the option is being set to.
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* @param opt The option that is being set. Currently supported optiosn: "video"
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* and "audio".
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* @param val The value of the option. Currently only supports "off" (?!?!?!)
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*
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* This function allows one to mute the video or audio of the emotion object.
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*
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* @note Please don't use this function, consider using
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* emotion_object_audio_mute_set() and emotion_object_video_mute_set() instead.
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*
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* @see emotion_object_audio_mute_set()
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* @see emotion_object_video_mute_set()
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*
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* @ingroup Emotion_Audio
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* @ingroup Emotion_Video
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*/
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EAPI void emotion_object_module_option_set (Evas_Object *obj, const char *opt, const char *val);
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/**
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* @brief Initializes an emotion object with the specified module.
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*
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* @param obj The emotion object to be initialized.
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* @param module_filename The name of the module to be used (gstreamer or xine).
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* @return @c EINA_TRUE if the specified module was successfully initialized for
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* this object, @c EINA_FALSE otherwise.
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*
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* This function is required after creating the emotion object, in order to
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* specify which module will be used with this object. Different objects can
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* use different modules to play a media file. The current supported modules are
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* @b gstreamer and @b xine.
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*
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* To use any of them, you need to make sure that support for them was compiled
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* correctly.
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*
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* @note It's possible to disable the build of a module with
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* --disable-module_name.
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*
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* @see emotion_object_add()
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* @see emotion_object_file_set()
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*
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* @ingroup Emotion_Init
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*/
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EAPI Eina_Bool emotion_object_init (Evas_Object *obj, const char *module_filename);
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/**
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* @brief Set the file to be played in the Emotion object.
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*
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* @param obj The emotion object where the file is being loaded.
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* @param filename Path to the file to be loaded. It can be absolute or relative
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* path.
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* @return EINA_TRUE if the new file could be loaded successfully, and
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* EINA_FALSE if the file could not be loaded. This happens when the filename is
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* could not be found, when the module couldn't open the file, when no module is
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* initialized in this object, or when the @p filename is the same as the
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* one previously set.
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*
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* This function sets the file to be used with this emotion object. If the
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* object already has another file set, this file will be unset and unloaded,
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* and the new file will be loaded to this emotion object. The seek position
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* will be set to 0, and the emotion object will be paused, instead of playing.
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*
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* If there was already a filename set, and it's the same as the one being set
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* now, this function does nothing and returns EINA_FALSE.
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*
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* Use @c NULL as argument to @p filename if you want to unload the current file
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* but don't want to load anything else.
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*
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* @see emotion_object_init()
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* @see emotion_object_play_set()
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* @see emotion_object_file_get()
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*
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* @ingroup Emotion_Init
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*/
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EAPI Eina_Bool emotion_object_file_set (Evas_Object *obj, const char *filename);
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/**
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* @brief Get the filename of the file associated with the emotion object.
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*
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* @param obj The emotion object from which the filename will be retrieved.
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* @return The path to the file loaded into this emotion object.
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*
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* This function returns the path of the file loaded in this emotion object. If
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* no object is loaded, it will return @c NULL.
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*
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* @note Don't free or change the string returned by this function in any way.
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* If you want to unset it, use @c emotion_object_file_set(obj, NULL).
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*
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* @see emotion_object_file_set()
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*
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* @ingroup Emotion_Init
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*/
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EAPI const char *emotion_object_file_get (const Evas_Object *obj);
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EAPI void emotion_object_play_set (Evas_Object *obj, Eina_Bool play);
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EAPI Eina_Bool emotion_object_play_get (const Evas_Object *obj);
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@ -183,6 +331,10 @@ EAPI Eina_Bool emotion_object_extension_can_play_fast_get(const Evas_Object *
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EAPI Eina_Bool emotion_object_extension_may_play_fast_get(const char *file);
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EAPI Eina_Bool emotion_object_extension_may_play_get(const char *file);
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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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