/**
- *
* @defgroup Transit Transit
* @ingroup Elementary
*
* effects, create an @ref Elm_Transit and add the desired transition effects.
*
* Once the effects are added into transit, they will be automatically
- * managed (their callback will be called until the duration is ended, and
- * they will be deleted on completion).
+ * managed (their callback will be called for the set duration and
+ * they will be deleted upon completion).
*
* Example:
* @code
* @li @ref elm_transit_effect_resizing_add
*
* Other transition effects are used to make one object disappear and another
- * object appear on its old place. These effects are:
+ * object appear on its place. These effects are:
*
* @li @ref elm_transit_effect_flip_add
* @li @ref elm_transit_effect_resizable_flip_add
* elm_transit_chain_transit_add.
*
* @warning We strongly recommend to use elm_transit just when edje can not do
- * the trick. Edje has more advantage than Elm_Transit, it has more flexibility and
- * animations can be manipulated inside the theme.
+ * the trick. Edje is better at handling transitions than Elm_Transit.
+ * Edje has more flexibility and animations can be manipulated inside the theme.
*
* List of examples:
* @li @ref transit_example_01_explained
/**
* @enum Elm_Transit_Effect_Flip_Axis
*
- * The axis where flip effect should be applied.
+ * The axis along which flip effect should be applied.
*/
typedef enum
{
/**
* @enum Elm_Transit_Effect_Wipe_Dir
*
- * The direction where the wipe effect should occur.
+ * The direction in which the wipe effect should occur.
*/
typedef enum
{
typedef void (*Elm_Transit_Del_Cb)(void *data, Elm_Transit *transit);
/**
- * Add new transit.
+ * Create new transit.
*
- * @note Is not necessary to delete the transit object, it will be deleted at
+ * @note It is not necessary to delete the transit object, it will be deleted at
* the end of its operation.
- * @note The transit will start playing when the program enter in the main loop, is not
- * necessary to give a start to the transit.
+ * @note The transit will start playing when the program enters the main loop.
*
* @return The transit object.
*
/**
* Stops the animation and delete the @p transit object.
*
- * Call this function if you wants to stop the animation before the duration
- * time. Make sure the @p transit object is still alive with
+ * Call this function if you want to stop the animation before the
+ * transit time. Make sure the @p transit object is still alive with
* elm_transit_del_cb_set() function.
- * All added effects will be deleted, calling its repective data_free_cb
- * functions. The function setted by elm_transit_del_cb_set() will be called.
+ * All added effects will be deleted, calling its respective data_free_cb
+ * functions. The function set by elm_transit_del_cb_set() will be called.
*
* @see elm_transit_del_cb_set()
*
* @param transit The transit object to be deleted.
*
* @ingroup Transit
- * @warning Just call this function if you are sure the transit is alive.
*/
-EAPI void elm_transit_del(Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_del(Elm_Transit *transit);
/**
* Add a new effect to the transit.
*
- * @note The cb function and the data are the key to the effect. If you try to
- * add an already added effect, nothing is done.
- * @note After the first addition of an effect in @p transit, if its
+ * @note The cb function and the data are the key to the effect.
+ * If you try to add an existing effect, nothing is done.
+ * @note After the first addition of an effect to @p transit, if its
* effect list become empty again, the @p transit will be killed by
* elm_transit_del(transit) function.
*
- * Exemple:
+ * Example:
* @code
* Elm_Transit *transit = elm_transit_add();
* elm_transit_effect_add(transit,
* @p data.
*
* @ingroup Transit
- * @warning The transit free the context data at the and of the transition with
- * the data_free_cb function, do not use the context data in another transit.
+ * @warning The transit will free the context data at the and of the
+ * transition with the data_free_cb function.
+ * Do not share the context data in between different transit objects.
*/
-EAPI void elm_transit_effect_add(Elm_Transit *transit, Elm_Transit_Effect_Transition_Cb transition_cb, Elm_Transit_Effect *effect, Elm_Transit_Effect_End_Cb end_cb) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_effect_add(Elm_Transit *transit, Elm_Transit_Effect_Transition_Cb transition_cb, Elm_Transit_Effect *effect, Elm_Transit_Effect_End_Cb end_cb);
/**
* Delete an added effect.
*
* @note If the effect is not found, nothing is done.
* @note If the effect list become empty, this function will call
- * elm_transit_del(transit), that is, it will kill the @p transit.
+ * elm_transit_del(transit), i.e., it will kill the @p transit.
*
* @param transit The transit object.
* @param transition_cb The operation function.
*
* @ingroup Transit
*/
-EAPI void elm_transit_effect_del(Elm_Transit *transit, Elm_Transit_Effect_Transition_Cb transition_cb, Elm_Transit_Effect *effect) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_effect_del(Elm_Transit *transit, Elm_Transit_Effect_Transition_Cb transition_cb, Elm_Transit_Effect *effect);
/**
* Add new object to apply the effects.
*
- * @note After the first addition of an object in @p transit, if its
+ * @note After the first addition of an object to @p transit, if its
* object list become empty again, the @p transit will be killed by
* elm_transit_del(transit) function.
* @note If the @p obj belongs to another transit, the @p obj will be
- * removed from it and it will only belong to the @p transit. If the old
- * transit stays without objects, it will die.
+ * removed from it and it will only belong to the other @p transit.
+ * If the old transit stays without objects, it will die.
* @note When you add an object into the @p transit, its state from
* evas_object_pass_events_get(obj) is saved, and it is applied when the
- * transit ends, if you change this state whith evas_object_pass_events_set()
- * after add the object, this state will change again when @p transit stops to
- * run.
+ * transit ends, if you change this state with evas_object_pass_events_set()
+ * after add the object, this state will change again when @p transit stops.
*
* @param transit The transit object.
* @param obj Object to be animated.
*
* @ingroup Transit
- * @warning It is not allowed to add a new object after transit begins to go.
+ * @warning It is not allowed to add a new object after transit begins.
*/
-EAPI void elm_transit_object_add(Elm_Transit *transit, Evas_Object *obj) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_object_add(Elm_Transit *transit, Evas_Object *obj);
/**
* Removes an added object from the transit.
*
* @note If the @p obj is not in the @p transit, nothing is done.
* @note If the list become empty, this function will call
- * elm_transit_del(transit), that is, it will kill the @p transit.
+ * elm_transit_del(transit), i.e., it will kill the @p transit.
*
* @param transit The transit object.
* @param obj Object to be removed from @p transit.
*
* @ingroup Transit
- * @warning It is not allowed to remove objects after transit begins to go.
+ * @warning It is not allowed to remove objects after transit begins.
*/
-EAPI void elm_transit_object_remove(Elm_Transit *transit, Evas_Object *obj) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_object_remove(Elm_Transit *transit, Evas_Object *obj);
/**
* Get the objects of the transit.
*
* @ingroup Transit
*/
-EAPI const Eina_List *elm_transit_objects_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI const Eina_List *elm_transit_objects_get(const Elm_Transit *transit);
/**
* Enable/disable keeping up the objects states.
* @note One state includes geometry, color, map data.
*
* @param transit The transit object.
- * @param state_keep Keeping or Non Keeping.
+ * @param state_keep retain the state or not.
*
* @ingroup Transit
*/
-EAPI void elm_transit_objects_final_state_keep_set(Elm_Transit *transit, Eina_Bool state_keep) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_objects_final_state_keep_set(Elm_Transit *transit, Eina_Bool state_keep);
/**
* Get a value whether the objects states will be reset or not.
*
* @ingroup Transit
*/
-EAPI Eina_Bool elm_transit_objects_final_state_keep_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI Eina_Bool elm_transit_objects_final_state_keep_get(const Elm_Transit *transit);
/**
* Set the event enabled when transit is operating.
*
- * If @p enabled is EINA_TRUE, the objects of the transit will receives
+ * If @p enabled is EINA_TRUE, the objects of the transit will receive
* events from mouse and keyboard during the animation.
* @note When you add an object with elm_transit_object_add(), its state from
- * evas_object_pass_events_get(obj) is saved, and it is applied when the
- * transit ends, if you change this state with evas_object_pass_events_set()
+ * evas_object_freeze_events_get(obj) is saved, and it is applied when the
+ * transit ends. If you change this state with evas_object_freeze_events_set()
* after adding the object, this state will change again when @p transit stops
* to run.
*
*
* @ingroup Transit
*/
-EAPI void elm_transit_event_enabled_set(Elm_Transit *transit, Eina_Bool enabled) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_event_enabled_set(Elm_Transit *transit, Eina_Bool enabled);
/**
* Get the value of event enabled status.
*
* @ingroup Transit
*/
-EAPI Eina_Bool elm_transit_event_enabled_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI Eina_Bool elm_transit_event_enabled_get(const Elm_Transit *transit);
/**
* Set the user-callback function when the transit is deleted.
*
- * @note Using this function twice will overwrite the first function setted.
+ * @note Using this function twice will overwrite the first function set.
* @note the @p transit object will be deleted after call @p cb function.
*
* @param transit The transit object.
* @param cb Callback function pointer. This function will be called before
* the deletion of the transit.
- * @param data Callback funtion user data. It is the @p op parameter.
+ * @param data Callback function user data. It is the @p op parameter.
*
* @ingroup Transit
*/
-EAPI void elm_transit_del_cb_set(Elm_Transit *transit, Elm_Transit_Del_Cb cb, void *data) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_del_cb_set(Elm_Transit *transit, Elm_Transit_Del_Cb cb, void *data);
/**
* Set reverse effect automatically.
*
- * If auto reverse is setted, after running the effects with the progress
- * parameter from 0 to 1, it will call the effecs again with the progress
- * from 1 to 0. The transit will last for a time iqual to (2 * duration * repeat),
- * where the duration was setted with the function elm_transit_add and
+ * If auto reverse is set, after running the effects with the progress
+ * parameter from 0 to 1, it will call the effects again with the progress
+ * from 1 to 0. The transit will last for a time equal to (2 * duration * repeat),
+ * where the duration was set with the function elm_transit_add and
* the repeat with the function elm_transit_repeat_times_set().
*
* @param transit The transit object.
*
* @ingroup Transit
*/
-EAPI void elm_transit_auto_reverse_set(Elm_Transit *transit, Eina_Bool reverse) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_auto_reverse_set(Elm_Transit *transit, Eina_Bool reverse);
/**
* Get if the auto reverse is on.
*
* @ingroup Transit
*/
-EAPI Eina_Bool elm_transit_auto_reverse_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI Eina_Bool elm_transit_auto_reverse_get(const Elm_Transit *transit);
/**
* Set the transit repeat count. Effect will be repeated by repeat count.
*
* This function sets the number of repetition the transit will run after
- * the first one, that is, if @p repeat is 1, the transit will run 2 times.
+ * the first one, i.e., if @p repeat is 1, the transit will run 2 times.
* If the @p repeat is a negative number, it will repeat infinite times.
*
* @note If this function is called during the transit execution, the transit
*
* @ingroup Transit
*/
-EAPI void elm_transit_repeat_times_set(Elm_Transit *transit, int repeat) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_repeat_times_set(Elm_Transit *transit, int repeat);
/**
* Get the transit repeat count.
*
* @ingroup Transit
*/
-EAPI int elm_transit_repeat_times_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI int elm_transit_repeat_times_get(const Elm_Transit *transit);
/**
* Set the transit animation acceleration type.
*
* @ingroup Transit
*/
-EAPI void elm_transit_tween_mode_set(Elm_Transit *transit, Elm_Transit_Tween_Mode tween_mode) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_tween_mode_set(Elm_Transit *transit, Elm_Transit_Tween_Mode tween_mode);
/**
* Get the transit animation acceleration type.
*
* @ingroup Transit
*/
-EAPI Elm_Transit_Tween_Mode elm_transit_tween_mode_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI Elm_Transit_Tween_Mode elm_transit_tween_mode_get(const Elm_Transit *transit);
/**
* Set the transit animation time
*
* @ingroup Transit
*/
-EAPI void elm_transit_duration_set(Elm_Transit *transit, double duration) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_duration_set(Elm_Transit *transit, double duration);
/**
* Get the transit animation time
*
* @ingroup Transit
*/
-EAPI double elm_transit_duration_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI double elm_transit_duration_get(const Elm_Transit *transit);
/**
* Starts the transition.
*
* @ingroup Transit
*/
-EAPI void elm_transit_go(Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_go(Elm_Transit *transit);
/**
* Pause/Resume the transition.
*
* If you call elm_transit_go again, the transit will be started from the
- * beginning, and will be unpaused.
+ * beginning, and will be played.
*
* @note @p transit can not be NULL
*
*
* @ingroup Transit
*/
-EAPI void elm_transit_paused_set(Elm_Transit *transit, Eina_Bool paused) EINA_ARG_NONNULL(1);
+EAPI void elm_transit_paused_set(Elm_Transit *transit, Eina_Bool paused);
/**
* Get the value of paused status.
*
* @ingroup Transit
*/
-EAPI Eina_Bool elm_transit_paused_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI Eina_Bool elm_transit_paused_get(const Elm_Transit *transit);
/**
* Get the time progression of the animation (a double value between 0.0 and 1.0).
*
* @ingroup Transit
*/
-EAPI double elm_transit_progress_value_get(const Elm_Transit *transit) EINA_ARG_NONNULL(1);
+EAPI double elm_transit_progress_value_get(const Elm_Transit *transit);
/**
* Makes the chain relationship between two transits.
*
* @ingroup Transit
*/
-EAPI void elm_transit_chain_transit_add(Elm_Transit *transit, Elm_Transit *chain_transit) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_chain_transit_add(Elm_Transit *transit, Elm_Transit *chain_transit);
/**
* Cut off the chain relationship between two transits.
*
* @ingroup Transit
*/
-EAPI void elm_transit_chain_transit_del(Elm_Transit *transit, Elm_Transit *chain_transit) EINA_ARG_NONNULL(1, 2);
+EAPI void elm_transit_chain_transit_del(Elm_Transit *transit, Elm_Transit *chain_transit);
/**
* Get the current chain transit list.
EAPI Elm_Transit_Effect *elm_transit_effect_flip_add(Elm_Transit *transit, Elm_Transit_Effect_Flip_Axis axis, Eina_Bool cw);
/**
- * Add the Resizable Flip Effect to Elm_Transit.
+ * Add the Resizeable Flip Effect to Elm_Transit.
*
* @note This API is one of the facades. It creates resizable flip effect context
* and add it's required APIs to elm_transit_effect_add.
* @param transit Transit object.
* @param axis Flipping Axis(X or Y).
* @param cw Flipping Direction. EINA_TRUE is clock-wise.
- * @return Resizable flip effect context data.
+ * @return Resizeable flip effect context data.
*
* @ingroup Transit
* @warning It is highly recommended just create a transit with this effect when