lib/ector/gl/ector_gl_surface.eo \
lib/ector/gl/ector_gl_buffer.eo \
lib/ector/gl/ector_gl_buffer_base.eo \
- lib/ector/gl/ector_renderer_gl_base.eo \
+ lib/ector/gl/ector_renderer_gl.eo \
lib/ector/gl/ector_renderer_gl_shape.eo \
lib/ector/gl/ector_renderer_gl_gradient_radial.eo \
lib/ector/gl/ector_renderer_gl_gradient_linear.eo
lib/ector/gl/ector_renderer_gl_gradient_linear.c \
lib/ector/gl/ector_renderer_gl_gradient_radial.c \
lib/ector/gl/ector_renderer_gl_shape.c \
-lib/ector/gl/ector_renderer_gl_base.c \
+lib/ector/gl/ector_renderer_gl.c \
lib/ector/gl/ector_gl_buffer.c \
lib/ector/gl/ector_gl_buffer_base.c \
lib/ector/gl/ector_gl_surface.c \
gl/ector_gl_surface.eo \
gl/ector_gl_buffer.eo \
gl/ector_gl_buffer_base.eo \
- gl/ector_renderer_gl_base.eo \
+ gl/ector_renderer_gl.eo \
gl/ector_renderer_gl_shape.eo \
gl/ector_renderer_gl_gradient_radial.eo \
gl/ector_renderer_gl_gradient_linear.eo
gl/ector_renderer_gl_gradient_linear.c \
gl/ector_renderer_gl_gradient_radial.c \
gl/ector_renderer_gl_shape.c \
-gl/ector_renderer_gl_base.c \
+gl/ector_renderer_gl.c \
gl/ector_gl_buffer.c \
gl/ector_gl_buffer_base.c \
gl/ector_gl_surface.c \
#include "gl/ector_gl_buffer_base.eo.h"
#include "gl/ector_gl_buffer.eo.h"
#include "gl/ector_gl_surface.eo.h"
-#include "gl/ector_renderer_gl_base.eo.h"
+#include "gl/ector_renderer_gl.eo.h"
#include "gl/ector_renderer_gl_shape.eo.h"
#include "gl/ector_renderer_gl_gradient_linear.eo.h"
#include "gl/ector_renderer_gl_gradient_radial.eo.h"
#include "ector_private.h"
#include "ector_gl_private.h"
-typedef struct _Ector_Renderer_GL_Base_Data Ector_Renderer_GL_Base_Data;
-struct _Ector_Renderer_GL_Base_Data
+typedef struct _Ector_Renderer_GL_Data Ector_Renderer_GL_Data;
+struct _Ector_Renderer_GL_Data
{
Ector_Renderer_Generic_Base_Data *base;
};
static Eina_Bool
-_ector_renderer_gl_base_ector_renderer_generic_base_prepare(Eo *obj EINA_UNUSED,
- Ector_Renderer_GL_Base_Data *pd EINA_UNUSED)
+_ector_renderer_gl_ector_renderer_generic_base_prepare(Eo *obj EINA_UNUSED,
+ Ector_Renderer_GL_Data *pd EINA_UNUSED)
{
return EINA_TRUE;
}
static Eina_Bool
-_ector_renderer_gl_base_ector_renderer_generic_base_draw(Eo *obj EINA_UNUSED,
- Ector_Renderer_GL_Base_Data *pd,
+_ector_renderer_gl_ector_renderer_generic_base_draw(Eo *obj EINA_UNUSED,
+ Ector_Renderer_GL_Data *pd,
Efl_Gfx_Render_Op op,
Eina_Array *clips,
unsigned int mul_col EINA_UNUSED)
}
static Eo_Base *
-_ector_renderer_gl_base_eo_base_constructor(Eo *obj, Ector_Renderer_GL_Base_Data *pd)
+_ector_renderer_gl_eo_base_constructor(Eo *obj, Ector_Renderer_GL_Data *pd)
{
- obj = eo_constructor(eo_super(obj, ECTOR_RENDERER_GL_BASE_CLASS));
+ obj = eo_constructor(eo_super(obj, ECTOR_RENDERER_GL_CLASS));
if (!obj) return NULL;
pd->base = eo_data_xref(obj, ECTOR_RENDERER_GENERIC_BASE_CLASS, obj);
}
static void
-_ector_renderer_gl_base_eo_base_destructor(Eo *obj, Ector_Renderer_GL_Base_Data *pd)
+_ector_renderer_gl_eo_base_destructor(Eo *obj, Ector_Renderer_GL_Data *pd)
{
eo_data_xunref(obj, pd->base, obj);
}
-#include "ector_renderer_gl_base.eo.c"
+#include "ector_renderer_gl.eo.c"
import ector_types;
-abstract Ector.Renderer.GL.Base (Ector.Renderer.Generic.Base)
+abstract Ector.Renderer.GL (Ector.Renderer.Generic.Base)
{
legacy_prefix: null;
methods {
}
static Eina_Bool
-_ector_renderer_gl_gradient_linear_ector_renderer_gl_base_fill(Eo *obj, Ector_Renderer_GL_Gradient_Linear_Data *pd, uint64_t flags, GLshort *vertex, unsigned int vertex_count, unsigned int mul_col)
+_ector_renderer_gl_gradient_linear_ector_renderer_gl_fill(Eo *obj, Ector_Renderer_GL_Gradient_Linear_Data *pd, uint64_t flags, GLshort *vertex, unsigned int vertex_count, unsigned int mul_col)
{
// FIXME: The idea here is to select the right shader and push the needed parameter for it
// along with the other value
-class Ector.Renderer.GL.Gradient_Linear (Ector.Renderer.GL.Base, Ector.Renderer.Generic.Gradient, Ector.Renderer.Generic.Gradient_Linear)
+class Ector.Renderer.GL.Gradient_Linear (Ector.Renderer.GL, Ector.Renderer.Generic.Gradient, Ector.Renderer.Generic.Gradient_Linear)
{
eo_prefix: ector_renderer_gl_gradient_linear;
legacy_prefix: null;
Ector.Renderer.Generic.Base.draw;
Ector.Renderer.Generic.Base.bounds_get;
Ector.Renderer.Generic.Base.crc.get;
- Ector.Renderer.GL.Base.fill;
+ Ector.Renderer.GL.fill;
Eo.Base.constructor;
Eo.Base.destructor;
Efl.Gfx.Gradient.stop.set;
}
static Eina_Bool
-_ector_renderer_gl_gradient_radial_ector_renderer_gl_base_fill(Eo *obj, Ector_Renderer_GL_Gradient_Radial_Data *pd, uint64_t flags, GLshort *vertex, unsigned int vertex_count, unsigned int mul_col)
+_ector_renderer_gl_gradient_radial_ector_renderer_gl_fill(Eo *obj, Ector_Renderer_GL_Gradient_Radial_Data *pd, uint64_t flags, GLshort *vertex, unsigned int vertex_count, unsigned int mul_col)
{
// FIXME: The idea here is to select the right shader and push the needed parameter for it
// along with the other value
-class Ector.Renderer.GL.Gradient_Radial (Ector.Renderer.GL.Base, Ector.Renderer.Generic.Gradient, Ector.Renderer.Generic.Gradient_Radial)
+class Ector.Renderer.GL.Gradient_Radial (Ector.Renderer.GL, Ector.Renderer.Generic.Gradient, Ector.Renderer.Generic.Gradient_Radial)
{
eo_prefix: ector_renderer_gl_gradient_radial;
legacy_prefix: null;
Ector.Renderer.Generic.Base.draw;
Ector.Renderer.Generic.Base.bounds_get;
Ector.Renderer.Generic.Base.crc.get;
- Ector.Renderer.GL.Base.fill;
+ Ector.Renderer.GL.fill;
Eo.Base.constructor;
Eo.Base.destructor;
Efl.Gfx.Gradient.stop.set;
if (pd->shape->fill)
{
- ector_renderer_gl_base_fill(pd->shape->fill, flags, pd->vertex, 6, mul_col);
+ ector_renderer_gl_fill(pd->shape->fill, flags, pd->vertex, 6, mul_col);
}
else
{
}
static Eina_Bool
-_ector_renderer_gl_shape_ector_renderer_gl_base_fill(Eo *obj EINA_UNUSED,
+_ector_renderer_gl_shape_ector_renderer_gl_fill(Eo *obj EINA_UNUSED,
Ector_Renderer_GL_Shape_Data *pd EINA_UNUSED,
uint64_t flags EINA_UNUSED,
GLshort *vertex EINA_UNUSED,
-class Ector.Renderer.GL.Shape (Ector.Renderer.GL.Base, Ector.Renderer.Generic.Shape)
+class Ector.Renderer.GL.Shape (Ector.Renderer.GL, Ector.Renderer.Generic.Shape)
{
eo_prefix: ector_renderer_gl_shape;
legacy_prefix: null;
Ector.Renderer.Generic.Base.draw;
Ector.Renderer.Generic.Base.bounds_get;
Ector.Renderer.Generic.Base.crc.get;
- Ector.Renderer.GL.Base.fill;
+ Ector.Renderer.GL.fill;
Eo.Base.constructor;
Eo.Base.destructor;
}