From: raster Date: Mon, 16 May 2011 02:48:39 +0000 (+0000) Subject: some docs on how to use the shot engine.. and other engines for elm X-Git-Tag: REL_F_I9500_20120323_1~17^2~2743 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=0fcda3b0331f4b3dea1da8a79b7848047dfbbd51;p=framework%2Fuifw%2Felementary.git some docs on how to use the shot engine.. and other engines for elm for testing. git-svn-id: svn+ssh://svn.enlightenment.org/var/svn/e/trunk/elementary@59435 7cbeb6ba-43b4-40fd-8cce-4c39aea84d33 --- diff --git a/src/lib/elm_win.c b/src/lib/elm_win.c index 6fe334a..d64f0c4 100644 --- a/src/lib/elm_win.c +++ b/src/lib/elm_win.c @@ -5,7 +5,57 @@ * @defgroup Win Win * * The window class of Elementary. Contains functions to manipulate - * windows. + * windows. The Evas engine used to render the window contents is specified + * in the system or user elementary config files (whichever is found last), + * and can be overridden with the ELM_ENGINE environment variable for testing. + * Engines that may be supported (depending on Evas and Ecore-Evas compilation + * setup and modules actually installed at runtime) are (listed in order of + * best supported and most likely to be complete and work to lowest quality). + * + * "x11", "x", "software-x11", "software_x11" + * (Software rendering in X11) + * "gl", "opengl", "opengl-x11", "opengl_x11" + * (OpenGL or OpenGL-ES2 rendering in X11) + * "shot:..." + * (Virtual screenshot renderer - renders to output file and exits) + * "fb", "software-fb", "software_fb" + * (Linux framebuffer direct software rendering) + * "sdl", "software-sdl", "software_sdl" + * (SDL software rendering to SDL buffer) + * "gl-sdl", "gl_sdl", "opengl-sdl", "opengl_sdl" + * (OpenGL or OpenGL-ES2 rendering using SDL as the buffer) + * "gdi", "software-gdi", "software_gdi" + * (Windows WIN32 rendering via GDI with software) + * "dfb", "directfb" + * (Rendering to a DirectFB window) + * "x11-8", "x8", "software-8-x11", "software_8_x11" + * (Rendering in grayscale using dedicated 8bit software engine in X11) + * "x11-16", "x16", "software-16-x11", "software_16_x11" + * (Rendering in X11 using 16bit software engine) + * "wince-gdi", "software-16-wince-gdi", "software_16_wince_gdi" + * (Windows CE rendering via GDI with 16bit software renderer) + * "sdl-16", "software-16-sdl", "software_16_sdl" + * (Rendering to SDL buffer with 16bit software renderer) + * + * All engines use a simple string to select the engine to render, EXCEPT + * the "shot" engine. This actually encodes the output of the virtual + * screenshot and how long to delay in the engine string. The engine string + * is encoded in the following way: + * + * "shot:[delay=XX][:][file=XX]" + * + * Where options are separated by a ":" char if more than one option is given, + * with delay, if provided being the first option and file the last (order + * is important). The delay specifies how long to wait after the window is + * shown before doing the virtual "in memory" rendering and then save the + * output to the file specified by the file option (and then exit). If no + * delay is given, the default is 0.5 seconds. If no file is given the + * default output file is "out.png". Some examples of using the shot engine: + * + * ELM_ENGINE="shot:delay=1.0:file=elm_test.png" elementary_test + * ELM_ENGINE="shot:file=elm_test2.png" elementary_test + * ELM_ENGINE="shot:delay=2.0" elementary_test + * ELM_ENGINE="shot:" elementary_test * * Signals that you can add callbacks for are: *