From 0e8ce5dd23ed33926d7f26ada1dc073d3e6d1ee0 Mon Sep 17 00:00:00 2001 From: Vitor Sousa Date: Mon, 25 Jan 2016 21:11:43 -0200 Subject: [PATCH] ecore: move Ecore_Pos_Map to ecore_types.eot Move Ecore_Pos_Map from Ecore_Common.h to ecore_types.eot. Give it the namespaced Eolian name "Ecore_Pos_Map" to follow the standards. Update documentation to refer to Ecore_Pos_Map instead of its previous enum definition "_Ecore_Pos_Map". --- src/lib/ecore/Ecore_Common.h | 24 ++---------------------- src/lib/ecore/ecore_types.eot | 28 ++++++++++++++++++++++++++++ 2 files changed, 30 insertions(+), 22 deletions(-) diff --git a/src/lib/ecore/Ecore_Common.h b/src/lib/ecore/Ecore_Common.h index 6a4ab2f..11fc219 100644 --- a/src/lib/ecore/Ecore_Common.h +++ b/src/lib/ecore/Ecore_Common.h @@ -2721,26 +2721,6 @@ EAPI double ecore_poller_poll_interval_get(Ecore_Poller_Type type); */ /** - * @enum _Ecore_Pos_Map - * Defines the position mappings for the animation. - */ -enum _Ecore_Pos_Map /* Position mappings */ -{ - ECORE_POS_MAP_LINEAR, /**< Linear 0.0 -> 1.0 */ - ECORE_POS_MAP_ACCELERATE, /**< Start slow then speed up */ - ECORE_POS_MAP_DECELERATE, /**< Start fast then slow down */ - ECORE_POS_MAP_SINUSOIDAL, /**< Start slow, speed up then slow down at end */ - ECORE_POS_MAP_ACCELERATE_FACTOR, /**< Start slow then speed up, v1 being a power factor, 0.0 being linear, 1.0 being normal accelerate, 2.0 being much more pronounced accelerate (squared), 3.0 being cubed, etc. */ - ECORE_POS_MAP_DECELERATE_FACTOR, /**< Start fast then slow down, v1 being a power factor, 0.0 being linear, 1.0 being normal decelerate, 2.0 being much more pronounced decelerate (squared), 3.0 being cubed, etc. */ - ECORE_POS_MAP_SINUSOIDAL_FACTOR, /**< Start slow, speed up then slow down at end, v1 being a power factor, 0.0 being linear, 1.0 being normal sinusoidal, 2.0 being much more pronounced sinusoidal (squared), 3.0 being cubed, etc. */ - ECORE_POS_MAP_DIVISOR_INTERP, /**< Start at gradient * v1, interpolated via power of v2 curve */ - ECORE_POS_MAP_BOUNCE, /**< Start at 0.0 then "drop" like a ball bouncing to the ground at 1.0, and bounce v2 times, with decay factor of v1 */ - ECORE_POS_MAP_SPRING, /**< Start at 0.0 then "wobble" like a spring rest position 1.0, and wobble v2 times, with decay factor of v1 */ - ECORE_POS_MAP_CUBIC_BEZIER /**< Follow the cubic-bezier curve calculated with the control points (x1, y1), (x2, y2) */ -}; -typedef enum _Ecore_Pos_Map Ecore_Pos_Map; - -/** * @enum _Ecore_Animator_Source * Defines the timing sources for animators. */ @@ -2846,7 +2826,7 @@ EAPI double ecore_animator_frametime_get(void); * This will make an animation that bounces 7 each times diminishing by a * factor of 1.8. * - * @see _Ecore_Pos_Map + * @see Ecore_Pos_Map * * @since 1.1.0 */ @@ -2912,7 +2892,7 @@ EAPI double ecore_animator_pos_map(double pos, Ecore_Pos_Map map, double v1, dou * This will make an animation that bounces 7 each times diminishing by a * factor of 1.8. * - * @see _Ecore_Pos_Map + * @see Ecore_Pos_Map */ EAPI double ecore_animator_pos_map_n(double pos, Ecore_Pos_Map map, int v_size, double *v); diff --git a/src/lib/ecore/ecore_types.eot b/src/lib/ecore/ecore_types.eot index 6ba0de5..11e5cdf 100644 --- a/src/lib/ecore/ecore_types.eot +++ b/src/lib/ecore/ecore_types.eot @@ -6,3 +6,31 @@ struct @extern Ecore.Time; [[ Each language should manually bind it. @since 1.18 ]] + +enum Ecore.Pos_Map +{ + [[Defines the position mappings for the animation.]] + linear, [[Linear 0.0 -> 1.0]] + accelerate, [[Start slow then speed up]] + decelerate, [[Start fast then slow down]] + sinusoidal, [[Start slow, speed up then slow down at end]] + accelerate_factor, [[Start slow then speed up, v1 being a power factor, + 0.0 being linear, 1.0 being normal accelerate, + 2.0 being much more pronounced accelerate (squared), + 3.0 being cubed, etc.]] + decelerate_factor, [[Start fast then slow down, v1 being a power factor, + 0.0 being linear, 1.0 being normal decelerate, + 2.0 being much more pronounced decelerate (squared), + 3.0 being cubed, etc.]] + sinusoidal_factor, [[Start slow, speed up then slow down at end, + v1 being a power factor, 0.0 being linear, + 1.0 being normal sinusoidal, 2.0 being much more + pronounced sinusoidal (squared), 3.0 being cubed, etc.]] + divisor_interp, [[Start at gradient * v1, interpolated via power of v2 curve]] + bounce, [[Start at 0.0 then "drop" like a ball bouncing to the ground at 1.0, + and bounce v2 times, with decay factor of v1]] + spring, [[Start at 0.0 then "wobble" like a spring rest position 1.0, + and wobble v2 times, with decay factor of v1]] + cubic_bezier, [[Follow the cubic-bezier curve calculated with the control + points (x1, y1), (x2, y2)]] +} -- 2.7.4