From 1a6e49e9084ce6bb9bf7fcf3bfebbcb627f62b94 Mon Sep 17 00:00:00 2001 From: seoz Date: Fri, 8 Jul 2011 12:15:25 +0000 Subject: [PATCH] evas Evas.h/Evas_GL.h: Removed trailing whitespaces. git-svn-id: svn+ssh://svn.enlightenment.org/var/svn/e/trunk/evas@61154 7cbeb6ba-43b4-40fd-8cce-4c39aea84d33 --- src/lib/Evas.h | 20 ++++++------- src/lib/Evas_GL.h | 84 +++++++++++++++++++++++++++---------------------------- 2 files changed, 52 insertions(+), 52 deletions(-) diff --git a/src/lib/Evas.h b/src/lib/Evas.h index 0327ea0..9fd8fa1 100644 --- a/src/lib/Evas.h +++ b/src/lib/Evas.h @@ -3,7 +3,7 @@ @image html e_big.png -@version 1.0.0 +@version 1.1 @author Carsten Haitzler @author Till Adam @author Steve Ireland @@ -8370,10 +8370,10 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_ /** * Get the number of users of the smart instance - * + * * @param s The Evas_Smart to get the usage count of * @return The number of uses of the smart instance - * + * * This function tells you how many more uses of the smart instance are in * existence. This should be used before freeing/clearing any of the * Evas_Smart_Class that was used to create the smart instance. The smart @@ -8383,12 +8383,12 @@ EAPI Eina_Bool evas_smart_class_inherit_full (Evas_ * instance @p s and remove from memory any of the Evas_Smart_Class that * was used to create the smart instance, if you desire. Removing it from * memory without doing this will cause problems (crashes, undefined - * behavior etc. etc.), so either never remove the original + * behavior etc. etc.), so either never remove the original * Evas_Smart_Class data from memory (have it be a constant structure and * data), or use this API call and be very careful. */ EAPI int evas_smart_usage_get(const Evas_Smart *s); - + /** * @def evas_smart_class_inherit * Easy to use version of evas_smart_class_inherit_full(). @@ -9659,7 +9659,7 @@ EAPI Eina_Bool evas_object_table_mirrored_get (cons * @since 1.1.0 */ EAPI Eina_Bool evas_object_table_pack_get(Evas_Object *o, Evas_Object *child, unsigned short *col, unsigned short *row, unsigned short *colspan, unsigned short *rowspan); - + /** * Add a new child to a table object or set its current packing. * @@ -9728,7 +9728,7 @@ EAPI Eina_Accessor *evas_object_table_accessor_new (cons */ EAPI Eina_List *evas_object_table_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC; EAPI Evas_Object *evas_object_table_child_get (const Evas_Object *o, unsigned short col, unsigned short row) EINA_ARG_NONNULL(1); - + /** * @defgroup Evas_Object_Grid Grid Smart Object. * @@ -9836,7 +9836,7 @@ EAPI void evas_object_grid_clear (Evas_ /** * Get the pack options for a grid child - * + * * Get the pack x, y, width and height in virtual coordinates set by * evas_object_grid_pack() * @param o The grid object @@ -9849,7 +9849,7 @@ EAPI void evas_object_grid_clear (Evas_ * @since 1.1.0 */ EAPI Eina_Bool evas_object_grid_pack_get (Evas_Object *o, Evas_Object *child, int *x, int *y, int *w, int *h); - + /** * Get an iterator to walk the list of children for the grid. * @@ -9876,7 +9876,7 @@ EAPI Eina_Accessor *evas_object_grid_accessor_new (const * @since 1.1.0 */ EAPI Eina_List *evas_object_grid_children_get (const Evas_Object *o) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC; - + /** * @defgroup Evas_Cserve Shared Image Cache Server * diff --git a/src/lib/Evas_GL.h b/src/lib/Evas_GL.h index b472fdb..27b847b 100644 --- a/src/lib/Evas_GL.h +++ b/src/lib/Evas_GL.h @@ -55,10 +55,10 @@ struct _Evas_GL_Config * Functions that are used to do OpenGL rendering on Evas. Evas allows you * to use OpenGL to render to specially set up image objects (which act as * render target surfaces). - * + * * Below is an illlustrative example of how to use OpenGL to render to an * object in Evas. - * + * * @code // Simple Evas_GL example #include @@ -92,10 +92,10 @@ int main(int argc, char **argv) { // config for the surface for evas_gl - Evas_GL_Config config = + Evas_GL_Config config = { - EVAS_GL_RGBA_8, - EVAS_GL_DEPTH_NONE, + EVAS_GL_RGBA_8, + EVAS_GL_DEPTH_NONE, EVAS_GL_STENCIL_NONE }; // a size by default @@ -116,13 +116,13 @@ main(int argc, char **argv) // alloc a data struct to hold our relevant gl info in if (!(gld = calloc(1, sizeof(GLData)))) return 0; - + //-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL) //-// // get the evas gl handle for doing gl things gld->evasgl = evas_gl_new(canvas); gld->glapi = evas_gl_api_get(gld->evasgl); - // create a surface and context + // create a surface and context gld->sfc = evas_gl_surface_create(gld->evasgl, &config, w, h); gld->ctx = evas_gl_context_create(gld->evasgl, NULL); //-// @@ -162,7 +162,7 @@ main(int argc, char **argv) // object via evas_object_image_pixels_dirty_set(). any display system, // mainloop siztem etc. will have something of this kind unless it's making // you spin infinitely yourself and invent your own animation mechanism - // + // // NOTE: if you delete r1, this animator will keep running trying to access // r1 so you'd better delete this animator with ecore_animator_del() or // structure how you do animation differently. you can also attach it like @@ -172,7 +172,7 @@ main(int argc, char **argv) // finally show the window for the world to see. windowing system generic ecore_evas_show(ee); - + // begin the mainloop and tick over the animator, handle events etc. // also windowing system generic ecore_main_loop_begin(); @@ -194,7 +194,7 @@ on_del(void *data, Evas *e, Evas_Object *obj, void *event_info) GLData *gld = evas_object_data_get(obj, "..gld"); if (!gld) return; Evas_GL_API *gl = gld->glapi; - + evas_object_data_del(obj, "..gld"); // Do a make_current before deleting all the GL stuff. @@ -216,9 +216,9 @@ on_pixels(void *data, Evas_Object *obj) GLData *gld = evas_object_data_get(obj, "..gld"); if (!gld) return; Evas_GL_API *gl = gld->glapi; - GLfloat vVertices[] = + GLfloat vVertices[] = { - 0.0f, 0.5f, 0.0f, + 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; @@ -242,7 +242,7 @@ on_pixels(void *data, Evas_Object *obj) // Clear the buffer gl->glClearColor(1.0, 0.0, 0.0, 1); gl->glClear(GL_COLOR_BUFFER_BIT); - + // Draw a Triangle gl->glEnable(GL_BLEND); @@ -250,7 +250,7 @@ on_pixels(void *data, Evas_Object *obj) gl->glEnableVertexAttribArray(0); gl->glDrawArrays(GL_TRIANGLES, 0, 3); - + // Optional - Flush the GL pipeline gl->glFlush(); } @@ -279,15 +279,15 @@ load_shader(GLData *gld, GLenum type, const char *shader_src) gl->glCompileShader(shader); gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); - if (!compiled) + if (!compiled) { GLint len = 0; - + gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); if (len > 1) { char *info = malloc(sizeof(char) * len); - + if (info) { gl->glGetShaderInfoLog(shader, len, NULL, info); @@ -303,11 +303,11 @@ load_shader(GLData *gld, GLenum type, const char *shader_src) } // Initialize the shader and program object -static int +static int init_shaders(GLData *gld) { Evas_GL_API *gl = gld->glapi; - const char vShaderStr[] = + const char vShaderStr[] = "attribute vec4 vPosition; \n" "void main() \n" "{ \n" @@ -331,21 +331,21 @@ init_shaders(GLData *gld) gl->glAttachShader(gld->program, gld->vtx_shader); gl->glAttachShader(gld->program, gld->fgmt_shader); - // Bind vPosition to attribute 0 + // Bind vPosition to attribute 0 gl->glBindAttribLocation(gld->program, 0, "vPosition"); // Link the program gl->glLinkProgram(gld->program); gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked); - if (!linked) + if (!linked) { GLint len = 0; - + gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &len); if (len > 1) { char *info = malloc(sizeof(char) * len); - + if (info) { gl->glGetProgramInfoLog(gld->program, len, NULL, info); @@ -368,7 +368,7 @@ init_shaders(GLData *gld) * @addtogroup Evas_GL * @{ */ - + /** * Creates a new Evas_GL object and returns a handle for gl rendering on efl. * @@ -376,14 +376,14 @@ init_shaders(GLData *gld) * @return The created evas_gl object, or NULl on fasilure. */ EAPI Evas_GL *evas_gl_new (Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1); - + /** * Frees the created Evas_GL object. * * @param evas_gl The given Evas_GL object. */ EAPI void evas_gl_free (Evas_GL *evas_gl) EINA_ARG_NONNULL(1, 2);; - + /** * Creates and returns new Evas_GL_Surface object for GL Rendering. * @@ -394,31 +394,31 @@ EAPI void evas_gl_free (Evas_GL *evas_gl) EINA * @return The created GL surface object, or NULL on failure. */ EAPI Evas_GL_Surface *evas_gl_surface_create (Evas_GL *evas_gl, Evas_GL_Config *cfg, int w, int h) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2); - + /** * Destroys the created Evas GL Surface. * * @param evas_gl The given Evas_GL object. * @param surf The given GL surface object. */ -EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2); - +EAPI void evas_gl_surface_destroy (Evas_GL *evas_gl, Evas_GL_Surface *surf) EINA_ARG_NONNULL(1,2); + /** * Creates and returns a new Evas GL context object * * @param evas_gl The given Evas_GL object. * @return The created context, or NULL on failure. */ -EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1); - +EAPI Evas_GL_Context *evas_gl_context_create (Evas_GL *evas_gl, Evas_GL_Context *share_ctx) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1); + /** * Destroys the given Evas GL context object * * @param evas_gl The given Evas_GL object. * @param ctx The given Evas GL context. */ -EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2); - +EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2); + /** * Sets the given context as a current context for the given surface * @@ -428,7 +428,7 @@ EAPI void evas_gl_context_destroy (Evas_GL *evas_gl, Evas * @return EINA_TRUE if successful, EINA_FALSE if not. */ EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas_GL_Surface *surf, Evas_GL_Context *ctx) EINA_ARG_NONNULL(1,2); - + /** * Returns a GL or the Glue Layer's extension function. * @@ -437,7 +437,7 @@ EAPI Eina_Bool evas_gl_make_current (Evas_GL *evas_gl, Evas */ EAPI Evas_GL_Func evas_gl_proc_address_get (Evas_GL *evas_gl, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1,2) EINA_PURE; - + /** * Fills in the Native Surface information from the given Evas GL surface. * @@ -450,23 +450,23 @@ EAPI Eina_Bool evas_gl_native_surface_get (Evas_GL *evas_gl, Evas /** * Get the API for rendering using OpenGL - * + * * @param evas_gl The given Eva_GL object. * @return The API to use. - * + * * This returns a structure that contains all the OpenGL functions you can * use to render in Evas. These functions consist of all the standard * OpenGL-ES2.0 functions and any extra ones Evas has decided to provide in * addition. This means that if you have your code ported to OpenGL-ES2.0, * it will be easy to render to Evas. - * + * */ EAPI Evas_GL_API *evas_gl_api_get (Evas_GL *evas_gl) EINA_ARG_NONNULL(1); #if !defined(__gl_h_) && !defined(__gl2_h_) # define __gl_h_ # define __gl2_h_ - + /* * This document is licensed under the SGI Free Software B License Version * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . @@ -927,16 +927,16 @@ typedef signed long int GLsizeiptr; // Changed khronos_ssize_t #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #else -# ifndef EVAS_GL_NO_GL_H_CHECK +# ifndef EVAS_GL_NO_GL_H_CHECK # error "You may only include either Evas_GL.h OR use your native OpenGL's headers. If you use Evas to do GL, then you cannot use the native gl headers." # endif #endif -#define EVAS_GL_API_VERSION 1 +#define EVAS_GL_API_VERSION 1 struct _Evas_GL_API { int version; - + /* version 1: */ void (*glActiveTexture) (GLenum texture); void (*glAttachShader) (GLuint program, GLuint shader); -- 2.7.4