hermet pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=022ab7f2e6a87b6b39fa6f13630d3a34a6b8117a

commit 022ab7f2e6a87b6b39fa6f13630d3a34a6b8117a
Author: ChunEon Park <[email protected]>
Date:   Mon May 12 13:30:50 2014 +0900

    evas/evas3d: applied eo intensively and fix indentation.
---
 src/examples/evas/evas-3d-cube.c  |   7 +-
 src/examples/evas/evas-3d-cube2.c |   5 +-
 src/examples/evas/evas-3d-md2.c   |   5 +-
 src/examples/evas/evas-3d-pick.c  | 456 +++++++++++++++++++-------------------
 src/examples/evas/evas-3d-proxy.c |  92 ++++----
 5 files changed, 274 insertions(+), 291 deletions(-)

diff --git a/src/examples/evas/evas-3d-cube.c b/src/examples/evas/evas-3d-cube.c
index 2b31592..f27119a 100644
--- a/src/examples/evas/evas-3d-cube.c
+++ b/src/examples/evas/evas-3d-cube.c
@@ -1,6 +1,5 @@
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
 
 #include <Eo.h>
 #include <Evas.h>
@@ -263,7 +262,7 @@ main(void)
          evas_obj_visibility_set(EINA_TRUE));
 
    /* Set the image object as render target for 3D scene. */
-  eo_do(image, evas_obj_image_scene_set(data.scene));
+   eo_do(image, evas_obj_image_scene_set(data.scene));
 
    /* Add animation timer callback. */
    ecore_timer_add(0.016, _animate_scene, &data);
diff --git a/src/examples/evas/evas-3d-cube2.c 
b/src/examples/evas/evas-3d-cube2.c
index 08325ef..b92a2f6 100644
--- a/src/examples/evas/evas-3d-cube2.c
+++ b/src/examples/evas/evas-3d-cube2.c
@@ -1,6 +1,5 @@
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
 
 #include <Eo.h>
 #include <Evas.h>
diff --git a/src/examples/evas/evas-3d-md2.c b/src/examples/evas/evas-3d-md2.c
index babde9c..cffe10e 100644
--- a/src/examples/evas/evas-3d-md2.c
+++ b/src/examples/evas/evas-3d-md2.c
@@ -1,6 +1,5 @@
-#ifdef HAVE_CONFIG_H
-#include "config.h"
-#endif
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
 
 #include <Eo.h>
 #include <Evas.h>
diff --git a/src/examples/evas/evas-3d-pick.c b/src/examples/evas/evas-3d-pick.c
index 10b9aa8..7b1a6d5 100644
--- a/src/examples/evas/evas-3d-pick.c
+++ b/src/examples/evas/evas-3d-pick.c
@@ -1,27 +1,62 @@
 #define EFL_EO_API_SUPPORT
 #define EFL_BETA_API_SUPPORT
-#include <Ecore.h>
-#include <Ecore_Evas.h>
-#include <stdio.h>
+
 #include <math.h>
+#include <Eo.h>
 #include <Evas.h>
+#include <Ecore.h>
+#include <Ecore_Evas.h>
 
 #define  WIDTH          400
 #define  HEIGHT         400
 
-Ecore_Evas       *ecore_evas       = NULL;
-Evas             *evas             = NULL;
-Evas_Object      *background       = NULL;
-Evas_Object      *image                    = NULL;
+typedef struct _vec4
+{
+    float   x;
+    float   y;
+    float   z;
+    float   w;
+} vec4;
 
-Evas_3D_Scene    *scene                    = NULL;
-Evas_3D_Node     *root_node        = NULL;
-Evas_3D_Node     *camera_node      = NULL;
-Evas_3D_Camera   *camera           = NULL;
-Evas_3D_Node    *mesh_node         = NULL;
-Evas_3D_Mesh    *mesh              = NULL;
-Evas_3D_Material *material         = NULL;
-Evas_3D_Texture         *texture_diffuse   = NULL;
+typedef struct _vec3
+{
+    float   x;
+    float   y;
+    float   z;
+} vec3;
+
+typedef struct _vec2
+{
+    float   x;
+    float   y;
+} vec2;
+
+typedef struct _vertex
+{
+    vec3    position;
+    vec3    normal;
+    vec3    tangent;
+    vec4    color;
+    vec3    texcoord;
+} vertex;
+
+static Ecore_Evas *ecore_evas = NULL;
+static Evas *evas = NULL;
+static Eo *background = NULL;
+static Eo *image = NULL;
+static Eo *scene = NULL;
+static Eo *root_node = NULL;
+static Eo *camera_node = NULL;
+static Eo *camera = NULL;
+static Eo *mesh_node = NULL;
+static Eo *mesh = NULL;
+static Eo *material = NULL;
+static Eo *texture_diffuse = NULL;
+
+static int vertex_count = 0;
+static vertex *vertices = NULL;
+static int index_count = 0;
+static unsigned short *indices = NULL;
 
 static Eina_Bool
 _animate_scene(void *data)
@@ -34,8 +69,7 @@ _animate_scene(void *data)
          evas_3d_node_orientation_angle_axis_set(angle, 0.0, 1.0, 0.0));
 
    /* Rotate */
-   if (angle > 360.0)
-     angle -= 360.0f;
+   if (angle > 360.0) angle -= 360.0f;
 
    return EINA_TRUE;
 }
@@ -52,48 +86,11 @@ _on_canvas_resize(Ecore_Evas *ee)
    int w, h;
 
    ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
-
    evas_object_resize(background, w, h);
    evas_object_resize(image, w, h);
    evas_object_move(image, 0, 0);
 }
 
-typedef struct _vec4
-{
-    float   x;
-    float   y;
-    float   z;
-    float   w;
-} vec4;
-
-typedef struct _vec3
-{
-    float   x;
-    float   y;
-    float   z;
-} vec3;
-
-typedef struct _vec2
-{
-    float   x;
-    float   y;
-} vec2;
-
-typedef struct _vertex
-{
-    vec3    position;
-    vec3    normal;
-    vec3    tangent;
-    vec4    color;
-    vec3    texcoord;
-} vertex;
-
-static int             vertex_count = 0;
-static vertex         *vertices = NULL;
-
-static int             index_count = 0;
-static unsigned short  *indices = NULL;
-
 static inline vec3
 _normalize(const vec3 *v)
 {
@@ -110,154 +107,139 @@ _normalize(const vec3 *v)
 static void
 _sphere_fini()
 {
-    if (vertices)
-       free(vertices);
-
-    if (indices)
-       free(indices);
+   free(vertices);
+   free(indices);
 }
 
 static void
 _sphere_init(int precision)
 {
-    int                    i, j;
-    unsigned short *index;
-
-    vertex_count = (precision + 1) * (precision + 1);
-    index_count = precision * precision * 6;
-
-    /* Allocate buffer. */
-    vertices = malloc(sizeof(vertex) * vertex_count);
-    indices = malloc(sizeof(unsigned short) * index_count);
-
-    for (i = 0; i <= precision; i++)
-    {
-       double lati = (M_PI * (double)i) / (double)precision;
-       double y = cos(lati);
-       double r = fabs(sin(lati));
-
-       for (j = 0; j <= precision; j++)
-       {
-           double longi = (M_PI * 2.0 * j) / precision;
-           vertex *v = &vertices[i * (precision  + 1) + j];
-
-           if (j == 0 || j == precision)
-               v->position.x = 0.0;
-           else
-               v->position.x = r * sin(longi);
-
-           v->position.y = y;
-
-           if (j == 0 || j == precision)
-               v->position.z = r;
-           else
-               v->position.z = r * cos(longi);
-
-           v->normal = v->position;
-
-           if (v->position.x > 0.0)
-           {
-               v->tangent.x = -v->normal.y;
-               v->tangent.y =  v->normal.x;
-               v->tangent.z =  v->normal.z;
-           }
-           else
-           {
-               v->tangent.x =  v->normal.y;
-               v->tangent.y = -v->normal.x;
-               v->tangent.z =  v->normal.z;
-           }
-
-           v->color.x = v->position.x;
-           v->color.y = v->position.y;
-           v->color.z = v->position.z;
-           v->color.w = 1.0;
-
-           if (j == precision)
-               v->texcoord.x = 1.0;
-           else if (j == 0)
-               v->texcoord.x = 0.0;
-           else
-               v->texcoord.x = (double)j / (double)precision;
-
-           if (i == precision)
-               v->texcoord.y = 1.0;
-           else if (i == 0)
-               v->texcoord.y = 0.0;
-           else
-               v->texcoord.y = 1.0 - (double)i / (double)precision;
-       }
-    }
-
-    index = &indices[0];
-
-    for (i = 0; i < precision; i++)
-    {
-       for (j = 0; j < precision; j++)
-       {
-           *index++ = i * (precision + 1) + j;
-           *index++ = i * (precision + 1) + j + 1;
-           *index++ = (i + 1) * (precision + 1) + j;
-
-           *index++ = (i + 1) * (precision + 1) + j;
-           *index++ = i * (precision + 1) + j + 1;
-           *index++ = (i + 1) * (precision + 1) + j + 1;
-       }
-    }
-
-    for (i = 0; i < index_count; i += 3)
-    {
-       vertex *v0 = &vertices[indices[i + 0]];
-       vertex *v1 = &vertices[indices[i + 1]];
-       vertex *v2 = &vertices[indices[i + 2]];
-
-       vec3    e1, e2;
-       float   du1, du2, dv1, dv2, f;
-       vec3    tangent;
-
-       e1.x = v1->position.x - v0->position.x;
-       e1.y = v1->position.y - v0->position.y;
-       e1.z = v1->position.z - v0->position.z;
-
-       e2.x = v2->position.x - v0->position.x;
-       e2.y = v2->position.y - v0->position.y;
-       e2.z = v2->position.z - v0->position.z;
-
-       du1 = v1->texcoord.x - v0->texcoord.x;
-       dv1 = v1->texcoord.y - v0->texcoord.y;
-
-       du2 = v2->texcoord.x - v0->texcoord.x;
-       dv2 = v2->texcoord.y - v0->texcoord.y;
-
-       f = 1.0 / (du1 * dv2 - du2 * dv1);
-
-       tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
-       tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
-       tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
-
-       v0->tangent = tangent;
-    }
-
-    for (i = 0; i <= precision; i++)
-    {
-       for (j = 0; j <= precision; j++)
-       {
-           if (j == precision)
-           {
-               vertex *v = &vertices[i * (precision  + 1) + j];
-               v->tangent = vertices[i * (precision + 1)].tangent;
-           }
-       }
-    }
+   int i, j;
+   unsigned short *index;
+
+   vertex_count = (precision + 1) * (precision + 1);
+   index_count = precision * precision * 6;
+
+   /* Allocate buffer. */
+   vertices = malloc(sizeof(vertex) * vertex_count);
+   indices = malloc(sizeof(unsigned short) * index_count);
+
+   for (i = 0; i <= precision; i++)
+     {
+        double lati = (M_PI * (double)i) / (double)precision;
+        double y = cos(lati);
+        double r = fabs(sin(lati));
+
+        for (j = 0; j <= precision; j++)
+          {
+             double longi = (M_PI * 2.0 * j) / precision;
+             vertex *v = &vertices[i * (precision  + 1) + j];
+
+             if (j == 0 || j == precision) v->position.x = 0.0;
+             else v->position.x = r * sin(longi);
+
+             v->position.y = y;
+
+             if (j == 0 || j == precision) v->position.z = r;
+             else v->position.z = r * cos(longi);
+
+             v->normal = v->position;
+
+             if (v->position.x > 0.0)
+               {
+                  v->tangent.x = -v->normal.y;
+                  v->tangent.y =  v->normal.x;
+                  v->tangent.z =  v->normal.z;
+               }
+             else
+               {
+                  v->tangent.x =  v->normal.y;
+                  v->tangent.y = -v->normal.x;
+                  v->tangent.z =  v->normal.z;
+               }
+
+             v->color.x = v->position.x;
+             v->color.y = v->position.y;
+             v->color.z = v->position.z;
+             v->color.w = 1.0;
+
+             if (j == precision) v->texcoord.x = 1.0;
+             else if (j == 0) v->texcoord.x = 0.0;
+             else v->texcoord.x = (double)j / (double)precision;
+
+             if (i == precision) v->texcoord.y = 1.0;
+             else if (i == 0) v->texcoord.y = 0.0;
+             else v->texcoord.y = 1.0 - (double)i / (double)precision;
+          }
+     }
+
+   index = &indices[0];
+
+   for (i = 0; i < precision; i++)
+     {
+        for (j = 0; j < precision; j++)
+          {
+             *index++ = i * (precision + 1) + j;
+             *index++ = i * (precision + 1) + j + 1;
+             *index++ = (i + 1) * (precision + 1) + j;
+
+             *index++ = (i + 1) * (precision + 1) + j;
+             *index++ = i * (precision + 1) + j + 1;
+             *index++ = (i + 1) * (precision + 1) + j + 1;
+          }
+     }
+
+   for (i = 0; i < index_count; i += 3)
+     {
+        vertex *v0 = &vertices[indices[i + 0]];
+        vertex *v1 = &vertices[indices[i + 1]];
+        vertex *v2 = &vertices[indices[i + 2]];
+
+        vec3 e1, e2;
+        float du1, du2, dv1, dv2, f;
+        vec3 tangent;
+
+        e1.x = v1->position.x - v0->position.x;
+        e1.y = v1->position.y - v0->position.y;
+        e1.z = v1->position.z - v0->position.z;
+
+        e2.x = v2->position.x - v0->position.x;
+        e2.y = v2->position.y - v0->position.y;
+        e2.z = v2->position.z - v0->position.z;
+
+        du1 = v1->texcoord.x - v0->texcoord.x;
+        dv1 = v1->texcoord.y - v0->texcoord.y;
+
+        du2 = v2->texcoord.x - v0->texcoord.x;
+        dv2 = v2->texcoord.y - v0->texcoord.y;
+
+        f = 1.0 / (du1 * dv2 - du2 * dv1);
+
+        tangent.x = f * (dv2 * e1.x - dv1 * e2.x);
+        tangent.y = f * (dv2 * e1.y - dv1 * e2.y);
+        tangent.z = f * (dv2 * e1.z - dv1 * e2.z);
+
+        v0->tangent = tangent;
+     }
+
+   for (i = 0; i <= precision; i++)
+     {
+        for (j = 0; j <= precision; j++)
+          {
+             if (j == precision)
+               {
+                  vertex *v = &vertices[i * (precision  + 1) + j];
+                  v->tangent = vertices[i * (precision + 1)].tangent;
+               }
+          }
+     }
 }
 
 static void
-_on_mouse_down(void        *data EINA_UNUSED,
-              Evas         *e    EINA_UNUSED,
-              Evas_Object  *o,
-              void         *einfo)
+_on_mouse_down(void *data EINA_UNUSED, Evas *e EINA_UNUSED, Evas_Object *obj,
+               void *event_info)
 {
-   Evas_Event_Mouse_Down *ev = einfo;
+   Evas_Event_Mouse_Down *ev = event_info;
    Evas_Coord x, y, w, h;
    Evas_Coord obj_x, obj_y;
    int scene_w, scene_h;
@@ -267,7 +249,7 @@ _on_mouse_down(void     *data EINA_UNUSED,
    Evas_3D_Mesh *m;
    Eina_Bool pick;
 
-   evas_object_geometry_get(o, &x, &y, &w, &h);
+   evas_object_geometry_get(obj, &x, &y, &w, &h);
 
    obj_x = ev->canvas.x - x;
    obj_y = ev->canvas.y - y;
@@ -278,18 +260,16 @@ _on_mouse_down(void           *data EINA_UNUSED,
    scene_y = obj_y * scene_h / (Evas_Real)h;
 
    eo_do(scene, pick = evas_3d_scene_pick(scene_x, scene_y, &n, &m, &s, &t));
-   if (pick)
-     printf("Picked     : ");
-   else
-     printf("Not picked : ");
-
-    printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) 
texcoord(%f, %f) "
-           "node(%p) mesh(%p)\n",
-           ev->output.x, ev->output.y,
-           ev->canvas.x, ev->canvas.y,
-           obj_x, obj_y,
-           scene_x, scene_y,
-           s, t, n, m);
+   if (pick) printf("Picked     : ");
+   else printf("Not picked : ");
+
+   printf("output(%d, %d) canvas(%d, %d) object(%d, %d) scene(%f, %f) 
texcoord(%f, %f) "
+          "node(%p) mesh(%p)\n",
+          ev->output.x, ev->output.y,
+          ev->canvas.x, ev->canvas.y,
+          obj_x, obj_y,
+          scene_x, scene_y,
+          s, t, n, m);
 }
 
 int
@@ -298,13 +278,11 @@ main(void)
    //Unless Evas 3D supports Software renderer, we set gl backened forcely.
    setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
 
-   if (!ecore_evas_init())
-     return 0;
+   if (!ecore_evas_init()) return 0;
 
    ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
 
-   if (!ecore_evas)
-     return 0;
+   if (!ecore_evas) return 0;
 
    ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
    ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
@@ -321,7 +299,8 @@ main(void)
 
    /* Add the camera. */
    camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
-   eo_do(camera, evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 
100.0));
+   eo_do(camera,
+         evas_3d_camera_projection_perspective_set(30.0, 1.0, 1.0, 100.0));
 
    camera_node =
       eo_add_custom(EVAS_3D_NODE_CLASS, evas,
@@ -341,17 +320,22 @@ main(void)
          evas_3d_mesh_vertex_count_set(vertex_count),
          evas_3d_mesh_frame_add(0),
          evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
-                                            sizeof(vertex), 
&vertices[0].position),
+                                            sizeof(vertex),
+                                            &vertices[0].position),
          evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
-                                            sizeof(vertex), 
&vertices[0].normal),
+                                            sizeof(vertex),
+                                            &vertices[0].normal),
          evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TANGENT,
-                                            sizeof(vertex), 
&vertices[0].tangent),
+                                            sizeof(vertex),
+                                            &vertices[0].tangent),
          evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
                                             sizeof(vertex), 
&vertices[0].color),
          evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
-                                            sizeof(vertex), 
&vertices[0].texcoord),
+                                            sizeof(vertex),
+                                            &vertices[0].texcoord),
 
-         evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 
index_count, &indices[0]),
+         evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT,
+                                     index_count, &indices[0]),
          evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
 
    material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
@@ -360,17 +344,21 @@ main(void)
    texture_diffuse = eo_add(EVAS_3D_TEXTURE_CLASS, evas);
    eo_do(texture_diffuse,
          evas_3d_texture_file_set("EarthDiffuse.png", NULL),
-         evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR, 
EVAS_3D_TEXTURE_FILTER_LINEAR));
+         evas_3d_texture_filter_set(EVAS_3D_TEXTURE_FILTER_LINEAR,
+                                    EVAS_3D_TEXTURE_FILTER_LINEAR));
    eo_do(material,
-         evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE, 
texture_diffuse),
-
+         evas_3d_material_texture_set(EVAS_3D_MATERIAL_DIFFUSE,
+                                      texture_diffuse),
          evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
          evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
          evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
 
-         evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 
0.01, 1.0),
-         evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0, 
1.0),
-         evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 
1.0),
+         evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.01, 0.01, 0.01,
+                                    1.0),
+         evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 1.0, 1.0, 1.0,
+                                    1.0),
+         evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0,
+                                    1.0),
          evas_3d_material_shininess_set(50.0));
 
    mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
@@ -387,23 +375,23 @@ main(void)
          evas_3d_scene_size_set(WIDTH, HEIGHT));
 
    /* Add evas objects. */
-   background = evas_object_rectangle_add(evas);
-   evas_object_color_set(background, 0, 0, 0, 255);
-   evas_object_move(background, 0, 0);
-   evas_object_resize(background, WIDTH, HEIGHT);
-   evas_object_show(background);
+   background = eo_add(EVAS_OBJ_RECTANGLE_CLASS, evas);
+   eo_unref(background);
+   eo_do(background,
+         evas_obj_color_set(0, 0, 0, 255),
+         evas_obj_size_set(WIDTH, HEIGHT),
+         evas_obj_visibility_set(EINA_TRUE));
 
    image = evas_object_image_filled_add(evas);
-   evas_object_image_size_set(image, WIDTH, HEIGHT);
-   evas_object_image_scene_set(image, scene);
-   evas_object_move(image, 0, 0);
-   evas_object_resize(image, WIDTH, HEIGHT);
-   evas_object_show(image);
-   evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, 
_on_mouse_down, NULL);
+   eo_do(image,
+         evas_obj_image_scene_set(scene),
+         evas_obj_size_set(WIDTH, HEIGHT),
+         evas_obj_visibility_set(EINA_TRUE));
+   evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN,
+                                  _on_mouse_down, NULL);
 
    ecore_timer_add(0.01, _animate_scene, mesh_node);
 
-   printf ("Enter main loop\n");
    ecore_main_loop_begin();
 
    ecore_evas_free(ecore_evas);
diff --git a/src/examples/evas/evas-3d-proxy.c 
b/src/examples/evas/evas-3d-proxy.c
index 5733856..49ad9cb 100644
--- a/src/examples/evas/evas-3d-proxy.c
+++ b/src/examples/evas/evas-3d-proxy.c
@@ -1,9 +1,9 @@
 #define EFL_EO_API_SUPPORT
 #define EFL_BETA_API_SUPPORT
+
+#include <math.h>
 #include <Ecore.h>
 #include <Ecore_Evas.h>
-#include <stdio.h>
-#include <math.h>
 #include <Evas.h>
 
 #define  WIDTH          400
@@ -14,24 +14,24 @@
 
 typedef struct _Scene_Data
 {
-   Evas_3D_Scene    *scene;
-   Evas_3D_Node     *root_node;
-   Evas_3D_Node     *camera_node;
-   Evas_3D_Node     *light_node;
-   Evas_3D_Node     *mesh_node;
-
-   Evas_3D_Camera   *camera;
-   Evas_3D_Light    *light;
-   Evas_3D_Mesh     *mesh;
-   Evas_3D_Material *material;
-   Evas_3D_Texture  *texture;
+   Eo *scene;
+   Eo *root_node;
+   Eo *camera_node;
+   Eo *light_node;
+   Eo *mesh_node;
+
+   Eo *camera;
+   Eo *light;
+   Eo *mesh;
+   Eo *material;
+   Eo *texture;
 } Scene_Data;
 
-Ecore_Evas       *ecore_evas  = NULL;
-Evas             *evas        = NULL;
-Evas_Object      *background  = NULL;
-Evas_Object      *image       = NULL;
-Evas_Object      *source    = NULL;
+static Ecore_Evas *ecore_evas = NULL;
+static Evas *evas = NULL;
+static Eo *background = NULL;
+static Eo *image = NULL;
+static Eo *source = NULL;
 
 static const float cube_vertices[] =
 {
@@ -105,10 +105,8 @@ _on_canvas_resize(Ecore_Evas *ee)
    int w, h;
 
    ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
-
-   evas_object_resize(background, w, h);
-   evas_object_resize(image, w, h);
-   evas_object_move(image, 0, 0);
+   eo_do(background, evas_obj_size_set(w, h));
+   eo_do(image, evas_obj_size_set(w, h));
 }
 
 static Eina_Bool
@@ -125,11 +123,11 @@ _animate_scene(void *data)
          evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0));
 
    /* Rotate */
-   if (angle > 360.0)
-     angle -= 360.0f;
+   if (angle > 360.0) angle -= 360.0f;
 
-   pixels = (unsigned int *)evas_object_image_data_get(source, EINA_TRUE);
-   stride = evas_object_image_stride_get(source);
+   eo_do(source,
+         pixels = evas_obj_image_data_get(EINA_TRUE),
+         stride = evas_obj_image_stride_get());
 
    for (i = 0; i < IMG_HEIGHT; i++)
      {
@@ -141,8 +139,9 @@ _animate_scene(void *data)
           }
      }
 
-   evas_object_image_data_set(source, pixels);
-   evas_object_image_data_update_add(source, 0, 0, IMG_WIDTH, IMG_HEIGHT);
+   eo_do(source,
+         evas_obj_image_data_set(pixels),
+         evas_obj_image_data_update_add(0, 0, IMG_WIDTH, IMG_HEIGHT));
 
    return EINA_TRUE;
 }
@@ -269,13 +268,11 @@ main(void)
 
    Scene_Data data;
 
-   if (!ecore_evas_init())
-     return 0;
+   if (!ecore_evas_init()) return 0;
 
    ecore_evas = ecore_evas_new(NULL, 10, 10, WIDTH, HEIGHT, NULL);
 
-   if (!ecore_evas)
-     return 0;
+   if (!ecore_evas) return 0;
 
    ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
    ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
@@ -284,30 +281,31 @@ main(void)
    evas = ecore_evas_get(ecore_evas);
 
    /* Add a background rectangle objects. */
-   background = evas_object_rectangle_add(evas);
-   evas_object_color_set(background, 0, 0, 0, 255);
-   evas_object_move(background, 0, 0);
-   evas_object_resize(background, WIDTH, HEIGHT);
-   evas_object_show(background);
-
-   /* Add a background imageg. */
+   background = eo_add(EVAS_OBJ_RECTANGLE_CLASS, evas);
+   eo_unref(background);
+   eo_do(background,
+         evas_obj_color_set(0, 0, 0, 255),
+         evas_obj_size_set(WIDTH, HEIGHT),
+         evas_obj_visibility_set(EINA_TRUE));
+
+   /* Add a background image. */
    source = evas_object_image_filled_add(evas);
-   evas_object_image_size_set(source, IMG_WIDTH, IMG_HEIGHT);
-   evas_object_move(source, 0, 0);
-   evas_object_resize(source, IMG_WIDTH, IMG_HEIGHT);
-   evas_object_show(source);
+   eo_do(source,
+         evas_obj_image_size_set(IMG_WIDTH, IMG_HEIGHT),
+         evas_obj_size_set(IMG_WIDTH, IMG_HEIGHT),
+         evas_obj_visibility_set(EINA_TRUE));
 
    /* Add an image object for 3D scene rendering. */
    image = evas_object_image_filled_add(evas);
-   evas_object_move(image, 0, 0);
-   evas_object_resize(image, WIDTH, HEIGHT);
-   evas_object_show(image);
+   eo_do(image,
+         evas_obj_size_set(IMG_WIDTH, IMG_HEIGHT),
+         evas_obj_visibility_set(EINA_TRUE));
 
    /* Setup scene */
    _scene_setup(&data);
 
    /* Set the image object as render target for 3D scene. */
-   evas_object_image_scene_set(image, data.scene);
+   eo_do(image, evas_obj_image_scene_set(data.scene));
 
    /* Add animation timer callback. */
    ecore_timer_add(0.016, _animate_scene, &data);

-- 


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