felipealmeida pushed a commit to branch master.

http://git.enlightenment.org/core/efl.git/commit/?id=0e8ce5dd23ed33926d7f26ada1dc073d3e6d1ee0

commit 0e8ce5dd23ed33926d7f26ada1dc073d3e6d1ee0
Author: Vitor Sousa <vitorsousasi...@gmail.com>
Date:   Mon Jan 25 21:11:43 2016 -0200

    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)]]
+}

-- 


Reply via email to