efl/src/lib/elementary/elm_image.h

80 lines
3.5 KiB
C

/**
* @defgroup Elm_Image Image
* @ingroup Elementary
*
* @image html image_inheritance_tree.png
* @image latex image_inheritance_tree.eps
*
* An Elementary image object is a direct realization of
* @ref elm-image-class, and it allows one to load and display an @b image
* file on it, be it from a disk file or from a memory
* region. Exceptionally, one may also load an Edje group as the
* contents of the image. In this case, though, most of the functions
* of the image API will act as a no-op.
*
* One can tune various properties of the image, like:
* - pre-scaling,
* - smooth scaling,
* - orientation,
* - aspect ratio during resizes, etc.
*
* An image object may also be made valid source and destination for
* drag and drop actions, through the elm_image_editable_set() call.
*
* If the image source size is bigger than maximum texture size of the GPU (or also of
* the software rendering code too), evas can't render it because of such a limitation.
* If evas just magically always downscales on load if it's too big, then the user has a new bug:
* "the image is blurry". Potentially any image can cause issue.
* What if the image is too big to allocate memory for it?
* A 30000x30000 image will need just a bit under 4GB of RAM to store it.
* Texture size limitations are something every game developer has to deal with game engines,
* OpenGL, D3D etc. You can get the maximum image size evas can possibly handle by
* the calling evas_image_max_size_get() function. If the image size is bigger than this,
* you can try using load options to pre-scale down on load to lower quality.
* So use the elm_image_prescale_set() function to scale the image down.
* Another option is to use the Photocam widget. Photocam solves this issue
* by loading the prices as needed asynchronously in tiles and automatically using pre-scaling as well
* So use Photocam if you expect to load very large images.
*
* Signals that you can add callbacks for are:
*
* @li @c "drop" - This is called when a user has dropped an image
* typed object onto the object in question -- the
* event info argument is the path to that image file
* @li @c "clicked" - This is called when a user has clicked the image
* @li @c "download,start" - This is called when the remote image file download
* has started.
* @li @c "download,progress" - This is continuously called before the remote
* image file download has done. The event info
* data is of type Elm_Image_Progress.
* @li @c "download,done" - This is called when the download has completed.
* @li @c "download,error"- This is called when the download has failed.
* @li @c "load,open" - Triggered when the file has been opened, if async
* open is enabled (image size is known). (since 1.19)
* @li @c "load,ready" - Triggered when the image file is ready for display,
* if preload is enabled. (since 1.19)
* @li @c "load,error" - Triggered if an async I/O or decoding error occurred,
* if async open or preload is enabled (since 1.19)
* @li @c "load,cancel" - Triggered whenever async I/O was cancelled. (since 1.19)
*
* An example of usage for this API follows:
* @li @ref tutorial_image
*/
/**
* @addtogroup Elm_Image
* @{
*/
#ifdef EFL_EO_API_SUPPORT
#include <elm_image_eo.h>
#endif
#ifndef EFL_NOLEGACY_API_SUPPORT
#include <elm_image_legacy.h>
#endif
/**
* @}
*/