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import edje_types;

// FIXME: This EO doc needs a direct link to the "edcref" doc

class Edje.Object (Efl.Canvas.Group.Clipped, Efl.File, Efl.Container, Efl.Part,
                   Efl.Observer, Efl.Ui.Base, Efl.Canvas.Layout_Calc,
                   Efl.Canvas.Layout_Signal, Efl.Canvas.Layout_Group,
                   Efl.Player)
{
   [[Edje object class]]
   legacy_prefix: edje_object;
   eo_prefix: edje_obj;
   event_prefix: edje_object;
   data: Edje;
   methods {
      @property animation {
         [[Whether this object is animating or not.

           This property indicates whether animations are stopped or not.
           Animations here refer to transitions between states.

           If animations are disabled, transitions between states (as
           defined in EDC) are then instantaneous. This is conceptually similar
           to setting the @Efl.Player.play_speed to an infinitely high
           value.
         ]]
         get {
            [[Get the current state of animation, $true by default.]]
         }
         set {
            [[Start or stop animating this object.]]
         }
         values {
            on: bool; [[The animation state, $true by default.]]
         }
      }
      @property perspective {
         set {
            [[Sets the given perspective object on this Edje object.

              Make the given perspective object be the default perspective for this Edje
              object.

              There can be only one perspective object per Edje object, and if a
              previous one was set, it will be removed and the new perspective object
              will be used.

              An Edje perspective will only affect a part if it doesn't point to another
              part to be used as perspective.

              \@ref edje_object_perspective_new()
              See also @.perspective.get()
              \@ref edje_perspective_set()]]
            values {
                ps: ptr(Edje.Perspective); [[The perspective object that will be used.]]
            }
         }
         get {
            [[Gets the current perspective used on this Edje object.

              See also @.perspective.set()]]
            values {
                ps: ptr(const(Edje.Perspective)); [[The perspective object that will be used.]]
            }
         }
      }

      // TODO: Legacy only. EO may rely on futures.
      preload {
         [[Preloads the images on the Edje Object in the background.

           This function requests the preload of all data images (on the given
           object) in the background. The work is queued before being processed
           (because there might be other pending requests of this type).
           It emits a signal "preload,done" when finished.

           Note: Use $true on scenarios where you don't need
           the image data preloaded anymore.]]

         return: bool; [[$false if obj was not a valid Edje object
                         otherwise $true]]
         params {
            @in cancel: bool; [[$false will add it the preloading work queue,
                                $true will remove it (if it was issued before).]]
         }
      }
      @property load_error {
         get {
            [[Gets the (last) file loading error for a given Edje object

              This function is meant to be used after an Edje EDJ file
              loading, what takes place with the $file_set() function. If that
              function does not return $true, one should check for the reason
              of failure with this one.
            ]]
            legacy: null;
         }
         values {
            error: Efl.Image.Load.Error(Efl.Image.Load.Error.generic);
               [[The load error code.]]
         }
      }

      /* CLASS APIS BEGIN -------------------------------------------------- */
      @property global_color_class @class {
         set {
            [[Sets Edje color class.

              This function sets the color values for a process level color
              class.  This will cause all edje parts in the current process that
              have the specified color class to have their colors multiplied by
              these values.  (Object level color classes set by
              edje_object_color_class_set() will override the values set by this
              function).

              Setting color emits a signal "color_class,set" with source being
              the given color class in all objects.

              Note: unlike Evas, Edje colors are not pre-multiplied. That is,
              half-transparent white is 255 255 255 128.]]
            legacy: null;
            return: bool; [[$true on success, $false otherwise]]
         }
         get {
            [[Gets Edje color class.

              This function gets the color values for a process level color
              class. This value is the globally set and not per-object, that is,
              the value that would be used by objects if they did not override with
              @.color_class.set().

              See also, @.global_color_class.set()

              Note: unlike Evas, Edje colors are not pre-multiplied. That is,
              half-transparent white is 255 255 255 128.]]
            legacy: null;
            return: bool; [[$true if found or $false if not found and all values
                            are zeored.]]
         }
         keys {
            color_class: string; [[The name of color class]]
            mode: Edje.Color_Class.Mode; [[Edje color class mode]]
         }
         values {
            r: int; [[Object Red value]]
            g: int; [[Object Green value]]
            b: int; [[Object Blue value]]
            a: int; [[Object Alpha value]]
         }
      }
      @property color_class {
         set {
            [[Sets the object color class.

              This function sets the color values for an object level color
              class. This will cause all edje parts in the specified object that
              have the specified color class to have their colors multiplied by
              these values.

              The first color is the object, the second is the text outline, and
              the third is the text shadow. (Note that the second two only apply
              to text parts).

              Setting color emits a signal "color_class,set" with source being
              the given color.

              Note: unlike Evas, Edje colors are not pre-multiplied. That is,
              half-transparent white is 255 255 255 128.]]
            legacy: null;
            return: bool; [[$true on success, $false otherwise]]
         }
         get {
            [[Gets the object color class.

              This function gets the color values for an object level color
              class. If no explicit object color is set, then global values will
              be used.

              The first color is the object, the second is the text outline, and
              the third is the text shadow. (Note that the second two only apply
              to text parts).

              Note: unlike Evas, Edje colors are not pre-multiplied. That is,
              half-transparent white is 255 255 255 128.]]
            legacy: null;
            return: bool; [[$true if found or $false if not found and all
                            values are zeroed.]]
         }
         keys {
            color_class: string; [[The name of color class]]
            mode: Edje.Color_Class.Mode; [[Edje color class mode]]
         }
         values {
            r: int; [[Object Red value]]
            g: int; [[Object Green value]]
            b: int; [[Object Blue value]]
            a: int; [[Object Alpha value]]
         }
      }
      @property color_class_description {
         get {
            [[Gets the description of an object color class.

              This function gets the description of a color class in use by an object.]]
            return: string; [[The description of the target color class or $null if not found]]
         }
         keys {
            color_class: string; [[Color class description]]
         }
      }
      color_class_clear @const {
         [[Clears object color classes.

           @since 1.17.0]]
         return: bool; [[$true on success, or $false on error]]
      }
      color_class_del {
         [[Deletes the object color class.

           This function deletes any values at the object level for the
           specified object and color class.

           Deleting the color class will revert it to the values
           defined by edje_color_class_set() or the color class
           defined in the theme file.

           Deleting the color class will emit the signal "color_class,del"
           for the given Edje object.]]
         params {
            @in color_class: string; [[The color class to be deleted.]]
         }
      }
      @property text_class {
         set {
            [[Sets Edje text class.

              This function sets the text class for the Edje.]]
            return: bool; [[$true on success, or $false on error]]
         }
         get {
            [[Gets font and font size from edje text class.

              This function gets the font and the font size from the object
              text class. The font string will only be valid until the text
              class is changed or the edje object is deleted.]]
            return: bool; [[$true on success, or $false on error]]
         }
         keys {
            text_class: string; [[The text class name]]
         }
         values {
            font: string; [[Font name]]
            size: int; [[Font Size]]
         }
      }
      text_class_del {
         [[Deletes the object text class.

           This function deletes any values at the object level for the
           specified object and text class.

           Deleting the text class will revert it to the values
           defined by edje_text_class_set() or the text class
           defined in the theme file.

           @since 1.17]]
         params {
            @in text_class: string; [[The color class to be deleted.]]
         }
      }
      @property size_class {
         set {
            [[Sets the object size class.

              This function sets the min and max values for an object level size
              class. This will make all edje parts in the specified object that
              have the specified size class update their min and max size with given values.

              @since 1.17]]
            return: bool; [[$true on success, or $false on error]]
         }
         get {
            [[Gets the object size class.

              This function gets the min and max values for an object level size
              class. These values will only be valid until the size class is changed
              or the edje object is deleted.

              @since 1.17]]
            return: bool; [[$true on success, or $false on error]]
         }
         keys {
            size_class: string; [[The size class name]]
         }
         values {
            minw: int; [[The min width]]
            minh: int; [[The min height]]
            maxw: int; [[The max width]]
            maxh: int; [[The max height]]
         }
      }
      size_class_del {
         [[Deletes the object size class.

           This function deletes any values at the object level for the
           specified object and size class.

           Deleting the size class will revert it to the values
           defined by edje_size_class_set() or the color class
           defined in the theme file.

           @since 1.17]]
         params {
            @in size_class: string; [[Size class name]]
         }
      }
      /* CLASS APIS END ---------------------------------------------------- */

      access_part_iterate {
         [[Iterates over all accessibility-enabled part names.]]
         legacy: null;
         return: free(own(iterator<string>), eina_iterator_free); [[Part name iterator]]
      }
      part_exists @const {
         [[Checks if a part exists in a given Edje object's group definition.

           This function returns if a given part exists in the Edje group
           bound to this object (with @Efl.File.file.set()).

           This call is useful, for example, when one could expect or not a
           given GUI element, depending on the theme applied to the object.

           Note: @Efl.Part.part() called on an Edje object will return $null
           if it doesn't contain the given part.
         ]]
         return: bool; [[$true if the Edje part exists in obj's group, or
                         $false otherwise (and on errors)]]
         params {
            @in part: string; [[The part's name to check for existence in obj's
                                group]]
         }
      }

      /* TEXT PART APIS BEGIN ---------------------------------------------- */
      @property text_change_cb {
         set {
            [[Sets the object text callback.

              This function sets the callback to be called when the text changes.]]
         }
         values {
            func: Edje.Text.Change_Cb; [[The callback function to handle the text change]]
            data: void_ptr; [[The data associated to the callback function.]]
         }
      }
      @property part_text_autocapital_type {
         set {
            [[Sets the autocapitalization type on the immodule.

              @since 1.1.0]]
         }
         get {
            [[Retrieves the autocapitalization type

              @since 1.1.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            autocapital_type: Edje.Text.Autocapital_Type; [[The type of autocapitalization]]
         }
      }
      @property part_text_prediction_allow {
         set {
            [[Sets whether the prediction is allowed or not.

              @since 1.2.0]]
         }
         get {
            [[Gets whether the prediction is allowed or not.

              @since 1.2.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            prediction: bool; [[If $true, the prediction feature is allowed.]]
         }
      }
      @property item_provider {
         set {
            [[Sets the function that provides item objects for named items in an edje entry text

              Item objects may be deleted any time by Edje, and will be deleted when the
              Edje object is deleted (or file is set to a new file).]]
         }
         values {
            func: Edje.Item_Provider_Cb; [[The function to call (or $null to disable) to get item objects]]
            data: void_ptr; [[The data pointer to pass to the func callback]]
         }
      }
      @property part_text_select_allow {
         set {
            [[Enables selection if the entry is an EXPLICIT selection mode
              type.

              The default is to  not allow selection. This function only affects user
              selection, functions such as edje_object_part_text_select_all() and
              edje_object_part_text_select_none() are not affected.]]
            legacy: null;
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            allow: bool; [[$true to enable, $false otherwise]]
         }
      }
      part_text_select_begin @const {
         [[Starts selecting at current cursor position]]
         params {
            @in part: string; [[The part name]]
         }
      }
      part_text_select_abort @const {
         [[Aborts any selection action on a part.]]
         params {
            @in part: string; [[The part name]]
         }
      }
      part_text_select_extend @const {
         [[Extends the current selection to the current cursor position]]
         params {
            @in part: string; [[The part name]]
         }
      }
      part_text_select_all @const {
         [[Sets the selection to be everything.

           This function selects all text of the object of the part.]]
         params {
            @in part: string; [[The part name]]
         }
      }
      part_text_select_none @const {
         [[Sets the selection to be none.

           This function sets the selection text to be none.]]
         params {
            @in part: string; [[The part name]]
         }
      }
      @property part_text_selection {
         get {
            [[Returns the selection text of the object part.

              This function returns selection text of the object part.

              See also @.part_text_select_all() and @.part_text_select_none()]]
            return: string; [[The text string]]
         }
         keys {
            part: string; [[The part name]]
         }
      }
      @property part_text_imf_context {
         get {
            [[Gets the input method context in entry.

              If ecore_imf was not available when edje was compiled, this function returns $null
              otherwise, the returned pointer is an Ecore_IMF

              @since 1.2.0]]
            return: void_ptr; [[The input method context (Ecore_IMF_Context *) in entry]]
         }
         keys {
            part: string; [[The part name]]
         }
      }
      part_text_imf_context_reset @const {
         [[Resets the input method context if needed.

           This can be necessary in the case where modifying the buffer would confuse on-going input method behavior

           @since 1.2.0]]
         params {
            @in part: string; [[The part name]]
         }
      }
      @property part_text_input_hint {
         set {
            [[Sets the input hint which allows input methods to fine-tune their behavior.

              @since 1.12.0]]
         }
         get {
            [[Gets the value of input hint

              @since 1.12.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            input_hints: Edje.Input_Hints; [[Input hints]]
         }
      }
      part_text_input_panel_show @const {
         [[Shows the input panel (virtual keyboard) based on the input panel property such as layout, autocapital types, and so on.

           Note that input panel is shown or hidden automatically according to the focus state.
           This API can be used in the case of manually controlling by using edje_object_part_text_input_panel_enabled_set.

           @since 1.2.0]]
         params {
            @in part: string; [[The part name]]
         }
      }
      part_text_input_panel_hide @const {
         [[Hides the input panel (virtual keyboard).
           See also @.part_text_input_panel_show

           Note that input panel is shown or hidden automatically according to the focus state.
           This API can be used in the case of manually controlling by using edje_object_part_text_input_panel_enabled_set.

           @since 1.2.0]]
         params {
            @in part: string; [[The part name]]
         }
      }
      @property part_text_input_panel_imdata {
         set {
            [[Sets the input panel-specific data to deliver to the input panel.

              This API is used by applications to deliver specific data to the input panel.
              The data format MUST be negotiated by both application and the input panel.
              The size and format of data are defined by the input panel.

              @since 1.2.0]]
            keys {
               part: string; [[The part name]]
               data: const(void_ptr); [[The specific data to be set to the input panel.]]
            }
         }
         get {
            [[Gets the specific data of the current active input panel.

              @since 1.2.0]]
            return: void; [[FIXME: void needed here?]]
            keys {
               part: string; [[The part name]]
               data: void_ptr; [[The specific data to be set to the input panel.]]
            }
         }
         values {
            len: int; [[The length of data, in bytes, to send to the input panel]]
         }
      }
      @property part_text_input_panel_layout {
         set {
            [[Sets the layout of the input panel.

              The layout of the input panel or virtual keyboard can make it easier or
              harder to enter content. This allows you to hint what kind of input you
              are expecting to enter and thus have the input panel automatically
              come up with the right mode.

              @since 1.1]]
         }
         get {
            [[Gets the layout of the input panel.

              See also @.part_text_input_panel_layout.set

              @since 1.1]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            layout: Edje.Input_Panel.Layout; [[Layout type of the input panel]]
         }
      }
      @property part_text_input_panel_language {
         set {
            [[Sets the language mode of the input panel.

              This API can be used if you want to show the Alphabet keyboard.

              @since 1.2.0]]
         }
         get {
            [[Gets the language mode of the input panel.

              See also @.part_text_input_panel_language.set for more details.

              @since 1.2.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            lang: Edje.Input_Panel.Lang; [[The language to be set to the input panel.]]
         }
      }
      @property part_text_input_panel_layout_variation {
         set {
            [[Sets the layout variation of the input panel.

              The layout variation of the input panel or virtual keyboard can make it easier or
              harder to enter content. This allows you to hint what kind of input you
              are expecting to enter and thus have the input panel automatically
              come up with the right mode.

              @since 1.8]]
         }
         get {
            [[Gets the layout variation of the input panel.

              See also @.part_text_input_panel_layout_variation.set

              @since 1.8]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            variation: int; [[Layout variation type]]
         }
      }
      @property part_text_input_panel_enabled {
         set {
            [[Sets the attribute to show the input panel automatically.

              @since 1.1.0]]
         }
         get {
            [[Retrieves the attribute to show the input panel automatically.
              See also @.part_text_input_panel_enabled.set

              @since 1.1.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            enabled: bool; [[If $true, the input panel is appeared when entry is clicked or has a focus]]
         }
      }
      @property part_text_input_panel_return_key_disabled {
         set {
            [[Sets the return key on the input panel to be disabled.

              @since 1.2.0]]
         }
         get {
            [[Gets whether the return key on the input panel should be disabled or not.

              @since 1.2.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            disabled: bool; [[The state]]
         }
      }
      @property part_text_input_panel_return_key_type {
         set {
            [[Sets the "return" key type. This type is used to set string or icon on the "return" key of the input panel.

              An input panel displays the string or icon associated with this type

              @since 1.2.0]]
         }
         get {
            [[Gets the "return" key type.

              See also @.part_text_input_panel_return_key_type.set() for more details

              @since 1.2.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            return_key_type: Edje.Input_Panel.Return_Key_Type; [[The type of "return" key on the input panel]]
         }
      }
      @property part_text_input_panel_show_on_demand {
         set {
            [[Sets the attribute to show the input panel in case of only an user's explicit Mouse Up event.
              It doesn't request to show the input panel even though it has focus.

              @since 1.9.0]]
         }
         get {
            [[Gets the attribute to show the input panel in case of only an user's explicit Mouse Up event.

              @since 1.9.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            ondemand: bool; [[If $true, the input panel will be shown in case of only Mouse up event. (Focus event will be ignored.)]]
         }
      }
      @property part_text_prediction_hint {
         set {
            [[Sets the prediction hint to use an intelligent reply suggestion service.

              @since 1.20.0]]
         }
         keys {
            part: string; [[The part name]]
         }
         values {
            prediction_hint: string; [[Prediction hint]]
         }
      }
      /* TEXT PART APIS END ------------------------------------------------ */

      @property seat {
         get {
            [[Returns the seat device given its Edje's name.

              Edje references seats by a name that differs from Evas.
              Edje naming follows a incrementional convention: first
              registered name is "seat1", second is "seat2", differently
              from Evas.

              @since 1.19]]

            return: Efl.Input.Device; [[The seat device or $null if not found.]]
         }
         keys {
            name: stringshare; [[The name's character string.]]
         }
      }
      @property seat_name {
         get {
            [[Gets the name given to a set by Edje.

              Edje references seats by a name that differs from Evas.
              Edje naming follows a incrementional convention: first
              registered name is "seat1", second is "seat2", differently
              from Evas.

              @since 1.19]]

            return: stringshare; [[The name's character string or $null if not found.]]
         }
         keys {
            device: Efl.Input.Device; [[The seat device]]
         }
      }
   }
   implements {
      Efl.Gfx.visible { set; }
      Efl.Gfx.position { set; }
      Efl.Gfx.size { set; }
      Efl.Object.constructor;
      Efl.Object.destructor;
      Efl.Object.debug_name_override;
      Efl.Canvas.Object.no_render { set; }
      Efl.Canvas.Object.paragraph_direction { set; }
      Efl.Canvas.Group.group_calculate;
      Efl.Canvas.Layout_Calc.calc_auto_update_hints { get; set; }
      Efl.Canvas.Layout_Calc.calc_size_min;
      Efl.Canvas.Layout_Calc.calc_size_min_restricted;
      Efl.Canvas.Layout_Calc.calc_parts_extends;
      Efl.Canvas.Layout_Calc.calc_freeze;
      Efl.Canvas.Layout_Calc.calc_thaw;
      Efl.Canvas.Layout_Calc.calc_force;
      Efl.Canvas.Layout_Group.group_size_min { get; }
      Efl.Canvas.Layout_Group.group_size_max { get; }
      Efl.Canvas.Layout_Group.group_data { get; }
      Efl.Canvas.Layout_Signal.message_send;
      Efl.Canvas.Layout_Signal.signal_callback_add;
      Efl.Canvas.Layout_Signal.signal_callback_del;
      Efl.Canvas.Layout_Signal.signal_emit;
      Efl.Canvas.Layout_Signal.signal_process;
      Efl.Ui.Base.mirrored { set; get; }
      Efl.Ui.Base.language { set; get; }
      Efl.Ui.Base.scale { set; get; }
      Efl.Ui.Base.base_scale { get; }
      Efl.File.file { get; set; }
      Efl.File.mmap { get; set; }
      Efl.Container.content_remove;
      Efl.Part.part;
      Efl.Observer.update;
      Efl.Player.playable { get; }
      Efl.Player.play { get; set; }
      Efl.Player.play_speed { get; set; }
   }
   events {
      recalc; [[Edje re-calculated the object.]]
   }
}