summaryrefslogtreecommitdiff
path: root/legacy/evas/src/lib/Evas.h
blob: 4e38857390ca493b0b4c03b6d8899ae5af14f894 (plain)
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/**
   @mainpage Evas

   @version 1.7
   @date 2000-2012

   Please see the @ref authors page for contact details.
   @link Evas.h Evas API @endlink

   @link Evas.h Evas API @endlink

   @section toc Table of Contents

   @li @ref intro
   @li @ref work
   @li @ref compiling
   @li @ref install
   @li @ref next_steps
   @li @ref intro_example


   @section intro What is Evas?

   Evas is a clean display canvas API for several target display systems
   that can draw anti-aliased text, smooth super and sub-sampled scaled
   images, alpha-blend objects and much more.

   It abstracts any need to know much about what the characteristics of
   your display system are or what graphics calls are used to draw them
   and how. It deals on an object level where all you do is create and
   manipulate objects in a canvas, set their properties, and the rest is
   done for you.

   Evas optimises the rendering pipeline to minimise effort in redrawing
   changes made to the canvas and so takes this work out of the
   programmers hand, saving a lot of time and energy.

   It's small and lean, designed to work on embedded systems all the way
   to large and powerful multi-cpu workstations. It can be compiled to
   only have the features you need for your target platform if you so
   wish, thus keeping it small and lean. It has several display
   back-ends, letting it display on several display systems, making it
   portable for cross-device and cross-platform development.

   @subsection intro_not_evas What Evas is not?

   Evas is not a widget set or widget toolkit, however it is their
   base. See Elementary (http://docs.enlightenment.org/auto/elementary/)
   for a toolkit based on Evas, Edje, Ecore and other Enlightenment
   technologies.

   It is not dependent or aware of main loops, input or output
   systems. Input should be polled from various sources and fed to
   Evas. Similarly, it will not create windows or report windows updates
   to your system, rather just drawing the pixels and reporting to the
   user the areas that were changed. Of course these operations are quite
   common and thus they are ready to use in Ecore, particularly in
   Ecore_Evas (http://docs.enlightenment.org/auto/ecore/).


   @section work How does Evas work?

   Evas is a canvas display library. This is markedly different from most
   display and windowing systems as a canvas is structural and is also a
   state engine, whereas most display and windowing systems are immediate
   mode display targets. Evas handles the logic between a structural
   display via its state engine, and controls the target windowing system
   in order to produce rendered results of the current canvas' state on
   the display.

   Immediate mode display systems retain very little, or no state. A
   program will execute a series of commands, as in the pseudo code:

   @verbatim
   draw line from position (0, 0) to position (100, 200);

   draw rectangle from position (10, 30) to position (50, 500);

   bitmap_handle = create_bitmap();
   scale bitmap_handle to size 100 x 100;
   draw image bitmap_handle at position (10, 30);
   @endverbatim

   The series of commands is executed by the windowing system and the
   results are displayed on the screen (normally). Once the commands are
   executed the display system has little or no idea of how to reproduce
   this image again, and so has to be instructed by the application how
   to redraw sections of the screen whenever needed. Each successive
   command will be executed as instructed by the application and either
   emulated by software or sent to the graphics hardware on the device to
   be performed.

   The advantage of such a system is that it is simple, and gives a
   program tight control over how something looks and is drawn. Given the
   increasing complexity of displays and demands by users to have better
   looking interfaces, more and more work is needing to be done at this
   level by the internals of widget sets, custom display widgets and
   other programs. This means more and more logic and display rendering
   code needs to be written time and time again, each time the
   application needs to figure out how to minimise redraws so that
   display is fast and interactive, and keep track of redraw logic. The
   power comes at a high-price, lots of extra code and work.  Programmers
   not very familiar with graphics programming will often make mistakes
   at this level and produce code that is sub optimal. Those familiar
   with this kind of programming will simply get bored by writing the
   same code again and again.

   For example, if in the above scene, the windowing system requires the
   application to redraw the area from 0, 0 to 50, 50 (also referred as
   "expose event"), then the programmer must calculate manually the
   updates and repaint it again:

   @verbatim
   Redraw from position (0, 0) to position (50, 50):

   // what was in area (0, 0, 50, 50)?

   // 1. intersection part of line (0, 0) to (100, 200)?
      draw line from position (0, 0) to position (25, 50);

   // 2. intersection part of rectangle (10, 30) to (50, 500)?
      draw rectangle from position (10, 30) to position (50, 50)

   // 3. intersection part of image at (10, 30), size 100 x 100?
      bitmap_subimage = subregion from position (0, 0) to position (40, 20)
      draw image bitmap_subimage at position (10, 30);
   @endverbatim

   The clever reader might have noticed that, if all elements in the
   above scene are opaque, then the system is doing useless paints: part
   of the line is behind the rectangle, and part of the rectangle is
   behind the image. These useless paints tend to be very costly, as
   pixels tend to be 4 bytes in size, thus an overlapping region of 100 x
   100 pixels is around 40000 useless writes! The developer could write
   code to calculate the overlapping areas and avoid painting then, but
   then it should be mixed with the "expose event" handling mentioned
   above and quickly one realizes the initially simpler method became
   really complex.

   Evas is a structural system in which the programmer creates and
   manages display objects and their properties, and as a result of this
   higher level state management, the canvas is able to redraw the set of
   objects when needed to represent the current state of the canvas.

   For example, the pseudo code:

   @verbatim
   line_handle = create_line();
   set line_handle from position (0, 0) to position (100, 200);
   show line_handle;

   rectangle_handle = create_rectangle();
   move rectangle_handle to position (10, 30);
   resize rectangle_handle to size 40 x 470;
   show rectangle_handle;

   bitmap_handle = create_bitmap();
   scale bitmap_handle to size 100 x 100;
   move bitmap_handle to position (10, 30);
   show bitmap_handle;

   render scene;
   @endverbatim

   This may look longer, but when the display needs to be refreshed or
   updated, the programmer only moves, resizes, shows, hides etc. the
   objects that need to change. The programmer simply thinks at the
   object logic level, and the canvas software does the rest of the work
   for them, figuring out what actually changed in the canvas since it
   was last drawn, how to most efficiently redraw the canvas and its
   contents to reflect the current state, and then it can go off and do
   the actual drawing of the canvas.

   This lets the programmer think in a more natural way when dealing with
   a display, and saves time and effort of working out how to load and
   display images, render given the current display system etc. Since
   Evas also is portable across different display systems, this also
   gives the programmer the ability to have their code ported and
   displayed on different display systems with very little work.

   Evas can be seen as a display system that stands somewhere between a
   widget set and an immediate mode display system. It retains basic
   display logic, but does very little high-level logic such as
   scrollbars, sliders, push buttons etc.


   @section compiling How to compile using Evas ?

   Evas is a library your application links to. The procedure for this is
   very simple. You simply have to compile your application with the
   appropriate compiler flags that the @c pkg-config script outputs. For
   example:

   Compiling C or C++ files into object files:

   @verbatim
   gcc -c -o main.o main.c `pkg-config --cflags evas`
   @endverbatim

   Linking object files into a binary executable:

   @verbatim
   gcc -o my_application main.o `pkg-config --libs evas`
   @endverbatim

   You simply have to make sure that @c pkg-config is in your shell's @c
   PATH (see the manual page for your appropriate shell) and @c evas.pc
   in @c /usr/lib/pkgconfig or its path in the @c PKG_CONFIG_PATH
   environment variable. It's that simple to link and use Evas once you
   have written your code to use it.

   Since the program is linked to Evas, it is now able to use any
   advertised API calls to display graphics in a canvas managed by it, as
   well as use the API calls provided to manage data.

   You should make sure you add any extra compile and link flags to your
   compile commands that your application may need as well. The above
   example is only guaranteed to make Evas add it's own requirements.


   @section install How is it installed?

   Simple:

   @verbatim
   ./configure
   make
   su -
   ...
   make install
   @endverbatim

   @section next_steps Next Steps

   After you understood what Evas is and installed it in your system you
   should proceed understanding the programming interface for all
   objects, then see the specific for the most used elements. We'd
   recommend you to take a while to learn Ecore
   (http://docs.enlightenment.org/auto/ecore/) and Edje
   (http://docs.enlightenment.org/auto/edje/) as they will likely save
   you tons of work compared to using just Evas directly.

   Recommended reading:

   @li @ref Evas_Object_Group, where you'll get how to basically
    manipulate generic objects lying on an Evas canvas, handle canvas
    and object events, etc.
   @li @ref Evas_Object_Rectangle, to learn about the most basic object
    type on Evas -- the rectangle.
   @li @ref Evas_Object_Polygon, to learn how to create polygon elements
    on the canvas.
   @li @ref Evas_Line_Group, to learn how to create line elements on the
    canvas.
   @li @ref Evas_Object_Image, to learn about image objects, over which
    Evas can do a plethora of operations.
   @li @ref Evas_Object_Text, to learn how to create textual elements on
    the canvas.
   @li @ref Evas_Object_Textblock, to learn how to create multiline
    textual elements on the canvas.
   @li @ref Evas_Smart_Object_Group and @ref Evas_Smart_Group, to define
    new objects that provide @b custom functions to handle clipping,
    hiding, moving, resizing, color setting and more. These could
    be as simple as a group of objects that move together (see @ref
    Evas_Smart_Object_Clipped) up to implementations of what
    ends to be a widget, providing some intelligence (thus the name)
    to Evas objects -- like a button or check box, for example.

   @section intro_example Introductory Example

   @include evas-buffer-simple.c
 */

/**
   @page authors Authors
   @author Carsten Haitzler <raster@@rasterman.com>
   @author Till Adam <till@@adam-lilienthal.de>
   @author Steve Ireland <sireland@@pobox.com>
   @author Brett Nash <nash@@nash.id.au>
   @author Tilman Sauerbeck <tilman@@code-monkey.de>
   @author Corey Donohoe <atmos@@atmos.org>
   @author Yuri Hudobin <glassy_ape@@users.sourceforge.net>
   @author Nathan Ingersoll <ningerso@@d.umn.edu>
   @author Willem Monsuwe <willem@@stack.nl>
   @author Jose O Gonzalez <jose_ogp@@juno.com>
   @author Bernhard Nemec <Bernhard.Nemec@@viasyshc.com>
   @author Jorge Luis Zapata Muga <jorgeluis.zapata@@gmail.com>
   @author Cedric Bail <cedric.bail@@free.fr>
   @author Gustavo Sverzut Barbieri <barbieri@@profusion.mobi>
   @author Vincent Torri <vtorri@@univ-evry.fr>
   @author Tim Horton <hortont424@@gmail.com>
   @author Tom Hacohen <tom@@stosb.com>
   @author Mathieu Taillefumier <mathieu.taillefumier@@free.fr>
   @author Iván Briano <ivan@@profusion.mobi>
   @author Gustavo Lima Chaves <glima@@profusion.mobi>
   @author Samsung Electronics
   @author Samsung SAIT
   @author Sung W. Park <sungwoo@@gmail.com>
   @author Jiyoun Park <jy0703.park@@samsung.com>
   @author Myoungwoon Roy Kim(roy_kim) <myoungwoon.kim@@samsung.com> <myoungwoon@@gmail.com>
   @author Thierry el Borgi <thierry@@substantiel.fr>
   @author Shilpa Singh <shilpa.singh@@samsung.com> <shilpasingh.o@@gmail.com>
   @author ChunEon Park <hermet@@hermet.pe.kr>
   @author Christopher 'devilhorns' Michael <cpmichael1@@comcast.net>
   @author Seungsoo Woo <om101.woo@@samsung.com>
   @author Youness Alaoui <kakaroto@@kakaroto.homelinux.net>
   @author Jim Kukunas <james.t.kukunas@@linux.intel.com>
   @author Nicolas Aguirre <aguirre.nicolas@@gmail.com>
   @author Rafal Krypa <r.krypa@@samsung.com>
   @author Hyoyoung Chang <hyoyoung@@gmail.com>
   @author Jérôme Pinot <ngc891@@gmail.com>
   @author Rafael Antognolli <antognolli@@profusion.mobi>

   Please contact <enlightenment-devel@lists.sourceforge.net> to get in
   contact with the developers and maintainers.
 */

#ifndef _EVAS_H
#define _EVAS_H

#include <time.h>

#include <Eina.h>

/* This include has been added to support Eo in Evas */
#include <Eo.h>

#ifdef EAPI
# undef EAPI
#endif

#ifdef _WIN32
# ifdef EFL_EVAS_BUILD
#  ifdef DLL_EXPORT
#   define EAPI __declspec(dllexport)
#  else
#   define EAPI
#  endif /* ! DLL_EXPORT */
# else
#  define EAPI __declspec(dllimport)
# endif /* ! EFL_EVAS_BUILD */
#else
# ifdef __GNUC__
#  if __GNUC__ >= 4
#   define EAPI __attribute__ ((visibility("default")))
#  else
#   define EAPI
#  endif
# else
#  define EAPI
# endif
#endif /* ! _WIN32 */

#ifdef __cplusplus
extern "C" {
#endif

#define EVAS_VERSION_MAJOR 1
#define EVAS_VERSION_MINOR 8

typedef struct _Evas_Version
{
   int major;
   int minor;
   int micro;
   int revision;
} Evas_Version;

EAPI extern Evas_Version * evas_version;

/**
 * @file
 * @brief These routines are used for Evas library interaction.
 *
 * @todo check boolean return values and convert to Eina_Bool
 * @todo change all api to use EINA_SAFETY_*
 * @todo finish api documentation
 */

/* BiDi exposed stuff */
/*FIXME: document */
typedef enum _Evas_BiDi_Direction
{
   EVAS_BIDI_DIRECTION_NATURAL,
   EVAS_BIDI_DIRECTION_NEUTRAL = EVAS_BIDI_DIRECTION_NATURAL,
   EVAS_BIDI_DIRECTION_LTR,
   EVAS_BIDI_DIRECTION_RTL
} Evas_BiDi_Direction;

/**
 * Identifier of callbacks to be set for Evas canvases or Evas
 * objects.
 *
 * The following figure illustrates some Evas callbacks:
 *
 * @image html evas-callbacks.png
 * @image rtf evas-callbacks.png
 * @image latex evas-callbacks.eps
 *
 * @see evas_object_event_callback_add()
 * @see evas_event_callback_add()
 */
typedef enum _Evas_Callback_Type
{
   /*
    * The following events are only for use with Evas objects, with
    * evas_object_event_callback_add():
    */
   EVAS_CALLBACK_MOUSE_IN, /**< Mouse In Event */
   EVAS_CALLBACK_MOUSE_OUT, /**< Mouse Out Event */
   EVAS_CALLBACK_MOUSE_DOWN, /**< Mouse Button Down Event */
   EVAS_CALLBACK_MOUSE_UP, /**< Mouse Button Up Event */
   EVAS_CALLBACK_MOUSE_MOVE, /**< Mouse Move Event */
   EVAS_CALLBACK_MOUSE_WHEEL, /**< Mouse Wheel Event */
   EVAS_CALLBACK_MULTI_DOWN, /**< Multi-touch Down Event */
   EVAS_CALLBACK_MULTI_UP, /**< Multi-touch Up Event */
   EVAS_CALLBACK_MULTI_MOVE, /**< Multi-touch Move Event */
   EVAS_CALLBACK_FREE, /**< Object Being Freed (Called after Del) */
   EVAS_CALLBACK_KEY_DOWN, /**< Key Press Event */
   EVAS_CALLBACK_KEY_UP, /**< Key Release Event */
   EVAS_CALLBACK_FOCUS_IN, /**< Focus In Event */
   EVAS_CALLBACK_FOCUS_OUT, /**< Focus Out Event */
   EVAS_CALLBACK_SHOW, /**< Show Event */
   EVAS_CALLBACK_HIDE, /**< Hide Event */
   EVAS_CALLBACK_MOVE, /**< Move Event */
   EVAS_CALLBACK_RESIZE, /**< Resize Event */
   EVAS_CALLBACK_RESTACK, /**< Restack Event */
   EVAS_CALLBACK_DEL, /**< Object Being Deleted (called before Free) */
   EVAS_CALLBACK_HOLD, /**< Events go on/off hold */
   EVAS_CALLBACK_CHANGED_SIZE_HINTS, /**< Size hints changed event */
   EVAS_CALLBACK_IMAGE_PRELOADED, /**< Image has been preloaded */

   /*
    * The following events are only for use with Evas canvases, with
    * evas_event_callback_add():
    */
   EVAS_CALLBACK_CANVAS_FOCUS_IN, /**< Canvas got focus as a whole */
   EVAS_CALLBACK_CANVAS_FOCUS_OUT, /**< Canvas lost focus as a whole */
   EVAS_CALLBACK_RENDER_FLUSH_PRE, /**< Called just before rendering is updated on the canvas target */
   EVAS_CALLBACK_RENDER_FLUSH_POST, /**< Called just after rendering is updated on the canvas target */
   EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN, /**< Canvas object got focus */
   EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_OUT, /**< Canvas object lost focus */

   /*
    * More Evas object event types - see evas_object_event_callback_add():
    */
   EVAS_CALLBACK_IMAGE_UNLOADED, /**< Image data has been unloaded (by some mechanism in Evas that throw out original image data) */

   EVAS_CALLBACK_RENDER_PRE, /**< Called just before rendering starts on the canvas target @since 1.2 */
   EVAS_CALLBACK_RENDER_POST, /**< Called just after rendering stops on the canvas target @since 1.2 */

   EVAS_CALLBACK_IMAGE_RESIZE, /**< Image size is changed @since 1.8 */
   EVAS_CALLBACK_DEVICE_CHANGED, /**< Devices added, removed or changed on canvas @since 1.8 */
   EVAS_CALLBACK_LAST /**< kept as last element/sentinel -- not really an event */
} Evas_Callback_Type; /**< The types of events triggering a callback */

EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_IN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_OUT;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_DOWN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_UP;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_MOVE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOUSE_WHEEL;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MULTI_DOWN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MULTI_UP;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MULTI_MOVE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_FREE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_KEY_DOWN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_KEY_UP;
EAPI extern const Eo_Event_Description _EVAS_EVENT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_EVENT_SHOW;
EAPI extern const Eo_Event_Description _EVAS_EVENT_HIDE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_MOVE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RESIZE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RESTACK;
EAPI extern const Eo_Event_Description _EVAS_EVENT_DEL;
EAPI extern const Eo_Event_Description _EVAS_EVENT_HOLD;
EAPI extern const Eo_Event_Description _EVAS_EVENT_CHANGED_SIZE_HINTS;
EAPI extern const Eo_Event_Description _EVAS_EVENT_IMAGE_PRELOADED;
EAPI extern const Eo_Event_Description _EVAS_EVENT_IMAGE_RESIZE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_CANVAS_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_CANVAS_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RENDER_FLUSH_PRE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RENDER_FLUSH_POST;
EAPI extern const Eo_Event_Description _EVAS_EVENT_CANVAS_OBJECT_FOCUS_IN;
EAPI extern const Eo_Event_Description _EVAS_EVENT_CANVAS_OBJECT_FOCUS_OUT;
EAPI extern const Eo_Event_Description _EVAS_EVENT_IMAGE_UNLOADED;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RENDER_PRE;
EAPI extern const Eo_Event_Description _EVAS_EVENT_RENDER_POST;

#define EVAS_EVENT_MOUSE_IN (&(_EVAS_EVENT_MOUSE_IN))
#define EVAS_EVENT_MOUSE_OUT (&(_EVAS_EVENT_MOUSE_OUT))
#define EVAS_EVENT_MOUSE_DOWN (&(_EVAS_EVENT_MOUSE_DOWN))
#define EVAS_EVENT_MOUSE_UP (&(_EVAS_EVENT_MOUSE_UP))
#define EVAS_EVENT_MOUSE_MOVE (&(_EVAS_EVENT_MOUSE_MOVE))
#define EVAS_EVENT_MOUSE_WHEEL (&(_EVAS_EVENT_MOUSE_WHEEL))
#define EVAS_EVENT_MULTI_DOWN (&(_EVAS_EVENT_MULTI_DOWN))
#define EVAS_EVENT_MULTI_UP (&(_EVAS_EVENT_MULTI_UP))
#define EVAS_EVENT_MULTI_MOVE (&(_EVAS_EVENT_MULTI_MOVE))
#define EVAS_EVENT_FREE (&(_EVAS_EVENT_FREE))
#define EVAS_EVENT_KEY_DOWN (&(_EVAS_EVENT_KEY_DOWN))
#define EVAS_EVENT_KEY_UP (&(_EVAS_EVENT_KEY_UP))
#define EVAS_EVENT_FOCUS_IN (&(_EVAS_EVENT_FOCUS_IN))
#define EVAS_EVENT_FOCUS_OUT (&(_EVAS_EVENT_FOCUS_OUT))
#define EVAS_EVENT_SHOW (&(_EVAS_EVENT_SHOW))
#define EVAS_EVENT_HIDE (&(_EVAS_EVENT_HIDE))
#define EVAS_EVENT_MOVE (&(_EVAS_EVENT_MOVE))
#define EVAS_EVENT_RESIZE (&(_EVAS_EVENT_RESIZE))
#define EVAS_EVENT_RESTACK (&(_EVAS_EVENT_RESTACK))
#define EVAS_EVENT_DEL (&(_EVAS_EVENT_DEL))
#define EVAS_EVENT_HOLD (&(_EVAS_EVENT_HOLD))
#define EVAS_EVENT_CHANGED_SIZE_HINTS (&(_EVAS_EVENT_CHANGED_SIZE_HINTS))
#define EVAS_EVENT_IMAGE_PRELOADED (&(_EVAS_EVENT_IMAGE_PRELOADED))
#define EVAS_EVENT_IMAGE_RESIZE (&(_EVAS_EVENT_IMAGE_RESIZE))
#define EVAS_EVENT_CANVAS_FOCUS_IN (&(_EVAS_EVENT_CANVAS_FOCUS_IN))
#define EVAS_EVENT_CANVAS_FOCUS_OUT (&(_EVAS_EVENT_CANVAS_FOCUS_OUT))
#define EVAS_EVENT_RENDER_FLUSH_PRE (&(_EVAS_EVENT_RENDER_FLUSH_PRE))
#define EVAS_EVENT_RENDER_FLUSH_POST (&(_EVAS_EVENT_RENDER_FLUSH_POST))
#define EVAS_EVENT_CANVAS_OBJECT_FOCUS_IN (&(_EVAS_EVENT_CANVAS_OBJECT_FOCUS_IN))
#define EVAS_EVENT_CANVAS_OBJECT_FOCUS_OUT (&(_EVAS_EVENT_CANVAS_OBJECT_FOCUS_OUT))
#define EVAS_EVENT_IMAGE_UNLOADED (&(_EVAS_EVENT_IMAGE_UNLOADED))
#define EVAS_EVENT_RENDER_PRE (&(_EVAS_EVENT_RENDER_PRE))
#define EVAS_EVENT_RENDER_POST (&(_EVAS_EVENT_RENDER_POST))

/**
 * @def EVAS_CALLBACK_PRIORITY_BEFORE
 * Slightly more prioritized than default.
 * @since 1.1
 */
#define EVAS_CALLBACK_PRIORITY_BEFORE  -100
/**
 * @def EVAS_CALLBACK_PRIORITY_DEFAULT
 * Default callback priority level
 * @since 1.1
 */
#define EVAS_CALLBACK_PRIORITY_DEFAULT 0
/**
 * @def EVAS_CALLBACK_PRIORITY_AFTER
 * Slightly less prioritized than default.
 * @since 1.1
 */
#define EVAS_CALLBACK_PRIORITY_AFTER   100

/**
 * @typedef Evas_Callback_Priority
 *
 * Callback priority value. Range is -32k - 32k. The lower the number, the
 * bigger the priority.
 *
 * @see EVAS_CALLBACK_PRIORITY_AFTER
 * @see EVAS_CALLBACK_PRIORITY_BEFORE
 * @see EVAS_CALLBACK_PRIORITY_DEFAULT
 *
 * @since 1.1
 */
typedef Eo_Callback_Priority Evas_Callback_Priority;

EAPI extern const Eo_Event_Description _CLICKED_EVENT;
EAPI extern const Eo_Event_Description _CLICKED_DOUBLE_EVENT;
EAPI extern const Eo_Event_Description _CLICKED_TRIPLE_EVENT;
EAPI extern const Eo_Event_Description _PRESSED_EVENT;
EAPI extern const Eo_Event_Description _UNPRESSED_EVENT;
EAPI extern const Eo_Event_Description _LONGPRESSED_EVENT;
EAPI extern const Eo_Event_Description _REPEATED_EVENT;
EAPI extern const Eo_Event_Description _SCROLL_EVENT;
EAPI extern const Eo_Event_Description _SCROLL_ANIM_START_EVENT;
EAPI extern const Eo_Event_Description _SCROLL_ANIM_STOP_EVENT;
EAPI extern const Eo_Event_Description _SCROLL_DRAG_START_EVENT;
EAPI extern const Eo_Event_Description _SCROLL_DRAG_STOP_EVENT;
EAPI extern const Eo_Event_Description _ZOOM_START_EVENT;
EAPI extern const Eo_Event_Description _ZOOM_STOP_EVENT;
EAPI extern const Eo_Event_Description _ZOOM_CHANGE_EVENT;
EAPI extern const Eo_Event_Description _SELECTED_EVENT;
EAPI extern const Eo_Event_Description _UNSELECTED_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_PASTE_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_COPY_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_CUT_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_START_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_CHANGED_EVENT;
EAPI extern const Eo_Event_Description _SELECTION_CLEARED_EVENT;
EAPI extern const Eo_Event_Description _DRAG_EVENT;
EAPI extern const Eo_Event_Description _DRAG_START_EVENT;
EAPI extern const Eo_Event_Description _DRAG_STOP_EVENT;
EAPI extern const Eo_Event_Description _DRAG_END_EVENT;
EAPI extern const Eo_Event_Description _DRAG_START_UP_EVENT;
EAPI extern const Eo_Event_Description _DRAG_START_DOWN_EVENT;
EAPI extern const Eo_Event_Description _DRAG_START_RIGHT_EVENT;
EAPI extern const Eo_Event_Description _DRAG_START_LEFT_EVENT;

#define EVAS_SMART_CLICKED_EVENT (&(_CLICKED_EVENT))
#define EVAS_SMART_CLICKED_DOUBLE_EVENT (&(_CLICKED_DOUBLE_EVENT))
#define EVAS_SMART_CLICKED_TRIPLE_EVENT (&(_CLICKED_TRIPLE_EVENT))
#define EVAS_SMART_PRESSED_EVENT (&(_PRESSED_EVENT))
#define EVAS_SMART_UNPRESSED_EVENT (&(_UNPRESSED_EVENT))
#define EVAS_SMART_LONGPRESSED_EVENT (&(_LONGPRESSED_EVENT))
#define EVAS_SMART_REPEATED_EVENT (&(_REPEATED_EVENT))
#define EVAS_SMART_SCROLL_EVENT (&(_SCROLL_EVENT))
#define EVAS_SMART_SCROLL_ANIM_START_EVENT (&(_SCROLL_ANIM_START_EVENT))
#define EVAS_SMART_SCROLL_ANIM_STOP_EVENT (&(_SCROLL_ANIM_STOP_EVENT))
#define EVAS_SMART_SCROLL_DRAG_START_EVENT (&(_SCROLL_DRAG_START_EVENT))
#define EVAS_SMART_SCROLL_DRAG_STOP_EVENT (&(_SCROLL_DRAG_STOP_EVENT))
#define EVAS_SMART_ZOOM_START_EVENT (&(_ZOOM_START_EVENT))
#define EVAS_SMART_ZOOM_STOP_EVENT (&(_ZOOM_STOP_EVENT))
#define EVAS_SMART_ZOOM_CHANGE_EVENT (&(_ZOOM_CHANGE_EVENT))
#define EVAS_SMART_SELECTED_EVENT (&(_SELECTED_EVENT))
#define EVAS_SMART_UNSELECTED_EVENT (&(_UNSELECTED_EVENT))
#define EVAS_SMART_SELECTION_PASTE_EVENT (&(_SELECTION_PASTE_EVENT))
#define EVAS_SMART_SELECTION_COPY_EVENT (&(_SELECTION_COPY_EVENT))
#define EVAS_SMART_SELECTION_CUT_EVENT (&(_SELECTION_CUT_EVENT))
#define EVAS_SMART_SELECTION_START_EVENT (&(_SELECTION_START_EVENT))
#define EVAS_SMART_SELECTION_CHANGED_EVENT (&(_SELECTION_CHANGED_EVENT))
#define EVAS_SMART_SELECTION_CLEARED_EVENT (&(_SELECTION_CLEARED_EVENT))
#define EVAS_SMART_DRAG_EVENT (&(_DRAG_EVENT))
#define EVAS_SMART_DRAG_START_EVENT (&(_DRAG_START_EVENT))
#define EVAS_SMART_DRAG_STOP_EVENT (&(_DRAG_STOP_EVENT))
#define EVAS_SMART_DRAG_END_EVENT (&(_DRAG_END_EVENT))
#define EVAS_SMART_DRAG_START_UP_EVENT (&(_DRAG_START_UP_EVENT))
#define EVAS_SMART_DRAG_START_DOWN_EVENT (&(_DRAG_START_DOWN_EVENT))
#define EVAS_SMART_DRAG_START_RIGHT_EVENT (&(_DRAG_START_RIGHT_EVENT))
#define EVAS_SMART_DRAG_START_LEFT_EVENT (&(_DRAG_START_LEFT_EVENT))

const Eo_Class *evas_smart_signal_interface_get(void) EINA_CONST;
const Eo_Class *evas_smart_clickable_interface_get(void) EINA_CONST;
const Eo_Class *evas_smart_scrollable_interface_get(void) EINA_CONST;
const Eo_Class *evas_smart_zoomable_interface_get(void) EINA_CONST;
const Eo_Class *evas_smart_selectable_interface_get(void) EINA_CONST;
const Eo_Class *evas_smart_draggable_interface_get(void) EINA_CONST;

#define EVAS_SMART_SIGNAL_INTERFACE evas_smart_signal_interface_get()
#define EVAS_SMART_CLICKABLE_INTERFACE evas_smart_clickable_interface_get()
#define EVAS_SMART_SCROLLABLE_INTERFACE evas_smart_scrollable_interface_get()
#define EVAS_SMART_ZOOMABLE_INTERFACE evas_smart_zoomable_interface_get()
#define EVAS_SMART_SELECTABLE_INTERFACE evas_smart_selectable_interface_get()
#define EVAS_SMART_DRAGGABLE_INTERFACE evas_smart_draggable_interface_get()

/**
 * Flags for Mouse Button events
 */
typedef enum _Evas_Button_Flags
{
   EVAS_BUTTON_NONE = 0, /**< No extra mouse button data */
   EVAS_BUTTON_DOUBLE_CLICK = (1 << 0), /**< This mouse button press was the 2nd press of a double click */
   EVAS_BUTTON_TRIPLE_CLICK = (1 << 1) /**< This mouse button press was the 3rd press of a triple click */
} Evas_Button_Flags; /**< Flags for Mouse Button events */

/**
 * Flags for Events
 */
typedef enum _Evas_Event_Flags
{
   EVAS_EVENT_FLAG_NONE = 0, /**< No fancy flags set */
   EVAS_EVENT_FLAG_ON_HOLD = (1 << 0), /**< This event is being delivered but should be put "on hold" until the on hold flag is unset. the event should be used for informational purposes and maybe some indications visually, but not actually perform anything */
   EVAS_EVENT_FLAG_ON_SCROLL = (1 << 1) /**< This event flag indicates the event occurs while scrolling; for example, DOWN event occurs during scrolling; the event should be used for informational purposes and maybe some indications visually, but not actually perform anything */
} Evas_Event_Flags; /**< Flags for Events */

/**
 * State of Evas_Coord_Touch_Point
 */
typedef enum _Evas_Touch_Point_State
{
   EVAS_TOUCH_POINT_DOWN, /**< Touch point is pressed down */
   EVAS_TOUCH_POINT_UP, /**< Touch point is released */
   EVAS_TOUCH_POINT_MOVE, /**< Touch point is moved */
   EVAS_TOUCH_POINT_STILL, /**< Touch point is not moved after pressed */
   EVAS_TOUCH_POINT_CANCEL /**< Touch point is cancelled */
} Evas_Touch_Point_State;

/**
 * Flags for Font Hinting
 * @ingroup Evas_Font_Group
 */
typedef enum _Evas_Font_Hinting_Flags
{
   EVAS_FONT_HINTING_NONE, /**< No font hinting */
   EVAS_FONT_HINTING_AUTO, /**< Automatic font hinting */
   EVAS_FONT_HINTING_BYTECODE /**< Bytecode font hinting */
} Evas_Font_Hinting_Flags; /**< Flags for Font Hinting */

/**
 * Colorspaces for pixel data supported by Evas
 * @ingroup Evas_Object_Image
 */
typedef enum _Evas_Colorspace
{
   EVAS_COLORSPACE_ARGB8888, /**< ARGB 32 bits per pixel, high-byte is Alpha, accessed 1 32bit word at a time */
   /* these are not currently supported - but planned for the future */
   EVAS_COLORSPACE_YCBCR422P601_PL, /**< YCbCr 4:2:2 Planar, ITU.BT-601 specifications. The data pointed to is just an array of row pointer, pointing to the Y rows, then the Cb, then Cr rows */
   EVAS_COLORSPACE_YCBCR422P709_PL, /**< YCbCr 4:2:2 Planar, ITU.BT-709 specifications. The data pointed to is just an array of row pointer, pointing to the Y rows, then the Cb, then Cr rows */
   EVAS_COLORSPACE_RGB565_A5P, /**< 16bit rgb565 + Alpha plane at end - 5 bits of the 8 being used per alpha byte */
   EVAS_COLORSPACE_GRY8, /**< 8bit grayscale */
   EVAS_COLORSPACE_YCBCR422601_PL, /**<  YCbCr 4:2:2, ITU.BT-601 specifications. The data pointed to is just an array of row pointer, pointing to line of Y,Cb,Y,Cr bytes */
   EVAS_COLORSPACE_YCBCR420NV12601_PL, /**< YCbCr 4:2:0, ITU.BT-601 specification. The data pointed to is just an array of row pointer, pointing to the Y rows, then the Cb,Cr rows. */
   EVAS_COLORSPACE_YCBCR420TM12601_PL, /**< YCbCr 4:2:0, ITU.BT-601 specification. The data pointed to is just an array of tiled row pointer, pointing to the Y rows, then the Cb,Cr rows. */
} Evas_Colorspace; /**< Colorspaces for pixel data supported by Evas */

/**
 * How to pack items into cells in a table.
 * @ingroup Evas_Object_Table
 *
 * @see evas_object_table_homogeneous_set() for an explanation of the function of
 * each one.
 */
typedef enum _Evas_Object_Table_Homogeneous_Mode
{
   EVAS_OBJECT_TABLE_HOMOGENEOUS_NONE = 0,
   EVAS_OBJECT_TABLE_HOMOGENEOUS_TABLE = 1,
   EVAS_OBJECT_TABLE_HOMOGENEOUS_ITEM = 2
} Evas_Object_Table_Homogeneous_Mode; /**< Table cell pack mode. */

typedef struct _Evas_Coord_Rectangle       Evas_Coord_Rectangle; /**< A generic rectangle handle */
typedef struct _Evas_Point                 Evas_Point;   /**< integer point */

typedef struct _Evas_Coord_Point           Evas_Coord_Point;    /**< Evas_Coord point */
typedef struct _Evas_Coord_Precision_Point Evas_Coord_Precision_Point;   /**< Evas_Coord point with sub-pixel precision */

typedef struct _Evas_Position              Evas_Position;   /**< associates given point in Canvas and Output */
typedef struct _Evas_Precision_Position    Evas_Precision_Position;   /**< associates given point in Canvas and Output, with sub-pixel precision */

/**
 * @typedef Evas_Smart_Class
 *
 * A smart object's @b base class definition
 *
 * @ingroup Evas_Smart_Group
 */
typedef struct _Evas_Smart_Class Evas_Smart_Class;

/**
 * @typedef Evas_Smart_Interface
 *
 * A smart object's @b base interface definition
 *
 * An Evas interface is exactly like the OO-concept: an 'contract' or
 * API a given object is declared to support. A smart object may have
 * more than one interface, thus extending the behavior it gets from
 * sub-classing.
 *
 * @since 1.7
 *
 * @ingroup Evas_Smart_Group
 */
typedef struct _Evas_Smart_Interface         Evas_Smart_Interface;

/**
 * @typedef Evas_Smart_Cb_Description
 *
 * A smart object callback description, used to provide introspection
 *
 * @ingroup Evas_Smart_Group
 */
typedef struct _Evas_Smart_Cb_Description Evas_Smart_Cb_Description;

/**
 * @typedef Evas_Map
 *
 * An opaque handle to map points
 *
 * @see evas_map_new()
 * @see evas_map_free()
 * @see evas_map_dup()
 *
 * @ingroup Evas_Object_Group_Map
 */
typedef struct _Evas_Map Evas_Map;

/**
 * @typedef Evas
 *
 * An opaque handle to an Evas canvas.
 *
 * @see evas_new()
 * @see evas_free()
 *
 * @ingroup Evas_Canvas
 */
typedef Eo                 Evas;

/**
 * @typedef Evas_Public_Data
 * Public data for an Evas.
 * @ingroup Evas_Canvas
 */
typedef struct _Evas_Public_Data  Evas_Public_Data;

/**
 * @typedef Evas_Object
 * An Evas Object handle.
 * @ingroup Evas_Object_Group
 */
typedef Eo                 Evas_Object;

/**
 * @typedef Evas_Object_Protected_Data
 * Protected data for an Evas Object.
 * @ingroup Evas_Object_Group
 */
typedef struct _Evas_Object_Protected_Data Evas_Object_Protected_Data;

typedef void                        Evas_Performance; /**< An Evas Performance handle */
typedef struct _Evas_Modifier       Evas_Modifier; /**< An opaque type containing information on which modifier keys are registered in an Evas canvas */
typedef struct _Evas_Lock           Evas_Lock; /**< An opaque type containing information on which lock keys are registered in an Evas canvas */
typedef struct _Evas_Smart          Evas_Smart; /**< An Evas Smart Object handle */
typedef struct _Evas_Native_Surface Evas_Native_Surface; /**< A generic datatype for engine specific native surface information */

/**
 * @typedef Evas_Video_Surface
 *
 * A generic datatype for video specific surface information
 * @see evas_object_image_video_surface_set
 * @see evas_object_image_video_surface_get
 * @since 1.1
 */
typedef struct _Evas_Video_Surface Evas_Video_Surface;

typedef unsigned long long         Evas_Modifier_Mask;  /**< An Evas modifier mask type */

typedef int                        Evas_Coord;
typedef int                        Evas_Font_Size;
typedef int                        Evas_Angle;

struct _Evas_Coord_Rectangle /**< A rectangle in Evas_Coord */
{
   Evas_Coord x; /**< top-left x co-ordinate of rectangle */
   Evas_Coord y; /**< top-left y co-ordinate of rectangle */
   Evas_Coord w; /**< width of rectangle */
   Evas_Coord h; /**< height of rectangle */
};

struct _Evas_Point
{
   int x, y;
};

struct _Evas_Coord_Point
{
   Evas_Coord x; /**< x co-ordinate */
   Evas_Coord y; /**< y co-ordinate */
};

struct _Evas_Coord_Precision_Point
{
   Evas_Coord x, y;
   double     xsub, ysub;
};

struct _Evas_Position
{
   Evas_Point       output;
   Evas_Coord_Point canvas; /**< position on the canvas */
};

struct _Evas_Precision_Position
{
   Evas_Point                 output;
   Evas_Coord_Precision_Point canvas;
};

typedef enum _Evas_Aspect_Control
{
   EVAS_ASPECT_CONTROL_NONE = 0, /**< Preference on scaling unset */
   EVAS_ASPECT_CONTROL_NEITHER = 1, /**< Same effect as unset preference on scaling */
   EVAS_ASPECT_CONTROL_HORIZONTAL = 2, /**< Use all horizontal container space to place an object, using the given aspect */
   EVAS_ASPECT_CONTROL_VERTICAL = 3, /**< Use all vertical container space to place an object, using the given aspect */
   EVAS_ASPECT_CONTROL_BOTH = 4 /**< Use all horizontal @b and vertical container spaces to place an object (never growing it out of those bounds), using the given aspect */
} Evas_Aspect_Control; /**< Aspect types/policies for scaling size hints, used for evas_object_size_hint_aspect_set() */

typedef enum _Evas_Display_Mode
{
   EVAS_DISPLAY_MODE_NONE = 0, /**<Default mode */
   EVAS_DISPLAY_MODE_INHERIT = 1, /**< Use this mode when object's display mode depend on ancestor's */
   EVAS_DISPLAY_MODE_COMPRESS = 2, /**< Use this mode want to give comppress display mode hint to object */
   EVAS_DISPLAY_MODE_EXPAND = 3, /**< Use this mode want to give expand display mode hint to object */
   EVAS_DISPLAY_MODE_DONT_CHANGE = 4 /**< Use this mode when object should not change display mode */
} Evas_Display_Mode; /**< object's display mode type related with compress/expand or etc mode */

typedef struct _Evas_Pixel_Import_Source Evas_Pixel_Import_Source; /**< A source description of pixels for importing pixels */
typedef struct _Evas_Engine_Info         Evas_Engine_Info; /**< A generic Evas Engine information structure */
typedef struct _Evas_Device              Evas_Device; /**< A source device handle - where the event came from */
typedef struct _Evas_Event_Mouse_Down    Evas_Event_Mouse_Down; /**< Event structure for #EVAS_CALLBACK_MOUSE_DOWN event callbacks */
typedef struct _Evas_Event_Mouse_Up      Evas_Event_Mouse_Up; /**< Event structure for #EVAS_CALLBACK_MOUSE_UP event callbacks */
typedef struct _Evas_Event_Mouse_In      Evas_Event_Mouse_In; /**< Event structure for #EVAS_CALLBACK_MOUSE_IN event callbacks */
typedef struct _Evas_Event_Mouse_Out     Evas_Event_Mouse_Out; /**< Event structure for #EVAS_CALLBACK_MOUSE_OUT event callbacks */
typedef struct _Evas_Event_Mouse_Move    Evas_Event_Mouse_Move; /**< Event structure for #EVAS_CALLBACK_MOUSE_MOVE event callbacks */
typedef struct _Evas_Event_Mouse_Wheel   Evas_Event_Mouse_Wheel; /**< Event structure for #EVAS_CALLBACK_MOUSE_WHEEL event callbacks */
typedef struct _Evas_Event_Multi_Down    Evas_Event_Multi_Down; /**< Event structure for #EVAS_CALLBACK_MULTI_DOWN event callbacks */
typedef struct _Evas_Event_Multi_Up      Evas_Event_Multi_Up; /**< Event structure for #EVAS_CALLBACK_MULTI_UP event callbacks */
typedef struct _Evas_Event_Multi_Move    Evas_Event_Multi_Move; /**< Event structure for #EVAS_CALLBACK_MULTI_MOVE event callbacks */
typedef struct _Evas_Event_Key_Down      Evas_Event_Key_Down; /**< Event structure for #EVAS_CALLBACK_KEY_DOWN event callbacks */
typedef struct _Evas_Event_Key_Up        Evas_Event_Key_Up; /**< Event structure for #EVAS_CALLBACK_KEY_UP event callbacks */
typedef struct _Evas_Event_Hold          Evas_Event_Hold; /**< Event structure for #EVAS_CALLBACK_HOLD event callbacks */

typedef enum _Evas_Load_Error
{
   EVAS_LOAD_ERROR_NONE = 0, /**< No error on load */
   EVAS_LOAD_ERROR_GENERIC = 1, /**< A non-specific error occurred */
   EVAS_LOAD_ERROR_DOES_NOT_EXIST = 2, /**< File (or file path) does not exist */
   EVAS_LOAD_ERROR_PERMISSION_DENIED = 3, /**< Permission denied to an existing file (or path) */
   EVAS_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED = 4, /**< Allocation of resources failure prevented load */
   EVAS_LOAD_ERROR_CORRUPT_FILE = 5, /**< File corrupt (but was detected as a known format) */
   EVAS_LOAD_ERROR_UNKNOWN_FORMAT = 6 /**< File is not a known format */
} Evas_Load_Error; /**< Evas image load error codes one can get - see evas_load_error_str() too. */

typedef enum _Evas_Alloc_Error
{
   EVAS_ALLOC_ERROR_NONE = 0, /**< No allocation error */
   EVAS_ALLOC_ERROR_FATAL = 1, /**< Allocation failed despite attempts to free up memory */
   EVAS_ALLOC_ERROR_RECOVERED = 2 /**< Allocation succeeded, but extra memory had to be found by freeing up speculative resources */
} Evas_Alloc_Error; /**< Possible allocation errors returned by evas_alloc_error() */

typedef enum _Evas_Fill_Spread
{
   EVAS_TEXTURE_REFLECT = 0, /**< image fill tiling mode - tiling reflects */
   EVAS_TEXTURE_REPEAT = 1, /**< tiling repeats */
   EVAS_TEXTURE_RESTRICT = 2, /**< tiling clamps - range offset ignored */
   EVAS_TEXTURE_RESTRICT_REFLECT = 3, /**< tiling clamps and any range offset reflects */
   EVAS_TEXTURE_RESTRICT_REPEAT = 4, /**< tiling clamps and any range offset repeats */
   EVAS_TEXTURE_PAD = 5 /**< tiling extends with end values */
} Evas_Fill_Spread; /**< Fill types used for evas_object_image_fill_spread_set() */

typedef enum _Evas_Pixel_Import_Pixel_Format
{
   EVAS_PIXEL_FORMAT_NONE = 0, /**< No pixel format */
   EVAS_PIXEL_FORMAT_ARGB32 = 1, /**< ARGB 32bit pixel format with A in the high byte per 32bit pixel word */
   EVAS_PIXEL_FORMAT_YUV420P_601 = 2 /**< YUV 420 Planar format with CCIR 601 color encoding with contiguous planes in the order Y, U and V */
} Evas_Pixel_Import_Pixel_Format; /**< Pixel format for import call. See evas_object_image_pixels_import() */

struct _Evas_Pixel_Import_Source
{
   Evas_Pixel_Import_Pixel_Format format; /**< pixel format type ie ARGB32, YUV420P_601 etc. */
   int                            w, h; /**< width and height of source in pixels */
   void                         **rows; /**< an array of pointers (size depends on format) pointing to left edge of each scanline */
};

/* magic version number to know what the native surf struct looks like */
#define EVAS_NATIVE_SURFACE_VERSION 2

typedef enum _Evas_Native_Surface_Type
{
   EVAS_NATIVE_SURFACE_NONE,
   EVAS_NATIVE_SURFACE_X11,
   EVAS_NATIVE_SURFACE_OPENGL
} Evas_Native_Surface_Type;

struct _Evas_Native_Surface
{
   int                      version;
   Evas_Native_Surface_Type type;
   union {
      struct
      {
         void         *visual; /**< visual of the pixmap to use (Visual) */
         unsigned long pixmap; /**< pixmap id to use (Pixmap) */
      } x11;
      struct
      {
         unsigned int texture_id; /**< opengl texture id to use from glGenTextures() */
         unsigned int framebuffer_id; /**< 0 if not a FBO, FBO id otherwise from glGenFramebuffers() */
         unsigned int internal_format; /**< same as 'internalFormat' for glTexImage2D() */
         unsigned int format; /**< same as 'format' for glTexImage2D() */
         unsigned int x, y, w, h; /**< region inside the texture to use (image size is assumed as texture size, with 0, 0 being the top-left and co-ordinates working down to the right and bottom being positive) */
      } opengl;
   } data;
};

/**
 * @def EVAS_VIDEO_SURFACE_VERSION
 * Magic version number to know what the video surf struct looks like
 * @since 1.1
 */
#define EVAS_VIDEO_SURFACE_VERSION 1

typedef void (*Evas_Video_Cb)(void *data, Evas_Object *obj, const Evas_Video_Surface *surface);
typedef void (*Evas_Video_Coord_Cb)(void *data, Evas_Object *obj, const Evas_Video_Surface *surface, Evas_Coord a, Evas_Coord b);

struct _Evas_Video_Surface
{
   int                 version;

   Evas_Video_Coord_Cb move; /**< Move the video surface to this position */
   Evas_Video_Coord_Cb resize; /**< Resize the video surface to that size */
   Evas_Video_Cb       show; /**< Show the video overlay surface */
   Evas_Video_Cb       hide; /**< Hide the video overlay surface */
   Evas_Video_Cb       update_pixels; /**< Please update the Evas_Object_Image pixels when called */

   Evas_Object        *parent;
   void               *data;
};

#define EVAS_LAYER_MIN                   -32768 /**< bottom-most layer number */
#define EVAS_LAYER_MAX                   32767 /**< top-most layer number */

#define EVAS_COLOR_SPACE_ARGB            0 /**< Not used for anything */
#define EVAS_COLOR_SPACE_AHSV            1 /**< Not used for anything */
#define EVAS_TEXT_INVALID                -1 /**< Not used for anything */
#define EVAS_TEXT_SPECIAL                -2 /**< Not used for anything */

#define EVAS_HINT_EXPAND                 1.0 /**< Use with evas_object_size_hint_weight_set(), evas_object_size_hint_weight_get(), evas_object_size_hint_expand_set(), evas_object_size_hint_expand_get() */
#define EVAS_HINT_FILL                   -1.0 /**< Use with evas_object_size_hint_align_set(), evas_object_size_hint_align_get(), evas_object_size_hint_fill_set(), evas_object_size_hint_fill_get() */
#define evas_object_size_hint_fill_set   evas_object_size_hint_align_set /**< Convenience macro to make it easier to understand that align is also used for fill properties (as fill is mutually exclusive to align) */
#define evas_object_size_hint_fill_get   evas_object_size_hint_align_get /**< Convenience macro to make it easier to understand that align is also used for fill properties (as fill is mutually exclusive to align) */
#define evas_object_size_hint_expand_set evas_object_size_hint_weight_set /**< Convenience macro to make it easier to understand that weight is also used for expand properties */
#define evas_object_size_hint_expand_get evas_object_size_hint_weight_get /**< Convenience macro to make it easier to understand that weight is also used for expand properties */

/**
 * How the object should be rendered to output.
 * @ingroup Evas_Object_Group_Extras
 */
typedef enum _Evas_Render_Op
{
   EVAS_RENDER_BLEND = 0, /**< default op: d = d*(1-sa) + s */
   EVAS_RENDER_BLEND_REL = 1, /**< d = d*(1 - sa) + s*da */
   EVAS_RENDER_COPY = 2, /**< d = s */
   EVAS_RENDER_COPY_REL = 3, /**< d = s*da */
   EVAS_RENDER_ADD = 4, /* d = d + s */
   EVAS_RENDER_ADD_REL = 5, /**< d = d + s*da */
   EVAS_RENDER_SUB = 6, /**< d = d - s */
   EVAS_RENDER_SUB_REL = 7, /* d = d - s*da */
   EVAS_RENDER_TINT = 8, /**< d = d*s + d*(1 - sa) + s*(1 - da) */
   EVAS_RENDER_TINT_REL = 9, /**< d = d*(1 - sa + s) */
   EVAS_RENDER_MASK = 10, /**< d = d*sa */
   EVAS_RENDER_MUL = 11 /**< d = d*s */
} Evas_Render_Op; /**< How the object should be rendered to output. */

typedef enum _Evas_Border_Fill_Mode
{
   EVAS_BORDER_FILL_NONE = 0, /**< Image's center region is @b not to be rendered */
   EVAS_BORDER_FILL_DEFAULT = 1, /**< Image's center region is to be @b blended with objects underneath it, if it has transparency. This is the default behavior for image objects */
   EVAS_BORDER_FILL_SOLID = 2 /**< Image's center region is to be made solid, even if it has transparency on it */
} Evas_Border_Fill_Mode; /**< How an image's center region (the complement to the border region) should be rendered by Evas */

typedef enum _Evas_Image_Scale_Hint
{
   EVAS_IMAGE_SCALE_HINT_NONE = 0, /**< No scale hint at all */
   EVAS_IMAGE_SCALE_HINT_DYNAMIC = 1, /**< Image is being re-scaled over time, thus turning scaling cache @b off for its data */
   EVAS_IMAGE_SCALE_HINT_STATIC = 2 /**< Image is not being re-scaled over time, thus turning scaling cache @b on for its data */
} Evas_Image_Scale_Hint; /**< How an image's data is to be treated by Evas, with regard to scaling cache */

typedef enum _Evas_Image_Animated_Loop_Hint
{
   EVAS_IMAGE_ANIMATED_HINT_NONE = 0,
   EVAS_IMAGE_ANIMATED_HINT_LOOP = 1, /**< Image's animation mode is loop like 1->2->3->1->2->3 */
   EVAS_IMAGE_ANIMATED_HINT_PINGPONG = 2 /**< Image's animation mode is pingpong like 1->2->3->2->1-> ... */
} Evas_Image_Animated_Loop_Hint;

typedef enum _Evas_Engine_Render_Mode
{
   EVAS_RENDER_MODE_BLOCKING = 0,
   EVAS_RENDER_MODE_NONBLOCKING = 1,
} Evas_Engine_Render_Mode;

typedef enum _Evas_Image_Content_Hint
{
   EVAS_IMAGE_CONTENT_HINT_NONE = 0, /**< No hint at all */
   EVAS_IMAGE_CONTENT_HINT_DYNAMIC = 1, /**< The contents will change over time */
   EVAS_IMAGE_CONTENT_HINT_STATIC = 2 /**< The contents won't change over time */
} Evas_Image_Content_Hint; /**< How an image's data is to be treated by Evas, for optimization */

typedef enum _Evas_Device_Class
{
   EVAS_DEVICE_CLASS_NONE, /**< Not a device @since 1.8 */
   EVAS_DEVICE_CLASS_SEAT, /**< The user/seat (the user themselves) @since 1.8 */
   EVAS_DEVICE_CLASS_KEYBOARD, /**< A regular keyboard, numberpad or attached buttons @since 1.8 */
   EVAS_DEVICE_CLASS_MOUSE, /**< A mouse, trackball or touchpad relative motion device @since 1.8 */
   EVAS_DEVICE_CLASS_TOUCH, /**< A touchscreen with fingers or stylus @since 1.8 */
   EVAS_DEVICE_CLASS_PEN, /**< A special pen device @since 1.8 */
   EVAS_DEVICE_CLASS_POINTER, /**< A laser pointer, wii-style or "minority report" pointing device @since 1.8 */
   EVAS_DEVICE_CLASS_GAMEPAD /**<  A gamepad controller or joystick @since 1.8 */
} Evas_Device_Class;
   
struct _Evas_Engine_Info /** Generic engine information. Generic info is useless */
{
   int magic; /**< Magic number */
};

struct _Evas_Event_Mouse_Down /** Mouse button press event */
{
   int               button; /**< Mouse button number that went down (1 - 32) */

   Evas_Point        output; /**< The X/Y location of the cursor */
   Evas_Coord_Point  canvas; /**< The X/Y location of the cursor */

   void             *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock        *locks;

   Evas_Button_Flags flags; /**< button flags set during the event */
   unsigned int      timestamp;
   Evas_Event_Flags  event_flags;
   Evas_Device      *dev;
};

struct _Evas_Event_Mouse_Up /** Mouse button release event */
{
   int               button; /**< Mouse button number that was raised (1 - 32) */

   Evas_Point        output; /**< The X/Y location of the cursor */
   Evas_Coord_Point  canvas; /**< The X/Y location of the cursor */

   void             *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock        *locks;

   Evas_Button_Flags flags; /**< button flags set during the event */
   unsigned int      timestamp;
   Evas_Event_Flags  event_flags;
   Evas_Device      *dev;
};

struct _Evas_Event_Mouse_In /** Mouse enter event */
{
   int              buttons; /**< Button pressed mask, Bits set to 1 are buttons currently pressed (bit 0 = mouse button 1, bit 1 = mouse button 2 etc.) */

   Evas_Point        output; /**< The X/Y location of the cursor */
   Evas_Coord_Point  canvas; /**< The X/Y location of the cursor */

   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Mouse_Out /** Mouse leave event */
{
   int              buttons; /**< Button pressed mask, Bits set to 1 are buttons currently pressed (bit 0 = mouse button 1, bit 1 = mouse button 2 etc.) */

   Evas_Point        output; /**< The X/Y location of the cursor */
   Evas_Coord_Point  canvas; /**< The X/Y location of the cursor */

   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Mouse_Move /** Mouse move event */
{
   int              buttons; /**< Button pressed mask, Bits set to 1 are buttons currently pressed (bit 0 = mouse button 1, bit 1 = mouse button 2 etc.) */

   Evas_Position    cur; /**< Current mouse position */
   Evas_Position    prev; /**< Previous mouse position */

   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Mouse_Wheel /** Wheel event */
{
   int              direction; /* 0 = default up/down wheel FIXME: more wheel types */
   int              z; /* ...,-2,-1 = down, 1,2,... = up */

   Evas_Point        output; /**< The X/Y location of the cursor */
   Evas_Coord_Point  canvas; /**< The X/Y location of the cursor */

   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Multi_Down /** Multi button press event */
{
   int                        device; /**< Multi device number that went down (1 or more for extra touches) */
   double                     radius, radius_x, radius_y;
   double                     pressure, angle;

   Evas_Point                 output;
   Evas_Coord_Precision_Point canvas;

   void                      *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock                 *locks;

   Evas_Button_Flags flags; /**< button flags set during the event */
   unsigned int               timestamp;
   Evas_Event_Flags           event_flags;
   Evas_Device               *dev;
};

struct _Evas_Event_Multi_Up /** Multi button release event */
{
   int                        device; /**< Multi device number that went up (1 or more for extra touches) */
   double                     radius, radius_x, radius_y;
   double                     pressure, angle;

   Evas_Point                 output;
   Evas_Coord_Precision_Point canvas;

   void                      *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock                 *locks;

   Evas_Button_Flags flags; /**< button flags set during the event */
   unsigned int               timestamp;
   Evas_Event_Flags           event_flags;
   Evas_Device               *dev;
};

struct _Evas_Event_Multi_Move /** Multi button down event */
{
   int                     device; /**< Multi device number that moved (1 or more for extra touches) */
   double                  radius, radius_x, radius_y;
   double                  pressure, angle;

   Evas_Precision_Position cur;

   void                   *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock              *locks;
   unsigned int            timestamp;
   Evas_Event_Flags        event_flags;
   Evas_Device            *dev;
};

struct _Evas_Event_Key_Down /** Key press event */
{
   char            *keyname; /**< the name string of the key pressed */
   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;

   const char      *key; /**< The logical key : (eg shift+1 == exclamation) */
   const char      *string; /**< A UTF8 string if this keystroke has produced a visible string to be ADDED */
   const char      *compose; /**< A UTF8 string if this keystroke has modified a string in the middle of being composed - this string replaces the previous one */
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Key_Up /** Key release event */
{
   char            *keyname; /**< the name string of the key released */
   void            *data;
   Evas_Modifier    *modifiers; /**< modifier keys pressed during the event */
   Evas_Lock       *locks;

   const char      *key; /**< The logical key : (eg shift+1 == exclamation) */
   const char      *string; /**< A UTF8 string if this keystroke has produced a visible string to be ADDED */
   const char      *compose; /**< A UTF8 string if this keystroke has modified a string in the middle of being composed - this string replaces the previous one */
   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

struct _Evas_Event_Hold /** Hold change event */
{
   int              hold; /**< The hold flag */
   void            *data;

   unsigned int     timestamp;
   Evas_Event_Flags event_flags;
   Evas_Device     *dev;
};

/**
 * How the mouse pointer should be handled by Evas.
 *
 * In the mode #EVAS_OBJECT_POINTER_MODE_AUTOGRAB, when a mouse button
 * is pressed down over an object and held, with the mouse pointer
 * being moved outside of it, the pointer still behaves as being bound
 * to that object, albeit out of its drawing region. When the button
 * is released, the event will be fed to the object, that may check if
 * the final position is over it or not and do something about it.
 *
 * In the mode #EVAS_OBJECT_POINTER_MODE_NOGRAB, the pointer will
 * always be bound to the object right below it.
 *
 * @ingroup Evas_Object_Group_Extras
 */
typedef enum _Evas_Object_Pointer_Mode
{
   EVAS_OBJECT_POINTER_MODE_AUTOGRAB, /**< default, X11-like */
   EVAS_OBJECT_POINTER_MODE_NOGRAB, /**< pointer always bound to the object right below it */
   EVAS_OBJECT_POINTER_MODE_NOGRAB_NO_REPEAT_UPDOWN /**< useful on object with "repeat events" enabled, where mouse/touch up and down events WONT be repeated to objects and these objects wont be auto-grabbed. @since 1.2 */
} Evas_Object_Pointer_Mode; /**< How the mouse pointer should be handled by Evas. */

typedef void      (*Evas_Smart_Cb)(void *data, Evas_Object *obj, void *event_info);  /**< Evas smart objects' "smart callback" function signature */
typedef void      (*Evas_Event_Cb)(void *data, Evas *e, void *event_info);  /**< Evas event callback function signature */
typedef Eina_Bool (*Evas_Object_Event_Post_Cb)(void *data, Evas *e);
typedef void      (*Evas_Object_Event_Cb)(void *data, Evas *e, Evas_Object *obj, void *event_info);  /**< Evas object event callback function signature */
typedef void      (*Evas_Async_Events_Put_Cb)(void *target, Evas_Callback_Type type, void *event_info);

/**
 * @defgroup Evas_Group Top Level Functions
 *
 * Functions that affect Evas as a whole.
 */

/**
 * Initialize Evas
 *
 * @return The init counter value.
 *
 * This function initializes Evas and increments a counter of the
 * number of calls to it. It returns the new counter's value.
 *
 * @see evas_shutdown().
 *
 * Most EFL users wouldn't be using this function directly, because
 * they wouldn't access Evas directly by themselves. Instead, they
 * would be using higher level helpers, like @c ecore_evas_init().
 * See http://docs.enlightenment.org/auto/ecore/.
 *
 * You should be using this if your use is something like the
 * following. The buffer engine is just one of the many ones Evas
 * provides.
 *
 * @dontinclude evas-buffer-simple.c
 * @skip int main
 * @until return -1;
 * And being the canvas creation something like:
 * @skip static Evas *create_canvas
 * @until    evas_output_viewport_set(canvas,
 *
 * Note that this is code creating an Evas canvas with no usage of
 * Ecore helpers at all -- no linkage with Ecore on this scenario,
 * thus. Again, this wouldn't be on Evas common usage for most
 * developers. See the full @ref Example_Evas_Buffer_Simple "example".
 *
 * @ingroup Evas_Group
 */
EAPI int               evas_init(void);

/**
 * Shutdown Evas
 *
 * @return Evas' init counter value.
 *
 * This function finalizes Evas, decrementing the counter of the
 * number of calls to the function evas_init(). This new value for the
 * counter is returned.
 *
 * @see evas_init().
 *
 * If you were the sole user of Evas, by means of evas_init(), you can
 * check if it's being properly shut down by expecting a return value
 * of 0.
 *
 * Example code follows.
 * @dontinclude evas-buffer-simple.c
 * @skip // NOTE: use ecore_evas_buffer_new
 * @until evas_shutdown
 * Where that function would contain:
 * @skip   evas_free(canvas)
 * @until   evas_free(canvas)
 *
 * Most users would be using ecore_evas_shutdown() instead, like told
 * in evas_init(). See the full @ref Example_Evas_Buffer_Simple
 * "example".
 *
 * @ingroup Evas_Group
 */
EAPI int               evas_shutdown(void);

/**
 * Return if any allocation errors have occurred during the prior function
 * @return The allocation error flag
 *
 * This function will return if any memory allocation errors occurred during,
 * and what kind they were. The return value will be one of
 * EVAS_ALLOC_ERROR_NONE, EVAS_ALLOC_ERROR_FATAL or EVAS_ALLOC_ERROR_RECOVERED
 * with each meaning something different.
 *
 * EVAS_ALLOC_ERROR_NONE means that no errors occurred at all and the function
 * worked as expected.
 *
 * EVAS_ALLOC_ERROR_FATAL means the function was completely unable to perform
 * its job and will  have  exited as cleanly as possible. The programmer
 * should consider this as a sign of very low memory and should try and safely
 * recover from the prior functions failure (or try free up memory elsewhere
 * and try again after more memory is freed).
 *
 * EVAS_ALLOC_ERROR_RECOVERED means that an allocation error occurred, but was
 * recovered from by evas finding memory of its own it has allocated and
 * freeing what it sees as not really usefully allocated memory. What is freed
 * may vary. Evas may reduce the resolution of images, free cached images or
 * fonts, trhow out pre-rendered data, reduce the complexity of change lists
 * etc. Evas and the program will function as per normal after this, but this
 * is a sign of low memory, and it is suggested that the program try and
 * identify memory it doesn't need, and free it.
 *
 * Example:
 * @code
 * extern Evas_Object *object;
 * void callback (void *data, Evas *e, Evas_Object *obj, void *event_info);
 *
 * evas_object_event_callback_add(object, EVAS_CALLBACK_MOUSE_DOWN, callback, NULL);
 * if (evas_alloc_error() == EVAS_ALLOC_ERROR_FATAL)
 *   {
 *     fprintf(stderr, "ERROR: Completely unable to attach callback. Must\n");
 *     fprintf(stderr, "       destroy object now as it cannot be used.\n");
 *     evas_object_del(object);
 *     object = NULL;
 *     fprintf(stderr, "WARNING: Memory is really low. Cleaning out RAM.\n");
 *     my_memory_cleanup();
 *   }
 * if (evas_alloc_error() == EVAS_ALLOC_ERROR_RECOVERED)
 *   {
 *     fprintf(stderr, "WARNING: Memory is really low. Cleaning out RAM.\n");
 *     my_memory_cleanup();
 *   }
 * @endcode
 *
 * @ingroup Evas_Group
 */
EAPI Evas_Alloc_Error  evas_alloc_error(void);

/**
 * @brief Get evas' internal asynchronous events read file descriptor.
 *
 * @return The canvas' asynchronous events read file descriptor.
 *
 * Evas' asynchronous events are meant to be dealt with internally,
 * i. e., when building stuff to be glued together into the EFL
 * infrastructure -- a module, for example. The context which demands
 * its use is when calculations need to be done out of the main
 * thread, asynchronously, and some action must be performed after
 * that.
 *
 * An example of actual use of this API is for image asynchronous
 * preload inside evas. If the canvas was instantiated through
 * ecore-evas usage, ecore itself will take care of calling those
 * events' processing.
 *
 * This function returns the read file descriptor where to get the
 * asynchronous events of the canvas. Naturally, other mainloops,
 * apart from ecore, may make use of it.
 *
 * @ingroup Evas_Group
 */
EAPI int               evas_async_events_fd_get(void) EINA_WARN_UNUSED_RESULT;

/**
 * @brief Trigger the processing of all events waiting on the file
 * descriptor returned by evas_async_events_fd_get().
 *
 * @return The number of events processed.
 *
 * All asynchronous events queued up by evas_async_events_put() are
 * processed here. More precisely, the callback functions, informed
 * together with other event parameters, when queued, get called (with
 * those parameters), in that order.
 *
 * @ingroup Evas_Group
 */
EAPI int               evas_async_events_process(void);

/**
 * Insert asynchronous events on the canvas.
 *
 * @param target The target to be affected by the events.
 * @param type The type of callback function.
 * @param event_info Information about the event.
 * @param func The callback function pointer.
 *
 * This is the way, for a routine running outside evas' main thread,
 * to report an asynchronous event. A callback function is informed,
 * whose call is to happen after evas_async_events_process() is
 * called.
 *
 * @ingroup Evas_Group
 */
EAPI Eina_Bool         evas_async_events_put(const void *target, Evas_Callback_Type type, void *event_info, Evas_Async_Events_Put_Cb func) EINA_ARG_NONNULL(1, 4);

/**
 * @defgroup Evas_Canvas Canvas Functions
 *
 * Low level Evas canvas functions. Sub groups will present more high
 * level ones, though.
 *
 * Most of these functions deal with low level Evas actions, like:
 * @li create/destroy raw canvases, not bound to any displaying engine
 * @li tell a canvas i got focused (in a windowing context, for example)
 * @li tell a canvas a region should not be calculated anymore in rendering
 * @li tell a canvas to render its contents, immediately
 *
 * Most users will be using Evas by means of the @c Ecore_Evas
 * wrapper, which deals with all the above mentioned issues
 * automatically for them. Thus, you'll be looking at this section
 * only if you're building low level stuff.
 *
 * The groups within present you functions that deal with the canvas
 * directly, too, and not yet with its @b objects. They are the
 * functions you need to use at a minimum to get a working canvas.
 *
 * Some of the functions in this group are exemplified @ref
 * Example_Evas_Events "here".
 */

/**
 * Creates a new empty evas.
 *
 * Note that before you can use the evas, you will to at a minimum:
 * @li Set its render method with @ref evas_output_method_set .
 * @li Set its viewport size with @ref evas_output_viewport_set .
 * @li Set its size of the canvas with @ref evas_output_size_set .
 * @li Ensure that the render engine is given the correct settings
 *     with @ref evas_engine_info_set .
 *
 * This function should only fail if the memory allocation fails
 *
 * @note this function is very low level. Instead of using it
 *       directly, consider using the high level functions in
 *       Ecore_Evas such as @c ecore_evas_new(). See
 *       http://docs.enlightenment.org/auto/ecore/.
 *
 * @attention it is recommended that one calls evas_init() before
 *       creating new canvas.
 *
 * @return A new uninitialised Evas canvas on success. Otherwise, @c NULL.
 * @ingroup Evas_Canvas
 */
EAPI Evas             *evas_new(void) EINA_WARN_UNUSED_RESULT EINA_MALLOC;

/**
 * Frees the given evas and any objects created on it.
 *
 * Any objects with 'free' callbacks will have those callbacks called
 * in this function.
 *
 * @param   e The given evas.
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_free(Evas *e)  EINA_ARG_NONNULL(1);

/**
 * Inform to the evas that it got the focus.
 *
 * @param e The evas to change information.
 * @ingroup Evas_Canvas
 */
EAPI void              evas_focus_in(Evas *e);

/**
 * Inform to the evas that it lost the focus.
 *
 * @param e The evas to change information.
 * @ingroup Evas_Canvas
 */
EAPI void              evas_focus_out(Evas *e);

/**
 * Get the focus state known by the given evas
 *
 * @param e The evas to query information.
 * @ingroup Evas_Canvas
 */
EAPI Eina_Bool         evas_focus_state_get(const Evas *e);

/**
 * Push the nochange flag up 1
 *
 * This tells evas, that while the nochange flag is greater than 0, do not
 * mark objects as "changed" when making changes.
 *
 * @param e The evas to change information.
 * @ingroup Evas_Canvas
 */
EAPI void              evas_nochange_push(Evas *e);

/**
 * Pop the nochange flag down 1
 *
 * This tells evas, that while the nochange flag is greater than 0, do not
 * mark objects as "changed" when making changes.
 *
 * @param e The evas to change information.
 * @ingroup Evas_Canvas
 */
EAPI void              evas_nochange_pop(Evas *e);

/**
 * Attaches a specific pointer to the evas for fetching later
 *
 * @param e The canvas to attach the pointer to
 * @param data The pointer to attach
 * @ingroup Evas_Canvas
 */
EAPI void              evas_data_attach_set(Evas *e, void *data) EINA_ARG_NONNULL(1);

/**
 * Returns the pointer attached by evas_data_attach_set()
 *
 * @param e The canvas to attach the pointer to
 * @return The pointer attached
 * @ingroup Evas_Canvas
 */
EAPI void             *evas_data_attach_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Add a damage rectangle.
 *
 * @param e The given canvas pointer.
 * @param x The rectangle's left position.
 * @param y The rectangle's top position.
 * @param w The rectangle's width.
 * @param h The rectangle's height.
 *
 * This is the function by which one tells evas that a part of the
 * canvas has to be repainted.
 *
 * @note All newly created Evas rectangles get the default color values of 255 255 255 255 (opaque white).
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_damage_rectangle_add(Evas *e, int x, int y, int w, int h) EINA_ARG_NONNULL(1);

/**
 * Add an "obscured region" to an Evas canvas.
 *
 * @param e The given canvas pointer.
 * @param x The rectangle's top left corner's horizontal coordinate.
 * @param y The rectangle's top left corner's vertical coordinate
 * @param w The rectangle's width.
 * @param h The rectangle's height.
 *
 * This is the function by which one tells an Evas canvas that a part
 * of it <b>must not</b> be repainted. The region must be
 * rectangular and its coordinates inside the canvas viewport are
 * passed in the call. After this call, the region specified won't
 * participate in any form in Evas' calculations and actions during
 * its rendering updates, having its displaying content frozen as it
 * was just after this function took place.
 *
 * We call it "obscured region" because the most common use case for
 * this rendering (partial) freeze is something else (most probably
 * other canvas) being on top of the specified rectangular region,
 * thus shading it completely from the user's final scene in a
 * display. To avoid unnecessary processing, one should indicate to the
 * obscured canvas not to bother about the non-important area.
 *
 * The majority of users won't have to worry about this function, as
 * they'll be using just one canvas in their applications, with
 * nothing inset or on top of it in any form.
 *
 * To make this region one that @b has to be repainted again, call the
 * function evas_obscured_clear().
 *
 * @note This is a <b>very low level function</b>, which most of
 * Evas' users wouldn't care about.
 *
 * @note This function does @b not flag the canvas as having its state
 * changed. If you want to re-render it afterwards expecting new
 * contents, you have to add "damage" regions yourself (see
 * evas_damage_rectangle_add()).
 *
 * @see evas_obscured_clear()
 * @see evas_render_updates()
 *
 * Example code follows.
 * @dontinclude evas-events.c
 * @skip add an obscured
 * @until evas_obscured_clear(evas);
 *
 * In that example, pressing the "Ctrl" and "o" keys will impose or
 * remove an obscured region in the middle of the canvas. You'll get
 * the same contents at the time the key was pressed, if toggling it
 * on, until you toggle it off again (make sure the animation is
 * running on to get the idea better). See the full @ref
 * Example_Evas_Events "example".
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_obscured_rectangle_add(Evas *e, int x, int y, int w, int h) EINA_ARG_NONNULL(1);

/**
 * Remove all "obscured regions" from an Evas canvas.
 *
 * @param e The given canvas pointer.
 *
 * This function removes all the rectangles from the obscured regions
 * list of the canvas @p e. It takes obscured areas added with
 * evas_obscured_rectangle_add() and make them again a regions that @b
 * have to be repainted on rendering updates.
 *
 * @note This is a <b>very low level function</b>, which most of
 * Evas' users wouldn't care about.
 *
 * @note This function does @b not flag the canvas as having its state
 * changed. If you want to re-render it afterwards expecting new
 * contents, you have to add "damage" regions yourself (see
 * evas_damage_rectangle_add()).
 *
 * @see evas_obscured_rectangle_add() for an example
 * @see evas_render_updates()
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_obscured_clear(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Force immediate renderization of the given Evas canvas.
 *
 * @param e The given canvas pointer.
 * @return A newly allocated list of updated rectangles of the canvas
 *        (@c Eina_Rectangle structs). Free this list with
 *        evas_render_updates_free().
 *
 * This function forces an immediate renderization update of the given
 * canvas @p e.
 *
 * @note This is a <b>very low level function</b>, which most of
 * Evas' users wouldn't care about. One would use it, for example, to
 * grab an Evas' canvas update regions and paint them back, using the
 * canvas' pixmap, on a displaying system working below Evas.
 *
 * @note Evas is a stateful canvas. If no operations changing its
 * state took place since the last rendering action, you won't see no
 * changes and this call will be a no-op.
 *
 * Example code follows.
 * @dontinclude evas-events.c
 * @skip add an obscured
 * @until d.obscured = !d.obscured;
 *
 * See the full @ref Example_Evas_Events "example".
 *
 * @ingroup Evas_Canvas
 */
EAPI Eina_List        *evas_render_updates(Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Free the rectangles returned by evas_render_updates().
 *
 * @param updates The list of updated rectangles of the canvas.
 *
 * This function removes the region from the render updates list. It
 * makes the region doesn't be render updated anymore.
 *
 * @see evas_render_updates() for an example
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_render_updates_free(Eina_List *updates);

/**
 * Force renderization of the given canvas.
 *
 * @param e The given canvas pointer.
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_render(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Update the canvas internal objects but not triggering immediate
 * renderization.
 *
 * @param e The given canvas pointer.
 *
 * This function updates the canvas internal objects not triggering
 * renderization. To force renderization function evas_render() should
 * be used.
 *
 * @see evas_render.
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_norender(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Make the canvas discard internally cached data used for rendering.
 *
 * @param e The given canvas pointer.
 *
 * This function flushes the arrays of delete, active and render objects.
 * Other things it may also discard are: shared memory segments,
 * temporary scratch buffers, cached data to avoid re-compute of that data etc.
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_render_idle_flush(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Make the canvas discard as much data as possible used by the engine at
 * runtime.
 *
 * @param e The given canvas pointer.
 *
 * This function will unload images, delete textures and much more, where
 * possible. You may also want to call evas_render_idle_flush() immediately
 * prior to this to perhaps discard a little more, though evas_render_dump()
 * should implicitly delete most of what evas_render_idle_flush() might
 * discard too.
 *
 * @ingroup Evas_Canvas
 */
EAPI void              evas_render_dump(Evas *e) EINA_ARG_NONNULL(1);

/**
 * @defgroup Evas_Output_Method Render Engine Functions
 *
 * Functions that are used to set the render engine for a given
 * function, and then get that engine working.
 *
 * The following code snippet shows how they can be used to
 * initialise an evas that uses the X11 software engine:
 * @code
 * Evas *evas;
 * Evas_Engine_Info_Software_X11 *einfo;
 * extern Display *display;
 * extern Window win;
 *
 * evas_init();
 *
 * evas = evas_new();
 * evas_output_method_set(evas, evas_render_method_lookup("software_x11"));
 * evas_output_size_set(evas, 640, 480);
 * evas_output_viewport_set(evas, 0, 0, 640, 480);
 * einfo = (Evas_Engine_Info_Software_X11 *)evas_engine_info_get(evas);
 * einfo->info.display = display;
 * einfo->info.visual = DefaultVisual(display, DefaultScreen(display));
 * einfo->info.colormap = DefaultColormap(display, DefaultScreen(display));
 * einfo->info.drawable = win;
 * einfo->info.depth = DefaultDepth(display, DefaultScreen(display));
 * evas_engine_info_set(evas, (Evas_Engine_Info *)einfo);
 * @endcode
 *
 * @ingroup Evas_Canvas
 */

/**
 * Look up a numeric ID from a string name of a rendering engine.
 *
 * @param name the name string of an engine
 * @return A numeric (opaque) ID for the rendering engine
 * @ingroup Evas_Output_Method
 *
 * This function looks up a numeric return value for the named engine
 * in the string @p name. This is a normal C string, NUL byte
 * terminated. The name is case sensitive. If the rendering engine is
 * available, a numeric ID for that engine is returned that is not
 * 0. If the engine is not available, 0 is returned, indicating an
 * invalid engine.
 *
 * The programmer should NEVER rely on the numeric ID of an engine
 * unless it is returned by this function. Programs should NOT be
 * written accessing render method ID's directly, without first
 * obtaining it from this function.
 *
 * @attention it is mandatory that one calls evas_init() before
 *       looking up the render method.
 *
 * Example:
 * @code
 * int engine_id;
 * Evas *evas;
 *
 * evas_init();
 *
 * evas = evas_new();
 * if (!evas)
 *   {
 *     fprintf(stderr, "ERROR: Canvas creation failed. Fatal error.\n");
 *     exit(-1);
 *   }
 * engine_id = evas_render_method_lookup("software_x11");
 * if (!engine_id)
 *   {
 *     fprintf(stderr, "ERROR: Requested rendering engine is absent.\n");
 *     exit(-1);
 *   }
 * evas_output_method_set(evas, engine_id);
 * @endcode
 */
EAPI int               evas_render_method_lookup(const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * List all the rendering engines compiled into the copy of the Evas library
 *
 * @return A linked list whose data members are C strings of engine names
 * @ingroup Evas_Output_Method
 *
 * Calling this will return a handle (pointer) to an Evas linked
 * list. Each node in the linked list will have the data pointer be a
 * (char *) pointer to the name string of the rendering engine
 * available. The strings should never be modified, neither should the
 * list be modified. This list should be cleaned up as soon as the
 * program no longer needs it using evas_render_method_list_free(). If
 * no engines are available from Evas, @c NULL will be returned.
 *
 * Example:
 * @code
 * Eina_List *engine_list, *l;
 * char *engine_name;
 *
 * engine_list = evas_render_method_list();
 * if (!engine_list)
 *   {
 *     fprintf(stderr, "ERROR: Evas supports no engines! Exit.\n");
 *     exit(-1);
 *   }
 * printf("Available Evas Engines:\n");
 * EINA_LIST_FOREACH(engine_list, l, engine_name)
 *     printf("%s\n", engine_name);
 * evas_render_method_list_free(engine_list);
 * @endcode
 */
EAPI Eina_List        *evas_render_method_list(void) EINA_WARN_UNUSED_RESULT;

/**
 * This function should be called to free a list of engine names
 *
 * @param list The Eina_List base pointer for the engine list to be freed
 * @ingroup Evas_Output_Method
 *
 * When this function is called it will free the engine list passed in
 * as @p list. The list should only be a list of engines generated by
 * calling evas_render_method_list(). If @p list is NULL, nothing will
 * happen.
 *
 * Example:
 * @code
 * Eina_List *engine_list, *l;
 * char *engine_name;
 *
 * engine_list = evas_render_method_list();
 * if (!engine_list)
 *   {
 *     fprintf(stderr, "ERROR: Evas supports no engines! Exit.\n");
 *     exit(-1);
 *   }
 * printf("Available Evas Engines:\n");
 * EINA_LIST_FOREACH(engine_list, l, engine_name)
 *     printf("%s\n", engine_name);
 * evas_render_method_list_free(engine_list);
 * @endcode
 */
EAPI void              evas_render_method_list_free(Eina_List *list);

/**
 * Sets the output engine for the given evas.
 *
 * Once the output engine for an evas is set, any attempt to change it
 * will be ignored.  The value for @p render_method can be found using
 * @ref evas_render_method_lookup .
 *
 * @param   e             The given evas.
 * @param   render_method The numeric engine value to use.
 *
 * @attention it is mandatory that one calls evas_init() before
 *       setting the output method.
 *
 * @ingroup Evas_Output_Method
 */
EAPI void              evas_output_method_set(Evas *e, int render_method) EINA_ARG_NONNULL(1);

/**
 * Retrieves the number of the output engine used for the given evas.
 * @param   e The given evas.
 * @return  The ID number of the output engine being used.  @c 0 is
 *          returned if there is an error.
 * @ingroup Evas_Output_Method
 */
EAPI int               evas_output_method_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieves the current render engine info struct from the given evas.
 *
 * The returned structure is publicly modifiable.  The contents are
 * valid until either @ref evas_engine_info_set or @ref evas_render
 * are called.
 *
 * This structure does not need to be freed by the caller.
 *
 * @param   e The given evas.
 * @return  A pointer to the Engine Info structure.  @c NULL is returned if
 *          an engine has not yet been assigned.
 * @ingroup Evas_Output_Method
 */
EAPI Evas_Engine_Info *evas_engine_info_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Applies the engine settings for the given evas from the given @c
 * Evas_Engine_Info structure.
 *
 * To get the Evas_Engine_Info structure to use, call @ref
 * evas_engine_info_get .  Do not try to obtain a pointer to an
 * @c Evas_Engine_Info structure in any other way.
 *
 * You will need to call this function at least once before you can
 * create objects on an evas or render that evas.  Some engines allow
 * their settings to be changed more than once.
 *
 * Once called, the @p info pointer should be considered invalid.
 *
 * @param   e    The pointer to the Evas Canvas
 * @param   info The pointer to the Engine Info to use
 * @return  @c EINA_TRUE if no error occurred, @c EINA_FALSE otherwise.
 * @ingroup Evas_Output_Method
 */
EAPI Eina_Bool         evas_engine_info_set(Evas *e, Evas_Engine_Info *info) EINA_ARG_NONNULL(1);

/**
 * @defgroup Evas_Output_Size Output and Viewport Resizing Functions
 *
 * Functions that set and retrieve the output and viewport size of an
 * evas.
 *
 * @ingroup Evas_Canvas
 */

/**
 * Sets the output size of the render engine of the given evas.
 *
 * The evas will render to a rectangle of the given size once this
 * function is called.  The output size is independent of the viewport
 * size.  The viewport will be stretched to fill the given rectangle.
 *
 * The units used for @p w and @p h depend on the engine used by the
 * evas.
 *
 * @param   e The given evas.
 * @param   w The width in output units, usually pixels.
 * @param   h The height in output units, usually pixels.
 * @ingroup Evas_Output_Size
 */
EAPI void              evas_output_size_set(Evas *e, int w, int h) EINA_ARG_NONNULL(1);

/**
 * Retrieve the output size of the render engine of the given evas.
 *
 * The output size is given in whatever the output units are for the
 * engine.
 *
 * If either @p w or @p h is @c NULL, then it is ignored.  If @p e is
 * invalid, the returned results are undefined.
 *
 * @param   e The given evas.
 * @param   w The pointer to an integer to store the width in.
 * @param   h The pointer to an integer to store the height in.
 * @ingroup Evas_Output_Size
 */
EAPI void              evas_output_size_get(const Evas *e, int *w, int *h) EINA_ARG_NONNULL(1);

/**
 * Sets the output viewport of the given evas in evas units.
 *
 * The output viewport is the area of the evas that will be visible to
 * the viewer.  The viewport will be stretched to fit the output
 * target of the evas when rendering is performed.
 *
 * @note The coordinate values do not have to map 1-to-1 with the output
 *       target.  However, it is generally advised that it is done for ease
 *       of use.
 *
 * @param   e The given evas.
 * @param   x The top-left corner x value of the viewport.
 * @param   y The top-left corner y value of the viewport.
 * @param   w The width of the viewport.  Must be greater than 0.
 * @param   h The height of the viewport.  Must be greater than 0.
 * @ingroup Evas_Output_Size
 */
EAPI void              evas_output_viewport_set(Evas *e, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Get the render engine's output viewport co-ordinates in canvas units.
 * @param e The pointer to the Evas Canvas
 * @param x The pointer to a x variable to be filled in
 * @param y The pointer to a y variable to be filled in
 * @param w The pointer to a width variable to be filled in
 * @param h The pointer to a height variable to be filled in
 * @ingroup Evas_Output_Size
 *
 * Calling this function writes the current canvas output viewport
 * size and location values into the variables pointed to by @p x, @p
 * y, @p w and @p h.  On success the variables have the output
 * location and size values written to them in canvas units. Any of @p
 * x, @p y, @p w or @p h that are @c NULL will not be written to. If @p e
 * is invalid, the results are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * Evas_Coord x, y, width, height;
 *
 * evas_output_viewport_get(evas, &x, &y, &w, &h);
 * @endcode
 */
EAPI void              evas_output_viewport_get(const Evas *e, Evas_Coord *x, Evas_Coord *y, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Sets the output framespace size of the render engine of the given evas.
 *
 * The framespace size is used in the Wayland engines to denote space where
 * the output is not drawn. This is mainly used in ecore_evas to draw borders
 *
 * The units used for @p w and @p h depend on the engine used by the
 * evas.
 *
 * @param   e The given evas.
 * @param   x The left coordinate in output units, usually pixels.
 * @param   y The top coordinate in output units, usually pixels.
 * @param   w The width in output units, usually pixels.
 * @param   h The height in output units, usually pixels.
 * @ingroup Evas_Output_Size
 * @since 1.1
 */
EAPI void              evas_output_framespace_set(Evas *e, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas_Coord h);

/**
 * Get the render engine's output framespace co-ordinates in canvas units.
 *
 * @param e The pointer to the Evas Canvas
 * @param x The pointer to a x variable to be filled in
 * @param y The pointer to a y variable to be filled in
 * @param w The pointer to a width variable to be filled in
 * @param h The pointer to a height variable to be filled in
 * @ingroup Evas_Output_Size
 * @since 1.1
 */
EAPI void              evas_output_framespace_get(const Evas *e, Evas_Coord *x, Evas_Coord *y, Evas_Coord *w, Evas_Coord *h);

/**
 * @defgroup Evas_Coord_Mapping_Group Coordinate Mapping Functions
 *
 * Functions that are used to map coordinates from the canvas to the
 * screen or the screen to the canvas.
 *
 * @ingroup Evas_Canvas
 */

/**
 * Convert/scale an ouput screen co-ordinate into canvas co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param x The screen/output x co-ordinate
 * @return The screen co-ordinate translated to canvas unit co-ordinates
 * @ingroup Evas_Coord_Mapping_Group
 *
 * This function takes in a horizontal co-ordinate as the @p x
 * parameter and converts it into canvas units, accounting for output
 * size, viewport size and location, returning it as the function
 * return value. If @p e is invalid, the results are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * extern int screen_x;
 * Evas_Coord canvas_x;
 *
 * canvas_x = evas_coord_screen_x_to_world(evas, screen_x);
 * @endcode
 */
EAPI Evas_Coord        evas_coord_screen_x_to_world(const Evas *e, int x) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Convert/scale an ouput screen co-ordinate into canvas co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param y The screen/output y co-ordinate
 * @return The screen co-ordinate translated to canvas unit co-ordinates
 * @ingroup Evas_Coord_Mapping_Group
 *
 * This function takes in a vertical co-ordinate as the @p y parameter
 * and converts it into canvas units, accounting for output size,
 * viewport size and location, returning it as the function return
 * value. If @p e is invalid, the results are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * extern int screen_y;
 * Evas_Coord canvas_y;
 *
 * canvas_y = evas_coord_screen_y_to_world(evas, screen_y);
 * @endcode
 */
EAPI Evas_Coord        evas_coord_screen_y_to_world(const Evas *e, int y) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Convert/scale a canvas co-ordinate into output screen co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param x The canvas x co-ordinate
 * @return The output/screen co-ordinate translated to output co-ordinates
 * @ingroup Evas_Coord_Mapping_Group
 *
 * This function takes in a horizontal co-ordinate as the @p x
 * parameter and converts it into output units, accounting for output
 * size, viewport size and location, returning it as the function
 * return value. If @p e is invalid, the results are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * int screen_x;
 * extern Evas_Coord canvas_x;
 *
 * screen_x = evas_coord_world_x_to_screen(evas, canvas_x);
 * @endcode
 */
EAPI int               evas_coord_world_x_to_screen(const Evas *e, Evas_Coord x) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Convert/scale a canvas co-ordinate into output screen co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param y The canvas y co-ordinate
 * @return The output/screen co-ordinate translated to output co-ordinates
 * @ingroup Evas_Coord_Mapping_Group
 *
 * This function takes in a vertical co-ordinate as the @p x parameter
 * and converts it into output units, accounting for output size,
 * viewport size and location, returning it as the function return
 * value. If @p e is invalid, the results are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * int screen_y;
 * extern Evas_Coord canvas_y;
 *
 * screen_y = evas_coord_world_y_to_screen(evas, canvas_y);
 * @endcode
 */
EAPI int               evas_coord_world_y_to_screen(const Evas *e, Evas_Coord y) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @defgroup Evas_Pointer_Group Pointer (Mouse) Functions
 *
 * Functions that deal with the status of the pointer (mouse cursor).
 *
 * @ingroup Evas_Canvas
 */

/**
 * This function returns the current known pointer co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param x The pointer to an integer to be filled in
 * @param y The pointer to an integer to be filled in
 * @ingroup Evas_Pointer_Group
 *
 * This function returns the current known screen/output co-ordinates
 * of the mouse pointer and sets the contents of the integers pointed
 * to by @p x and @p y to contain these co-ordinates. If @p e is not a
 * valid canvas the results of this function are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * int mouse_x, mouse_y;
 *
 * evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
 * printf("Mouse is at screen position %i, %i\n", mouse_x, mouse_y);
 * @endcode
 */
EAPI void              evas_pointer_output_xy_get(const Evas *e, int *x, int *y) EINA_ARG_NONNULL(1);

/**
 * This function returns the current known pointer co-ordinates
 *
 * @param e The pointer to the Evas Canvas
 * @param x The pointer to a Evas_Coord to be filled in
 * @param y The pointer to a Evas_Coord to be filled in
 * @ingroup Evas_Pointer_Group
 *
 * This function returns the current known canvas unit co-ordinates of
 * the mouse pointer and sets the contents of the Evas_Coords pointed
 * to by @p x and @p y to contain these co-ordinates. If @p e is not a
 * valid canvas the results of this function are undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * Evas_Coord mouse_x, mouse_y;
 *
 * evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
 * printf("Mouse is at canvas position %f, %f\n", mouse_x, mouse_y);
 * @endcode
 */
EAPI void              evas_pointer_canvas_xy_get(const Evas *e, Evas_Coord *x, Evas_Coord *y) EINA_ARG_NONNULL(1);

/**
 * Returns a bitmask with the mouse buttons currently pressed, set to 1
 *
 * @param e The pointer to the Evas Canvas
 * @return A bitmask of the currently depressed buttons on the canvas
 * @ingroup Evas_Pointer_Group
 *
 * Calling this function will return a 32-bit integer with the
 * appropriate bits set to 1 that correspond to a mouse button being
 * depressed. This limits Evas to a mouse devices with a maximum of 32
 * buttons, but that is generally in excess of any host system's
 * pointing device abilities.
 *
 * A canvas by default begins with no mouse buttons being pressed and
 * only calls to evas_event_feed_mouse_down(),
 * evas_event_feed_mouse_down_data(), evas_event_feed_mouse_up() and
 * evas_event_feed_mouse_up_data() will alter that.
 *
 * The least significant bit corresponds to the first mouse button
 * (button 1) and the most significant bit corresponds to the last
 * mouse button (button 32).
 *
 * If @p e is not a valid canvas, the return value is undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 * int button_mask, i;
 *
 * button_mask = evas_pointer_button_down_mask_get(evas);
 * printf("Buttons currently pressed:\n");
 * for (i = 0; i < 32; i++)
 *   {
 *     if ((button_mask & (1 << i)) != 0) printf("Button %i\n", i + 1);
 *   }
 * @endcode
 */
EAPI int               evas_pointer_button_down_mask_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Returns whether the mouse pointer is logically inside the canvas
 *
 * @param e The pointer to the Evas Canvas
 * @return An integer that is 1 if the mouse is inside the canvas, 0 otherwise
 * @ingroup Evas_Pointer_Group
 *
 * When this function is called it will return a value of either 0 or
 * 1, depending on if evas_event_feed_mouse_in(),
 * evas_event_feed_mouse_in_data(), or evas_event_feed_mouse_out(),
 * evas_event_feed_mouse_out_data() have been called to feed in a
 * mouse enter event into the canvas.
 *
 * A return value of 1 indicates the mouse is logically inside the
 * canvas, and 0 implies it is logically outside the canvas.
 *
 * A canvas begins with the mouse being assumed outside (0).
 *
 * If @p e is not a valid canvas, the return value is undefined.
 *
 * Example:
 * @code
 * extern Evas *evas;
 *
 * if (evas_pointer_inside_get(evas)) printf("Mouse is in!\n");
 * else printf("Mouse is out!\n");
 * @endcode
 */
EAPI Eina_Bool         evas_pointer_inside_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

EAPI void              evas_sync(Evas *e) EINA_ARG_NONNULL(1);

#define EVAS_CLASS evas_class_get()

const Eo_Class *evas_class_get(void) EINA_CONST;

extern EAPI Eo_Op EVAS_CANVAS_BASE_ID;

enum
{
   EVAS_CANVAS_SUB_ID_OUTPUT_METHOD_SET,
   EVAS_CANVAS_SUB_ID_OUTPUT_METHOD_GET,
   EVAS_CANVAS_SUB_ID_ENGINE_INFO_GET,
   EVAS_CANVAS_SUB_ID_ENGINE_INFO_SET,
   EVAS_CANVAS_SUB_ID_OUTPUT_SIZE_SET,
   EVAS_CANVAS_SUB_ID_OUTPUT_SIZE_GET,
   EVAS_CANVAS_SUB_ID_OUTPUT_VIEWPORT_SET,
   EVAS_CANVAS_SUB_ID_OUTPUT_VIEWPORT_GET,
   EVAS_CANVAS_SUB_ID_OUTPUT_FRAMESPACE_SET,
   EVAS_CANVAS_SUB_ID_OUTPUT_FRAMESPACE_GET,
   EVAS_CANVAS_SUB_ID_COORD_SCREEN_X_TO_WORLD,
   EVAS_CANVAS_SUB_ID_COORD_SCREEN_Y_TO_WORLD,
   EVAS_CANVAS_SUB_ID_COORD_WORLD_X_TO_SCREEN,
   EVAS_CANVAS_SUB_ID_COORD_WORLD_Y_TO_SCREEN,
   EVAS_CANVAS_SUB_ID_POINTER_OUTPUT_XY_GET,
   EVAS_CANVAS_SUB_ID_POINTER_CANVAS_XY_GET,
   EVAS_CANVAS_SUB_ID_POINTER_BUTTON_DOWN_MASK_GET,
   EVAS_CANVAS_SUB_ID_POINTER_INSIDE_GET,
   EVAS_CANVAS_SUB_ID_DATA_ATTACH_SET,
   EVAS_CANVAS_SUB_ID_DATA_ATTACH_GET,
   EVAS_CANVAS_SUB_ID_FOCUS_IN,
   EVAS_CANVAS_SUB_ID_FOCUS_OUT,
   EVAS_CANVAS_SUB_ID_FOCUS_STATE_GET,
   EVAS_CANVAS_SUB_ID_NOCHANGE_PUSH,
   EVAS_CANVAS_SUB_ID_NOCHANGE_POP,
   EVAS_CANVAS_SUB_ID_EVENT_DEFAULT_FLAGS_SET,
   EVAS_CANVAS_SUB_ID_EVENT_DEFAULT_FLAGS_GET,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_DOWN,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_UP,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_CANCEL,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_WHEEL,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_MOVE,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_IN,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_OUT,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_DOWN,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_UP,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_MOVE,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_KEY_DOWN,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_KEY_UP,
   EVAS_CANVAS_SUB_ID_EVENT_FEED_HOLD,
   EVAS_CANVAS_SUB_ID_EVENT_REFEED_EVENT,
   EVAS_CANVAS_SUB_ID_EVENT_DOWN_COUNT_GET,
   EVAS_CANVAS_SUB_ID_FOCUS_GET,
   EVAS_CANVAS_SUB_ID_FONT_PATH_CLEAR,
   EVAS_CANVAS_SUB_ID_FONT_PATH_APPEND,
   EVAS_CANVAS_SUB_ID_FONT_PATH_PREPEND,
   EVAS_CANVAS_SUB_ID_FONT_PATH_LIST,
   EVAS_CANVAS_SUB_ID_FONT_HINTING_SET,
   EVAS_CANVAS_SUB_ID_FONT_HINTING_GET,
   EVAS_CANVAS_SUB_ID_FONT_HINTING_CAN_HINT,
   EVAS_CANVAS_SUB_ID_FONT_CACHE_FLUSH,
   EVAS_CANVAS_SUB_ID_FONT_CACHE_SET,
   EVAS_CANVAS_SUB_ID_FONT_CACHE_GET,
   EVAS_CANVAS_SUB_ID_FONT_AVAILABLE_LIST,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_GET,
   EVAS_CANVAS_SUB_ID_KEY_LOCK_GET,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_ADD,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_DEL,
   EVAS_CANVAS_SUB_ID_KEY_LOCK_ADD,
   EVAS_CANVAS_SUB_ID_KEY_LOCK_DEL,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_ON,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_OFF,
   EVAS_CANVAS_SUB_ID_KEY_LOCK_ON,
   EVAS_CANVAS_SUB_ID_KEY_LOCK_OFF,
   EVAS_CANVAS_SUB_ID_KEY_MODIFIER_MASK_GET,
   EVAS_CANVAS_SUB_ID_DAMAGE_RECTANGLE_ADD,
   EVAS_CANVAS_SUB_ID_OBSCURED_RECTANGLE_ADD,
   EVAS_CANVAS_SUB_ID_OBSCURED_CLEAR,
   EVAS_CANVAS_SUB_ID_RENDER_UPDATES,
   EVAS_CANVAS_SUB_ID_RENDER,
   EVAS_CANVAS_SUB_ID_NORENDER,
   EVAS_CANVAS_SUB_ID_RENDER_IDLE_FLUSH,
   EVAS_CANVAS_SUB_ID_SYNC,
   EVAS_CANVAS_SUB_ID_RENDER_DUMP,
   EVAS_CANVAS_SUB_ID_OBJECT_BOTTOM_GET,
   EVAS_CANVAS_SUB_ID_OBJECT_TOP_GET,
   EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_COUNT,
   EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_XY_GET,
   EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_ID_GET,
   EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_STATE_GET,
   EVAS_CANVAS_SUB_ID_IMAGE_CACHE_FLUSH,
   EVAS_CANVAS_SUB_ID_IMAGE_CACHE_RELOAD,
   EVAS_CANVAS_SUB_ID_IMAGE_CACHE_SET,
   EVAS_CANVAS_SUB_ID_IMAGE_CACHE_GET,
   EVAS_CANVAS_SUB_ID_IMAGE_MAX_SIZE_GET,
   EVAS_CANVAS_SUB_ID_OBJECT_NAME_FIND,
   EVAS_CANVAS_SUB_ID_OBJECT_TOP_AT_XY_GET,
   EVAS_CANVAS_SUB_ID_OBJECT_TOP_IN_RECTANGLE_GET,
   EVAS_CANVAS_SUB_ID_OBJECTS_AT_XY_GET,
   EVAS_CANVAS_SUB_ID_OBJECTS_IN_RECTANGLE_GET,
   EVAS_CANVAS_SUB_ID_SMART_OBJECTS_CALCULATE,
   EVAS_CANVAS_SUB_ID_SMART_OBJECTS_CALCULATE_COUNT_GET,
   EVAS_CANVAS_SUB_ID_LAST
};

#define EVAS_CANVAS_ID(sub_id) (EVAS_CANVAS_BASE_ID + sub_id)


/**
 * @def evas_canvas_output_method_set
 *
 * Sets the output engine for the given evas.
 *
 * @param[in] render_method
 *
 * @see evas_output_method_set
 */
#define evas_canvas_output_method_set(render_method) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_METHOD_SET), EO_TYPECHECK(int, render_method)

/**
 * @def evas_canvas_output_method_get
 *
 * Retrieves the number of the output engine used for the given evas.
 *
 * @param[out] ret
 *
 * @see evas_output_method_get
 */
#define evas_canvas_output_method_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_METHOD_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_engine_info_get
 *
 * Retrieves the current render engine info struct from the given evas.
 *
 * @param[out] ret
 *
 * @see evas_engine_info_get
 */
#define evas_canvas_engine_info_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_ENGINE_INFO_GET), EO_TYPECHECK(Evas_Engine_Info **, ret)

/**
 * @def evas_canvas_engine_info_set
 *
 * Applies the engine settings for the given evas from the given @c
 * Evas_Engine_Info structure.
 *
 * @param[in] info
 * @param[out] ret
 *
 * @see evas_engine_info_set
 */
#define evas_canvas_engine_info_set(info, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_ENGINE_INFO_SET), EO_TYPECHECK(Evas_Engine_Info *, info), EO_TYPECHECK(Eina_Bool *, ret)

/**
 * @def evas_canvas_output_size_set
 *
 * Sets the output size of the render engine of the given evas.
 *
 * @param[in] w
 * @param[in] h
 *
 * @see evas_output_size_set
 */
#define evas_canvas_output_size_set(w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_SIZE_SET), EO_TYPECHECK(int, w), EO_TYPECHECK(int, h)

/**
 * @def evas_canvas_output_size_get
 *
 * Retrieve the output size of the render engine of the given evas.
 *
 * @param[out] w
 * @param[out] h
 *
 * @see evas_output_size_get
 */
#define evas_canvas_output_size_get(w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_SIZE_GET), EO_TYPECHECK(int *, w), EO_TYPECHECK(int *, h)

/**
 * @def evas_canvas_output_viewport_set
 *
 * Sets the output viewport of the given evas in evas units.
 *
 * @param[in] x
 * @param[in] y
 * @param[in] w
 * @param[in] h
 *
 * @see evas_output_viewport_set
 */
#define evas_canvas_output_viewport_set(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_VIEWPORT_SET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Evas_Coord, w), EO_TYPECHECK(Evas_Coord, h)

/**
 * @def evas_canvas_output_viewport_get
 *
 * Get the render engine's output viewport co-ordinates in canvas units.
 *
 * @param[out] x
 * @param[out] y
 * @param[out] w
 * @param[out] h
 *
 * @see evas_output_viewport_get
 */
#define evas_canvas_output_viewport_get(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_VIEWPORT_GET), EO_TYPECHECK(Evas_Coord *, x), EO_TYPECHECK(Evas_Coord *, y), EO_TYPECHECK(Evas_Coord *, w), EO_TYPECHECK(Evas_Coord *, h)

/**
 * @def evas_canvas_output_framespace_set
 *
 * Sets the output framespace size of the render engine of the given evas.
 *
 * @param[in] x
 * @param[in] y
 * @param[in] w
 * @param[in] h
 *
 * @see evas_output_framespace_set
 */
#define evas_canvas_output_framespace_set(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_FRAMESPACE_SET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Evas_Coord, w), EO_TYPECHECK(Evas_Coord, h)

/**
 * @def evas_canvas_output_framespace_get
 *
 * Get the render engine's output framespace co-ordinates in canvas units.
 *
 * @param[out] x
 * @param[out] y
 * @param[out] w
 * @param[out] h
 *
 * @see evas_output_framespace_get
 */
#define evas_canvas_output_framespace_get(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OUTPUT_FRAMESPACE_GET), EO_TYPECHECK(Evas_Coord *, x), EO_TYPECHECK(Evas_Coord *, y), EO_TYPECHECK(Evas_Coord *, w), EO_TYPECHECK(Evas_Coord *, h)

/**
 * @def evas_canvas_coord_screen_x_to_world
 *
 * Convert/scale an ouput screen co-ordinate into canvas co-ordinates
 *
 * @param[in] x
 * @param[out] ret
 *
 * @see evas_coord_screen_x_to_world
 */
#define evas_canvas_coord_screen_x_to_world(x, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_COORD_SCREEN_X_TO_WORLD), EO_TYPECHECK(int, x), EO_TYPECHECK(Evas_Coord *, ret)

/**
 * @def evas_canvas_coord_screen_y_to_world
 *
 * Convert/scale an ouput screen co-ordinate into canvas co-ordinates
 *
 * @param[in] y
 * @param[out] ret
 *
 * @see evas_coord_screen_y_to_world
 */
#define evas_canvas_coord_screen_y_to_world(y, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_COORD_SCREEN_Y_TO_WORLD), EO_TYPECHECK(int, y), EO_TYPECHECK(Evas_Coord *, ret)

/**
 * @def evas_canvas_coord_world_x_to_screen
 *
 * Convert/scale a canvas co-ordinate into output screen co-ordinates
 *
 * @param[in] x
 * @param[out] ret
 *
 * @see evas_coord_world_x_to_screen
 */
#define evas_canvas_coord_world_x_to_screen(x, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_COORD_WORLD_X_TO_SCREEN), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_coord_world_y_to_screen
 *
 * Convert/scale a canvas co-ordinate into output screen co-ordinates
 *
 * @param[in] y
 * @param[out] ret
 *
 * @see evas_coord_world_y_to_screen
 */
#define evas_canvas_coord_world_y_to_screen(y, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_COORD_WORLD_Y_TO_SCREEN), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_pointer_output_xy_get
 *
 * This function returns the current known pointer co-ordinates
 *
 * @param[out] x
 * @param[out] y
 *
 * @see evas_pointer_output_xy_get
 */
#define evas_canvas_pointer_output_xy_get(x, y) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_POINTER_OUTPUT_XY_GET), EO_TYPECHECK(int *, x), EO_TYPECHECK(int *, y)

/**
 * @def evas_canvas_pointer_canvas_xy_get
 *
 * This function returns the current known pointer co-ordinates
 *
 * @param[out] x
 * @param[out] y
 *
 * @see evas_pointer_canvas_xy_get
 */
#define evas_canvas_pointer_canvas_xy_get(x, y) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_POINTER_CANVAS_XY_GET), EO_TYPECHECK(Evas_Coord *, x), EO_TYPECHECK(Evas_Coord *, y)

/**
 * @def evas_canvas_pointer_button_down_mask_get
 *
 * Returns a bitmask with the mouse buttons currently pressed, set to 1
 *
 * @param[out] ret
 *
 * @see evas_pointer_button_down_mask_get
 */
#define evas_canvas_pointer_button_down_mask_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_POINTER_BUTTON_DOWN_MASK_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_pointer_inside_get
 *
 * Returns whether the mouse pointer is logically inside the canvas
 *
 * @param[out] ret
 *
 * @see evas_pointer_inside_get
 */
#define evas_canvas_pointer_inside_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_POINTER_INSIDE_GET), EO_TYPECHECK(Eina_Bool *, ret)

/**
 * @def evas_canvas_data_attach_set
 *
 * Attaches a specific pointer to the evas for fetching later
 *
 * @param[in] data
 *
 * @see evas_data_attach_set
 */
#define evas_canvas_data_attach_set(data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_DATA_ATTACH_SET), EO_TYPECHECK(void *, data)

/**
 * @def evas_canvas_data_attach_get
 *
 * Returns the pointer attached by evas_data_attach_set()
 *
 * @param[out] ret
 *
 * @see evas_data_attach_get
 */
#define evas_canvas_data_attach_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_DATA_ATTACH_GET), EO_TYPECHECK(void **, ret)

/**
 * @def evas_canvas_focus_in
 *
 * Inform to the evas that it got the focus.
 *
 *
 * @see evas_focus_in
 */
#define evas_canvas_focus_in() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FOCUS_IN)

/**
 * @def evas_canvas_focus_out
 *
 * Inform to the evas that it lost the focus.
 *
 *
 * @see evas_focus_out
 */
#define evas_canvas_focus_out() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FOCUS_OUT)

/**
 * @def evas_canvas_focus_state_get
 *
 * Get the focus state known by the given evas
 *
 * @param[out] ret
 *
 * @see evas_focus_state_get
 */
#define evas_canvas_focus_state_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FOCUS_STATE_GET), EO_TYPECHECK(Eina_Bool *, ret)

/**
 * @def evas_canvas_nochange_push
 *
 * Push the nochange flag up 1
 *
 *
 * @see evas_nochange_push
 */
#define evas_canvas_nochange_push() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_NOCHANGE_PUSH)

/**
 * @def evas_canvas_nochange_pop
 *
 * Pop the nochange flag down 1
 *
 *
 * @see evas_nochange_pop
 */
#define evas_canvas_nochange_pop() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_NOCHANGE_POP)


/**
 * @def evas_canvas_event_default_flags_set
 *
 * Set the default set of flags an event begins with
 *
 * @param[in] flags
 *
 * @see evas_event_default_flags_set
 */
#define evas_canvas_event_default_flags_set(flags) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_DEFAULT_FLAGS_SET), EO_TYPECHECK(Evas_Event_Flags, flags)

/**
 * @def evas_canvas_event_default_flags_get
 *
 * Get the defaulty set of flags an event begins with
 *
 * @param[out] ret
 *
 * @see evas_event_default_flags_get
 */
#define evas_canvas_event_default_flags_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_DEFAULT_FLAGS_GET), EO_TYPECHECK(Evas_Event_Flags *, ret)

/**
 * @def evas_canvas_event_freeze
 *
 * Freeze all input events processing.
 *
 *
 * @see evas_event_freeze
 */
#define evas_canvas_event_freeze() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FREEZE)

/**
 * @def evas_canvas_event_thaw
 *
 * Thaw a canvas out after freezing (for input events).
 *
 *
 * @see evas_event_thaw
 */
#define evas_canvas_event_thaw() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_THAW)

/**
 * @def evas_canvas_event_freeze_get
 *
 * Return the freeze count on input events of a given canvas.
 *
 * @param[out] ret
 *
 * @see evas_event_freeze_get
 */
#define evas_canvas_event_freeze_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FREEZE_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_event_thaw_eval
 *
 * After thaw of a canvas, re-evaluate the state of objects and call callbacks
 *
 *
 * @see evas_event_thaw_eval
 */
#define evas_canvas_event_thaw_eval() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_THAW_EVAL)

/**
 * @def evas_canvas_event_feed_mouse_down
 *
 * Mouse down event feed.
 *
 * @param[in] b
 * @param[in] flags
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_down
 */
#define evas_canvas_event_feed_mouse_down(b, flags, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_DOWN), EO_TYPECHECK(int, b), EO_TYPECHECK(Evas_Button_Flags, flags), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_up
 *
 * Mouse up event feed.
 *
 * @param[in] b
 * @param[in] flags
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_up
 */
#define evas_canvas_event_feed_mouse_up(b, flags, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_UP), EO_TYPECHECK(int, b), EO_TYPECHECK(Evas_Button_Flags, flags), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_cancel
 *
 * Mouse cancel event feed.
 *
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_cancel
 */
#define evas_canvas_event_feed_mouse_cancel(timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_CANCEL), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_wheel
 *
 * Mouse wheel event feed.
 *
 * @param[in] direction
 * @param[in] z
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_wheel
 */
#define evas_canvas_event_feed_mouse_wheel(direction, z, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_WHEEL), EO_TYPECHECK(int, direction), EO_TYPECHECK(int, z), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_move
 *
 * Mouse move event feed.
 *
 * @param[in] x
 * @param[in] y
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_move
 */
#define evas_canvas_event_feed_mouse_move(x, y, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_MOVE), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_in
 *
 * Mouse in event feed.
 *
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_in
 */
#define evas_canvas_event_feed_mouse_in(timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_IN), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_mouse_out
 *
 * Mouse out event feed.
 *
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_mouse_out
 */
#define evas_canvas_event_feed_mouse_out(timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MOUSE_OUT), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)
#define evas_canvas_event_feed_multi_down(d, x, y, rad, radx, rady, pres, ang, fx, fy, flags, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_DOWN), EO_TYPECHECK(int, d), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(double, rad), EO_TYPECHECK(double, radx), EO_TYPECHECK(double, rady), EO_TYPECHECK(double, pres), EO_TYPECHECK(double, ang), EO_TYPECHECK(double, fx), EO_TYPECHECK(double, fy), EO_TYPECHECK(Evas_Button_Flags, flags), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)
#define evas_canvas_event_feed_multi_up(d, x, y, rad, radx, rady, pres, ang, fx, fy, flags, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_UP), EO_TYPECHECK(int, d), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(double, rad), EO_TYPECHECK(double, radx), EO_TYPECHECK(double, rady), EO_TYPECHECK(double, pres), EO_TYPECHECK(double, ang), EO_TYPECHECK(double, fx), EO_TYPECHECK(double, fy), EO_TYPECHECK(Evas_Button_Flags, flags), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)
#define evas_canvas_event_feed_multi_move(d, x, y, rad, radx, rady, pres, ang, fx, fy, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_MULTI_MOVE), EO_TYPECHECK(int, d), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(double, rad), EO_TYPECHECK(double, radx), EO_TYPECHECK(double, rady), EO_TYPECHECK(double, pres), EO_TYPECHECK(double, ang), EO_TYPECHECK(double, fx), EO_TYPECHECK(double, fy), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_key_down
 *
 * Key down event feed
 *
 * @param[in] keyname
 * @param[in] key
 * @param[in] string
 * @param[in] compose
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_key_down
 */
#define evas_canvas_event_feed_key_down(keyname, key, string, compose, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_KEY_DOWN), EO_TYPECHECK(const char *, keyname), EO_TYPECHECK(const char *, key), EO_TYPECHECK(const char *, string), EO_TYPECHECK(const char *, compose), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_key_up
 *
 * Key up event feed
 *
 * @param[in] keyname
 * @param[in] key
 * @param[in] string
 * @param[in] compose
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_key_up
 */
#define evas_canvas_event_feed_key_up(keyname, key, string, compose, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_KEY_UP), EO_TYPECHECK(const char *, keyname), EO_TYPECHECK(const char *, key), EO_TYPECHECK(const char *, string), EO_TYPECHECK(const char *, compose), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_feed_hold
 *
 * Hold event feed
 *
 * @param[in] hold
 * @param[in] timestamp
 * @param[in] data
 *
 * @see evas_event_feed_hold
 */
#define evas_canvas_event_feed_hold(hold, timestamp, data) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_FEED_HOLD), EO_TYPECHECK(int, hold), EO_TYPECHECK(unsigned int, timestamp), EO_TYPECHECK(const void *, data)

/**
 * @def evas_canvas_event_refeed_event
 *
 * Re feed event.
 *
 * @param[in] event_copy
 * @param[in] event_type
 *
 * @see evas_event_refeed_event
 */
#define evas_canvas_event_refeed_event(event_copy, event_type) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_REFEED_EVENT), EO_TYPECHECK(void *, event_copy), EO_TYPECHECK(Evas_Callback_Type, event_type)

/**
 * @def evas_canvas_event_down_count_get
 *
 * Get the number of mouse or multi presses currently active
 *
 * @param[out] ret
 *
 * @see evas_event_down_count_get
 */
#define evas_canvas_event_down_count_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_EVENT_DOWN_COUNT_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_focus_get
 *
 * Retrieve the object that currently has focus.
 *
 * @param[out] ret
 *
 * @see evas_focus_get
 */
#define evas_canvas_focus_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FOCUS_GET), EO_TYPECHECK(Evas_Object **, ret)


/**
 * @def evas_canvas_font_path_clear
 *
 * Removes all font paths loaded into memory for the given evas.
 *
 *
 * @see evas_font_path_clear
 */
#define evas_canvas_font_path_clear() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_PATH_CLEAR)

/**
 * @def evas_canvas_font_path_append
 *
 * Appends a font path to the list of font paths used by the given evas.
 *
 * @param[in] path
 *
 * @see evas_font_path_append
 */
#define evas_canvas_font_path_append(path) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_PATH_APPEND), EO_TYPECHECK(const char *, path)

/**
 * @def evas_canvas_font_path_prepend
 *
 * Prepends a font path to the list of font paths used by the given evas.
 *
 * @param[in] path
 *
 * @see evas_font_path_prepend
 */
#define evas_canvas_font_path_prepend(path) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_PATH_PREPEND), EO_TYPECHECK(const char *, path)

/**
 * @def evas_canvas_font_path_list
 *
 * Retrieves the list of font paths used by the given evas.
 *
 * @param[out] ret
 *
 * @see evas_font_path_list
 */
#define evas_canvas_font_path_list(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_PATH_LIST), EO_TYPECHECK(const Eina_List **, ret)

/**
 * @def evas_canvas_font_hinting_set
 *
 * Changes the font hinting for the given evas.
 *
 * @param[in] hinting
 *
 * @see evas_font_hinting_set
 */
#define evas_canvas_font_hinting_set(hinting) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_HINTING_SET), EO_TYPECHECK(Evas_Font_Hinting_Flags, hinting)

/**
 * @def evas_canvas_font_hinting_get
 *
 * Retrieves the font hinting used by the given evas.
 *
 * @param[out] ret
 *
 * @see evas_font_hinting_get
 */
#define evas_canvas_font_hinting_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_HINTING_GET), EO_TYPECHECK(Evas_Font_Hinting_Flags *, ret)

/**
 * @def evas_canvas_font_hinting_can_hint
 *
 * Checks if the font hinting is supported by the given evas.
 *
 * @param[in] hinting
 * @param[out] ret
 *
 * @see evas_font_hinting_can_hint
 */
#define evas_canvas_font_hinting_can_hint(hinting, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_HINTING_CAN_HINT), EO_TYPECHECK(Evas_Font_Hinting_Flags, hinting), EO_TYPECHECK(Eina_Bool *, ret)

/**
 * @def evas_canvas_font_cache_flush
 *
 * Force the given evas and associated engine to flush its font cache.
 *
 *
 * @see evas_font_cache_flush
 */
#define evas_canvas_font_cache_flush() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_CACHE_FLUSH)

/**
 * @def evas_canvas_font_cache_set
 *
 * Changes the size of font cache of the given evas.
 *
 * @param[in] size
 *
 * @see evas_font_cache_set
 */
#define evas_canvas_font_cache_set(size) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_CACHE_SET), EO_TYPECHECK(int, size)

/**
 * @def evas_canvas_font_cache_get
 *
 * Changes the size of font cache of the given evas.
 *
 * @param[out] ret
 *
 * @see evas_font_cache_get
 */
#define evas_canvas_font_cache_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_CACHE_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_font_available_list
 *
 * List of available font descriptions known or found by this evas.
 *
 * @param[out] ret
 *
 * @see evas_font_available_list
 */
#define evas_canvas_font_available_list(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_FONT_AVAILABLE_LIST), EO_TYPECHECK(Eina_List **, ret)


/**
 * @def evas_canvas_key_modifier_get
 *
 * Returns a handle to the list of modifier keys registered in the
 *
 * @param[out] ret
 *
 * @see evas_key_modifier_get
 */
#define evas_canvas_key_modifier_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_GET), EO_TYPECHECK(const Evas_Modifier **, ret)

/**
 * @def evas_canvas_key_lock_get
 *
 * Returns a handle to the list of lock keys registered in the canvas
 *
 * @param[out] ret
 *
 * @see evas_key_lock_get
 */
#define evas_canvas_key_lock_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_LOCK_GET), EO_TYPECHECK(const Evas_Lock **, ret)

/**
 * @def evas_canvas_key_modifier_add
 *
 * Adds the keyname key to the current list of modifier keys.
 *
 * @param[in] keyname
 *
 * @see evas_key_modifier_add
 */
#define evas_canvas_key_modifier_add(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_ADD), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_modifier_del
 *
 * Removes the keyname key from the current list of modifier keys
 *
 * @param[in] keyname
 *
 * @see evas_key_modifier_del
 */
#define evas_canvas_key_modifier_del(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_DEL), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_lock_add
 *
 * Adds the keyname key to the current list of lock keys.
 *
 * @param[in] keyname
 *
 * @see evas_key_lock_add
 */
#define evas_canvas_key_lock_add(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_LOCK_ADD), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_lock_del
 *
 * Removes the keyname key from the current list of lock keys on
 *
 * @param[in] keyname
 *
 * @see evas_key_lock_del
 */
#define evas_canvas_key_lock_del(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_LOCK_DEL), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_modifier_on
 *
 * Enables or turns on programmatically the modifier key with name @p keyname.
 *
 * @param[in] keyname
 *
 * @see evas_key_modifier_on
 */
#define evas_canvas_key_modifier_on(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_ON), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_modifier_off
 *
 * Disables or turns off programmatically the modifier key with name @p keyname
 *
 * @param[in] keyname
 *
 * @see evas_key_modifier_off
 */
#define evas_canvas_key_modifier_off(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_OFF), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_lock_on
 *
 * Enables or turns on programmatically the lock key with name @p keyname
 *
 * @param[in] keyname
 *
 * @see evas_key_lock_on
 */
#define evas_canvas_key_lock_on(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_LOCK_ON), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_lock_off
 *
 * Disables or turns off programmatically the lock key with name @p keyname
 *
 * @param[in] keyname
 *
 * @see evas_key_lock_off
 */
#define evas_canvas_key_lock_off(keyname) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_LOCK_OFF), EO_TYPECHECK(const char *, keyname)

/**
 * @def evas_canvas_key_modifier_mask_get
 *
 * Creates a bit mask from the keyname @b modifier key.
 *
 * @param[in] keyname
 * @param[out] ret
 *
 * @see evas_key_modifier_mask_get
 */
#define evas_canvas_key_modifier_mask_get(keyname, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_KEY_MODIFIER_MASK_GET), EO_TYPECHECK(const char *, keyname), EO_TYPECHECK(Evas_Modifier_Mask *, ret)

/**
 * @def evas_canvas_damage_rectangle_add
 *
 * Add a damage rectangle.
 *
 * @param[in] x
 * @param[in] y
 * @param[in] w
 * @param[in] h
 *
 * @see evas_damage_rectangle_add
 */
#define evas_canvas_damage_rectangle_add(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_DAMAGE_RECTANGLE_ADD), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(int, w), EO_TYPECHECK(int, h)

/**
 * @def evas_canvas_obscured_rectangle_add
 *
 * Add an "obscured region" to an Evas canvas.
 *
 * @param[in] x
 * @param[in] y
 * @param[in] w
 * @param[in] h
 *
 * @see evas_obscured_rectangle_add
 */
#define evas_canvas_obscured_rectangle_add(x, y, w, h) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBSCURED_RECTANGLE_ADD), EO_TYPECHECK(int, x), EO_TYPECHECK(int, y), EO_TYPECHECK(int, w), EO_TYPECHECK(int, h)

/**
 * @def evas_canvas_obscured_clear
 *
 * Remove all "obscured regions" from an Evas canvas.
 *
 *
 * @see evas_obscured_clear
 */
#define evas_canvas_obscured_clear() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBSCURED_CLEAR)

/**
 * @def evas_canvas_render_updates
 *
 * Force immediate renderization of the given Evas canvas.
 *
 * @param[out] ret
 *
 * @see evas_render_updates
 */
#define evas_canvas_render_updates(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_RENDER_UPDATES), EO_TYPECHECK(Eina_List **, ret)

/**
 * @def evas_canvas_render
 *
 * Force renderization of the given canvas.
 *
 *
 * @see evas_render
 */
#define evas_canvas_render() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_RENDER)

/**
 * @def evas_canvas_norender
 *
 * Update the canvas internal objects but not triggering immediate
 * renderization.
 *
 *
 * @see evas_norender
 */
#define evas_canvas_norender() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_NORENDER)

/**
 * @def evas_canvas_render_idle_flush
 *
 * Make the canvas discard internally cached data used for rendering.
 *
 *
 * @see evas_render_idle_flush
 */
#define evas_canvas_render_idle_flush() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_RENDER_IDLE_FLUSH)
#define evas_canvas_sync() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_SYNC)

/**
 * @def evas_canvas_render_dump
 *
 * Make the canvas discard as much data as possible used by the engine at
 *
 *
 * @see evas_render_dump
 */
#define evas_canvas_render_dump() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_RENDER_DUMP)


/**
 * @def evas_canvas_object_bottom_get
 *
 * Get the lowest (stacked) Evas object on the canvas e.
 *
 * @param[out] ret
 *
 * @see evas_object_bottom_get
 */
#define evas_canvas_object_bottom_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECT_BOTTOM_GET), EO_TYPECHECK(Evas_Object **, ret)

/**
 * @def evas_canvas_object_top_get
 *
 * Get the highest (stacked) Evas object on the canvas e.
 *
 * @param[out] ret
 *
 * @see evas_object_top_get
 */
#define evas_canvas_object_top_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECT_TOP_GET), EO_TYPECHECK(Evas_Object **, ret)


/**
 * @def evas_canvas_touch_point_list_count
 *
 * Get the number of touched point in the evas.
 *
 * @param[out] ret
 *
 * @see evas_touch_point_list_count
 */
#define evas_canvas_touch_point_list_count(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_COUNT), EO_TYPECHECK(unsigned int *, ret)

/**
 * @def evas_canvas_touch_point_list_nth_xy_get
 *
 * This function returns the nth touch point's co-ordinates.
 *
 * @param[in] n
 * @param[out] x
 * @param[out] y
 *
 * @see evas_touch_point_list_nth_xy_get
 */
#define evas_canvas_touch_point_list_nth_xy_get(n, x, y) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_XY_GET), EO_TYPECHECK(unsigned int, n), EO_TYPECHECK(Evas_Coord *, x), EO_TYPECHECK(Evas_Coord *, y)

/**
 * @def evas_canvas_touch_point_list_nth_id_get
 *
 * This function returns the id of nth touch point.
 *
 * @param[in] n
 * @param[out] ret
 *
 * @see evas_touch_point_list_nth_id_get
 */
#define evas_canvas_touch_point_list_nth_id_get(n, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_ID_GET), EO_TYPECHECK(unsigned int, n), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_touch_point_list_nth_state_get
 *
 * This function returns the state of nth touch point.
 *
 * @param[in] n
 * @param[out] ret
 *
 * @see evas_touch_point_list_nth_state_get
 */
#define evas_canvas_touch_point_list_nth_state_get(n, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_TOUCH_POINT_LIST_NTH_STATE_GET), EO_TYPECHECK(unsigned int, n), EO_TYPECHECK(Evas_Touch_Point_State *, ret)

/**
 * @def evas_canvas_image_cache_flush
 *
 * Flush the image cache of the canvas.
 *
 *
 * @see evas_image_cache_flush
 */
#define evas_canvas_image_cache_flush() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_IMAGE_CACHE_FLUSH)

/**
 * @def evas_canvas_image_cache_reload
 *
 * Reload the image cache
 *
 *
 * @see evas_image_cache_reload
 */
#define evas_canvas_image_cache_reload() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_IMAGE_CACHE_RELOAD)

/**
 * @def evas_canvas_image_cache_set
 *
 * Set the image cache.
 *
 * @param[in] size
 *
 * @see evas_image_cache_set
 */
#define evas_canvas_image_cache_set(size) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_IMAGE_CACHE_SET), EO_TYPECHECK(int, size)

/**
 * @def evas_canvas_image_cache_get
 *
 * Get the image cache
 *
 * @param[out] ret
 *
 * @see evas_image_cache_get
 */
#define evas_canvas_image_cache_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_IMAGE_CACHE_GET), EO_TYPECHECK(int *, ret)

/**
 * @def evas_canvas_image_max_size_get
 *
 * Get the maximum image size evas can possibly handle
 *
 * @param[out] maxw
 * @param[out] maxh
 * @param[out] ret
 *
 * @see evas_image_max_size_get
 */
#define evas_canvas_image_max_size_get(maxw, maxh, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_IMAGE_MAX_SIZE_GET), EO_TYPECHECK(int *, maxw), EO_TYPECHECK(int *, maxh), EO_TYPECHECK(Eina_Bool *, ret)

/**
 * @def evas_canvas_object_name_find
 *
 * Retrieves the object on the given evas with the given name.
 *
 * @param[in] name
 * @param[out] ret
 *
 * @see evas_object_name_find
 */
#define evas_canvas_object_name_find(name, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECT_NAME_FIND),EO_TYPECHECK(const char *, name),  EO_TYPECHECK(Evas_Object **, ret)

/**
 * @def evas_canvas_object_top_at_xy_get
 *
 * Retrieve the Evas object stacked at the top of a given position in
 * a canvas.
 *
 * @param[out] x
 * @param[out] y
 * @param[out] ret
 *
 * @see evas_object_top_at_xy_get
 */
#define evas_canvas_object_top_at_xy_get(x, y, include_pass_events_objects, include_hidden_objects, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECT_TOP_AT_XY_GET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Eina_Bool, include_pass_events_objects), EO_TYPECHECK(Eina_Bool, include_hidden_objects), EO_TYPECHECK(Evas_Object **, ret)

/**
 * @def evas_canvas_object_top_in_rectangle_get
 *
 * Retrieve the Evas object stacked at the top of a given rectangular
 * region in a canvas.
 *
 * @param[out] x
 * @param[out] y
 * @param[out] w
 * @param[out] h
 * @param[out] ret
 *
 * @see evas_object_top_in_rectangle_get
 */
#define evas_canvas_object_top_in_rectangle_get(x, y, w, h, include_pass_events_objects, include_hidden_objects, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECT_TOP_IN_RECTANGLE_GET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Evas_Coord, w), EO_TYPECHECK(Evas_Coord, h), EO_TYPECHECK(Eina_Bool, include_pass_events_objects), EO_TYPECHECK(Eina_Bool, include_hidden_objects), EO_TYPECHECK(Evas_Object **, ret)

/**
 * @def evas_canvas_objects_at_xy_get
 *
 * Retrieve a list of Evas objects lying over a given position in
 * a canvas.
 *
 * @param[out] x
 * @param[out] y
 * @param[out] ret
 *
 * @see evas_objects_at_xy_get
 */
#define evas_canvas_objects_at_xy_get(x, y, include_pass_events_objects, include_hidden_objects, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECTS_AT_XY_GET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Eina_Bool, include_pass_events_objects), EO_TYPECHECK(Eina_Bool, include_hidden_objects), EO_TYPECHECK(Eina_List **, ret)
#define evas_canvas_objects_in_rectangle_get(x, y, w, h, include_pass_events_objects, include_hidden_objects, ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_OBJECTS_IN_RECTANGLE_GET), EO_TYPECHECK(Evas_Coord, x), EO_TYPECHECK(Evas_Coord, y), EO_TYPECHECK(Evas_Coord, w), EO_TYPECHECK(Evas_Coord, h), EO_TYPECHECK(Eina_Bool, include_pass_events_objects), EO_TYPECHECK(Eina_Bool, include_hidden_objects), EO_TYPECHECK(Eina_List **, ret)


/**
 * @def evas_canvas_smart_objects_calculate
 *
 * Call user-provided calculate() smart functions and unset the
 * flag signalling that the object needs to get recalculated to @b all
 * smart objects in the canvas.
 *
 *
 * @see evas_smart_objects_calculate
 */
#define evas_canvas_smart_objects_calculate() EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_SMART_OBJECTS_CALCULATE)

/**
 * @def evas_canvas_smart_objects_calculate_count_get
 *
 * This gets the internal counter that counts the number of smart calculations
 *
 * @param[out] ret
 *
 * @see evas_smart_objects_calculate_count_get
 */
#define evas_canvas_smart_objects_calculate_count_get(ret) EVAS_CANVAS_ID(EVAS_CANVAS_SUB_ID_SMART_OBJECTS_CALCULATE_COUNT_GET), EO_TYPECHECK(int *, ret)




   
/**
 * @defgroup Evas_Canvas_Events Canvas Events
 *
 * Functions relating to canvas events, which are mainly reports on
 * its internal states changing (an object got focused, the rendering
 * is updated, etc).
 *
 * Some of the functions in this group are exemplified @ref
 * Example_Evas_Events "here".
 *
 * @ingroup Evas_Canvas
 */

/**
 * @addtogroup Evas_Canvas_Events
 * @{
 */

/**
 * Add (register) a callback function to a given canvas event.
 *
 * @param e Canvas to attach a callback to
 * @param type The type of event that will trigger the callback
 * @param func The (callback) function to be called when the event is
 *        triggered
 * @param data The data pointer to be passed to @p func
 *
 * This function adds a function callback to the canvas @p e when the
 * event of type @p type occurs on it. The function pointer is @p
 * func.
 *
 * In the event of a memory allocation error during the addition of
 * the callback to the canvas, evas_alloc_error() should be used to
 * determine the nature of the error, if any, and the program should
 * sensibly try and recover.
 *
 * A callback function must have the ::Evas_Event_Cb prototype
 * definition. The first parameter (@p data) in this definition will
 * have the same value passed to evas_event_callback_add() as the @p
 * data parameter, at runtime. The second parameter @p e is the canvas
 * pointer on which the event occurred. The third parameter @p
 * event_info is a pointer to a data structure that may or may not be
 * passed to the callback, depending on the event type that triggered
 * the callback. This is so because some events don't carry extra
 * context with them, but others do.
 *
 * The event type @p type to trigger the function may be one of
 * #EVAS_CALLBACK_RENDER_FLUSH_PRE, #EVAS_CALLBACK_RENDER_FLUSH_POST,
 * #EVAS_CALLBACK_CANVAS_FOCUS_IN, #EVAS_CALLBACK_CANVAS_FOCUS_OUT,
 * #EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN and
 * #EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_OUT. This determines the kind of
 * event that will trigger the callback to be called. Only the last
 * two of the event types listed here provide useful event information
 * data -- a pointer to the recently focused Evas object. For the
 * others the @p event_info pointer is going to be @c NULL.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_RENDER_FLUSH_PRE
 * @until two canvas event callbacks
 *
 * Looking to the callbacks registered above,
 * @dontinclude evas-events.c
 * @skip called when our rectangle gets focus
 * @until let's have our events back
 *
 * we see that the canvas flushes its rendering pipeline
 * (#EVAS_CALLBACK_RENDER_FLUSH_PRE) whenever the @c _resize_cb
 * routine takes place: it has to redraw that image at a different
 * size. Also, the callback on an object being focused comes just
 * after we focus it explicitly, on code.
 *
 * See the full @ref Example_Evas_Events "example".
 *
 * @note Be careful not to add the same callback multiple times, if
 * that's not what you want, because Evas won't check if a callback
 * existed before exactly as the one being registered (and thus, call
 * it more than once on the event, in this case). This would make
 * sense if you passed different functions and/or callback data, only.
 */
EAPI void  evas_event_callback_add(Evas *e, Evas_Callback_Type type, Evas_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 3);

/**
 * Add (register) a callback function to a given canvas event with a
 * non-default priority set. Except for the priority field, it's exactly the
 * same as @ref evas_event_callback_add
 *
 * @param e Canvas to attach a callback to
 * @param type The type of event that will trigger the callback
 * @param priority The priority of the callback, lower values called first.
 * @param func The (callback) function to be called when the event is
 *        triggered
 * @param data The data pointer to be passed to @p func
 *
 * @see evas_event_callback_add
 * @since 1.1
 */
EAPI void  evas_event_callback_priority_add(Evas *e, Evas_Callback_Type type, Evas_Callback_Priority priority, Evas_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 4);

/**
 * Delete a callback function from the canvas.
 *
 * @param e Canvas to remove a callback from
 * @param type The type of event that was triggering the callback
 * @param func The function that was to be called when the event was triggered
 * @return The data pointer that was to be passed to the callback
 *
 * This function removes the most recently added callback from the
 * canvas @p e which was triggered by the event type @p type and was
 * calling the function @p func when triggered. If the removal is
 * successful it will also return the data pointer that was passed to
 * evas_event_callback_add() when the callback was added to the
 * canvas. If not successful @c NULL will be returned.
 *
 * Example:
 * @code
 * extern Evas *e;
 * void *my_data;
 * void focus_in_callback(void *data, Evas *e, void *event_info);
 *
 * my_data = evas_event_callback_del(ebject, EVAS_CALLBACK_CANVAS_FOCUS_IN, focus_in_callback);
 * @endcode
 */
EAPI void *evas_event_callback_del(Evas *e, Evas_Callback_Type type, Evas_Event_Cb func) EINA_ARG_NONNULL(1, 3);

/**
 * Delete (unregister) a callback function registered to a given
 * canvas event.
 *
 * @param e Canvas to remove an event callback from
 * @param type The type of event that was triggering the callback
 * @param func The function that was to be called when the event was
 *        triggered
 * @param data The data pointer that was to be passed to the callback
 * @return The data pointer that was to be passed to the callback
 *
 * This function removes <b>the first</b> added callback from the
 * canvas @p e matching the event type @p type, the registered
 * function pointer @p func and the callback data pointer @p data. If
 * the removal is successful it will also return the data pointer that
 * was passed to evas_event_callback_add() (that will be the same as
 * the parameter) when the callback(s) was(were) added to the
 * canvas. If not successful @c NULL will be returned. A common use
 * would be to remove an exact match of a callback.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip evas_event_callback_del_full(evas, EVAS_CALLBACK_RENDER_FLUSH_PRE,
 * @until _object_focus_in_cb, NULL);
 *
 * See the full @ref Example_Evas_Events "example".
 *
 * @note For deletion of canvas events callbacks filtering by just
 * type and function pointer, user evas_event_callback_del().
 */
EAPI void *evas_event_callback_del_full(Evas *e, Evas_Callback_Type type, Evas_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 3);

/**
 * Push a callback on the post-event callback stack
 *
 * @param e Canvas to push the callback on
 * @param func The function that to be called when the stack is unwound
 * @param data The data pointer to be passed to the callback
 *
 * Evas has a stack of callbacks that get called after all the callbacks for
 * an event have triggered (all the objects it triggers on and all the callbacks
 * in each object triggered). When all these have been called, the stack is
 * unwond from most recently to least recently pushed item and removed from the
 * stack calling the callback set for it.
 *
 * This is intended for doing reverse logic-like processing, example - when a
 * child object that happens to get the event later is meant to be able to
 * "steal" functions from a parent and thus on unwind of this stack have its
 * function called first, thus being able to set flags, or return 0 from the
 * post-callback that stops all other post-callbacks in the current stack from
 * being called (thus basically allowing a child to take control, if the event
 * callback prepares information ready for taking action, but the post callback
 * actually does the action).
 *
 */
EAPI void  evas_post_event_callback_push(Evas *e, Evas_Object_Event_Post_Cb func, const void *data);

/**
 * Remove a callback from the post-event callback stack
 *
 * @param e Canvas to push the callback on
 * @param func The function that to be called when the stack is unwound
 *
 * This removes a callback from the stack added with
 * evas_post_event_callback_push(). The first instance of the function in
 * the callback stack is removed from being executed when the stack is
 * unwound. Further instances may still be run on unwind.
 */
EAPI void  evas_post_event_callback_remove(Evas *e, Evas_Object_Event_Post_Cb func);

/**
 * Remove a callback from the post-event callback stack
 *
 * @param e Canvas to push the callback on
 * @param func The function that to be called when the stack is unwound
 * @param data The data pointer to be passed to the callback
 *
 * This removes a callback from the stack added with
 * evas_post_event_callback_push(). The first instance of the function and data
 * in the callback stack is removed from being executed when the stack is
 * unwound. Further instances may still be run on unwind.
 */
EAPI void  evas_post_event_callback_remove_full(Evas *e, Evas_Object_Event_Post_Cb func, const void *data);

/**
 * @defgroup Evas_Event_Freezing_Group Input Events Freezing Functions
 *
 * Functions that deal with the freezing of input event processing of
 * an Evas canvas.
 *
 * There might be scenarios during a graphical user interface
 * program's use when the developer wishes the users wouldn't be able
 * to deliver input events to this application. It may, for example,
 * be the time for it to populate a view or to change some
 * layout. Assuming proper behavior with user interaction during this
 * exact time would be hard, as things are in a changing state. The
 * programmer can then tell the canvas to ignore input events,
 * bringing it back to normal behavior when he/she wants.
 *
 * Most of the time use of freezing events is done like this:
 * @code
 * evas_event_freeze(my_evas_canvas);
 * function_that_does_work_which_cant_be_interrupted_by_events();
 * evas_event_thaw(my_evas_canvas);
 * @endcode
 *
 * Some of the functions in this group are exemplified @ref
 * Example_Evas_Events "here".
 *
 * @ingroup Evas_Canvas_Events
 */

/**
 * @addtogroup Evas_Event_Freezing_Group
 * @{
 */

/**
 * Set the default set of flags an event begins with
 *
 * @param e The canvas to set the default event flags of
 * @param flags The default flags to use
 *
 * Events in evas can have an event_flags member. This starts out with
 * and initial value (no flags). this lets you set the default flags that
 * an event begins with to be @p flags
 *
 * @since 1.2
 */
EAPI void             evas_event_default_flags_set(Evas *e, Evas_Event_Flags flags) EINA_ARG_NONNULL(1);

/**
 * Get the defaulty set of flags an event begins with
 *
 * @param e The canvas to get the default event flags from
 * @return The default event flags for that canvas
 *
 * This gets the default event flags events are produced with when fed in.
 *
 * @see evas_event_default_flags_set()
 * @since 1.2
 */
EAPI Evas_Event_Flags evas_event_default_flags_get(const Evas *e) EINA_ARG_NONNULL(1);

/**
 * Freeze all input events processing.
 *
 * @param e The canvas to freeze input events processing on.
 *
 * This function will indicate to Evas that the canvas @p e is to have
 * all input event processing frozen until a matching
 * evas_event_thaw() function is called on the same canvas. All events
 * of this kind during the freeze will get @b discarded. Every freeze
 * call must be matched by a thaw call in order to completely thaw out
 * a canvas (i.e. these calls may be nested). The most common use is
 * when you don't want the user to interact with your user interface
 * when you're populating a view or changing the layout.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip freeze input for 3 seconds
 * @until }
 * @dontinclude evas-events.c
 * @skip let's have our events back
 * @until }
 *
 * See the full @ref Example_Evas_Events "example".
 *
 * If you run that example, you'll see the canvas ignoring all input
 * events for 3 seconds, when the "f" key is pressed. In a more
 * realistic code we would be freezing while a toolkit or Edje was
 * doing some UI changes, thawing it back afterwards.
 */
EAPI void             evas_event_freeze(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Thaw a canvas out after freezing (for input events).
 *
 * @param e The canvas to thaw out.
 *
 * This will thaw out a canvas after a matching evas_event_freeze()
 * call. If this call completely thaws out a canvas, i.e., there's no
 * other unbalanced call to evas_event_freeze(), events will start to
 * be processed again, but any "missed" events will @b not be
 * evaluated.
 *
 * See evas_event_freeze() for an example.
 */
EAPI void             evas_event_thaw(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Return the freeze count on input events of a given canvas.
 *
 * @param e The canvas to fetch the freeze count from.
 *
 * This returns the number of times the canvas has been told to freeze
 * input events. It is possible to call evas_event_freeze() multiple
 * times, and these must be matched by evas_event_thaw() calls. This
 * call allows the program to discover just how many times things have
 * been frozen in case it may want to break out of a deep freeze state
 * where the count is high.
 *
 * Example:
 * @code
 * extern Evas *evas;
 *
 * while (evas_event_freeze_get(evas) > 0) evas_event_thaw(evas);
 * @endcode
 *
 */
EAPI int              evas_event_freeze_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * After thaw of a canvas, re-evaluate the state of objects and call callbacks
 *
 * @param e The canvas to evaluate after a thaw
 *
 * This is normally called after evas_event_thaw() to re-evaluate mouse
 * containment and other states and thus also call callbacks for mouse in and
 * out on new objects if the state change demands it.
 */
EAPI void             evas_event_thaw_eval(Evas *e) EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Event_Feeding_Group Input Events Feeding Functions
 *
 * Functions to tell Evas that input events happened and should be
 * processed.
 *
 * @warning Most of the time these functions are @b not what you're looking for.
 * These functions should only be used if you're not working with ecore evas(or
 * another input handling system). If you're not using ecore evas please
 * consider using it, in most situation it will make life a lot easier.
 *
 * As explained in @ref intro_not_evas, Evas does not know how to poll
 * for input events, so the developer should do it and then feed such
 * events to the canvas to be processed. This is only required if
 * operating Evas directly. Modules such as Ecore_Evas do that for
 * you.
 *
 * Some of the functions in this group are exemplified @ref
 * Example_Evas_Events "here".
 *
 * @ingroup Evas_Canvas_Events
 */

/**
 * @addtogroup Evas_Event_Feeding_Group
 * @{
 */

/**
 * @since 1.8
 */
EAPI Evas_Device *evas_device_new(Evas *e);

/**
 * @since 1.8
 */
EAPI void evas_device_free(Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_push(Evas *e, Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_pop(Evas *e);
   
/**
 * @since 1.8
 */
EAPI const Eina_List *evas_device_list(Evas *e, const Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_name_set(Evas_Device *dev, const char *name);
   
/**
 * @since 1.8
 */
EAPI const char *evas_device_name_get(const Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_description_set(Evas_Device *dev, const char *desc);
   
/**
 * @since 1.8
 */
EAPI const char *evas_device_description_get(const Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_parent_set(Evas_Device *dev, Evas_Device *parent);
   
/**
 * @since 1.8
 */
EAPI const Evas_Device *evas_device_parent_get(const Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_class_set(Evas_Device *dev, Evas_Device_Class clas);
   
/**
 * @since 1.8
 */
EAPI Evas_Device_Class evas_device_class_get(const Evas_Device *dev);
   
/**
 * @since 1.8
 */
EAPI void evas_device_emulation_source_set(Evas_Device *dev, Evas_Device *src);
   
/**
 * @since 1.8
 */
EAPI const Evas_Device *evas_device_emulation_source_get(const Evas_Device *dev);

/**
 * Get the number of mouse or multi presses currently active
 *
 * @p e The given canvas pointer.
 * @return The numer of presses (0 if none active).
 *
 * @since 1.2
 */
EAPI int  evas_event_down_count_get(const Evas *e) EINA_ARG_NONNULL(1);

/**
 * Mouse down event feed.
 *
 * @param e The given canvas pointer.
 * @param b The button number.
 * @param flags The evas button flags.
 * @param timestamp The timestamp of the mouse down event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse button is pressed. It prepares information to be treated
 * by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_down(Evas *e, int b, Evas_Button_Flags flags, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Mouse up event feed.
 *
 * @param e The given canvas pointer.
 * @param b The button number.
 * @param flags evas button flags.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse button is released. It prepares information to be treated
 * by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_up(Evas *e, int b, Evas_Button_Flags flags, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Mouse move event feed.
 *
 * @param e The given canvas pointer.
 * @param x The horizontal position of the mouse pointer.
 * @param y The vertical position of the mouse pointer.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse is moved from its last position. It prepares information
 * to be treated by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_move(Evas *e, int x, int y, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Mouse in event feed.
 *
 * @param e The given canvas pointer.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse in event happens. It prepares information to be treated
 * by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_in(Evas *e, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Mouse out event feed.
 *
 * @param e The given canvas pointer.
 * @param timestamp Timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse out event happens. It prepares information to be treated
 * by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_out(Evas *e, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);
EAPI void evas_event_feed_multi_down(Evas *e, int d, int x, int y, double rad, double radx, double rady, double pres, double ang, double fx, double fy, Evas_Button_Flags flags, unsigned int timestamp, const void *data);
EAPI void evas_event_feed_multi_up(Evas *e, int d, int x, int y, double rad, double radx, double rady, double pres, double ang, double fx, double fy, Evas_Button_Flags flags, unsigned int timestamp, const void *data);
EAPI void evas_event_feed_multi_move(Evas *e, int d, int x, int y, double rad, double radx, double rady, double pres, double ang, double fx, double fy, unsigned int timestamp, const void *data);

/**
 * Mouse cancel event feed.
 *
 * @param e The given canvas pointer.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will call evas_event_feed_mouse_up() when a
 * mouse cancel event happens.
 *
 */
EAPI void evas_event_feed_mouse_cancel(Evas *e, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Mouse wheel event feed.
 *
 * @param e The given canvas pointer.
 * @param direction The wheel mouse direction.
 * @param z How much mouse wheel was scrolled up or down.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * the mouse wheel is scrolled up or down. It prepares information to
 * be treated by the callback function.
 *
 */
EAPI void evas_event_feed_mouse_wheel(Evas *e, int direction, int z, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Key down event feed
 *
 * @param e The canvas to thaw out
 * @param keyname  Name of the key
 * @param key The key pressed.
 * @param string A String
 * @param compose The compose string
 * @param timestamp Timestamp of the mouse up event
 * @param data Data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * a key is pressed. It prepares information to be treated by the
 * callback function.
 *
 */
EAPI void evas_event_feed_key_down(Evas *e, const char *keyname, const char *key, const char *string, const char *compose, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Key up event feed
 *
 * @param e The canvas to thaw out
 * @param keyname  Name of the key
 * @param key The key released.
 * @param string string
 * @param compose compose
 * @param timestamp Timestamp of the mouse up event
 * @param data Data for canvas.
 *
 * This function will set some evas properties that is necessary when
 * a key is released. It prepares information to be treated by the
 * callback function.
 *
 */
EAPI void evas_event_feed_key_up(Evas *e, const char *keyname, const char *key, const char *string, const char *compose, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Hold event feed
 *
 * @param e The given canvas pointer.
 * @param hold The hold.
 * @param timestamp The timestamp of the mouse up event.
 * @param data The data for canvas.
 *
 * This function makes the object to stop sending events.
 *
 */
EAPI void evas_event_feed_hold(Evas *e, int hold, unsigned int timestamp, const void *data) EINA_ARG_NONNULL(1);

/**
 * Re feed event.
 *
 * @param e The given canvas pointer.
 * @param event_copy the event to refeed
 * @param event_type Event type
 *
 * This function re-feeds the event pointed by event_copy
 *
 * This function call evas_event_feed_* functions, so it can
 * cause havoc if not used wisely. Please use it responsibly.
 */
EAPI void evas_event_refeed_event(Evas *e, void *event_copy, Evas_Callback_Type event_type) EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @}
 */

/**
 * @defgroup Evas_Image_Group Image Functions
 *
 * Functions that deals with images at canvas level.
 *
 * @ingroup Evas_Canvas
 */

/**
 * @addtogroup Evas_Image_Group
 * @{
 */

/**
 * Flush the image cache of the canvas.
 *
 * @param e The given evas pointer.
 *
 * This function flushes image cache of canvas.
 *
 */
EAPI void      evas_image_cache_flush(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Reload the image cache
 *
 * @param e The given evas pointer.
 *
 * This function reloads the image cache of canvas.
 *
 */
EAPI void      evas_image_cache_reload(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Set the image cache.
 *
 * @param e The given evas pointer.
 * @param size The cache size.
 *
 * This function sets the image cache of canvas in bytes.
 *
 */
EAPI void      evas_image_cache_set(Evas *e, int size) EINA_ARG_NONNULL(1);

/**
 * Get the image cache
 *
 * @param e The given evas pointer.
 *
 * This function returns the image cache size of canvas in bytes.
 *
 */
EAPI int       evas_image_cache_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Get the maximum image size evas can possibly handle
 *
 * @param e The given evas pointer.
 * @param maxw Pointer to hold the return value in pixels of the maxumum width
 * @param maxh Pointer to hold the return value in pixels of the maximum height
 *
 * This function returns the larges image or surface size that evas can handle
 * in pixels, and if there is one, returns @c EINA_TRUE. It returns
 * @c EINA_FALSE if no extra constraint on maximum image size exists. You still
 * should check the return values of @p maxw and @p maxh as there may still be
 * a limit, just a much higher one.
 *
 * @since 1.1
 */
EAPI Eina_Bool evas_image_max_size_get(const Evas *e, int *maxw, int *maxh) EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Font_Group Font Functions
 *
 * Functions that deals with fonts.
 *
 * @ingroup Evas_Canvas
 */

/**
 * Changes the font hinting for the given evas.
 *
 * @param e The given evas.
 * @param hinting The hinting to use, one of #EVAS_FONT_HINTING_NONE,
 *        #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
 * @ingroup Evas_Font_Group
 */
EAPI void                    evas_font_hinting_set(Evas *e, Evas_Font_Hinting_Flags hinting) EINA_ARG_NONNULL(1);

/**
 * Retrieves the font hinting used by the given evas.
 *
 * @param e The given evas to query.
 * @return The hinting in use, one of #EVAS_FONT_HINTING_NONE,
 *         #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
 * @ingroup Evas_Font_Group
 */
EAPI Evas_Font_Hinting_Flags evas_font_hinting_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Checks if the font hinting is supported by the given evas.
 *
 * @param e The given evas to query.
 * @param hinting The hinting to use, one of #EVAS_FONT_HINTING_NONE,
 *        #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
 * @return @c EINA_TRUE if it is supported, @c EINA_FALSE otherwise.
 * @ingroup Evas_Font_Group
 */
EAPI Eina_Bool               evas_font_hinting_can_hint(const Evas *e, Evas_Font_Hinting_Flags hinting) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Force the given evas and associated engine to flush its font cache.
 *
 * @param e The given evas to flush font cache.
 * @ingroup Evas_Font_Group
 */
EAPI void                    evas_font_cache_flush(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Changes the size of font cache of the given evas.
 *
 * @param e The given evas to flush font cache.
 * @param size The size, in bytes.
 *
 * @ingroup Evas_Font_Group
 */
EAPI void                    evas_font_cache_set(Evas *e, int size) EINA_ARG_NONNULL(1);

/**
 * Changes the size of font cache of the given evas.
 *
 * @param e The given evas to flush font cache.
 * @return The size, in bytes.
 *
 * @ingroup Evas_Font_Group
 */
EAPI int                     evas_font_cache_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * List of available font descriptions known or found by this evas.
 *
 * The list depends on Evas compile time configuration, such as
 * fontconfig support, and the paths provided at runtime as explained
 * in @ref Evas_Font_Path_Group.
 *
 * @param e The evas instance to query.
 * @return a newly allocated list of strings. Do not change the
 *         strings.  Be sure to call evas_font_available_list_free()
 *         after you're done.
 *
 * @ingroup Evas_Font_Group
 */
EAPI Eina_List              *evas_font_available_list(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Free list of font descriptions returned by evas_font_dir_available_list().
 *
 * @param e The evas instance that returned such list.
 * @param available the list returned by evas_font_dir_available_list().
 *
 * @ingroup Evas_Font_Group
 */
EAPI void                    evas_font_available_list_free(Evas *e, Eina_List *available) EINA_ARG_NONNULL(1);

/**
 * @defgroup Evas_Font_Path_Group Font Path Functions
 *
 * Functions that edit the paths being used to load fonts.
 *
 * @ingroup Evas_Font_Group
 */

/**
 * Removes all font paths loaded into memory for the given evas.
 * @param   e The given evas.
 * @ingroup Evas_Font_Path_Group
 */
EAPI void                    evas_font_path_clear(Evas *e) EINA_ARG_NONNULL(1);

/**
 * Appends a font path to the list of font paths used by the given evas.
 * @param   e    The given evas.
 * @param   path The new font path.
 * @ingroup Evas_Font_Path_Group
 */
EAPI void                    evas_font_path_append(Evas *e, const char *path) EINA_ARG_NONNULL(1, 2);

/**
 * Prepends a font path to the list of font paths used by the given evas.
 * @param   e The given evas.
 * @param   path The new font path.
 * @ingroup Evas_Font_Path_Group
 */
EAPI void                    evas_font_path_prepend(Evas *e, const char *path) EINA_ARG_NONNULL(1, 2);

/**
 * Retrieves the list of font paths used by the given evas.
 * @param   e The given evas.
 * @return  The list of font paths used.
 * @ingroup Evas_Font_Path_Group
 */
EAPI const Eina_List        *evas_font_path_list(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @defgroup Evas_Object_Group Generic Object Functions
 *
 * Functions that manipulate generic Evas objects.
 *
 * All Evas displaying units are Evas objects. One handles them all by
 * means of the handle ::Evas_Object. Besides Evas treats their
 * objects equally, they have @b types, which define their specific
 * behavior (and individual API).
 *
 * Evas comes with a set of built-in object types:
 *   - rectangle,
 *   - line,
 *   - polygon,
 *   - text,
 *   - textblock and
 *   - image.
 *
 * These functions apply to @b any Evas object, whichever type that
 * may have.
 *
 * @note The built-in types which are most used are rectangles, text
 * and images. In fact, with these ones one can create 2D interfaces
 * of arbitrary complexity and EFL makes it easy.
 */

/**
 * @defgroup Evas_Object_Group_Basic Basic Object Manipulation
 *
 * Almost every evas object created will have some generic function used to
 * manipulate it. That's because there are a number of basic actions to be done
 * to objects that are irrespective of the object's type, things like:
 * @li Showing/Hiding
 * @li Setting(and getting) geometry
 * @li Bring up or down a layer
 * @li Color management
 * @li Handling focus
 * @li Clipping
 * @li Reference counting
 *
 * All of this issues are handled through the functions here grouped. Examples
 * of these function can be seen in @ref Example_Evas_Object_Manipulation(which
 * deals with the most common ones) and in @ref Example_Evas_Stacking(which
 * deals with stacking functions).
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Basic
 * @{
 */

/**
 * Clip one object to another.
 *
 * @param obj The object to be clipped
 * @param clip The object to clip @p obj by
 *
 * This function will clip the object @p obj to the area occupied by
 * the object @p clip. This means the object @p obj will only be
 * visible within the area occupied by the clipping object (@p clip).
 *
 * The color of the object being clipped will be multiplied by the
 * color of the clipping one, so the resulting color for the former
 * will be <code>RESULT = (OBJ * CLIP) / (255 * 255)</code>, per color
 * element (red, green, blue and alpha).
 *
 * Clipping is recursive, so clipping objects may be clipped by
 * others, and their color will in term be multiplied. You may @b not
 * set up circular clipping lists (i.e. object 1 clips object 2, which
 * clips object 1): the behavior of Evas is undefined in this case.
 *
 * Objects which do not clip others are visible in the canvas as
 * normal; <b>those that clip one or more objects become invisible
 * themselves</b>, only affecting what they clip. If an object ceases
 * to have other objects being clipped by it, it will become visible
 * again.
 *
 * The visibility of an object affects the objects that are clipped by
 * it, so if the object clipping others is not shown (as in
 * evas_object_show()), the objects clipped by it will not be shown
 * either.
 *
 * If @p obj was being clipped by another object when this function is
 * called, it gets implicitly removed from the old clipper's domain
 * and is made now to be clipped by its new clipper.
 *
 * The following figure illustrates some clipping in Evas:
 *
 * @image html clipping.png
 * @image rtf clipping.png
 * @image latex clipping.eps
 *
 * @note At the moment the <b>only objects that can validly be used to
 * clip other objects are rectangle objects</b>. All other object
 * types are invalid and the result of using them is undefined. The
 * clip object @p clip must be a valid object, but can also be @c
 * NULL, in which case the effect of this function is the same as
 * calling evas_object_clip_unset() on the @p obj object.
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip solid white clipper (note that it's the default color for a
 * @until evas_object_show(d.clipper);
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 */
EAPI void             evas_object_clip_set(Evas_Object *obj, Evas_Object *clip) EINA_ARG_NONNULL(1, 2);

/**
 * Get the object clipping @p obj (if any).
 *
 * @param obj The object to get the clipper from
 *
 * This function returns the object clipping @p obj. If @p obj is
 * not being clipped at all, @c NULL is returned. The object @p obj
 * must be a valid ::Evas_Object.
 *
 * See also evas_object_clip_set(), evas_object_clip_unset() and
 * evas_object_clipees_get().
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip if (evas_object_clip_get(d.img) == d.clipper)
 * @until return
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 */
EAPI Evas_Object     *evas_object_clip_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Disable/cease clipping on a clipped @p obj object.
 *
 * @param obj The object to cease clipping on
 *
 * This function disables clipping for the object @p obj, if it was
 * already clipped, i.e., its visibility and color get detached from
 * the previous clipper. If it wasn't, this has no effect. The object
 * @p obj must be a valid ::Evas_Object.
 *
 * See also evas_object_clip_set() (for an example),
 * evas_object_clipees_get() and evas_object_clip_get().
 *
 */
EAPI void             evas_object_clip_unset(Evas_Object *obj);

/**
 * Return a list of objects currently clipped by @p obj.
 *
 * @param obj The object to get a list of clippees from
 * @return a list of objects being clipped by @p obj
 *
 * This returns the internal list handle that contains all objects
 * clipped by the object @p obj. If none are clipped by it, the call
 * returns @c NULL. This list is only valid until the clip list is
 * changed and should be fetched again with another call to
 * evas_object_clipees_get() if any objects being clipped by this
 * object are unclipped, clipped by a new object, deleted or get the
 * clipper deleted. These operations will invalidate the list
 * returned, so it should not be used anymore after that point. Any
 * use of the list after this may have undefined results, possibly
 * leading to crashes. The object @p obj must be a valid
 * ::Evas_Object.
 *
 * See also evas_object_clip_set(), evas_object_clip_unset() and
 * evas_object_clip_get().
 *
 * Example:
 * @code
 * extern Evas_Object *obj;
 * Evas_Object *clipper;
 *
 * clipper = evas_object_clip_get(obj);
 * if (clipper)
 *   {
 *     Eina_List *clippees, *l;
 *     Evas_Object *obj_tmp;
 *
 *     clippees = evas_object_clipees_get(clipper);
 *     printf("Clipper clips %i objects\n", eina_list_count(clippees));
 *     EINA_LIST_FOREACH(clippees, l, obj_tmp)
 *         evas_object_show(obj_tmp);
 *   }
 * @endcode
 */
EAPI const Eina_List *evas_object_clipees_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets or unsets a given object as the currently focused one on its
 * canvas.
 *
 * @param obj The object to be focused or unfocused.
 * @param focus @c EINA_TRUE, to set it as focused or @c EINA_FALSE,
 * to take away the focus from it.
 *
 * Changing focus only affects where (key) input events go. There can
 * be only one object focused at any time. If @p focus is @c EINA_TRUE,
 * @p obj will be set as the currently focused object and it will
 * receive all keyboard events that are not exclusive key grabs on
 * other objects.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip evas_object_focus_set
 * @until evas_object_focus_set
 *
 * See the full example @ref Example_Evas_Events "here".
 *
 * @see evas_object_focus_get
 * @see evas_focus_get
 * @see evas_object_key_grab
 * @see evas_object_key_ungrab
 */
EAPI void             evas_object_focus_set(Evas_Object *obj, Eina_Bool focus) EINA_ARG_NONNULL(1);

/**
 * Retrieve whether an object has the focus.
 *
 * @param obj The object to retrieve focus information from.
 * @return @c EINA_TRUE if the object has the focus, @c EINA_FALSE otherwise.
 *
 * If the passed object is the currently focused one, @c EINA_TRUE is
 * returned. @c EINA_FALSE is returned, otherwise.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip And again
 * @until something is bad
 *
 * See the full example @ref Example_Evas_Events "here".
 *
 * @see evas_object_focus_set
 * @see evas_focus_get
 * @see evas_object_key_grab
 * @see evas_object_key_ungrab
 */
EAPI Eina_Bool        evas_object_focus_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets the layer of its canvas that the given object will be part of.
 *
 * @param   obj The given Evas object.
 * @param   l   The number of the layer to place the object on.
 *          Must be between #EVAS_LAYER_MIN and #EVAS_LAYER_MAX.
 *
 * If you don't use this function, you'll be dealing with an @b unique
 * layer of objects, the default one. Additional layers are handy when
 * you don't want a set of objects to interfere with another set with
 * regard to @b stacking. Two layers are completely disjoint in that
 * matter.
 *
 * This is a low-level function, which you'd be using when something
 * should be always on top, for example.
 *
 * @warning Be careful, it doesn't make sense to change the layer of
 * smart objects' children. Smart objects have a layer of their own,
 * which should contain all their children objects.
 *
 * @see evas_object_layer_get()
 */
EAPI void             evas_object_layer_set(Evas_Object *obj, short l) EINA_ARG_NONNULL(1);

/**
 * Retrieves the layer of its canvas that the given object is part of.
 *
 * @param   obj The given Evas object to query layer from
 * @return  Number of its layer
 *
 * @see evas_object_layer_set()
 */
EAPI short            evas_object_layer_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets the name of the given Evas object to the given name.
 *
 * @param   obj  The given object.
 * @param   name The given name.
 *
 * There might be occasions where one would like to name his/her
 * objects.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip d.bg = evas_object_rectangle_add(d.canvas);
 * @until evas_object_name_set(d.bg, "our dear rectangle");
 *
 * See the full @ref Example_Evas_Events "example".
 */
EAPI void             evas_object_name_set(Evas_Object *obj, const char *name) EINA_ARG_NONNULL(1);

/**
 * Retrieves the name of the given Evas object.
 *
 * @param   obj The given object.
 * @return  The name of the object or @c NULL, if no name has been given
 *          to it.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip fprintf(stdout, "An object got focused: %s\n",
 * @until evas_focus_get
 *
 * See the full @ref Example_Evas_Events "example".
 */
EAPI const char      *evas_object_name_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Increments object reference count to defer its deletion.
 *
 * @param obj The given Evas object to reference
 *
 * This increments the reference count of an object, which if greater
 * than 0 will defer deletion by evas_object_del() until all
 * references are released back (counter back to 0). References cannot
 * go below 0 and unreferencing past that will result in the reference
 * count being limited to 0. References are limited to <c>2^32 - 1</c>
 * for an object. Referencing it more than this will result in it
 * being limited to this value.
 *
 * @see evas_object_unref()
 * @see evas_object_del()
 *
 * @note This is a <b>very simple</b> reference counting mechanism! For
 * instance, Evas is not ready to check for pending references on a
 * canvas deletion, or things like that. This is useful on scenarios
 * where, inside a code block, callbacks exist which would possibly
 * delete an object we are operating on afterwards. Then, one would
 * evas_object_ref() it on the beginning of the block and
 * evas_object_unref() it on the end. It would then be deleted at this
 * point, if it should be.
 *
 * Example:
 * @code
 *  evas_object_ref(obj);
 *
 *  // action here...
 *  evas_object_smart_callback_call(obj, SIG_SELECTED, NULL);
 *  // more action here...
 *  evas_object_unref(obj);
 * @endcode
 *
 * @ingroup Evas_Object_Group_Basic
 * @since 1.1
 */
EAPI void             evas_object_ref(Evas_Object *obj);

/**
 * Decrements object reference count.
 *
 * @param obj The given Evas object to unreference
 *
 * This decrements the reference count of an object. If the object has
 * had evas_object_del() called on it while references were more than
 * 0, it will be deleted at the time this function is called and puts
 * the counter back to 0. See evas_object_ref() for more information.
 *
 * @see evas_object_ref() (for an example)
 * @see evas_object_del()
 *
 * @ingroup Evas_Object_Group_Basic
 * @since 1.1
 */
EAPI void             evas_object_unref(Evas_Object *obj);

/**
 * Get the object reference count.
 *
 * @param obj The given Evas object to query
 *
 * This gets the reference count for an object (normally 0 until it is
 * referenced). Values of 1 or greater mean that someone is holding a
 * reference to this object that needs to be unreffed before it can be
 * deleted.
 *
 * @see evas_object_ref()
 * @see evas_object_unref()
 * @see evas_object_del()
 *
 * @ingroup Evas_Object_Group_Basic
 * @since 1.2
 */
EAPI int              evas_object_ref_get(const Evas_Object *obj);

/**
 * Marks the given Evas object for deletion (when Evas will free its
 * memory).
 *
 * @param obj The given Evas object.
 *
 * This call will mark @p obj for deletion, which will take place
 * whenever it has no more references to it (see evas_object_ref() and
 * evas_object_unref()).
 *
 * At actual deletion time, which may or may not be just after this
 * call, ::EVAS_CALLBACK_DEL and ::EVAS_CALLBACK_FREE callbacks will
 * be called. If the object currently had the focus, its
 * ::EVAS_CALLBACK_FOCUS_OUT callback will also be called.
 *
 * @see evas_object_ref()
 * @see evas_object_unref()
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_del(Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Move the given Evas object to the given location inside its
 * canvas' viewport.
 *
 * @param obj The given Evas object.
 * @param x   X position to move the object to, in canvas units.
 * @param y   Y position to move the object to, in canvas units.
 *
 * Besides being moved, the object's ::EVAS_CALLBACK_MOVE callback
 * will be called.
 *
 * @note Naturally, newly created objects are placed at the canvas'
 * origin: <code>0, 0</code>.
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip evas_object_image_border_set(d.clipper_border, 3, 3, 3, 3);
 * @until evas_object_show
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_move(Evas_Object *obj, Evas_Coord x, Evas_Coord y) EINA_ARG_NONNULL(1);

/**
 * Changes the size of the given Evas object.
 *
 * @param obj The given Evas object.
 * @param w   The new width of the Evas object.
 * @param h   The new height of the Evas object.
 *
 * Besides being resized, the object's ::EVAS_CALLBACK_RESIZE callback
 * will be called.
 *
 * @note Newly created objects have zeroed dimensions. Then, you most
 * probably want to use evas_object_resize() on them after they are
 * created.
 *
 * @note Be aware that resizing an object changes its drawing area,
 * but that does imply the object is rescaled! For instance, images
 * are filled inside their drawing area using the specifications of
 * evas_object_image_fill_set(). Thus to scale the image to match
 * exactly your drawing area, you need to change the
 * evas_object_image_fill_set() as well.
 *
 * @note This is more evident in images, but text, textblock, lines
 * and polygons will behave similarly. Check their specific APIs to
 * know how to achieve your desired behavior. Consider the following
 * example:
 *
 * @code
 * // rescale image to fill exactly its area without tiling:
 * evas_object_resize(img, w, h);
 * evas_object_image_fill_set(img, 0, 0, w, h);
 * @endcode
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_resize(Evas_Object *obj, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Retrieves the position and (rectangular) size of the given Evas
 * object.
 *
 * @param obj The given Evas object.
 * @param x Pointer to an integer in which to store the X coordinate
 *          of the object.
 * @param y Pointer to an integer in which to store the Y coordinate
 *          of the object.
 * @param w Pointer to an integer in which to store the width of the
 *          object.
 * @param h Pointer to an integer in which to store the height of the
 *          object.
 *
 * The position, naturally, will be relative to the top left corner of
 * the canvas' viewport.
 *
 * @note Use @c NULL pointers on the geometry components you're not
 * interested in: they'll be ignored by the function.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip int w, h, cw, ch;
 * @until return
 *
 * See the full @ref Example_Evas_Events "example".
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_geometry_get(const Evas_Object *obj, Evas_Coord *x, Evas_Coord *y, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Makes the given Evas object visible.
 *
 * @param obj The given Evas object.
 *
 * Besides becoming visible, the object's ::EVAS_CALLBACK_SHOW
 * callback will be called.
 *
 * @see evas_object_hide() for more on object visibility.
 * @see evas_object_visible_get()
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_show(Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Makes the given Evas object invisible.
 *
 * @param obj The given Evas object.
 *
 * Hidden objects, besides not being shown at all in your canvas,
 * won't be checked for changes on the canvas rendering
 * process. Furthermore, they will not catch input events. Thus, they
 * are much ligher (in processing needs) than an object that is
 * invisible due to indirect causes, such as being clipped or out of
 * the canvas' viewport.
 *
 * Besides becoming hidden, @p obj object's ::EVAS_CALLBACK_SHOW
 * callback will be called.
 *
 * @note All objects are created in the hidden state! If you want them
 * shown, use evas_object_show() after their creation.
 *
 * @see evas_object_show()
 * @see evas_object_visible_get()
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip if (evas_object_visible_get(d.clipper))
 * @until return
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_hide(Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Retrieves whether or not the given Evas object is visible.
 *
 * @param   obj The given Evas object.
 * @return @c EINA_TRUE if the object is visible, @c EINA_FALSE
 * otherwise.
 *
 * This retrieves an object's visibility as the one enforced by
 * evas_object_show() and evas_object_hide().
 *
 * @note The value returned isn't, by any means, influenced by
 * clippers covering @p obj, it being out of its canvas' viewport or
 * stacked below other object.
 *
 * @see evas_object_show()
 * @see evas_object_hide() (for an example)
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI Eina_Bool        evas_object_visible_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets the general/main color of the given Evas object to the given
 * one.
 *
 * @param obj The given Evas object.
 * @param r   The red component of the given color.
 * @param g   The green component of the given color.
 * @param b   The blue component of the given color.
 * @param a   The alpha component of the given color.
 *
 * @see evas_object_color_get() (for an example)
 * @note These color values are expected to be premultiplied by @p a.
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_color_set(Evas_Object *obj, int r, int g, int b, int a) EINA_ARG_NONNULL(1);

/**
 * Retrieves the general/main color of the given Evas object.
 *
 * @param obj The given Evas object to retrieve color from.
 * @param r Pointer to an integer in which to store the red component
 *          of the color.
 * @param g Pointer to an integer in which to store the green
 *          component of the color.
 * @param b Pointer to an integer in which to store the blue component
 *          of the color.
 * @param a Pointer to an integer in which to store the alpha
 *          component of the color.
 *
 * Retrieves the “main” color's RGB component (and alpha channel)
 * values, <b>which range from 0 to 255</b>. For the alpha channel,
 * which defines the object's transparency level, 0 means totally
 * transparent, while 255 means opaque. These color values are
 * premultiplied by the alpha value.
 *
 * Usually you’ll use this attribute for text and rectangle objects,
 * where the “main” color is their unique one. If set for objects
 * which themselves have colors, like the images one, those colors get
 * modulated by this one.
 *
 * @note All newly created Evas rectangles get the default color
 * values of <code>255 255 255 255</code> (opaque white).
 *
 * @note Use @c NULL pointers on the components you're not interested
 * in: they'll be ignored by the function.
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip int alpha, r, g, b;
 * @until return
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI void             evas_object_color_get(const Evas_Object *obj, int *r, int *g, int *b, int *a) EINA_ARG_NONNULL(1);

/**
 * Retrieves the Evas canvas that the given object lives on.
 *
 * @param   obj The given Evas object.
 * @return  A pointer to the canvas where the object is on.
 *
 * This function is most useful at code contexts where you need to
 * operate on the canvas but have only the object pointer.
 *
 * @ingroup Evas_Object_Group_Basic
 */
EAPI Evas            *evas_object_evas_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieves the type of the given Evas object.
 *
 * @param obj The given object.
 * @return The type of the object.
 *
 * For Evas' builtin types, the return strings will be one of:
 *   - <c>"rectangle"</c>,
 *   - <c>"line"</c>,
 *   - <c>"polygon"</c>,
 *   - <c>"text"</c>,
 *   - <c>"textblock"</c> and
 *   - <c>"image"</c>.
 *
 * For Evas smart objects (see @ref Evas_Smart_Group), the name of the
 * smart class itself is returned on this call. For the built-in smart
 * objects, these names are:
 *   - <c>"EvasObjectSmartClipped"</c>, for the clipped smart object
 *   - <c>"Evas_Object_Box"</c>, for the box object and
 *   - <c>"Evas_Object_Table"</c>, for the table object.
 *
 * Example:
 * @dontinclude evas-object-manipulation.c
 * @skip d.img = evas_object_image_filled_add(d.canvas);
 * @until border on the
 *
 * See the full @ref Example_Evas_Object_Manipulation "example".
 */
EAPI const char      *evas_object_type_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Raise @p obj to the top of its layer.
 *
 * @param obj the object to raise
 *
 * @p obj will, then, be the highest one in the layer it belongs
 * to. Object on other layers won't get touched.
 *
 * @see evas_object_stack_above()
 * @see evas_object_stack_below()
 * @see evas_object_lower()
 */
EAPI void             evas_object_raise(Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Lower @p obj to the bottom of its layer.
 *
 * @param obj the object to lower
 *
 * @p obj will, then, be the lowest one in the layer it belongs
 * to. Objects on other layers won't get touched.
 *
 * @see evas_object_stack_above()
 * @see evas_object_stack_below()
 * @see evas_object_raise()
 */
EAPI void             evas_object_lower(Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Stack @p obj immediately above @p above
 *
 * @param obj the object to stack
 * @param above the object above which to stack
 *
 * Objects, in a given canvas, are stacked in the order they get added
 * to it.  This means that, if they overlap, the highest ones will
 * cover the lowest ones, in that order. This function is a way to
 * change the stacking order for the objects.
 *
 * This function is intended to be used with <b>objects belonging to
 * the same layer</b> in a given canvas, otherwise it will fail (and
 * accomplish nothing).
 *
 * If you have smart objects on your canvas and @p obj is a member of
 * one of them, then @p above must also be a member of the same
 * smart object.
 *
 * Similarly, if @p obj is not a member of a smart object, @p above
 * must not be either.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_stack_below()
 */
EAPI void             evas_object_stack_above(Evas_Object *obj, Evas_Object *above) EINA_ARG_NONNULL(1, 2);

/**
 * Stack @p obj immediately below @p below
 *
 * @param obj the object to stack
 * @param below the object below which to stack
 *
 * Objects, in a given canvas, are stacked in the order they get added
 * to it.  This means that, if they overlap, the highest ones will
 * cover the lowest ones, in that order. This function is a way to
 * change the stacking order for the objects.
 *
 * This function is intended to be used with <b>objects belonging to
 * the same layer</b> in a given canvas, otherwise it will fail (and
 * accomplish nothing).
 *
 * If you have smart objects on your canvas and @p obj is a member of
 * one of them, then @p below must also be a member of the same
 * smart object.
 *
 * Similarly, if @p obj is not a member of a smart object, @p below
 * must not be either.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_stack_below()
 */
EAPI void             evas_object_stack_below(Evas_Object *obj, Evas_Object *below) EINA_ARG_NONNULL(1, 2);

/**
 * Get the Evas object stacked right above @p obj
 *
 * @param obj an #Evas_Object
 * @return the #Evas_Object directly above @p obj, if any, or @c NULL,
 * if none
 *
 * This function will traverse layers in its search, if there are
 * objects on layers above the one @p obj is placed at.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_below_get()
 *
 */
EAPI Evas_Object     *evas_object_above_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Get the Evas object stacked right below @p obj
 *
 * @param obj an #Evas_Object
 * @return the #Evas_Object directly below @p obj, if any, or @c NULL,
 * if none
 *
 * This function will traverse layers in its search, if there are
 * objects on layers below the one @p obj is placed at.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_below_get()
 */
EAPI Evas_Object     *evas_object_below_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Events Object Events
 *
 * Objects generate events when they are moved, resized, when their
 * visibility change, when they are deleted and so on. These methods
 * allow one to be notified about and to handle such events.
 *
 * Objects also generate events on input (keyboard and mouse), if they
 * accept them (are visible, focused, etc).
 *
 * For each of those events, Evas provides a way for one to register
 * callback functions to be issued just after they happen.
 *
 * The following figure illustrates some Evas (event) callbacks:
 *
 * @image html evas-callbacks.png
 * @image rtf evas-callbacks.png
 * @image latex evas-callbacks.eps
 *
 * These events have their values in the #Evas_Callback_Type
 * enumeration, which has also ones happening on the canvas level (see
 * @ref Evas_Canvas_Events ).
 *
 * Examples on this group of functions can be found @ref
 * Example_Evas_Stacking "here" and @ref Example_Evas_Events "here".
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Events
 * @{
 */

/**
 * Add (register) a callback function to a given Evas object event.
 *
 * @param obj Object to attach a callback to
 * @param type The type of event that will trigger the callback
 * @param func The function to be called when the event is triggered
 * @param data The data pointer to be passed to @p func
 *
 * This function adds a function callback to an object when the event
 * of type @p type occurs on object @p obj. The function is @p func.
 *
 * In the event of a memory allocation error during addition of the
 * callback to the object, evas_alloc_error() should be used to
 * determine the nature of the error, if any, and the program should
 * sensibly try and recover.
 *
 * A callback function must have the ::Evas_Object_Event_Cb prototype
 * definition. The first parameter (@p data) in this definition will
 * have the same value passed to evas_object_event_callback_add() as
 * the @p data parameter, at runtime. The second parameter @p e is the
 * canvas pointer on which the event occurred. The third parameter is
 * a pointer to the object on which event occurred. Finally, the
 * fourth parameter @p event_info is a pointer to a data structure
 * that may or may not be passed to the callback, depending on the
 * event type that triggered the callback. This is so because some
 * events don't carry extra context with them, but others do.
 *
 * The event type @p type to trigger the function may be one of
 * #EVAS_CALLBACK_MOUSE_IN, #EVAS_CALLBACK_MOUSE_OUT,
 * #EVAS_CALLBACK_MOUSE_DOWN, #EVAS_CALLBACK_MOUSE_UP,
 * #EVAS_CALLBACK_MOUSE_MOVE, #EVAS_CALLBACK_MOUSE_WHEEL,
 * #EVAS_CALLBACK_MULTI_DOWN, #EVAS_CALLBACK_MULTI_UP,
 * #EVAS_CALLBACK_MULTI_MOVE, #EVAS_CALLBACK_FREE,
 * #EVAS_CALLBACK_KEY_DOWN, #EVAS_CALLBACK_KEY_UP,
 * #EVAS_CALLBACK_FOCUS_IN, #EVAS_CALLBACK_FOCUS_OUT,
 * #EVAS_CALLBACK_SHOW, #EVAS_CALLBACK_HIDE, #EVAS_CALLBACK_MOVE,
 * #EVAS_CALLBACK_RESIZE, #EVAS_CALLBACK_RESTACK, #EVAS_CALLBACK_DEL,
 * #EVAS_CALLBACK_HOLD, #EVAS_CALLBACK_CHANGED_SIZE_HINTS,
 * #EVAS_CALLBACK_IMAGE_PRELOADED or #EVAS_CALLBACK_IMAGE_UNLOADED.
 *
 * This determines the kind of event that will trigger the callback.
 * What follows is a list explaining better the nature of each type of
 * event, along with their associated @p event_info pointers:
 *
 * - #EVAS_CALLBACK_MOUSE_IN: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_In struct\n\n
 *   This event is triggered when the mouse pointer enters the area
 *   (not shaded by other objects) of the object @p obj. This may
 *   occur by the mouse pointer being moved by
 *   evas_event_feed_mouse_move() calls, or by the object being shown,
 *   raised, moved, resized, or other objects being moved out of the
 *   way, hidden or lowered, whatever may cause the mouse pointer to
 *   get on top of @p obj, having been on top of another object
 *   previously.
 *
 * - #EVAS_CALLBACK_MOUSE_OUT: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_Out struct\n\n
 *   This event is triggered exactly like #EVAS_CALLBACK_MOUSE_IN is,
 *   but it occurs when the mouse pointer exits an object's area. Note
 *   that no mouse out events will be reported if the mouse pointer is
 *   implicitly grabbed to an object (mouse buttons are down, having
 *   been pressed while the pointer was over that object). In these
 *   cases, mouse out events will be reported once all buttons are
 *   released, if the mouse pointer has left the object's area. The
 *   indirect ways of taking off the mouse pointer from an object,
 *   like cited above, for #EVAS_CALLBACK_MOUSE_IN, also apply here,
 *   naturally.
 *
 * - #EVAS_CALLBACK_MOUSE_DOWN: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_Down struct\n\n
 *   This event is triggered by a mouse button being pressed while the
 *   mouse pointer is over an object. If the pointer mode for Evas is
 *   #EVAS_OBJECT_POINTER_MODE_AUTOGRAB (default), this causes this
 *   object to <b>passively grab the mouse</b> until all mouse buttons
 *   have been released: all future mouse events will be reported to
 *   only this object until no buttons are down. That includes mouse
 *   move events, mouse in and mouse out events, and further button
 *   presses. When all buttons are released, event propagation will
 *   occur as normal (see #Evas_Object_Pointer_Mode).
 *
 * - #EVAS_CALLBACK_MOUSE_UP: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_Up struct\n\n
 *   This event is triggered by a mouse button being released while
 *   the mouse pointer is over an object's area (or when passively
 *   grabbed to an object).
 *
 * - #EVAS_CALLBACK_MOUSE_MOVE: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_Move struct\n\n
 *   This event is triggered by the mouse pointer being moved while
 *   over an object's area (or while passively grabbed to an object).
 *
 * - #EVAS_CALLBACK_MOUSE_WHEEL: @p event_info is a pointer to an
 *   #Evas_Event_Mouse_Wheel struct\n\n
 *   This event is triggered by the mouse wheel being rolled while the
 *   mouse pointer is over an object (or passively grabbed to an
 *   object).
 *
 * - #EVAS_CALLBACK_MULTI_DOWN: @p event_info is a pointer to an
 *   #Evas_Event_Multi_Down struct
 *
 * - #EVAS_CALLBACK_MULTI_UP: @p event_info is a pointer to an
 *   #Evas_Event_Multi_Up struct
 *
 * - #EVAS_CALLBACK_MULTI_MOVE: @p event_info is a pointer to an
 *   #Evas_Event_Multi_Move struct
 *
 * - #EVAS_CALLBACK_FREE: @p event_info is @c NULL \n\n
 *   This event is triggered just before Evas is about to free all
 *   memory used by an object and remove all references to it. This is
 *   useful for programs to use if they attached data to an object and
 *   want to free it when the object is deleted. The object is still
 *   valid when this callback is called, but after it returns, there
 *   is no guarantee on the object's validity.
 *
 * - #EVAS_CALLBACK_KEY_DOWN: @p event_info is a pointer to an
 *   #Evas_Event_Key_Down struct\n\n
 *   This callback is called when a key is pressed and the focus is on
 *   the object, or a key has been grabbed to a particular object
 *   which wants to intercept the key press regardless of what object
 *   has the focus.
 *
 * - #EVAS_CALLBACK_KEY_UP: @p event_info is a pointer to an
 *   #Evas_Event_Key_Up struct \n\n
 *   This callback is called when a key is released and the focus is
 *   on the object, or a key has been grabbed to a particular object
 *   which wants to intercept the key release regardless of what
 *   object has the focus.
 *
 * - #EVAS_CALLBACK_FOCUS_IN: @p event_info is @c NULL \n\n
 *   This event is called when an object gains the focus. When it is
 *   called the object has already gained the focus.
 *
 * - #EVAS_CALLBACK_FOCUS_OUT: @p event_info is @c NULL \n\n
 *   This event is triggered when an object loses the focus. When it
 *   is called the object has already lost the focus.
 *
 * - #EVAS_CALLBACK_SHOW: @p event_info is @c NULL \n\n
 *   This event is triggered by the object being shown by
 *   evas_object_show().
 *
 * - #EVAS_CALLBACK_HIDE: @p event_info is @c NULL \n\n
 *   This event is triggered by an object being hidden by
 *   evas_object_hide().
 *
 * - #EVAS_CALLBACK_MOVE: @p event_info is @c NULL \n\n
 *   This event is triggered by an object being
 *   moved. evas_object_move() can trigger this, as can any
 *   object-specific manipulations that would mean the object's origin
 *   could move.
 *
 * - #EVAS_CALLBACK_RESIZE: @p event_info is @c NULL \n\n
 *   This event is triggered by an object being resized. Resizes can
 *   be triggered by evas_object_resize() or by any object-specific
 *   calls that may cause the object to resize.
 *
 * - #EVAS_CALLBACK_RESTACK: @p event_info is @c NULL \n\n
 *   This event is triggered by an object being re-stacked. Stacking
 *   changes can be triggered by
 *   evas_object_stack_below()/evas_object_stack_above() and others.
 *
 * - #EVAS_CALLBACK_DEL: @p event_info is @c NULL.
 *
 * - #EVAS_CALLBACK_HOLD: @p event_info is a pointer to an
 *   #Evas_Event_Hold struct
 *
 * - #EVAS_CALLBACK_CHANGED_SIZE_HINTS: @p event_info is @c NULL.
 *
 * - #EVAS_CALLBACK_IMAGE_PRELOADED: @p event_info is @c NULL.
 *
 * - #EVAS_CALLBACK_IMAGE_UNLOADED: @p event_info is @c NULL.
 *
 * @note Be careful not to add the same callback multiple times, if
 * that's not what you want, because Evas won't check if a callback
 * existed before exactly as the one being registered (and thus, call
 * it more than once on the event, in this case). This would make
 * sense if you passed different functions and/or callback data, only.
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip evas_object_event_callback_add(
 * @until }
 *
 * See the full example @ref Example_Evas_Events "here".
 *
 */
EAPI void      evas_object_event_callback_add(Evas_Object *obj, Evas_Callback_Type type, Evas_Object_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 3);

/**
 * Add (register) a callback function to a given Evas object event with a
 * non-default priority set. Except for the priority field, it's exactly the
 * same as @ref evas_object_event_callback_add
 *
 * @param obj Object to attach a callback to
 * @param type The type of event that will trigger the callback
 * @param priority The priority of the callback, lower values called first.
 * @param func The function to be called when the event is triggered
 * @param data The data pointer to be passed to @p func
 *
 * @see evas_object_event_callback_add
 * @since 1.1
 */
EAPI void      evas_object_event_callback_priority_add(Evas_Object *obj, Evas_Callback_Type type, Evas_Callback_Priority priority, Evas_Object_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 4);

/**
 * Delete a callback function from an object
 *
 * @param obj Object to remove a callback from
 * @param type The type of event that was triggering the callback
 * @param func The function that was to be called when the event was triggered
 * @return The data pointer that was to be passed to the callback
 *
 * This function removes the most recently added callback from the
 * object @p obj which was triggered by the event type @p type and was
 * calling the function @p func when triggered. If the removal is
 * successful it will also return the data pointer that was passed to
 * evas_object_event_callback_add() when the callback was added to the
 * object. If not successful @c NULL will be returned.
 *
 * Example:
 * @code
 * extern Evas_Object *object;
 * void *my_data;
 * void up_callback(void *data, Evas *e, Evas_Object *obj, void *event_info);
 *
 * my_data = evas_object_event_callback_del(object, EVAS_CALLBACK_MOUSE_UP, up_callback);
 * @endcode
 */
EAPI void     *evas_object_event_callback_del(Evas_Object *obj, Evas_Callback_Type type, Evas_Object_Event_Cb func) EINA_ARG_NONNULL(1, 3);

/**
 * Delete (unregister) a callback function registered to a given
 * Evas object event.
 *
 * @param obj Object to remove a callback from
 * @param type The type of event that was triggering the callback
 * @param func The function that was to be called when the event was
 * triggered
 * @param data The data pointer that was to be passed to the callback
 * @return The data pointer that was to be passed to the callback
 *
 * This function removes the most recently added callback from the
 * object @p obj, which was triggered by the event type @p type and was
 * calling the function @p func with data @p data, when triggered. If
 * the removal is successful it will also return the data pointer that
 * was passed to evas_object_event_callback_add() (that will be the
 * same as the parameter) when the callback was added to the
 * object. In errors, @c NULL will be returned.
 *
 * @note For deletion of Evas object events callbacks filtering by
 * just type and function pointer, user
 * evas_object_event_callback_del().
 *
 * Example:
 * @code
 * extern Evas_Object *object;
 * void *my_data;
 * void up_callback(void *data, Evas *e, Evas_Object *obj, void *event_info);
 *
 * my_data = evas_object_event_callback_del_full(object, EVAS_CALLBACK_MOUSE_UP, up_callback, data);
 * @endcode
 */
EAPI void     *evas_object_event_callback_del_full(Evas_Object *obj, Evas_Callback_Type type, Evas_Object_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 3);

/**
 * Set whether an Evas object is to pass (ignore) events.
 *
 * @param obj the Evas object to operate on
 * @param pass whether @p obj is to pass events (@c EINA_TRUE) or not
 * (@c EINA_FALSE)
 *
 * If @p pass is @c EINA_TRUE, it will make events on @p obj to be @b
 * ignored. They will be triggered on the @b next lower object (that
 * is not set to pass events), instead (see evas_object_below_get()).
 *
 * If @p pass is @c EINA_FALSE, events will be processed on that
 * object as normal.
 *
 * @see evas_object_pass_events_get() for an example
 * @see evas_object_repeat_events_set()
 * @see evas_object_propagate_events_set()
 * @see evas_object_freeze_events_set()
 */
EAPI void      evas_object_pass_events_set(Evas_Object *obj, Eina_Bool pass) EINA_ARG_NONNULL(1);

/**
 * Determine whether an object is set to pass (ignore) events.
 *
 * @param obj the Evas object to get information from.
 * @return pass whether @p obj is set to pass events (@c EINA_TRUE) or not
 * (@c EINA_FALSE)
 *
 * Example:
 * @dontinclude evas-stacking.c
 * @skip if (strcmp(ev->keyname, "p") == 0)
 * @until }
 *
 * See the full @ref Example_Evas_Stacking "example".
 *
 * @see evas_object_pass_events_set()
 * @see evas_object_repeat_events_get()
 * @see evas_object_propagate_events_get()
 * @see evas_object_freeze_events_get()
 */
EAPI Eina_Bool evas_object_pass_events_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Set whether an Evas object is to repeat events.
 *
 * @param obj the Evas object to operate on
 * @param repeat whether @p obj is to repeat events (@c EINA_TRUE) or not
 * (@c EINA_FALSE)
 *
 * If @p repeat is @c EINA_TRUE, it will make events on @p obj to also
 * be repeated for the @b next lower object in the objects' stack (see
 * see evas_object_below_get()).
 *
 * If @p repeat is @c EINA_FALSE, events occurring on @p obj will be
 * processed only on it.
 *
 * Example:
 * @dontinclude evas-stacking.c
 * @skip if (strcmp(ev->keyname, "r") == 0)
 * @until }
 *
 * See the full @ref Example_Evas_Stacking "example".
 *
 * @see evas_object_repeat_events_get()
 * @see evas_object_pass_events_set()
 * @see evas_object_propagate_events_set()
 * @see evas_object_freeze_events_set()
 */
EAPI void      evas_object_repeat_events_set(Evas_Object *obj, Eina_Bool repeat) EINA_ARG_NONNULL(1);

/**
 * Determine whether an object is set to repeat events.
 *
 * @param obj the given Evas object pointer
 * @return whether @p obj is set to repeat events (@c EINA_TRUE)
 * or not (@c EINA_FALSE)
 *
 * @see evas_object_repeat_events_set() for an example
 * @see evas_object_pass_events_get()
 * @see evas_object_propagate_events_get()
 * @see evas_object_freeze_events_get()
 */
EAPI Eina_Bool evas_object_repeat_events_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Set whether events on a smart object's member should get propagated
 * up to its parent.
 *
 * @param obj the smart object's child to operate on
 * @param prop whether to propagate events (@c EINA_TRUE) or not
 * (@c EINA_FALSE)
 *
 * This function has @b no effect if @p obj is not a member of a smart
 * object.
 *
 * If @p prop is @c EINA_TRUE, events occurring on this object will be
 * propagated on to the smart object of which @p obj is a member.  If
 * @p prop is @c EINA_FALSE, events occurring on this object will @b
 * not be propagated on to the smart object of which @p obj is a
 * member.  The default value is @c EINA_TRUE.
 *
 * @see evas_object_propagate_events_get()
 * @see evas_object_repeat_events_set()
 * @see evas_object_pass_events_set()
 * @see evas_object_freeze_events_set()
 */
EAPI void      evas_object_propagate_events_set(Evas_Object *obj, Eina_Bool prop) EINA_ARG_NONNULL(1);

/**
 * Retrieve whether an Evas object is set to propagate events.
 *
 * @param obj the given Evas object pointer
 * @return whether @p obj is set to propagate events (@c EINA_TRUE)
 * or not (@c EINA_FALSE)
 *
 * @see evas_object_propagate_events_set()
 * @see evas_object_repeat_events_get()
 * @see evas_object_pass_events_get()
 * @see evas_object_freeze_events_get()
 */
EAPI Eina_Bool evas_object_propagate_events_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Set whether an Evas object is to freeze (discard) events.
 *
 * @param obj the Evas object to operate on
 * @param freeze pass whether @p obj is to freeze events (@c EINA_TRUE) or not
 * (@c EINA_FALSE)
 *
 * If @p freeze is @c EINA_TRUE, it will make events on @p obj to be @b
 * discarded. Unlike evas_object_pass_events_set(), events will not be
 * passed to @b next lower object. This API can be used for blocking
 * events while @p obj is on transiting.
 *
 * If @p freeze is @c EINA_FALSE, events will be processed on that
 * object as normal.
 *
 * @see evas_object_freeze_events_get()
 * @see evas_object_pass_events_set()
 * @see evas_object_repeat_events_set()
 * @see evas_object_propagate_events_set()
 * @since 1.1
 */
EAPI void      evas_object_freeze_events_set(Evas_Object *obj, Eina_Bool freeze) EINA_ARG_NONNULL(1);

/**
 * Determine whether an object is set to freeze (discard) events.
 *
 * @param obj the Evas object to get information from.
 * @return freeze whether @p obj is set to freeze events (@c EINA_TRUE) or
 * not (@c EINA_FALSE)
 *
 * @see evas_object_freeze_events_set()
 * @see evas_object_pass_events_get()
 * @see evas_object_repeat_events_get()
 * @see evas_object_propagate_events_get()
 * @since 1.1
 */
EAPI Eina_Bool evas_object_freeze_events_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Map UV Mapping (Rotation, Perspective, 3D...)
 *
 * Evas allows different transformations to be applied to all kinds of
 * objects. These are applied by means of UV mapping.
 *
 * With UV mapping, one maps points in the source object to a 3D space
 * positioning at target. This allows rotation, perspective, scale and
 * lots of other effects, depending on the map that is used.
 *
 * Each map point may carry a multiplier color. If properly
 * calculated, these can do shading effects on the object, producing
 * 3D effects.
 *
 * As usual, Evas provides both the raw and easy to use methods. The
 * raw methods allow developers to create their maps somewhere else,
 * possibly loading them from some file format. The easy to use methods
 * calculate the points given some high-level parameters such as
 * rotation angle, ambient light, and so on.
 *
 * @note applying mapping will reduce performance, so use with
 *       care. The impact on performance depends on engine in
 *       use. Software is quite optimized, but not as fast as OpenGL.
 *
 * @section sec-map-points Map points
 * @subsection subsec-rotation Rotation
 *
 * A map consists of a set of points, currently only four are supported. Each
 * of these points contains a set of canvas coordinates @c x and @c y that
 * can be used to alter the geometry of the mapped object, and a @c z
 * coordinate that indicates the depth of that point. This last coordinate
 * does not normally affect the map, but it's used by several of the utility
 * functions to calculate the right position of the point given other
 * parameters.
 *
 * The coordinates for each point are set with evas_map_point_coord_set().
 * The following image shows a map set to match the geometry of an existing
 * object.
 *
 * @image html map-set-map-points-1.png
 * @image rtf map-set-map-points-1.png
 * @image latex map-set-map-points-1.eps
 *
 * This is a common practice, so there are a few functions that help make it
 * easier.
 *
 * evas_map_util_points_populate_from_geometry() sets the coordinates of each
 * point in the given map to match the rectangle defined by the function
 * parameters.
 *
 * evas_map_util_points_populate_from_object() and
 * evas_map_util_points_populate_from_object_full() both take an object and
 * set the map points to match its geometry. The difference between the two
 * is that the first function sets the @c z value of all points to 0, while
 * the latter receives the value to set in said coordinate as a parameter.
 *
 * The following lines of code all produce the same result as in the image
 * above.
 * @code
 * evas_map_util_points_populate_from_geometry(m, 100, 100, 200, 200, 0);
 * // Assuming o is our original object
 * evas_object_move(o, 100, 100);
 * evas_object_resize(o, 200, 200);
 * evas_map_util_points_populate_from_object(m, o);
 * evas_map_util_points_populate_from_object_full(m, o, 0);
 * @endcode
 *
 * Several effects can be applied to an object by simply setting each point
 * of the map to the right coordinates. For example, a simulated perspective
 * could be achieve as follows.
 *
 * @image html map-set-map-points-2.png
 * @image rtf map-set-map-points-2.png
 * @image latex map-set-map-points-2.eps
 *
 * As said before, the @c z coordinate is unused here so when setting points
 * by hand, its value is of no importance.
 *
 * @image html map-set-map-points-3.png
 * @image rtf map-set-map-points-3.png
 * @image latex map-set-map-points-3.eps
 *
 * In all three cases above, setting the map to be used by the object is the
 * same.
 * @code
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 * @endcode
 *
 * Doing things this way, however, is a lot of work that can be avoided by
 * using the provided utility functions, as described in the next section.
 *
 * @section map-utils Utility functions
 *
 * Utility functions take an already set up map and alter it to produce a
 * specific effect. For example, to rotate an object around its own center
 * you would need to take the rotation angle, the coordinates of each corner
 * of the object and do all the math to get the new set of coordinates that
 * need to be set in the map.
 *
 * Or you can use this code:
 * @code
 * evas_object_geometry_get(o, &x, &y, &w, &h);
 * m = evas_map_new(4);
 * evas_map_util_points_populate_from_object(m, o);
 * evas_map_util_rotate(m, 45, x + (w / 2), y + (h / 2));
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 * evas_map_free(m);
 * @endcode
 *
 * Which will rotate the object around its center point in a 45 degree angle
 * in the clockwise direction, taking it from this
 *
 * @image html map-rotation-2d-1.png
 * @image rtf map-rotation-2d-1.png
 * @image latex map-rotation-2d-1.eps
 *
 * to this
 *
 * @image html map-rotation-2d-2.png
 * @image rtf map-rotation-2d-2.png
 * @image latex map-rotation-2d-2.eps
 *
 * Objects may be rotated around any other point just by setting the last two
 * paramaters of the evas_map_util_rotate() function to the right values. A
 * circle of roughly the diameter of the object overlaid on each image shows
 * where the center of rotation is set for each example.
 *
 * For example, this code
 * @code
 * evas_object_geometry_get(o, &x, &y, &w, &h);
 * m = evas_map_new(4);
 * evas_map_util_points_populate_from_object(m, o);
 * evas_map_util_rotate(m, 45, x + w - 20, y + h - 20);
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 * evas_map_free(m);
 * @endcode
 *
 * produces something like
 *
 * @image html map-rotation-2d-3.png
 * @image rtf map-rotation-2d-3.png
 * @image latex map-rotation-2d-3.eps
 *
 * And the following
 * @code
 * evas_output_size_get(evas, &w, &h);
 * m = evas_map_new(4);
 * evas_map_util_points_populate_from_object(m, o);
 * evas_map_util_rotate(m, 45, w, h);
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 * evas_map_free(m);
 * @endcode
 *
 * rotates the object around the center of the window
 *
 * @image html map-rotation-2d-4.png
 * @image rtf map-rotation-2d-4.png
 * @image latex map-rotation-2d-4.eps
 *
 * @subsection subsec-3d 3D Maps
 *
 * Maps can also be used to achieve the effect of 3-dimensionality. When doing
 * this, the @c z coordinate of each point counts, with higher values meaning
 * the point is further into the screen, and smaller values (negative, usually)
 * meaning the point is closer towards the user.
 *
 * Thinking in 3D also introduces the concept of back-face of an object. An
 * object is said to be facing the user when all its points are placed in a
 * clockwise fashion. The next image shows this, with each point showing the
 * with which is identified within the map.
 *
 * @image html map-point-order-face.png
 * @image rtf map-point-order-face.png
 * @image latex map-point-order-face.eps
 *
 * Rotating this map around the @c Y axis would leave the order of the points
 * in a counter-clockwise fashion, as seen in the following image.
 *
 * @image html map-point-order-back.png
 * @image rtf map-point-order-back.png
 * @image latex map-point-order-back.eps
 *
 * This way we can say that we are looking at the back face of the object.
 * This will have stronger implications later when we talk about lighting.
 *
 * To know if a map is facing towards the user or not it's enough to use
 * the evas_map_util_clockwise_get() function, but this is normally done
 * after all the other operations are applied on the map.
 *
 * @subsection subsec-3d-rot 3D rotation and perspective
 *
 * Much like evas_map_util_rotate(), there's the function
 * evas_map_util_3d_rotate() that transforms the map to apply a 3D rotation
 * to an object. As in its 2D counterpart, the rotation can be applied around
 * any point in the canvas, this time with a @c z coordinate too. The rotation
 * can also be around any of the 3 axis.
 *
 * Starting from this simple setup
 *
 * @image html map-3d-basic-1.png
 * @image rtf map-3d-basic-1.png
 * @image latex map-3d-basic-1.eps
 *
 * and setting maps so that the blue square to rotate on all axis around a
 * sphere that uses the object as its center, and the red square to rotate
 * around the @c Y axis, we get the following. A simple overlay over the image
 * shows the original geometry of each object and the axis around which they
 * are being rotated, with the @c Z one not appearing due to being orthogonal
 * to the screen.
 *
 * @image html map-3d-basic-2.png
 * @image rtf map-3d-basic-2.png
 * @image latex map-3d-basic-2.eps
 *
 * which doesn't look very real. This can be helped by adding perspective
 * to the transformation, which can be simply done by calling
 * evas_map_util_3d_perspective() on the map after its position has been set.
 * The result in this case, making the vanishing point the center of each
 * object:
 *
 * @image html map-3d-basic-3.png
 * @image rtf map-3d-basic-3.png
 * @image latex map-3d-basic-3.eps
 *
 * @section sec-color Color and lighting
 *
 * Each point in a map can be set to a color, which will be multiplied with
 * the objects own color and linearly interpolated in between adjacent points.
 * This is done with evas_map_point_color_set() for each point of the map,
 * or evas_map_util_points_color_set() to set every point to the same color.
 *
 * When using 3D effects, colors can be used to improve the looks of them by
 * simulating a light source. The evas_map_util_3d_lighting() function makes
 * this task easier by taking the coordinates of the light source and its
 * color, along with the color of the ambient light. Evas then sets the color
 * of each point based on the distance to the light source, the angle with
 * which the object is facing the light and the ambient light. Here, the
 * orientation of each point as explained before, becomes more important.
 * If the map is defined counter-clockwise, the object will be facing away
 * from the user and thus become obscured, since no light would be reflecting
 * from it.
 *
 * @image html map-light.png
 * @image rtf map-light.png
 * @image latex map-light.eps
 * @note Object facing the light source
 *
 * @image html map-light2.png
 * @image rtf map-light2.png
 * @image latex map-light2.eps
 * @note Same object facing away from the user
 *
 * @section Image mapping
 *
 * @image html map-uv-mapping-1.png
 * @image rtf map-uv-mapping-1.png
 * @image latex map-uv-mapping-1.eps
 *
 * Images need some special handling when mapped. Evas can easily take care
 * of objects and do almost anything with them, but it's completely oblivious
 * to the content of images, so each point in the map needs to be told to what
 * pixel in the source image it belongs. Failing to do may sometimes result
 * in the expected behavior, or it may look like a partial work.
 *
 * The next image illustrates one possibility of a map being set to an image
 * object, without setting the right UV mapping for each point. The objects
 * themselves are mapped properly to their new geometry, but the image content
 * may not be displayed correctly within the mapped object.
 *
 * @image html map-uv-mapping-2.png
 * @image rtf map-uv-mapping-2.png
 * @image latex map-uv-mapping-2.eps
 *
 * Once Evas knows how to handle the source image within the map, it will
 * transform it as needed. This is done with evas_map_point_image_uv_set(),
 * which tells the map to which pixel in image it maps.
 *
 * To match our example images to the maps above all we need is the size of
 * each image, which can always be found with evas_object_image_size_get().
 *
 * @code
 * evas_map_point_image_uv_set(m, 0, 0, 0);
 * evas_map_point_image_uv_set(m, 1, 150, 0);
 * evas_map_point_image_uv_set(m, 2, 150, 200);
 * evas_map_point_image_uv_set(m, 3, 0, 200);
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 *
 * evas_map_point_image_uv_set(m, 0, 0, 0);
 * evas_map_point_image_uv_set(m, 1, 120, 0);
 * evas_map_point_image_uv_set(m, 2, 120, 160);
 * evas_map_point_image_uv_set(m, 3, 0, 160);
 * evas_object_map_set(o2, m);
 * evas_object_map_enable_set(o2, EINA_TRUE);
 * @endcode
 *
 * To get
 *
 * @image html map-uv-mapping-3.png
 * @image rtf map-uv-mapping-3.png
 * @image latex map-uv-mapping-3.eps
 *
 * Maps can also be set to use part of an image only, or even map them inverted,
 * and combined with evas_object_image_source_set() it can be used to achieve
 * more interesting results.
 *
 * @code
 * evas_object_image_size_get(evas_object_image_source_get(o), &w, &h);
 * evas_map_point_image_uv_set(m, 0, 0, h);
 * evas_map_point_image_uv_set(m, 1, w, h);
 * evas_map_point_image_uv_set(m, 2, w, h / 3);
 * evas_map_point_image_uv_set(m, 3, 0, h / 3);
 * evas_object_map_set(o, m);
 * evas_object_map_enable_set(o, EINA_TRUE);
 * @endcode
 *
 * @image html map-uv-mapping-4.png
 * @image rtf map-uv-mapping-4.png
 * @image latex map-uv-mapping-4.eps
 *
 * Examples:
 * @li @ref Example_Evas_Map_Overview
 *
 * @ingroup Evas_Object_Group
 *
 * @{
 */

/**
 * Enable or disable the map that is set.
 *
 * Enable or disable the use of map for the object @p obj.
 * On enable, the object geometry will be saved, and the new geometry will
 * change (position and size) to reflect the map geometry set.
 *
 * If the object doesn't have a map set (with evas_object_map_set()), the
 * initial geometry will be undefined. It is advised to always set a map
 * to the object first, and then call this function to enable its use.
 *
 * @param obj object to enable the map on
 * @param enabled enabled state
 */
EAPI void            evas_object_map_enable_set(Evas_Object *obj, Eina_Bool enabled);

/**
 * Get the map enabled state
 *
 * This returns the currently enabled state of the map on the object indicated.
 * The default map enable state is off. You can enable and disable it with
 * evas_object_map_enable_set().
 *
 * @param obj object to get the map enabled state from
 * @return the map enabled state
 */
EAPI Eina_Bool       evas_object_map_enable_get(const Evas_Object *obj);

/**
 * Set current object transformation map.
 *
 * This sets the map on a given object. It is copied from the @p map pointer,
 * so there is no need to keep the @p map object if you don't need it anymore.
 *
 * A map is a set of 4 points which have canvas x, y coordinates per point,
 * with an optional z point value as a hint for perspective correction, if it
 * is available. As well each point has u and v coordinates. These are like
 * "texture coordinates" in OpenGL in that they define a point in the source
 * image that is mapped to that map vertex/point. The u corresponds to the x
 * coordinate of this mapped point and v, the y coordinate. Note that these
 * coordinates describe a bounding region to sample. If you have a 200x100
 * source image and want to display it at 200x100 with proper pixel
 * precision, then do:
 *
 * @code
 * Evas_Map *m = evas_map_new(4);
 * evas_map_point_coord_set(m, 0,   0,   0, 0);
 * evas_map_point_coord_set(m, 1, 200,   0, 0);
 * evas_map_point_coord_set(m, 2, 200, 100, 0);
 * evas_map_point_coord_set(m, 3,   0, 100, 0);
 * evas_map_point_image_uv_set(m, 0,   0,   0);
 * evas_map_point_image_uv_set(m, 1, 200,   0);
 * evas_map_point_image_uv_set(m, 2, 200, 100);
 * evas_map_point_image_uv_set(m, 3,   0, 100);
 * evas_object_map_set(obj, m);
 * evas_map_free(m);
 * @endcode
 *
 * Note that the map points a uv coordinates match the image geometry. If
 * the @p map parameter is NULL, the stored map will be freed and geometry
 * prior to enabling/setting a map will be restored.
 *
 * @param obj object to change transformation map
 * @param map new map to use
 *
 * @see evas_map_new()
 */
EAPI void            evas_object_map_set(Evas_Object *obj, const Evas_Map *map);

/**
 * Get current object transformation map.
 *
 * This returns the current internal map set on the indicated object. It is
 * intended for read-only access and is only valid as long as the object is
 * not deleted or the map on the object is not changed. If you wish to modify
 * the map and set it back do the following:
 *
 * @code
 * const Evas_Map *m = evas_object_map_get(obj);
 * Evas_Map *m2 = evas_map_dup(m);
 * evas_map_util_rotate(m2, 30.0, 0, 0);
 * evas_object_map_set(obj, m2);
 * evas_map_free(m2);
 * @endcode
 *
 * @param obj object to query transformation map.
 * @return map reference to map in use. This is an internal data structure, so
 * do not modify it.
 *
 * @see evas_object_map_set()
 */
EAPI const Evas_Map *evas_object_map_get(const Evas_Object *obj);

/**
 * Populate source and destination map points to match exactly object.
 *
 * Usually one initialize map of an object to match it's original
 * position and size, then transform these with evas_map_util_*
 * functions, such as evas_map_util_rotate() or
 * evas_map_util_3d_rotate(). The original set is done by this
 * function, avoiding code duplication all around.
 *
 * @param m map to change all 4 points (must be of size 4).
 * @param obj object to use unmapped geometry to populate map coordinates.
 * @param z Point Z Coordinate hint (pre-perspective transform). This value
 *        will be used for all four points.
 *
 * @see evas_map_util_points_populate_from_object()
 * @see evas_map_point_coord_set()
 * @see evas_map_point_image_uv_set()
 */
EAPI void            evas_map_util_points_populate_from_object_full(Evas_Map *m, const Evas_Object *obj, Evas_Coord z);

/**
 * Populate source and destination map points to match exactly object.
 *
 * Usually one initialize map of an object to match it's original
 * position and size, then transform these with evas_map_util_*
 * functions, such as evas_map_util_rotate() or
 * evas_map_util_3d_rotate(). The original set is done by this
 * function, avoiding code duplication all around.
 *
 * Z Point coordinate is assumed as 0 (zero).
 *
 * @param m map to change all 4 points (must be of size 4).
 * @param obj object to use unmapped geometry to populate map coordinates.
 *
 * @see evas_map_util_points_populate_from_object_full()
 * @see evas_map_util_points_populate_from_geometry()
 * @see evas_map_point_coord_set()
 * @see evas_map_point_image_uv_set()
 */
EAPI void            evas_map_util_points_populate_from_object(Evas_Map *m, const Evas_Object *obj);

/**
 * Populate source and destination map points to match given geometry.
 *
 * Similar to evas_map_util_points_populate_from_object_full(), this
 * call takes raw values instead of querying object's unmapped
 * geometry. The given width will be used to calculate destination
 * points (evas_map_point_coord_set()) and set the image uv
 * (evas_map_point_image_uv_set()).
 *
 * @param m map to change all 4 points (must be of size 4).
 * @param x Point X Coordinate
 * @param y Point Y Coordinate
 * @param w width to use to calculate second and third points.
 * @param h height to use to calculate third and fourth points.
 * @param z Point Z Coordinate hint (pre-perspective transform). This value
 *        will be used for all four points.
 *
 * @see evas_map_util_points_populate_from_object()
 * @see evas_map_point_coord_set()
 * @see evas_map_point_image_uv_set()
 */
EAPI void            evas_map_util_points_populate_from_geometry(Evas_Map *m, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas_Coord h, Evas_Coord z);

/**
 * Set color of all points to given color.
 *
 * This call is useful to reuse maps after they had 3d lightning or
 * any other colorization applied before.
 *
 * @param m map to change the color of.
 * @param r red (0 - 255)
 * @param g green (0 - 255)
 * @param b blue (0 - 255)
 * @param a alpha (0 - 255)
 *
 * @see evas_map_point_color_set()
 */
EAPI void            evas_map_util_points_color_set(Evas_Map *m, int r, int g, int b, int a);

/**
 * Change the map to apply the given rotation.
 *
 * This rotates the indicated map's coordinates around the center coordinate
 * given by @p cx and @p cy as the rotation center. The points will have their
 * X and Y coordinates rotated clockwise by @p degrees degrees (360.0 is a
 * full rotation). Negative values for degrees will rotate counter-clockwise
 * by that amount. All coordinates are canvas global coordinates.
 *
 * @param m map to change.
 * @param degrees amount of degrees from 0.0 to 360.0 to rotate.
 * @param cx rotation's center horizontal position.
 * @param cy rotation's center vertical position.
 *
 * @see evas_map_point_coord_set()
 * @see evas_map_util_zoom()
 */
EAPI void            evas_map_util_rotate(Evas_Map *m, double degrees, Evas_Coord cx, Evas_Coord cy);

/**
 * Change the map to apply the given zooming.
 *
 * Like evas_map_util_rotate(), this zooms the points of the map from a center
 * point. That center is defined by @p cx and @p cy. The @p zoomx and @p zoomy
 * parameters specify how much to zoom in the X and Y direction respectively.
 * A value of 1.0 means "don't zoom". 2.0 means "double the size". 0.5 is
 * "half the size" etc. All coordinates are canvas global coordinates.
 *
 * @param m map to change.
 * @param zoomx horizontal zoom to use.
 * @param zoomy vertical zoom to use.
 * @param cx zooming center horizontal position.
 * @param cy zooming center vertical position.
 *
 * @see evas_map_point_coord_set()
 * @see evas_map_util_rotate()
 */
EAPI void            evas_map_util_zoom(Evas_Map *m, double zoomx, double zoomy, Evas_Coord cx, Evas_Coord cy);

/**
 * Rotate the map around 3 axes in 3D
 *
 * This will rotate not just around the "Z" axis as in evas_map_util_rotate()
 * (which is a convenience call for those only wanting 2D). This will rotate
 * around the X, Y and Z axes. The Z axis points "into" the screen with low
 * values at the screen and higher values further away. The X axis runs from
 * left to right on the screen and the Y axis from top to bottom. Like with
 * evas_map_util_rotate() you provide a center point to rotate around (in 3D).
 *
 * @param m map to change.
 * @param dx amount of degrees from 0.0 to 360.0 to rotate around X axis.
 * @param dy amount of degrees from 0.0 to 360.0 to rotate around Y axis.
 * @param dz amount of degrees from 0.0 to 360.0 to rotate around Z axis.
 * @param cx rotation's center horizontal position.
 * @param cy rotation's center vertical position.
 * @param cz rotation's center vertical position.
 */
EAPI void            evas_map_util_3d_rotate(Evas_Map *m, double dx, double dy, double dz, Evas_Coord cx, Evas_Coord cy, Evas_Coord cz);

/**
 * Rotate the map in 3D using a unit quaternion.
 *
 * This will rotate in 3D using a unit quaternion. Like with
 * evas_map_util_3d_rotate() you provide a center point 
 * to rotate around (in 3D).
 *
 * @param m map to change.
 * @param qx the x component of the imaginary part of the quaternion.
 * @param qy the y component of the imaginary part of the quaternion.
 * @param qz the z component of the imaginary part of the quaternion.
 * @param qw the w component of the real part of the quaternion.
 * @param cx rotation's center x.
 * @param cy rotation's center y.
 * @param cz rotation's center z.
 *
 * @warning Rotations can be done using a unit quaternion. Thus, this
 * function expects a unit quaternion (i.e. qx² + qy² + qz² + qw² == 1).
 * If this is not the case the behavior is undefined.
 *
 * @since 1.8
 */
EAPI void            evas_map_util_quat_rotate(Evas_Map *m, double qx, double qy, double qz, double qw, double cx, double cy, double cz);

/**
 * Perform lighting calculations on the given Map
 *
 * This is used to apply lighting calculations (from a single light source)
 * to a given map. The R, G and B values of each vertex will be modified to
 * reflect the lighting based on the lixth point coordinates, the light
 * color and the ambient color, and at what angle the map is facing the
 * light source. A surface should have its points be declared in a
 * clockwise fashion if the face is "facing" towards you (as opposed to
 * away from you) as faces have a "logical" side for lighting.
 *
 * @image html map-light3.png
 * @image rtf map-light3.png
 * @image latex map-light3.eps
 * @note Grey object, no lighting used
 *
 * @image html map-light4.png
 * @image rtf map-light4.png
 * @image latex map-light4.eps
 * @note Lights out! Every color set to 0
 *
 * @image html map-light5.png
 * @image rtf map-light5.png
 * @image latex map-light5.eps
 * @note Ambient light to full black, red light coming from close at the
 * bottom-left vertex
 *
 * @image html map-light6.png
 * @image rtf map-light6.png
 * @image latex map-light6.eps
 * @note Same light as before, but not the light is set to 0 and ambient light
 * is cyan
 *
 * @image html map-light7.png
 * @image rtf map-light7.png
 * @image latex map-light7.eps
 * @note Both lights are on
 *
 * @image html map-light8.png
 * @image rtf map-light8.png
 * @image latex map-light8.eps
 * @note Both lights again, but this time both are the same color.
 *
 * @param m map to change.
 * @param lx X coordinate in space of light point
 * @param ly Y coordinate in space of light point
 * @param lz Z coordinate in space of light point
 * @param lr light red value (0 - 255)
 * @param lg light green value (0 - 255)
 * @param lb light blue value (0 - 255)
 * @param ar ambient color red value (0 - 255)
 * @param ag ambient color green value (0 - 255)
 * @param ab ambient color blue value (0 - 255)
 */
EAPI void            evas_map_util_3d_lighting(Evas_Map *m, Evas_Coord lx, Evas_Coord ly, Evas_Coord lz, int lr, int lg, int lb, int ar, int ag, int ab);

/**
 * Apply a perspective transform to the map
 *
 * This applies a given perspective (3D) to the map coordinates. X, Y and Z
 * values are used. The px and py points specify the "infinite distance" point
 * in the 3D conversion (where all lines converge to like when artists draw
 * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
 * mapping between spatial coordinates and screen coordinates. Any points
 * on this z value will not have their X and Y values modified in the transform.
 * Those further away (Z value higher) will shrink into the distance, and
 * those less than this value will expand and become bigger. The @p foc value
 * determines the "focal length" of the camera. This is in reality the distance
 * between the camera lens plane itself (at or closer than this rendering
 * results are undefined) and the "z0" z value. This allows for some "depth"
 * control and @p foc must be greater than 0.
 *
 * @param m map to change.
 * @param px The perspective distance X coordinate
 * @param py The perspective distance Y coordinate
 * @param z0 The "0" z plane value
 * @param foc The focal distance
 */
EAPI void            evas_map_util_3d_perspective(Evas_Map *m, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);

/**
 * Get the clockwise state of a map
 *
 * This determines if the output points (X and Y. Z is not used) are
 * clockwise or counter-clockwise. This can be used for "back-face culling". This
 * is where you hide objects that "face away" from you. In this case objects
 * that are not clockwise.
 *
 * @param m map to query.
 * @return 1 if clockwise, 0 otherwise
 */
EAPI Eina_Bool       evas_map_util_clockwise_get(Evas_Map *m);

/**
 * Create map of transformation points to be later used with an Evas object.
 *
 * This creates a set of points (currently only 4 is supported. no other
 * number for @p count will work). That is empty and ready to be modified
 * with evas_map calls.
 *
 * @param count number of points in the map.
 * @return a newly allocated map or @c NULL on errors.
 *
 * @see evas_map_free()
 * @see evas_map_dup()
 * @see evas_map_point_coord_set()
 * @see evas_map_point_image_uv_set()
 * @see evas_map_util_points_populate_from_object_full()
 * @see evas_map_util_points_populate_from_object()
 *
 * @see evas_object_map_set()
 */
EAPI Evas_Map       *evas_map_new(int count);

/**
 * Set the smoothing for map rendering
 *
 * This sets smoothing for map rendering. If the object is a type that has
 * its own smoothing settings, then both the smooth settings for this object
 * and the map must be turned off. By default smooth maps are enabled.
 *
 * @param m map to modify. Must not be NULL.
 * @param enabled enable or disable smooth map rendering
 */
EAPI void            evas_map_smooth_set(Evas_Map *m, Eina_Bool enabled);

/**
 * get the smoothing for map rendering
 *
 * This gets smoothing for map rendering.
 *
 * @param m map to get the smooth from. Must not be NULL.
 */
EAPI Eina_Bool       evas_map_smooth_get(const Evas_Map *m);

/**
 * Set the alpha flag for map rendering
 *
 * This sets alpha flag for map rendering. If the object is a type that has
 * its own alpha settings, then this will take precedence. Only image objects
 * have this currently.
 * Setting this off stops alpha blending of the map area, and is
 * useful if you know the object and/or all sub-objects is 100% solid.
 *
 * @param m map to modify. Must not be NULL.
 * @param enabled enable or disable alpha map rendering
 */
EAPI void            evas_map_alpha_set(Evas_Map *m, Eina_Bool enabled);

/**
 * get the alpha flag for map rendering
 *
 * This gets the alpha flag for map rendering.
 *
 * @param m map to get the alpha from. Must not be NULL.
 */
EAPI Eina_Bool       evas_map_alpha_get(const Evas_Map *m);

/**
 * Copy a previously allocated map.
 *
 * This makes a duplicate of the @p m object and returns it.
 *
 * @param m map to copy. Must not be NULL.
 * @return newly allocated map with the same count and contents as @p m.
 */
EAPI Evas_Map       *evas_map_dup(const Evas_Map *m);

/**
 * Free a previously allocated map.
 *
 * This frees a givem map @p m and all memory associated with it. You must NOT
 * free a map returned by evas_object_map_get() as this is internal.
 *
 * @param m map to free.
 */
EAPI void            evas_map_free(Evas_Map *m);

/**
 * Get a maps size.
 *
 * Returns the number of points in a map.  Should be at least 4.
 *
 * @param m map to get size.
 * @return -1 on error, points otherwise.
 */
EAPI int             evas_map_count_get(const Evas_Map *m) EINA_CONST;

/**
 * Change the map point's coordinate.
 *
 * This sets the fixed point's coordinate in the map. Note that points
 * describe the outline of a quadrangle and are ordered either clockwise
 * or counter-clockwise. It is suggested to keep your quadrangles concave and
 * non-complex, though these polygon modes may work, they may not render
 * a desired set of output. The quadrangle will use points 0 and 1 , 1 and 2,
 * 2 and 3, and 3 and 0 to describe the edges of the quadrangle.
 *
 * The X and Y and Z coordinates are in canvas units. Z is optional and may
 * or may not be honored in drawing. Z is a hint and does not affect the
 * X and Y rendered coordinates. It may be used for calculating fills with
 * perspective correct rendering.
 *
 * Remember all coordinates are canvas global ones like with move and resize
 * in evas.
 *
 * @param m map to change point. Must not be @c NULL.
 * @param idx index of point to change. Must be smaller than map size.
 * @param x Point X Coordinate
 * @param y Point Y Coordinate
 * @param z Point Z Coordinate hint (pre-perspective transform)
 *
 * @see evas_map_util_rotate()
 * @see evas_map_util_zoom()
 * @see evas_map_util_points_populate_from_object_full()
 * @see evas_map_util_points_populate_from_object()
 */
EAPI void            evas_map_point_coord_set(Evas_Map *m, int idx, Evas_Coord x, Evas_Coord y, Evas_Coord z);

/**
 * Get the map point's coordinate.
 *
 * This returns the coordinates of the given point in the map.
 *
 * @param m map to query point.
 * @param idx index of point to query. Must be smaller than map size.
 * @param x where to return the X coordinate.
 * @param y where to return the Y coordinate.
 * @param z where to return the Z coordinate.
 */
EAPI void            evas_map_point_coord_get(const Evas_Map *m, int idx, Evas_Coord *x, Evas_Coord *y, Evas_Coord *z);

/**
 * Change the map point's U and V texture source point
 *
 * This sets the U and V coordinates for the point. This determines which
 * coordinate in the source image is mapped to the given point, much like
 * OpenGL and textures. Notes that these points do select the pixel, but
 * are double floating point values to allow for accuracy and sub-pixel
 * selection.
 *
 * @param m map to change the point of.
 * @param idx index of point to change. Must be smaller than map size.
 * @param u the X coordinate within the image/texture source
 * @param v the Y coordinate within the image/texture source
 *
 * @see evas_map_point_coord_set()
 * @see evas_object_map_set()
 * @see evas_map_util_points_populate_from_object_full()
 * @see evas_map_util_points_populate_from_object()
 */
EAPI void            evas_map_point_image_uv_set(Evas_Map *m, int idx, double u, double v);

/**
 * Get the map point's U and V texture source points
 *
 * This returns the texture points set by evas_map_point_image_uv_set().
 *
 * @param m map to query point.
 * @param idx index of point to query. Must be smaller than map size.
 * @param u where to write the X coordinate within the image/texture source
 * @param v where to write the Y coordinate within the image/texture source
 */
EAPI void            evas_map_point_image_uv_get(const Evas_Map *m, int idx, double *u, double *v);

/**
 * Set the color of a vertex in the map
 *
 * This sets the color of the vertex in the map. Colors will be linearly
 * interpolated between vertex points through the map. Color will multiply
 * the "texture" pixels (like GL_MODULATE in OpenGL). The default color of
 * a vertex in a map is white solid (255, 255, 255, 255) which means it will
 * have no affect on modifying the texture pixels.
 *
 * @param m map to change the color of.
 * @param idx index of point to change. Must be smaller than map size.
 * @param r red (0 - 255)
 * @param g green (0 - 255)
 * @param b blue (0 - 255)
 * @param a alpha (0 - 255)
 *
 * @see evas_map_util_points_color_set()
 * @see evas_map_point_coord_set()
 * @see evas_object_map_set()
 */
EAPI void            evas_map_point_color_set(Evas_Map *m, int idx, int r, int g, int b, int a);

/**
 * Get the color set on a vertex in the map
 *
 * This gets the color set by evas_map_point_color_set() on the given vertex
 * of the map.
 *
 * @param m map to get the color of the vertex from.
 * @param idx index of point get. Must be smaller than map size.
 * @param r pointer to red return
 * @param g pointer to green return
 * @param b pointer to blue return
 * @param a pointer to alpha return (0 - 255)
 *
 * @see evas_map_point_coord_set()
 * @see evas_object_map_set()
 */
EAPI void            evas_map_point_color_get(const Evas_Map *m, int idx, int *r, int *g, int *b, int *a);
/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Size_Hints Size Hints
 *
 * Objects may carry hints, so that another object that acts as a
 * manager (see @ref Evas_Smart_Object_Group) may know how to properly
 * position and resize its subordinate objects. The Size Hints provide
 * a common interface that is recommended as the protocol for such
 * information.
 *
 * For example, box objects use alignment hints to align its
 * lines/columns inside its container, padding hints to set the
 * padding between each individual child, etc.
 *
 * Examples on their usage:
 * - @ref Example_Evas_Size_Hints "evas-hints.c"
 * - @ref Example_Evas_Aspect_Hints "evas-aspect-hints.c"
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Size_Hints
 * @{
 */

/**
 * Retrieves the hints for an object's minimum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Pointer to an integer in which to store the minimum width.
 * @param h Pointer to an integer in which to store the minimum height.
 *
 * These are hints on the minimim sizes @p obj should have. This is
 * not a size enforcement in any way, it's just a hint that should be
 * used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 *
 * @see evas_object_size_hint_min_set() for an example
 */
EAPI void evas_object_size_hint_min_get(const Evas_Object *obj, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's minimum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Integer to use as the minimum width hint.
 * @param h Integer to use as the minimum height hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * Values @c 0 will be treated as unset hint components, when queried
 * by managers.
 *
 * Example:
 * @dontinclude evas-hints.c
 * @skip evas_object_size_hint_min_set
 * @until return
 *
 * In this example the minimum size hints change the behavior of an
 * Evas box when layouting its children. See the full @ref
 * Example_Evas_Size_Hints "example".
 *
 * @see evas_object_size_hint_min_get()
 */
EAPI void evas_object_size_hint_min_set(Evas_Object *obj, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's maximum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Pointer to an integer in which to store the maximum width.
 * @param h Pointer to an integer in which to store the maximum height.
 *
 * These are hints on the maximum sizes @p obj should have. This is
 * not a size enforcement in any way, it's just a hint that should be
 * used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 *
 * @see evas_object_size_hint_max_set()
 */
EAPI void evas_object_size_hint_max_get(const Evas_Object *obj, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's maximum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Integer to use as the maximum width hint.
 * @param h Integer to use as the maximum height hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * Values @c -1 will be treated as unset hint components, when queried
 * by managers.
 *
 * Example:
 * @dontinclude evas-hints.c
 * @skip evas_object_size_hint_max_set
 * @until return
 *
 * In this example the maximum size hints change the behavior of an
 * Evas box when layouting its children. See the full @ref
 * Example_Evas_Size_Hints "example".
 *
 * @see evas_object_size_hint_max_get()
 */
EAPI void evas_object_size_hint_max_set(Evas_Object *obj, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's display mode
 *
 * @param obj The given Evas object to query hints from.
 *
 * These are hints on the display mode @p obj. This is
 * not a size enforcement in any way, it's just a hint that can be
 * used whenever appropriate.
 * This mode can be used object's display mode like commpress or expand
 *
 * @see evas_object_size_hint_display_mode_set()
 */
EAPI Evas_Display_Mode evas_object_size_hint_display_mode_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's disply mode
 *
 * @param obj The given Evas object to query hints from.
 * @param dispmode to use as the display mode hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * can be used whenever appropriate.
 *
 * @see evas_object_size_hint_display_mode_get()
 */
EAPI void evas_object_size_hint_display_mode_set(Evas_Object *obj, Evas_Display_Mode dispmode) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's optimum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Pointer to an integer in which to store the requested width.
 * @param h Pointer to an integer in which to store the requested height.
 *
 * These are hints on the optimum sizes @p obj should have. This is
 * not a size enforcement in any way, it's just a hint that should be
 * used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 *
 * @see evas_object_size_hint_request_set()
 */
EAPI void evas_object_size_hint_request_get(const Evas_Object *obj, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's optimum size.
 *
 * @param obj The given Evas object to query hints from.
 * @param w Integer to use as the preferred width hint.
 * @param h Integer to use as the preferred height hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * Values @c 0 will be treated as unset hint components, when queried
 * by managers.
 *
 * @see evas_object_size_hint_request_get()
 */
EAPI void evas_object_size_hint_request_set(Evas_Object *obj, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's aspect ratio.
 *
 * @param obj The given Evas object to query hints from.
 * @param aspect Returns the policy/type of aspect ratio applied to @p obj.
 * @param w Pointer to an integer in which to store the aspect's width
 * ratio term.
 * @param h Pointer to an integer in which to store the aspect's
 * height ratio term.
 *
 * The different aspect ratio policies are documented in the
 * #Evas_Aspect_Control type. A container respecting these size hints
 * would @b resize its children accordingly to those policies.
 *
 * For any policy, if any of the given aspect ratio terms are @c 0,
 * the object's container should ignore the aspect and scale @p obj to
 * occupy the whole available area. If they are both positive
 * integers, that proportion will be respected, under each scaling
 * policy.
 *
 * These images illustrate some of the #Evas_Aspect_Control policies:
 *
 * @image html any-policy.png
 * @image rtf any-policy.png
 * @image latex any-policy.eps
 *
 * @image html aspect-control-none-neither.png
 * @image rtf aspect-control-none-neither.png
 * @image latex aspect-control-none-neither.eps
 *
 * @image html aspect-control-both.png
 * @image rtf aspect-control-both.png
 * @image latex aspect-control-both.eps
 *
 * @image html aspect-control-horizontal.png
 * @image rtf aspect-control-horizontal.png
 * @image latex aspect-control-horizontal.eps
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 *
 * Example:
 * @dontinclude evas-aspect-hints.c
 * @skip if (strcmp(ev->keyname, "c") == 0)
 * @until }
 *
 * See the full @ref Example_Evas_Aspect_Hints "example".
 *
 * @see evas_object_size_hint_aspect_set()
 */
EAPI void evas_object_size_hint_aspect_get(const Evas_Object *obj, Evas_Aspect_Control *aspect, Evas_Coord *w, Evas_Coord *h) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's aspect ratio.
 *
 * @param obj The given Evas object to query hints from.
 * @param aspect The policy/type of aspect ratio to apply to @p obj.
 * @param w Integer to use as aspect width ratio term.
 * @param h Integer to use as aspect height ratio term.
 *
 * This is not a size enforcement in any way, it's just a hint that should
 * be used whenever appropriate.
 *
 * If any of the given aspect ratio terms are @c 0,
 * the object's container will ignore the aspect and scale @p obj to
 * occupy the whole available area, for any given policy.
 *
 * @see evas_object_size_hint_aspect_get() for more information.
 */
EAPI void evas_object_size_hint_aspect_set(Evas_Object *obj, Evas_Aspect_Control aspect, Evas_Coord w, Evas_Coord h) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for on object's alignment.
 *
 * @param obj The given Evas object to query hints from.
 * @param x Pointer to a double in which to store the horizontal
 * alignment hint.
 * @param y Pointer to a double in which to store the vertical
 * alignment hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 * @note If @c obj is invalid, then the hint components will be set with 0.5
 *
 * @see evas_object_size_hint_align_set() for more information
 */
EAPI void evas_object_size_hint_align_get(const Evas_Object *obj, double *x, double *y) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's alignment.
 *
 * @param obj The given Evas object to query hints from.
 * @param x Double, ranging from @c 0.0 to @c 1.0 or with the
 * special value #EVAS_HINT_FILL, to use as horizontal alignment hint.
 * @param y Double, ranging from @c 0.0 to @c 1.0 or with the
 * special value #EVAS_HINT_FILL, to use as vertical alignment hint.
 *
 * These are hints on how to align an object <b>inside the boundaries
 * of a container/manager</b>. Accepted values are in the @c 0.0 to @c
 * 1.0 range, with the special value #EVAS_HINT_FILL used to specify
 * "justify" or "fill" by some users. In this case, maximum size hints
 * should be enforced with higher priority, if they are set. Also, any
 * padding hint set on objects should add up to the alignment space on
 * the final scene composition.
 *
 * See documentation of possible users: in Evas, they are the @ref
 * Evas_Object_Box "box" and @ref Evas_Object_Table "table" smart
 * objects.
 *
 * For the horizontal component, @c 0.0 means to the left, @c 1.0
 * means to the right. Analogously, for the vertical component, @c 0.0
 * to the top, @c 1.0 means to the bottom.
 *
 * See the following figure:
 *
 * @image html alignment-hints.png
 * @image rtf alignment-hints.png
 * @image latex alignment-hints.eps
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @note Default alignment hint values are 0.5, for both axis.
 *
 * Example:
 * @dontinclude evas-hints.c
 * @skip evas_object_size_hint_align_set
 * @until return
 *
 * In this example the alignment hints change the behavior of an Evas
 * box when layouting its children. See the full @ref
 * Example_Evas_Size_Hints "example".
 *
 * @see evas_object_size_hint_align_get()
 * @see evas_object_size_hint_max_set()
 * @see evas_object_size_hint_padding_set()
 */
EAPI void evas_object_size_hint_align_set(Evas_Object *obj, double x, double y) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's weight.
 *
 * @param obj The given Evas object to query hints from.
 * @param x Pointer to a double in which to store the horizontal weight.
 * @param y Pointer to a double in which to store the vertical weight.
 *
 * Accepted values are zero or positive values. Some users might use
 * this hint as a boolean, but some might consider it as a @b
 * proportion, see documentation of possible users, which in Evas are
 * the @ref Evas_Object_Box "box" and @ref Evas_Object_Table "table"
 * smart objects.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 * @note If @c obj is invalid, then the hint components will be set with 0.0
 *
 * @see evas_object_size_hint_weight_set() for an example
 */
EAPI void evas_object_size_hint_weight_get(const Evas_Object *obj, double *x, double *y) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's weight.
 *
 * @param obj The given Evas object to query hints from.
 * @param x Nonnegative double value to use as horizontal weight hint.
 * @param y Nonnegative double value to use as vertical weight hint.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * This is a hint on how a container object should @b resize a given
 * child within its area. Containers may adhere to the simpler logic
 * of just expanding the child object's dimensions to fit its own (see
 * the #EVAS_HINT_EXPAND helper weight macro) or the complete one of
 * taking each child's weight hint as real @b weights to how much of
 * its size to allocate for them in each axis. A container is supposed
 * to, after @b normalizing the weights of its children (with weight
 * hints), distribute the space it has to layout them by those factors
 * -- most weighted children get larger in this process than the least
 * ones.
 *
 * Example:
 * @dontinclude evas-hints.c
 * @skip evas_object_size_hint_weight_set
 * @until return
 *
 * In this example the weight hints change the behavior of an Evas box
 * when layouting its children. See the full @ref
 * Example_Evas_Size_Hints "example".
 *
 * @note Default weight hint values are 0.0, for both axis.
 *
 * @see evas_object_size_hint_weight_get() for more information
 */
EAPI void evas_object_size_hint_weight_set(Evas_Object *obj, double x, double y) EINA_ARG_NONNULL(1);

/**
 * Retrieves the hints for an object's padding space.
 *
 * @param obj The given Evas object to query hints from.
 * @param l Pointer to an integer in which to store left padding.
 * @param r Pointer to an integer in which to store right padding.
 * @param t Pointer to an integer in which to store top padding.
 * @param b Pointer to an integer in which to store bottom padding.
 *
 * Padding is extra space an object takes on each of its delimiting
 * rectangle sides, in canvas units. This space will be rendered
 * transparent, naturally, as in the following figure:
 *
 * @image html padding-hints.png
 * @image rtf padding-hints.png
 * @image latex padding-hints.eps
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @note Use @c NULL pointers on the hint components you're not
 * interested in: they'll be ignored by the function.
 *
 * Example:
 * @dontinclude evas-hints.c
 * @skip evas_object_size_hint_padding_set
 * @until return
 *
 * In this example the padding hints change the behavior of an Evas box
 * when layouting its children. See the full @ref
 * Example_Evas_Size_Hints "example".
 *
 * @see evas_object_size_hint_padding_set()
 */
EAPI void evas_object_size_hint_padding_get(const Evas_Object *obj, Evas_Coord *l, Evas_Coord *r, Evas_Coord *t, Evas_Coord *b) EINA_ARG_NONNULL(1);

/**
 * Sets the hints for an object's padding space.
 *
 * @param obj The given Evas object to query hints from.
 * @param l Integer to specify left padding.
 * @param r Integer to specify right padding.
 * @param t Integer to specify top padding.
 * @param b Integer to specify bottom padding.
 *
 * This is not a size enforcement in any way, it's just a hint that
 * should be used whenever appropriate.
 *
 * @see evas_object_size_hint_padding_get() for more information
 */
EAPI void evas_object_size_hint_padding_set(Evas_Object *obj, Evas_Coord l, Evas_Coord r, Evas_Coord t, Evas_Coord b) EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Extras Extra Object Manipulation
 *
 * Miscellaneous functions that also apply to any object, but are less
 * used or not implemented by all objects.
 *
 * Examples on this group of functions can be found @ref
 * Example_Evas_Stacking "here" and @ref Example_Evas_Events "here".
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Extras
 * @{
 */

/**
 * Set an attached data pointer to an object with a given string key.
 *
 * @param obj The object to attach the data pointer to
 * @param key The string key for the data to access it
 * @param data The pointer to the data to be attached
 *
 * This attaches the pointer @p data to the object @p obj, given the
 * access string @p key. This pointer will stay "hooked" to the object
 * until a new pointer with the same string key is attached with
 * evas_object_data_set() or it is deleted with
 * evas_object_data_del(). On deletion of the object @p obj, the
 * pointers will not be accessible from the object anymore.
 *
 * You can find the pointer attached under a string key using
 * evas_object_data_get(). It is the job of the calling application to
 * free any data pointed to by @p data when it is no longer required.
 *
 * If @p data is @c NULL, the old value stored at @p key will be
 * removed but no new value will be stored. This is synonymous with
 * calling evas_object_data_del() with @p obj and @p key.
 *
 * @note This function is very handy when you have data associated
 * specifically to an Evas object, being of use only when dealing with
 * it. Than you don't have the burden to a pointer to it elsewhere,
 * using this family of functions.
 *
 * Example:
 *
 * @code
 * int *my_data;
 * extern Evas_Object *obj;
 *
 * my_data = malloc(500);
 * evas_object_data_set(obj, "name_of_data", my_data);
 * printf("The data that was attached was %p\n", evas_object_data_get(obj, "name_of_data"));
 * @endcode
 */
EAPI void                     evas_object_data_set(Evas_Object *obj, const char *key, const void *data) EINA_ARG_NONNULL(1, 2);

/**
 * Return an attached data pointer on an Evas object by its given
 * string key.
 *
 * @param obj The object to which the data was attached
 * @param key The string key the data was stored under
 * @return The data pointer stored, or @c NULL if none was stored
 *
 * This function will return the data pointer attached to the object
 * @p obj, stored using the string key @p key. If the object is valid
 * and a data pointer was stored under the given key, that pointer
 * will be returned. If this is not the case, @c NULL will be
 * returned, signifying an invalid object or a non-existent key. It is
 * possible that a @c NULL pointer was stored given that key, but this
 * situation is non-sensical and thus can be considered an error as
 * well. @c NULL pointers are never stored as this is the return value
 * if an error occurs.
 *
 * Example:
 *
 * @code
 * int *my_data;
 * extern Evas_Object *obj;
 *
 * my_data = evas_object_data_get(obj, "name_of_my_data");
 * if (my_data) printf("Data stored was %p\n", my_data);
 * else printf("No data was stored on the object\n");
 * @endcode
 */
EAPI void                    *evas_object_data_get(const Evas_Object *obj, const char *key) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1, 2);

/**
 * Delete an attached data pointer from an object.
 *
 * @param obj The object to delete the data pointer from
 * @param key The string key the data was stored under
 * @return The original data pointer stored at @p key on @p obj
 *
 * This will remove the stored data pointer from @p obj stored under
 * @p key and return this same pointer, if actually there was data
 * there, or @c NULL, if nothing was stored under that key.
 *
 * Example:
 *
 * @code
 * int *my_data;
 * extern Evas_Object *obj;
 *
 * my_data = evas_object_data_del(obj, "name_of_my_data");
 * @endcode
 */
EAPI void                    *evas_object_data_del(Evas_Object *obj, const char *key) EINA_ARG_NONNULL(1, 2);

/**
 * Set pointer behavior.
 *
 * @param obj
 * @param setting desired behavior.
 *
 * This function has direct effect on event callbacks related to
 * mouse.
 *
 * If @p setting is EVAS_OBJECT_POINTER_MODE_AUTOGRAB, then when mouse
 * is down at this object, events will be restricted to it as source,
 * mouse moves, for example, will be emitted even if outside this
 * object area.
 *
 * If @p setting is EVAS_OBJECT_POINTER_MODE_NOGRAB, then events will
 * be emitted just when inside this object area.
 *
 * The default value is EVAS_OBJECT_POINTER_MODE_AUTOGRAB.
 *
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_pointer_mode_set(Evas_Object *obj, Evas_Object_Pointer_Mode setting) EINA_ARG_NONNULL(1);

/**
 * Determine how pointer will behave.
 * @param obj
 * @return pointer behavior.
 * @ingroup Evas_Object_Group_Extras
 */
EAPI Evas_Object_Pointer_Mode evas_object_pointer_mode_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets whether or not the given Evas object is to be drawn anti-aliased.
 *
 * @param   obj The given Evas object.
 * @param   antialias 1 if the object is to be anti_aliased, 0 otherwise.
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_anti_alias_set(Evas_Object *obj, Eina_Bool antialias) EINA_ARG_NONNULL(1);

/**
 * Retrieves whether or not the given Evas object is to be drawn anti_aliased.
 * @param   obj The given Evas object.
 * @return  @c 1 if the object is to be anti_aliased.  @c 0 otherwise.
 * @ingroup Evas_Object_Group_Extras
 */
EAPI Eina_Bool                evas_object_anti_alias_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets the scaling factor for an Evas object. Does not affect all
 * objects.
 *
 * @param obj The given Evas object.
 * @param scale The scaling factor. <c>1.0</c> means no scaling,
 *        default size.
 *
 * This will multiply the object's dimension by the given factor, thus
 * altering its geometry (width and height). Useful when you want
 * scalable UI elements, possibly at run time.
 *
 * @note Only text and textblock objects have scaling change
 * handlers. Other objects won't change visually on this call.
 *
 * @see evas_object_scale_get()
 *
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_scale_set(Evas_Object *obj, double scale) EINA_ARG_NONNULL(1);

/**
 * Retrieves the scaling factor for the given Evas object.
 *
 * @param   obj The given Evas object.
 * @return  The scaling factor.
 *
 * @ingroup Evas_Object_Group_Extras
 *
 * @see evas_object_scale_set()
 */
EAPI double                   evas_object_scale_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Sets the render_op to be used for rendering the Evas object.
 * @param   obj The given Evas object.
 * @param   op one of the Evas_Render_Op values.
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_render_op_set(Evas_Object *obj, Evas_Render_Op op) EINA_ARG_NONNULL(1);

/**
 * Retrieves the current value of the operation used for rendering the Evas object.
 * @param   obj The given Evas object.
 * @return  one of the enumerated values in Evas_Render_Op.
 * @ingroup Evas_Object_Group_Extras
 */
EAPI Evas_Render_Op           evas_object_render_op_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Set whether to use precise (usually expensive) point collision
 * detection for a given Evas object.
 *
 * @param obj The given object.
 * @param precise Whether to use precise point collision detection or
 * not. The default value is false.
 *
 * Use this function to make Evas treat objects' transparent areas as
 * @b not belonging to it with regard to mouse pointer events. By
 * default, all of the object's boundary rectangle will be taken in
 * account for them.
 *
 * @warning By using precise point collision detection you'll be
 * making Evas more resource intensive.
 *
 * Example code follows.
 * @dontinclude evas-events.c
 * @skip if (strcmp(ev->keyname, "p") == 0)
 * @until }
 *
 * See the full example @ref Example_Evas_Events "here".
 *
 * @see evas_object_precise_is_inside_get()
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_precise_is_inside_set(Evas_Object *obj, Eina_Bool precise) EINA_ARG_NONNULL(1);

/**
 * Determine whether an object is set to use precise point collision
 * detection.
 *
 * @param obj The given object.
 * @return whether @p obj is set to use precise point collision
 * detection or not The default value is false.
 *
 * @see evas_object_precise_is_inside_set() for an example
 *
 * @ingroup Evas_Object_Group_Extras
 */
EAPI Eina_Bool                evas_object_precise_is_inside_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Set a hint flag on the given Evas object that it's used as a "static
 * clipper".
 *
 * @param obj The given object.
 * @param is_static_clip @c EINA_TRUE if it's to be used as a static
 * clipper, @c EINA_FALSE otherwise.
 *
 * This is a hint to Evas that this object is used as a big static
 * clipper and shouldn't be moved with children and otherwise
 * considered specially. The default value for new objects is
 * @c EINA_FALSE.
 *
 * @see evas_object_static_clip_get()
 *
 * @ingroup Evas_Object_Group_Extras
 */
EAPI void                     evas_object_static_clip_set(Evas_Object *obj, Eina_Bool is_static_clip) EINA_ARG_NONNULL(1);

/**
 * Get the "static clipper" hint flag for a given Evas object.
 *
 * @param obj The given object.
 * @return @c EINA_TRUE if it's set as a static clipper,
 * @c EINA_FALSE otherwise.
 *
 * @see evas_object_static_clip_set() for more details
 *
 * @ingroup Evas_Object_Group_Extras
 */
EAPI Eina_Bool                evas_object_static_clip_get(const Evas_Object *obj) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Find Finding Objects
 *
 * Functions that allows finding objects by their position, name or
 * other properties.
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Find
 * @{
 */

/**
 * Retrieve the object that currently has focus.
 *
 * @param e The Evas canvas to query for focused object on.
 * @return The object that has focus or @c NULL if there is not one.
 *
 * Evas can have (at most) one of its objects focused at a time.
 * Focused objects will be the ones having <b>key events</b> delivered
 * to, which the programmer can act upon by means of
 * evas_object_event_callback_add() usage.
 *
 * @note Most users wouldn't be dealing directly with Evas' focused
 * objects. Instead, they would be using a higher level library for
 * that (like a toolkit, as Elementary) to handle focus and who's
 * receiving input for them.
 *
 * This call returns the object that currently has focus on the canvas
 * @p e or @c NULL, if none.
 *
 * @see evas_object_focus_set
 * @see evas_object_focus_get
 * @see evas_object_key_grab
 * @see evas_object_key_ungrab
 *
 * Example:
 * @dontinclude evas-events.c
 * @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN,
 * @until evas_object_focus_set(d.bg, EINA_TRUE);
 * @dontinclude evas-events.c
 * @skip called when our rectangle gets focus
 * @until }
 *
 * In this example the @c event_info is exactly a pointer to that
 * focused rectangle. See the full @ref Example_Evas_Events "example".
 *
 * @ingroup Evas_Object_Group_Find
 */
EAPI Evas_Object *evas_focus_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieves the object on the given evas with the given name.
 * @param   e    The given evas.
 * @param   name The given name.
 * @return  If successful, the Evas object with the given name.  Otherwise,
 *          @c NULL.
 *
 * This looks for the evas object given a name by evas_object_name_set(). If
 * the name is not unique canvas-wide, then which one of the many objects
 * with that name is returned is undefined, so only use this if you can ensure
 * the object name is unique.
 *
 * @ingroup Evas_Object_Group_Find
 */
EAPI Evas_Object *evas_object_name_find(const Evas *e, const char *name) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieves the object from children of the given object with the given name.
 * @param   obj  The parent (smart) object whose children to search.
 * @param   name The given name.
 * @param   recurse Set to the number of child levels to recurse (0 == don't recurse, 1 == only look at the children of @p obj or their immediate children, but no further etc.).
 * @return  If successful, the Evas object with the given name.  Otherwise,
 *          @c NULL.
 *
 * This looks for the evas object given a name by evas_object_name_set(), but
 * it ONLY looks at the children of the object *p obj, and will only recurse
 * into those children if @p recurse is greater than 0. If the name is not
 * unique within immediate children (or the whole child tree) then it is not
 * defined which child object will be returned. If @p recurse is set to -1 then
 * it will recurse without limit.
 *
 * @since 1.2
 *
 * @ingroup Evas_Object_Group_Find
 */
EAPI Evas_Object *evas_object_name_child_find(const Evas_Object *obj, const char *name, int recurse) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieve the Evas object stacked at the top of a given position in
 * a canvas
 *
 * @param   e A handle to the canvas.
 * @param   x The horizontal coordinate of the position
 * @param   y The vertical coordinate of the position
 * @param   include_pass_events_objects Boolean flag to include or not
 * objects which pass events in this calculation
 * @param   include_hidden_objects Boolean flag to include or not hidden
 * objects in this calculation
 * @return  The Evas object that is over all other objects at the given
 * position.
 *
 * This function will traverse all the layers of the given canvas,
 * from top to bottom, querying for objects with areas covering the
 * given position. The user can remove from the query
 * objects which are hidden and/or which are set to pass events.
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Evas_Object *evas_object_top_at_xy_get(const Evas *e, Evas_Coord x, Evas_Coord y, Eina_Bool include_pass_events_objects, Eina_Bool include_hidden_objects) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieve the Evas object stacked at the top at the position of the
 * mouse cursor, over a given canvas
 *
 * @param   e A handle to the canvas.
 * @return  The Evas object that is over all other objects at the mouse
 * pointer's position
 *
 * This function will traverse all the layers of the given canvas,
 * from top to bottom, querying for objects with areas covering the
 * mouse pointer's position, over @p e.
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Evas_Object *evas_object_top_at_pointer_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieve the Evas object stacked at the top of a given rectangular
 * region in a canvas
 *
 * @param   e A handle to the canvas.
 * @param   x The top left corner's horizontal coordinate for the
 * rectangular region
 * @param   y The top left corner's vertical coordinate for the
 * rectangular region
 * @param   w The width of the rectangular region
 * @param   h The height of the rectangular region
 * @param   include_pass_events_objects Boolean flag to include or not
 * objects which pass events in this calculation
 * @param   include_hidden_objects Boolean flag to include or not hidden
 * objects in this calculation
 * @return  The Evas object that is over all other objects at the given
 * rectangular region.
 *
 * This function will traverse all the layers of the given canvas,
 * from top to bottom, querying for objects with areas overlapping
 * with the given rectangular region inside @p e. The user can remove
 * from the query objects which are hidden and/or which are set to
 * pass events.
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Evas_Object *evas_object_top_in_rectangle_get(const Evas *e, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas_Coord h, Eina_Bool include_pass_events_objects, Eina_Bool include_hidden_objects) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Retrieve a list of Evas objects lying over a given position in
 * a canvas
 *
 * @param   e A handle to the canvas.
 * @param   x The horizontal coordinate of the position
 * @param   y The vertical coordinate of the position
 * @param   include_pass_events_objects Boolean flag to include or not
 * objects which pass events in this calculation
 * @param   include_hidden_objects Boolean flag to include or not hidden
 * objects in this calculation
 * @return  The list of Evas objects that are over the given position
 * in @p e
 *
 * This function will traverse all the layers of the given canvas,
 * from top to bottom, querying for objects with areas covering the
 * given position. The user can remove from query
 * objects which are hidden and/or which are set to pass events.
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Eina_List   *evas_objects_at_xy_get(const Evas *e, Evas_Coord x, Evas_Coord y, Eina_Bool include_pass_events_objects, Eina_Bool include_hidden_objects) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);
EAPI Eina_List   *evas_objects_in_rectangle_get(const Evas *e, Evas_Coord x, Evas_Coord y, Evas_Coord w, Evas_Coord h, Eina_Bool include_pass_events_objects, Eina_Bool include_hidden_objects) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Get the lowest (stacked) Evas object on the canvas @p e.
 *
 * @param e a valid canvas pointer
 * @return a pointer to the lowest object on it, if any, or @c NULL,
 * otherwise
 *
 * This function will take all populated layers in the canvas into
 * account, getting the lowest object for the lowest layer, naturally.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_below_get()
 * @see evas_object_above_get()
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Evas_Object *evas_object_bottom_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * Get the highest (stacked) Evas object on the canvas @p e.
 *
 * @param e a valid canvas pointer
 * @return a pointer to the highest object on it, if any, or @c NULL,
 * otherwise
 *
 * This function will take all populated layers in the canvas into
 * account, getting the highest object for the highest layer,
 * naturally.
 *
 * @see evas_object_layer_get()
 * @see evas_object_layer_set()
 * @see evas_object_below_get()
 * @see evas_object_above_get()
 *
 * @warning This function will @b skip objects parented by smart
 * objects, acting only on the ones at the "top level", with regard to
 * object parenting.
 */
EAPI Evas_Object *evas_object_top_get(const Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Group_Interceptors Object Method Interceptors
 *
 * Evas provides a way to intercept method calls. The interceptor
 * callback may opt to completely deny the call, or may check and
 * change the parameters before continuing. The continuation of an
 * intercepted call is done by calling the intercepted call again,
 * from inside the interceptor callback.
 *
 * @ingroup Evas_Object_Group
 */

/**
 * @addtogroup Evas_Object_Group_Interceptors
 * @{
 */

typedef void (*Evas_Object_Intercept_Show_Cb)(void *data, Evas_Object *obj);
typedef void (*Evas_Object_Intercept_Hide_Cb)(void *data, Evas_Object *obj);
typedef void (*Evas_Object_Intercept_Move_Cb)(void *data, Evas_Object *obj, Evas_Coord x, Evas_Coord y);
typedef void (*Evas_Object_Intercept_Resize_Cb)(void *data, Evas_Object *obj, Evas_Coord w, Evas_Coord h);
typedef void (*Evas_Object_Intercept_Raise_Cb)(void *data, Evas_Object *obj);
typedef void (*Evas_Object_Intercept_Lower_Cb)(void *data, Evas_Object *obj);
typedef void (*Evas_Object_Intercept_Stack_Above_Cb)(void *data, Evas_Object *obj, Evas_Object *above);
typedef void (*Evas_Object_Intercept_Stack_Below_Cb)(void *data, Evas_Object *obj, Evas_Object *above);
typedef void (*Evas_Object_Intercept_Layer_Set_Cb)(void *data, Evas_Object *obj, int l);
typedef void (*Evas_Object_Intercept_Color_Set_Cb)(void *data, Evas_Object *obj, int r, int g, int b, int a);
typedef void (*Evas_Object_Intercept_Clip_Set_Cb)(void *data, Evas_Object *obj, Evas_Object *clip);
typedef void (*Evas_Object_Intercept_Clip_Unset_Cb)(void *data, Evas_Object *obj);

/**
 * Set the callback function that intercepts a show event of a object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given function to be the callback function.
 * @param data The data passed to the callback function.
 *
 * This function sets a callback function to intercepts a show event
 * of a canvas object.
 *
 * @see evas_object_intercept_show_callback_del().
 *
 */
EAPI void  evas_object_intercept_show_callback_add(Evas_Object *obj, Evas_Object_Intercept_Show_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);

/**
 * Unset the callback function that intercepts a show event of a
 * object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given callback function.
 *
 * This function sets a callback function to intercepts a show event
 * of a canvas object.
 *
 * @see evas_object_intercept_show_callback_add().
 *
 */
EAPI void *evas_object_intercept_show_callback_del(Evas_Object *obj, Evas_Object_Intercept_Show_Cb func) EINA_ARG_NONNULL(1, 2);

/**
 * Set the callback function that intercepts a hide event of a object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given function to be the callback function.
 * @param data The data passed to the callback function.
 *
 * This function sets a callback function to intercepts a hide event
 * of a canvas object.
 *
 * @see evas_object_intercept_hide_callback_del().
 *
 */
EAPI void  evas_object_intercept_hide_callback_add(Evas_Object *obj, Evas_Object_Intercept_Hide_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);

/**
 * Unset the callback function that intercepts a hide event of a
 * object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given callback function.
 *
 * This function sets a callback function to intercepts a hide event
 * of a canvas object.
 *
 * @see evas_object_intercept_hide_callback_add().
 *
 */
EAPI void *evas_object_intercept_hide_callback_del(Evas_Object *obj, Evas_Object_Intercept_Hide_Cb func) EINA_ARG_NONNULL(1, 2);

/**
 * Set the callback function that intercepts a move event of a object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given function to be the callback function.
 * @param data The data passed to the callback function.
 *
 * This function sets a callback function to intercepts a move event
 * of a canvas object.
 *
 * @see evas_object_intercept_move_callback_del().
 *
 */
EAPI void  evas_object_intercept_move_callback_add(Evas_Object *obj, Evas_Object_Intercept_Move_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);

/**
 * Unset the callback function that intercepts a move event of a
 * object.
 *
 * @param obj The given canvas object pointer.
 * @param func The given callback function.
 *
 * This function sets a callback function to intercepts a move event
 * of a canvas object.
 *
 * @see evas_object_intercept_move_callback_add().
 *
 */
EAPI void *evas_object_intercept_move_callback_del(Evas_Object *obj, Evas_Object_Intercept_Move_Cb func) EINA_ARG_NONNULL(1, 2);

EAPI void  evas_object_intercept_resize_callback_add(Evas_Object *obj, Evas_Object_Intercept_Resize_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_resize_callback_del(Evas_Object *obj, Evas_Object_Intercept_Resize_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_raise_callback_add(Evas_Object *obj, Evas_Object_Intercept_Raise_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_raise_callback_del(Evas_Object *obj, Evas_Object_Intercept_Raise_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_lower_callback_add(Evas_Object *obj, Evas_Object_Intercept_Lower_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_lower_callback_del(Evas_Object *obj, Evas_Object_Intercept_Lower_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_stack_above_callback_add(Evas_Object *obj, Evas_Object_Intercept_Stack_Above_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_stack_above_callback_del(Evas_Object *obj, Evas_Object_Intercept_Stack_Above_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_stack_below_callback_add(Evas_Object *obj, Evas_Object_Intercept_Stack_Below_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_stack_below_callback_del(Evas_Object *obj, Evas_Object_Intercept_Stack_Below_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_layer_set_callback_add(Evas_Object *obj, Evas_Object_Intercept_Layer_Set_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_layer_set_callback_del(Evas_Object *obj, Evas_Object_Intercept_Layer_Set_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_color_set_callback_add(Evas_Object *obj, Evas_Object_Intercept_Color_Set_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_color_set_callback_del(Evas_Object *obj, Evas_Object_Intercept_Color_Set_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_clip_set_callback_add(Evas_Object *obj, Evas_Object_Intercept_Clip_Set_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_clip_set_callback_del(Evas_Object *obj, Evas_Object_Intercept_Clip_Set_Cb func) EINA_ARG_NONNULL(1, 2);
EAPI void  evas_object_intercept_clip_unset_callback_add(Evas_Object *obj, Evas_Object_Intercept_Clip_Unset_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
EAPI void *evas_object_intercept_clip_unset_callback_del(Evas_Object *obj, Evas_Object_Intercept_Clip_Unset_Cb func) EINA_ARG_NONNULL(1, 2);

/**
 * @}
 */

/**
 * @defgroup Evas_Object_Specific Specific Object Functions
 *
 * Functions that work on specific objects.
 *
 */

/**
 * @defgroup Evas_Object_Rectangle Rectangle Object Functions
 *
 * @brief Function to create evas rectangle objects.
 *
 * There is only one function to deal with rectangle objects, this may make this
 * function seem useless given there are no functions to manipulate the created
 * rectangle, however the rectangle is actually very useful and should be
 * manipulated using the generic @ref Evas_Object_Group "evas object functions".
 *
 * The evas rectangle serves a number of key functions when working on evas
 * programs:
 * @li Background
 * @li Debugging
 * @li Clipper
 *
 * @section Background
 *
 * One extremely common requirement of evas programs is to have a solid color
 * background, this can be accomplished with the following very simple code:
 * @code
 * Evas_Object *bg = evas_object_rectangle_add(evas_canvas);
 * //Here we set the rectangles red, green, blue and opacity levels
 * evas_object_color_set(bg, 255, 255, 255, 255); // opaque white background
 * evas_object_resize(bg, WIDTH, HEIGHT); // covers full canvas
 * evas_object_show(bg);
 * @endcode
 *
 * This however will have issues if the @c evas_canvas is resized, however most
 * windows are created using ecore evas and that has a solution to using the
 * rectangle as a background:
 * @code
 * Evas_Object *bg = evas_object_rectangle_add(ecore_evas_get(ee));
 * //Here we set the rectangles red, green, blue and opacity levels
 * evas_object_color_set(bg, 255, 255, 255, 255); // opaque white background
 * evas_object_resize(bg, WIDTH, HEIGHT); // covers full canvas
 * evas_object_show(bg);
 * ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);
 * @endcode
 * So this gives us a white background to our window that will be resized
 * together with it.
 *
 * @section Debugging
 *
 * Debugging is a major part of any programmers task and when debugging visual
 * issues with evas programs the rectangle is an extremely useful tool. The
 * rectangle's simplicity means that it's easier to pinpoint issues with it than
 * with more complex objects. Therefore a common technique to use when writing
 * an evas program and not getting the desired visual result is to replace the
 * misbehaving object for a solid color rectangle and seeing how it interacts
 * with the other elements, this often allows us to notice clipping, parenting
 * or positioning issues. Once the issues have been identified and corrected the
 * rectangle can be replaced for the original part and in all likelihood any
 * remaining issues will be specific to that object's type.
 *
 * @section clipping Clipping
 *
 * Clipping serves two main functions:
 * @li Limiting visibility(i.e. hiding portions of an object).
 * @li Applying a layer of color to an object.
 *
 * @subsection hiding Limiting visibility
 *
 * It is often necessary to show only parts of an object, while it may be
 * possible to create an object that corresponds only to the part that must be
 * shown(and it isn't always possible) it's usually easier to use a a clipper. A
 * clipper is a rectangle that defines what's visible and what is not. The way
 * to do this is to create a solid white rectangle(which is the default, no need
 * to call evas_object_color_set()) and give it a position and size of what
 * should be visible. The following code exemplifies showing the center half of
 * @c my_evas_object:
 * @code
 * Evas_Object *clipper = evas_object_rectangle_add(evas_canvas);
 * evas_object_move(clipper, my_evas_object_x / 4, my_evas_object_y / 4);
 * evas_object_resize(clipper, my_evas_object_width / 2, my_evas_object_height / 2);
 * evas_object_clip_set(my_evas_object, clipper);
 * evas_object_show(clipper);
 * @endcode
 *
 * @subsection color Layer of color
 *
 * In the @ref clipping section we used a solid white clipper, which produced no
 * change in the color of the clipped object, it just hid what was outside the
 * clippers area. It is however sometimes desirable to change the of color an
 * object, this can be accomplished using a clipper that has a non-white color.
 * Clippers with color work by multiplying the colors of clipped object. The
 * following code will show how to remove all the red from an object:
 * @code
 * Evas_Object *clipper = evas_object_rectangle_add(evas);
 * evas_object_move(clipper, my_evas_object_x, my_evas_object_y);
 * evas_object_resize(clipper, my_evas_object_width, my_evas_object_height);
 * evas_object_color_set(clipper, 0, 255, 255, 255);
 * evas_object_clip_set(obj, clipper);
 * evas_object_show(clipper);
 * @endcode
 *
 * @warning We don't guarantee any proper results if you create a Rectangle
 * object without setting the evas engine.
 *
 * For an example that more fully exercise the use of an evas object rectangle
 * see @ref Example_Evas_Object_Manipulation.
 *
 * @ingroup Evas_Object_Specific
 */

#define EVAS_OBJ_RECTANGLE_CLASS evas_object_rectangle_class_get()

const Eo_Class *evas_object_rectangle_class_get(void) EINA_CONST;

extern EAPI Eo_Op EVAS_OBJ_RECTANGLE_BASE_ID;

enum
{
   EVAS_OBJ_RECTANGLE_SUB_ID_LAST
};

#define EVAS_OBJ_RECTANGLE_ID(sub_id) (EVAS_OBJ_RECTANGLE_BASE_ID + sub_id)

/**
 * Adds a rectangle to the given evas.
 * @param   e The given evas.
 * @return  The new rectangle object.
 *
 * @ingroup Evas_Object_Rectangle
 */
EAPI Evas_Object *evas_object_rectangle_add(Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;

/**
 * @defgroup Evas_Object_Image Image Object Functions
 *
 * Here are grouped together functions used to create and manipulate
 * image objects. They are available to whichever occasion one needs
 * complex imagery on a GUI that could not be achieved by the other
 * Evas' primitive object types, or to make image manipulations.
 *
 * Evas will support whichever image file types it was compiled with
 * support to (its image loaders) -- check your software packager for
 * that information and see
 * evas_object_image_extension_can_load_get().
 *
 * @section Evas_Object_Image_Basics Image object basics
 *
 * The most common use of image objects -- to display an image on the
 * canvas -- is achieved by a common function triplet:
 * @code
 * img = evas_object_image_add(canvas);
 * evas_object_image_file_set(img, "path/to/img", NULL);
 * evas_object_image_fill_set(img, 0, 0, w, h);
 * @endcode
 * The first function, naturally, is creating the image object. Then,
 * one must set an source file on it, so that it knows where to fetch
 * image data from. Next, one must set <b>how to fill the image
 * object's area</b> with that given pixel data. One could use just a
 * sub-region of the original image or even have it tiled repeatedly
 * on the image object. For the common case of having the whole source
 * image to be displayed on the image object, stretched to the
 * destination's size, there's also a function helper, to be used
 * instead of evas_object_image_fill_set():
 * @code
 * evas_object_image_filled_set(img, EINA_TRUE);
 * @endcode
 * See those functions' documentation for more details.
 *
 * @section Evas_Object_Image_Scale Scale and resizing
 *
 * Resizing of image objects will scale their respective source images
 * to their areas, if they are set to "fill" the object's area
 * (evas_object_image_filled_set()). If the user wants any control on
 * the aspect ratio of an image for different sizes, he/she has to
 * take care of that themselves. There are functions to make images to
 * get loaded scaled (up or down) in memory, already, if the user is
 * going to use them at pre-determined sizes and wants to save
 * computations.
 *
 * Evas has even a scale cache, which will take care of caching scaled
 * versions of images with more often usage/hits. Finally, one can
 * have images being rescaled @b smoothly by Evas (more
 * computationally expensive) or not.
 *
 * @section Evas_Object_Image_Performance Performance hints
 *
 * When dealing with image objects, there are some tricks to boost the
 * performance of your application, if it does intense image loading
 * and/or manipulations, as in animations on a UI.
 *
 * @subsection Evas_Object_Image_Load Load hints
 *
 * In image viewer applications, for example, the user will be looking
 * at a given image, at full size, and will desire that the navigation
 * to the adjacent images on his/her album be fluid and fast. Thus,
 * while displaying a given image, the program can be on the
 * background loading the next and previous images already, so that
 * displaying them on the sequence is just a matter of repainting the
 * screen (and not decoding image data).
 *
 * Evas addresses this issue with <b>image pre-loading</b>. The code
 * for the situation above would be something like the following:
 * @code
 * prev = evas_object_image_filled_add(canvas);
 * evas_object_image_file_set(prev, "/path/to/prev", NULL);
 * evas_object_image_preload(prev, EINA_TRUE);
 *
 * next = evas_object_image_filled_add(canvas);
 * evas_object_image_file_set(next, "/path/to/next", NULL);
 * evas_object_image_preload(next, EINA_TRUE);
 * @endcode
 *
 * If you're loading images which are too big, consider setting
 * previously it's loading size to something smaller, in case you
 * won't expose them in real size. It may speed up the loading
 * considerably:
 * @code
 * //to load a scaled down version of the image in memory, if that's
 * //the size you'll be displaying it anyway
 * evas_object_image_load_scale_down_set(img, zoom);
 *
 * //optional: if you know you'll be showing a sub-set of the image's
 * //pixels, you can avoid loading the complementary data
 * evas_object_image_load_region_set(img, x, y, w, h);
 * @endcode
 * Refer to Elementary's Photocam widget for a high level (smart)
 * object which does lots of loading speed-ups for you.
 *
 * @subsection Evas_Object_Image_Animation Animation hints
 *
 * If you want to animate image objects on a UI (what you'd get by
 * concomitant usage of other libraries, like Ecore and Edje), there
 * are also some tips on how to boost the performance of your
 * application. If the animation involves resizing of an image (thus,
 * re-scaling), you'd better turn off smooth scaling on it @b during
 * the animation, turning it back on afterwards, for less
 * computations. Also, in this case you'd better flag the image object
 * in question not to cache scaled versions of it:
 * @code
 * evas_object_image_scale_hint_set(wd->img, EVAS_IMAGE_SCALE_HINT_DYNAMIC);
 *
 * // resizing takes place in between
 *
 * evas_object_image_scale_hint_set(wd->img, EVAS_IMAGE_SCALE_HINT_STATIC);
 * @endcode
 *
 * Finally, movement of opaque images through the canvas is less
 * expensive than of translucid ones, because of blending
 * computations.
 *
 * @section Evas_Object_Image_Borders Borders
 *
 * Evas provides facilities for one to specify an image's region to be
 * treated specially -- as "borders". This will make those regions be
 * treated specially on resizing scales, by keeping their aspect. This
 * makes setting frames around other objects on UIs easy.
 * See the following figures for a visual explanation:\n
 * @htmlonly
 * <img src="image-borders.png" style="max-width: 100%;" />
 * <a href="image-borders.png">Full-size</a>
 * @endhtmlonly
 * @image rtf image-borders.png
 * @image latex image-borders.eps width=\textwidth
 * @htmlonly
 * <img src="border-effect.png" style="max-width: 100%;" />
 * <a href="border-effect.png">Full-size</a>
 * @endhtmlonly
 * @image rtf border-effect.png
 * @image latex border-effect.eps width=\textwidth
 *
 * @section Evas_Object_Image_Manipulation Manipulating pixels
 *
 * Evas image objects can be used to manipulate raw pixels in many
 * ways.  The meaning of the data in the pixel arrays will depend on
 * the image's color space, be warned (see next section). You can set
 * your own data as an image's pixel data, fetch an image's pixel data
 * for saving/altering, convert images between different color spaces
 * and even advanced operations like setting a native surface as image
 * objects' data.
 *
 * @section Evas_Object_Image_Color_Spaces Color spaces
 *
 * Image objects may return or accept "image data" in multiple
 * formats. This is based on the color space of an object. Here is a
 * rundown on formats:
 *
 * - #EVAS_COLORSPACE_ARGB8888:
 *   This pixel format is a linear block of pixels, starting at the
 *   top-left row by row until the bottom right of the image or pixel
 *   region. All pixels are 32-bit unsigned int's with the high-byte
 *   being alpha and the low byte being blue in the format ARGB. Alpha
 *   may or may not be used by evas depending on the alpha flag of the
 *   image, but if not used, should be set to 0xff anyway.
 *   \n\n
 *   This colorspace uses premultiplied alpha. That means that R, G
 *   and B cannot exceed A in value. The conversion from
 *   non-premultiplied colorspace is:
 *   \n\n
 *   R = (r * a) / 255; G = (g * a) / 255; B = (b * a) / 255;
 *   \n\n
 *   So 50% transparent blue will be: 0x80000080. This will not be
 *   "dark" - just 50% transparent. Values are 0 == black, 255 ==
 *   solid or full red, green or blue.
 * .
 * - #EVAS_COLORSPACE_YCBCR422P601_PL:
 *   This is a pointer-list indirected set of YUV (YCbCr) pixel
 *   data. This means that the data returned or set is not actual
 *   pixel data, but pointers TO lines of pixel data. The list of
 *   pointers will first be N rows of pointers to the Y plane -
 *   pointing to the first pixel at the start of each row in the Y
 *   plane. N is the height of the image data in pixels. Each pixel in
 *   the Y, U and V planes is 1 byte exactly, packed. The next N / 2
 *   pointers will point to rows in the U plane, and the next N / 2
 *   pointers will point to the V plane rows. U and V planes are half
 *   the horizontal and vertical resolution of the Y plane.
 *   \n\n
 *   Row order is top to bottom and row pixels are stored left to
 *   right.
 *   \n\n
 *   There is a limitation that these images MUST be a multiple of 2
 *   pixels in size horizontally or vertically. This is due to the U
 *   and V planes being half resolution. Also note that this assumes
 *   the itu601 YUV colorspace specification. This is defined for
 *   standard television and mpeg streams. HDTV may use the itu709
 *   specification.
 *   \n\n
 *   Values are 0 to 255, indicating full or no signal in that plane
 *   respectively.
 * .
 * - #EVAS_COLORSPACE_YCBCR422P709_PL:
 *   Not implemented yet.
 * .
 * - #EVAS_COLORSPACE_RGB565_A5P:
 *   In the process of being implemented in 1 engine only. This may
 *   change.
 *   \n\n
 *   This is a pointer to image data for 16-bit half-word pixel data
 *   in 16bpp RGB 565 format (5 bits red, 6 bits green, 5 bits blue),
 *   with the high-byte containing red and the low byte containing
 *   blue, per pixel. This data is packed row by row from the top-left
 *   to the bottom right.
 *   \n\n
 *   If the image has an alpha channel enabled there will be an extra
 *   alpha plane after the color pixel plane. If not, then this data
 *   will not exist and should not be accessed in any way. This plane
 *   is a set of pixels with 1 byte per pixel defining the alpha
 *   values of all pixels in the image from the top-left to the bottom
 *   right of the image, row by row. Even though the values of the
 *   alpha pixels can be 0 to 255, only values 0 through to 32 are
 *   used, 32 being solid and 0 being transparent.
 *   \n\n
 *   RGB values can be 0 to 31 for red and blue and 0 to 63 for green,
 *   with 0 being black and 31 or 63 being full red, green or blue
 *   respectively. This colorspace is also pre-multiplied like
 *   EVAS_COLORSPACE_ARGB8888 so:
 *   \n\n
 *   R = (r * a) / 32; G = (g * a) / 32; B = (b * a) / 32;
 * .
 * - #EVAS_COLORSPACE_GRY8:
 *   The image is just a alpha mask (8 bit's per pixel). This is used
 *   for alpha masking.
 *
 * @warning We don't guarantee any proper results if you create a Image object
 * without setting the evas engine.
 *
 * Some examples on this group of functions can be found @ref
 * Example_Evas_Images "here".
 *
 * @ingroup Evas_Object_Specific
 */

/**
 * @addtogroup Evas_Object_Image
 * @{
 */

typedef void (*Evas_Object_Image_Pixels_Get_Cb)(void *data, Evas_Object *o);

/**
 * Creates a new image object on the given Evas @p e canvas.
 *
 * @param e The given canvas.
 * @return The created image object handle.
 *
 * @note If you intend to @b display an image somehow in a GUI,
 * besides binding it to a real image file/source (with
 * evas_object_image_file_set(), for example), you'll have to tell
 * this image object how to fill its space with the pixels it can get
 * from the source. See evas_object_image_filled_add(), for a helper
 * on the common case of scaling up an image source to the whole area
 * of the image object.
 *
 * @see evas_object_image_fill_set()
 *
 * Example:
 * @code
 * img = evas_object_image_add(canvas);
 * evas_object_image_file_set(img, "/path/to/img", NULL);
 * @endcode
 */
EAPI Evas_Object                  *evas_object_image_add(Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;

/**
 * Creates a new image object that @b automatically scales its bound
 * image to the object's area, on both axis.
 *
 * @param e The given canvas.
 * @return The created image object handle.
 *
 * This is a helper function around evas_object_image_add() and
 * evas_object_image_filled_set(). It has the same effect of applying
 * those functions in sequence, which is a very common use case.
 *
 * @note Whenever this object gets resized, the bound image will be
 * rescaled, too.
 *
 * @see evas_object_image_add()
 * @see evas_object_image_filled_set()
 * @see evas_object_image_fill_set()
 */
EAPI Evas_Object                  *evas_object_image_filled_add(Evas *e) EINA_WARN_UNUSED_RESULT EINA_ARG_NONNULL(1) EINA_MALLOC;

/**
 * Sets the data for an image from memory to be loaded
 *
 * This is the same as evas_object_image_file_set() but the file to be loaded
 * may exist at an address in memory (the data for the file, not the filename
 * itself). The @p data at the address is copied and stored for future use, so
 * no @p data needs to be kept after this call is made. It will be managed and
 * freed for you when no longer needed. The @p size is limited to 2 gigabytes
 * in size, and must be greater than 0. A @c NULL @p data pointer is also
 * invalid. Set the filename to @c NULL to reset to empty state and have the
 * image file data freed from memory using evas_object_image_file_set().
 *
 * The @p format is optional (pass @c NULL if you don't need/use it). It is
 * used to help Evas guess better which loader to use for the data. It may
 * simply be the "extension" of the file as it would normally be on disk
 * such as "jpg" or "png" or "gif" etc.
 *
 * @param obj The given image object.
 * @param data The image file data address
 * @param size The size of the image file data in bytes
 * @param format The format of the file (optional), or @c NULL if not needed
 * @param key The image key in file, or @c NULL.
 */
EAPI void                          evas_object_image_memfile_set(Evas_Object *obj, void *data, int size, char *format, char *key) EINA_ARG_NONNULL(1, 2);

/**
 * Set the source file from where an image object must fetch the real
 * image data (it may be an Eet file, besides pure image ones).
 *
 * @param obj The given image object.
 * @param file The image file path.
 * @param key The image key in @p file (if its an Eet one), or @c
 * NULL, otherwise.
 *
 * If the file supports multiple data stored in it (as Eet files do),
 * you can specify the key to be used as the index of the image in
 * this file.
 *
 * Example:
 * @code
 * img = evas_object_image_add(canvas);
 * evas_object_image_file_set(img, "/path/to/img", NULL);
 * err = evas_object_image_load_error_get(img);
 * if (err != EVAS_LOAD_ERROR_NONE)
 *   {
 *      fprintf(stderr, "could not load image '%s'. error string is \"%s\"\n",
 *              valid_path, evas_load_error_str(err));
 *   }
 * else
 *   {
 *      evas_object_image_fill_set(img, 0, 0, w, h);
 *      evas_object_resize(img, w, h);
 *      evas_object_show(img);
 *   }
 * @endcode
 */
EAPI void                          evas_object_image_file_set(Evas_Object *obj, const char *file, const char *key) EINA_ARG_NONNULL(1);

/**
 * Retrieve the source file from where an image object is to fetch the
 * real image data (it may be an Eet file, besides pure image ones).
 *
 * @param obj The given image object.
 * @param file Location to store the image file path.
 * @param key Location to store the image key (if @p file is an Eet
 * one).
 *
 * You must @b not modify the strings on the returned pointers.
 *
 * @note Use @c NULL pointers on the file components you're not
 * interested in: they'll be ignored by the function.
 */
EAPI void                          evas_object_image_file_get(const Evas_Object *obj, const char **file, const char **key) EINA_ARG_NONNULL(1, 2);

/**
 * Set the dimensions for an image object's border, a region which @b
 * won't ever be scaled together with its center.
 *
 * @param obj The given image object.
 * @param l The border's left width.
 * @param r The border's right width.
 * @param t The border's top width.
 * @param b The border's bottom width.
 *
 * When Evas is rendering, an image source may be scaled to fit the
 * size of its ima