aboutsummaryrefslogtreecommitdiffstats
path: root/src/lib/edje/edje_object.eo
blob: 66d584bb4ae3fb8f13bdc56658665eee3f5222bd (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
import edje_types;

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

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

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

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

      access_part_iterate @beta {
         [[Iterates over all accessibility-enabled part names.]]
         legacy: null;
         return: iterator<string> @owned; [[Part name iterator]]
      }

      /* TEXT PART APIS BEGIN ---------------------------------------------- */
      @property item_provider {
         set {
            [[Sets the function that provides item objects for named items in an edje entry text

              Item objects may be deleted any time by Edje, and will be deleted when the
              Edje object is deleted (or file is set to a new file).]]
         }
         values {
            func: Edje.Item_Provider_Cb; [[The function to call (or $null to disable) to get item objects]]
            data: void_ptr; [[The data pointer to pass to the func callback]]
         }
      }
      /* TEXT PART APIS END ------------------------------------------------ */

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

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

              @since 1.19]]

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

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

              @since 1.19]]

            return: stringshare; [[The name's character string or $null if not found.]]
         }
         keys {
            device: Efl.Input.Device; [[The seat device]]
         }
      }
   }
   implements {
      Efl.Gfx.visible { set; }
      Efl.Gfx.position { set; }
      Efl.Gfx.size { set; }
      Efl.Object.constructor;
      Efl.Object.debug_name_override;
      Efl.Canvas.Object.no_render { set; }
      Efl.Canvas.Object.paragraph_direction { set; }
      Efl.Gfx.Color_Class.color_class { get; set; }
      Efl.Gfx.Color_Class.color_class_description { get; }
      Efl.Gfx.Color_Class.color_class_del;
      Efl.Gfx.Color_Class.color_class_clear;
      Efl.Gfx.Text_Class.text_class { get; set; }
      Efl.Gfx.Text_Class.text_class_del;
      Efl.Gfx.Size_Class.size_class { get; set; }
      Efl.Gfx.Size_Class.size_class_del;
      Efl.Canvas.Group.group_calculate;
      Efl.Canvas.Layout_Calc.calc_auto_update_hints { get; set; }
      Efl.Canvas.Layout_Calc.calc_size_min;
      Efl.Canvas.Layout_Calc.calc_parts_extends;
      Efl.Canvas.Layout_Calc.calc_freeze;
      Efl.Canvas.Layout_Calc.calc_thaw;
      Efl.Canvas.Layout_Calc.calc_force;
      Efl.Canvas.Layout_Group.group_size_min { get; }
      Efl.Canvas.Layout_Group.group_size_max { get; }
      Efl.Canvas.Layout_Group.group_data { get; }
      Efl.Canvas.Layout_Signal.message_send;
      Efl.Canvas.Layout_Signal.signal_callback_add;
      Efl.Canvas.Layout_Signal.signal_callback_del;
      Efl.Canvas.Layout_Signal.signal_emit;
      Efl.Canvas.Layout_Signal.signal_process;
      Efl.Ui.Base.mirrored { set; get; }
      Efl.Ui.Base.language { set; get; }
      Efl.Gfx.scale { set; get; }
      Efl.File.load_error { get; }
      Efl.File.mmap { get; set; }
      Efl.Container.content_remove;
      Efl.Part.part; [[Returns @Efl.Canvas.Layout.Part.]]
      Efl.Observer.update;
      Efl.Player.playable { get; }
      Efl.Player.play { get; set; }
      Efl.Player.play_speed { get; set; }
   }
   events {
      recalc; [[Edje re-calculated the object.]]
      circular,dependency; [[Edje found circular dependencies between parts of the object.]]
   }
}