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import eina_types;
mixin Efl.Access.Component ()
{
[[AT-SPI component mixin]]
data: null;
methods {
@property size @protected @beta {
[[Size of accessible widget.]]
set {
return: bool; [[$true if size was set, $false otherwise]]
}
get {
}
values {
w: int; [[Width of the widget]]
h: int; [[Height of the widget]]
}
}
@property layer @protected @beta {
[[Evas layer of accessible widget.]]
get {
}
values {
layer: int; [[Evas layer of the widget]]
}
}
@property alpha @protected @beta {
[[Gets alpha of accessible widget.]]
get {
}
values {
alpha: double; [[Alpha value in [0, 1] range.]]
}
}
@property z_order @protected @beta {
[[Gets the depth at which the component is shown in relation to other
components in the same container.]]
get {
}
values {
z_order: int; [[Z order of component]]
}
}
@property extents @protected @beta {
[[Geometry of accessible widget.]]
get {
}
set {
return: bool; [[$true if geometry was set, $false otherwise]]
}
keys {
screen_coords: bool; [[If $true x and y values will be relative to
screen origin, otherwise relative to canvas]]
}
values {
rect: Eina.Rect; [[The geometry.]]
}
}
@property position @protected @beta {
[[Position of accessible widget.]]
set {
return: bool; [[$true if position was set, $false otherwise]]
}
get {
}
keys {
screen_coords: bool; [[If $true x and y values will be relative to
screen origin, otherwise relative to canvas]]
}
values {
x: int; [[X coordinate]]
y: int; [[Y coordinate]]
}
}
contains @protected @beta {
[[Contains accessible widget]]
params {
screen_coords: bool; [[If $true x and y values will be relative to
screen origin, otherwise relative to canvas]]
@in x: int; [[X coordinate]]
@in y: int; [[Y coordinate]]
}
return: bool; [[$true if params have been set, $false otherwise]]
}
focus_grab @protected @beta {
[[Focuses accessible widget.]]
return: bool; [[$true if focus grab focus succeed, $false otherwise.]]
}
accessible_at_point_get @protected @beta {
[[Gets top component object occupying space at given coordinates.]]
params {
screen_coords: bool; [[If $true x and y values will be relative to
screen origin, otherwise relative to canvas]]
@in x: int; [[X coordinate]]
@in y: int; [[Y coordinate]]
}
return: Efl.Object; [[Top component object at given coordinate]]
}
}
}
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