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path: root/src/lib/evas/canvas/efl_canvas_object.eo
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import efl_text_types;

struct @beta Efl.Canvas.Object_Animation_Event; [[Information of animation events]]
struct Efl.Event_Animator_Tick {
   [[EFL event animator tick data structure

     @since 1.22
   ]]
   update_area: Eina.Rect; [[Area of the canvas that will be pushed to screen.]]
}

abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity, Efl.Gfx.Color, Efl.Gfx.Stack,
                            Efl.Input.Interface, Efl.Gfx.Hint,
                            Efl.Gfx.Mapping, Efl.Canvas.Pointer, Efl.Gesture.Events
{
   [[Efl canvas object abstract class

     @since 1.22
   ]]
   data: Evas_Object_Protected_Data;
   methods {
      @property pointer_mode_by_device @beta {
         [[Low-level pointer behaviour by device.
           See @.pointer_mode.get and @.pointer_mode.set for more explanation.
         ]]
         keys {
            dev: Efl.Input.Device; [[The pointer device to set/get the mode. Use $null for the default pointer.]]
         }
         values {
             pointer_mode: Efl.Input.Object_Pointer_Mode; [[The pointer mode]]
         }
         set {
            return: bool; [[$true if pointer mode was set, $false otherwise]]
         }
         get {
         }
      }
      @property pointer_mode @beta {
         [[Low-level pointer behaviour.

           This function has a direct effect on event callbacks related to
           pointers (mouse, ...).

           If the value is @Efl.Input.Object_Pointer_Mode.auto_grab (default),
           then when mouse is pressed down over this object, events will be
           restricted to it as source, mouse moves, for example, will be
           emitted even when the pointer goes outside this objects
           geometry.

           If the value is @Efl.Input.Object_Pointer_Mode.no_grab, then events
           will be emitted just when inside this object area.

           See also: @.pointer_mode_by_device.get and @.pointer_mode_by_device.set
           Note: This function will only set/get the mode for the default pointer.
         ]]
         get {
         }
         set {
            return: bool; [[$true if pointer behaviour was set, $false otherwise]]
         }
         values {
            pointer_mode: Efl.Input.Object_Pointer_Mode(Efl.Input.Object_Pointer_Mode.auto_grab); [[Input pointer mode]]
         }
      }
      @property render_op {
         [[Render mode to be used for compositing the Evas object.

           Only two modes are supported:
           - @Efl.Gfx.Render_Op.blend means the object will be merged on
           top of objects below it using simple alpha compositing.
           - @Efl.Gfx.Render_Op.copy means this object's pixels will replace
           everything that is below, making this object opaque.

           Please do not assume that @Efl.Gfx.Render_Op.copy mode can be
           used to "poke" holes in a window (to see through it), as only the
           compositor can ensure that. Copy mode should only be used with
           otherwise opaque widgets or inside non-window surfaces (e.g. a
           transparent background inside a buffer canvas).
         ]]
         set {
         }
         get {
         }
         values {
            render_op: Efl.Gfx.Render_Op; [[Blend or copy.]]
         }
      }
      @property clipper {
         [[Clip one object to another.

           This property will clip the object $obj to the area occupied
           by the object $clip. This means the object $obj will only be
           visible within the area occupied by the clipping object
           ($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 "RESULT = (OBJ * CLIP) / (255 * 255)", 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
           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; those that clip one or more objects become invisible
           themselves, 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 @Efl.Gfx.Entity.visible), the objects clipped by it will
           not be shown  either.

           If $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.

           If $clip is $null, this call will disable clipping for the object
           i.e. its visibility and color get detached from the previous
           clipper. If it wasn't, this has no effect.

           Note: Only rectangle and image (masks) objects can be used
           as clippers. Anything else will result in undefined behaviour.
         ]]
         set {
         }
         get {
         }
         values {
            clipper: Efl.Canvas.Object; [[The object to clip $obj by.]]
         }
      }
      @property has_fixed_size @beta {
            [[A hint for an object that its size will not change.

              When this flag is set, various optimizations may be employed by the
              renderer based on the fixed size of the object.

              It is a user error to change the size of an object while this flag
              is set.

              @since 1.23
            ]]
         set {}
         get {}
         values {
            enable: bool; [[Whether the object size is known to be static.]]
         }
      }
      @property repeat_events {
         [[Whether an Evas object is to repeat events to objects below it.

           If $repeat is $true, it will make events on $obj to also be
           repeated for the next lower object in the objects' stack (see
           see @Efl.Gfx.Stack.below).

           If $repeat is $false, events occurring on $obj will be
           processed only on it.
         ]]
         /* FIXME-doc
         Example:
         @dontinclude evas-stacking.c
         @skip if (strcmp(ev->key, "r") == 0)
         @until }

         See the full @ref Example_Evas_Stacking "example".
         */
         set {
         }
         get {
         }
         values {
            repeat: bool; [[Whether $obj is to repeat events ($true) or
                            not ($false).]]
         }
      }
      @property key_focus {
         [[Indicates that this object is the keyboard event receiver on
           its canvas.

           Changing focus only affects where (key) input events go.
           There can be only one object focused at any time. If $focus
           is $true, $obj will be set as the currently focused object
           and it will receive all keyboard events that are not
           exclusive key grabs on other objects.
           See also @.seat_focus_check,
           @.seat_focus_add, @.seat_focus_del.
         ]]
         set {
         }
         get {
         }
         values {
            focus: bool; [[$true when set as focused or $false otherwise.]]
         }
      }
      @property seat_focus {
         [[
            Check if this object is focused.
         ]]
         get {
         }
         values {
            focus: bool; [[$true if focused by at least one seat or $false otherwise.]]
         }
      }
      /* FIXME Efl.Input.Device is not stable yet*/
      seat_focus_check @beta {
         [[ Check if this object is focused by a given seat ]]
         params {
            @in seat: Efl.Input.Device; [[The seat to check if the object is focused. Use $null for the default seat.]]
         }
         return: bool; [[$true if focused or $false otherwise.]]
      }
      /* FIXME Efl.Input.Device is not stable yet*/
      seat_focus_add @beta  {
         [[ Add a seat to the focus list.

           Evas allows the Efl.Canvas.Object to be focused by multiple seats
           at the same time. This function adds a new seat to the focus list. In other words,
           after the seat is added to the list this object will now be also focused by this new seat.

           Note: The old focus APIs still work, however they will only act on the default seat.
         ]]
         params {
            @in seat: Efl.Input.Device; [[The seat that should be added to the focus list. Use $null for the default
                                          seat.]]
         }
         return: bool; [[$true if the focus has been set or $false otherwise.]]
      }
      /* FIXME Efl.Input.Device is not stable yet*/
      seat_focus_del @beta {
         [[ Remove a seat from the focus list.
         ]]
         params {
            @in seat: Efl.Input.Device; [[The seat that should be removed from the focus list. Use $null for the
                                          default seat.]]
         }
         return: bool; [[$true if the seat was removed from the focus list or $false otherwise.]]
      }
      @property precise_is_inside {
         [[Whether to use precise (usually expensive) point collision
           detection for a given Evas object.

           Use this property to make Evas treat objects' transparent
           areas as 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.
         ]]
         /* FIXME-doc
         Example code follows.
         @dontinclude evas-events.c
         @skip if (strcmp(ev->key, "p") == 0)
         @until }

         See the full example @ref Example_Evas_Events "here".
         */
         set {
         }
         get {
         }
         values {
            precise: bool(false); [[Whether to use precise point collision detection.]]
         }
      }
      @property propagate_events {
         [[Whether events on a smart object's member should be
           propagated up to its parent.

           This function has no effect if $obj is not a member of a
           smart object.

           If $prop is $true, events occurring on this object will be
           propagated on to the smart object of which $obj is a member.
           If $prop is $false, events occurring on this object will not
           be propagated on to the smart object of which $obj is a
           member.

           See also @.repeat_events.set, @.pass_events.set.
         ]]
         set {
         }
         get {
         }
         values {
            propagate: bool(true); [[Whether to propagate events.]]
         }
      }
      @property pass_events {
         [[Whether an Evas object is to pass (ignore) events.

           If $pass is $true, it will make events on $obj to be ignored.
           They will be triggered on the next lower object (that is not
           set to pass events), instead (see @Efl.Gfx.Stack.below).

           If $pass is $false events will be processed on that object
           as normal.

           See also @.repeat_events.set, @.propagate_events.set
         ]]
         set {
         }
         get {
            /* FIXME-doc
            Example:
            @dontinclude evas-stacking.c
            @skip if (strcmp(ev->key, "p") == 0)
            @until }

            See the full @ref Example_Evas_Stacking "example".
            */
         }
         values {
            pass: bool; [[Whether $obj is to pass events ($true) or not
                         ($false).]]
         }
      }
      @property anti_alias {
         [[Whether or not the given Evas object is to be drawn
           anti-aliased.
         ]]
         set {
         }
         get {
         }
         values {
            anti_alias: bool; [[$true if the object is to be anti_aliased,
                                $false otherwise.]]
         }
      }
      @property clipped_objects {
         [[List of objects currently clipped by $obj.

           This returns the internal list handle containing all
           objects clipped by the object $obj. If none are clipped by
           it, the call returns $null. This list is only valid until
           the clip list is changed and should be fetched again with
           another call to this function 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.

           See also @.clipper.
         ]]
         get {
         }
         values {
            objects: iterator<Efl.Canvas.Object> @move; [[An iterator over the
                                             list of objects clipped by $obj.]]
         }
      }
      @property render_parent @protected {
         [[Gets the parent smart object of a given Evas object, if it has one.

           This can be different from @Efl.Object.parent because this one is
           used internally for rendering and the normal parent is what the
           user expects to be the parent.
         ]]
         get {
         }
         values {
            parent: Efl.Canvas.Object; [[The parent smart object of $obj or $null.]]
         }
      }
      @property paragraph_direction {
         [[This handles text paragraph direction of the given object.
           Even if the given object is not textblock or text, its smart child
           objects can inherit the paragraph direction from the given object.
           The default paragraph direction is $inherit.
         ]]
         values {
            dir: Efl.Text_Bidirectional_Type; [[Paragraph direction for the given object.]]
         }
      }
      clipped_objects_count @const {
         [[Returns the number of objects clipped by $obj
         ]]
         return: uint @no_unused; [[The number of objects clipped by $obj]]
      }
      key_grab {
         /* FIXME: can't reference Eolian object, .eo file not being installed */
         [[Requests $keyname key events be directed to $obj.

           Key grabs allow one or more objects to receive key events for
           specific key strokes even if other objects have focus. Whenever
           a key is grabbed, only the objects grabbing it will get the
           events for the given keys.

           $keyname is a platform dependent symbolic name for the key
           pressed.

           $modifiers and $not_modifiers are bit masks of all the
           modifiers that must and mustn't, respectively, be pressed along
           with $keyname key in order to trigger this new key grab.
           Modifiers can be things such as Shift and Ctrl as well as
           user defined types via \@ref evas_key_modifier_add.
           $exclusive will make the given object the only one permitted to
           grab the given key. If given $true, subsequent calls on this
           function with different $obj arguments will fail, unless the key
           is ungrabbed again.

           Warning: Providing impossible modifier sets creates undefined
           behavior.
         ]]
         return: bool @no_unused; [[$true if the call succeeded, $false otherwise.]]
         params {
            @in keyname: string; [[The key to request events for.]]
            @in modifiers: Efl.Input.Modifier; [[A combination of modifier
                              keys that must be present to trigger the event.]]
            @in not_modifiers: Efl.Input.Modifier; [[A combination of modifier
                          keys that must not be present to trigger the event.]]
            @in exclusive: bool; [[Request that the $obj is the only object
                                   receiving the $keyname events.]]
         }
      }
      key_ungrab {
         [[Removes the grab on $keyname key events by $obj.

           Removes a key grab on $obj if $keyname, $modifiers, and
           $not_modifiers match.

           See also @.key_grab, @.key_focus.get, @.key_focus.set,
           and the legacy API evas_focus_get.
         ]]
         params {
            @in keyname: string; [[The key the grab is set for.]]
            @in modifiers: Efl.Input.Modifier; [[A mask of modifiers that must be
                                                 present to trigger the event.]]
            @in not_modifiers: Efl.Input.Modifier; [[A mask of modifiers that must
                                                     not not be present to trigger
                                                     the event.]]
         }
      }
      @property no_render {
         [[Disables all rendering on the canvas.

           This flag will be used to indicate to Evas that this object
           should never be rendered on the canvas under any
           circumstances. In particular, this is useful to avoid
           drawing clipper objects (or masks) even when they don't
           clip any object. This can also be used to replace the old
           source_visible flag with proxy objects.

           This is different to the visible property, as even visible
           objects marked as "no-render" will never appear on screen.
           But those objects can still be used as proxy sources or
           clippers. When hidden, all "no-render" objects will
           completely disappear from the canvas, and hide their
           clippees or be invisible when used as proxy sources.
         ]]
         get {
         }
         set {
         }
         values {
            enable: bool; [[Enable "no-render" mode.]]
         }
      }
      @property coords_inside {
         [[Whether the coordinates are logically inside the object.

           A value of $true indicates the position is logically
           inside the object, and $false implies it is logically
           outside the object.

           If $obj is not a valid object, the return value is undefined.
          ]]
         get {
         }
         keys {
            pos: Eina.Position2D; [[The coordinates in pixels.]]
         }
         values {
            return: bool; [[$true if the coordinates are inside the object, $false otherwise]]
         }
      }
      gesture_manager_get @beta {
         [[Returns current canvas's gesture manager]]
         return: const(Efl.Canvas.Gesture_Manager); [[The gesture manager]]
      }
   }
   implements {
      Efl.Object.constructor;
      Efl.Object.finalize;
      Efl.Object.invalidate;
      Efl.Object.destructor;
      Efl.Object.provider_find;
      Efl.Object.event_freeze;
      Efl.Object.event_thaw;
      Efl.Object.debug_name_override;
      Efl.Gfx.Entity.visible { get; set; }
      Efl.Gfx.Color.color { get; set; }
      Efl.Gfx.Entity.geometry { get; set; }
      Efl.Gfx.Entity.position { get; set; }
      Efl.Gfx.Entity.size { get; set; }
      Efl.Gfx.Stack.layer { get; set; }
      Efl.Gfx.Stack.below { get; }
      Efl.Gfx.Stack.above { get; }
      Efl.Gfx.Stack.stack_below;
      Efl.Gfx.Stack.stack_above;
      Efl.Gfx.Stack.raise_to_top;
      Efl.Gfx.Stack.lower_to_bottom;
      Efl.Gfx.Hint.hint_aspect { get; set; }
      Efl.Gfx.Hint.hint_align { get; set; }
      Efl.Gfx.Hint.hint_size_combined_min { get; }
      Efl.Gfx.Hint.hint_size_combined_max { get; }
      Efl.Gfx.Hint.hint_size_restricted_min { get; set; }
      Efl.Gfx.Hint.hint_size_restricted_max { get; set; }
      Efl.Gfx.Hint.hint_size_min { get; set; }
      Efl.Gfx.Hint.hint_size_max { get; set; }
      Efl.Gfx.Hint.hint_margin { get; set; }
      Efl.Gfx.Hint.hint_weight { get; set; }
      Efl.Gfx.Hint.hint_fill { get; set; }
      Efl.Gfx.Entity.scale { set; get; }
      Efl.Input.Interface.seat_event_filter { get; set; }
      Efl.Loop_Consumer.loop { get; }
      Efl.Canvas.Pointer.pointer_inside { get; }
   }
   events {
      animator,tick: Efl.Event_Animator_Tick; [[Animator tick synchronized with screen vsync if possible.]]
   }
}