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/* XXX: Remove the Object_ part once the relevant Eolian bugs are fixed. */
enum Evas.Object_Table.Homogeneous_Mode {
     [[How to pack items into cells in a table.

       See @Evas.Table.homogeneous for an explanation of the function of each one.]]
     legacy: Evas_Object_Table_Homogeneous;
     none = 0,
     table = 1,
     item = 2
}

class Evas.Table (Efl.Canvas.Group.Clipped)
{
   legacy_prefix: evas_object_table;
   eo_prefix: evas_obj_table;
   methods {
      @property homogeneous {
         [[Set how this table should layout children.

           Todo: consider aspect hint and respect it.

           @Evas.Object_Table.Homogeneous_Mode.none
           If table does not use homogeneous mode then columns and rows will
           be calculated based on hints of individual cells. This operation
           mode is more flexible, but more complex and heavy to calculate as
           well. Weight properties are handled as a boolean expand. Negative
           alignment will be considered as 0.5. This is the default.

           Todo: @Evas.Object_Table.Homogeneous_Mode.none should balance weight.

           @Evas.Object_Table.Homogeneous_Mode.table
           When homogeneous is relative to table the own table size is divided
           equally among children, filling the whole table area. That is, if
           table has $WIDTH and $COLUMNS, each cell will get _WIDTH /
           COLUMNS_ pixels. If children have minimum size that is larger
           than this amount (including padding), then it will overflow and be
           aligned respecting the alignment hint, possible overlapping sibling
           cells. Weight hint is used as a boolean, if greater than zero it
           will make the child expand in that axis, taking as much space as
           possible (bounded to maximum size hint). Negative alignment will be
           considered as 0.5.

           @Evas.Object_Table.Homogeneous_Mode.item
           When homogeneous is relative to item it means the greatest minimum
           cell size will be used. That is, if no element is set to expand,
           the table will have its contents to a minimum size, the bounding
           box of all these children will be aligned relatively to the table
           object using evas_object_table_align_get(). If the table area is
           too small to hold this minimum bounding box, then the objects will
           keep their size and the bounding box will overflow the box area,
           still respecting the alignment. Weight hint is used as a
           boolean, if greater than zero it will make that cell expand in that
           axis, toggling the *expand mode*, which makes the table behave
           much like @Evas.Object_Table.Homogeneous_Mode.table, except that the
           bounding box will overflow and items will not overlap siblings. If
           no minimum size is provided at all then the table will fallback to
           expand mode as well.]]
         set {
         }
         get {
         }
         values {
            homogeneous: Evas.Object_Table.Homogeneous_Mode;
         }
      }
      @property align {
         [[Control the alignment of the whole bounding box of contents.]]
         set {
         }
         get {
         }
         values {
            horizontal: double;
            vertical: double;
         }
      }
      @property padding {
         [[Control the padding between cells.]]
         set {
         }
         get {
         }
         values {
            horizontal: Evas.Coord;
            vertical: Evas.Coord;
         }
      }
      @property mirrored {
         [[Control the mirrored mode of the table. In mirrored mode, the table items go
          from right to left instead of left to right. That is, 1,1 is top right, not
          top left.

          @since 1.1]]
         set {
         }
         get {
         }
         values {
            mirrored: bool; [[$true if mirrored, $false otherwise]]
         }
      }
      @property col_row_size {
         get {
            [[Get the number of columns and rows this table takes.

              Note: columns and rows are virtual entities, one can specify a table
              with a single object that takes 4 columns and 5 rows. The only
              difference for a single cell table is that paddings will be
              accounted proportionally.]]
         }
         values {
            cols: int;
            rows: int;
         }
      }
      @property children {
         get {
            [[Get the list of children for the table.

              Note: This is a duplicate of the list kept by the table internally.
              It's up to the user to destroy it when it no longer needs it.
              It's possible to remove objects from the table when walking this
              list, but these removals won't be reflected on it.]]
            return: free(own(list<Evas.Object>), eina_list_free) @warn_unused;
         }
      }
      @property child {
         get {
            [[Get the child of the table at the given coordinates

              Note: This does not take into account col/row spanning]]
         }
         keys {
            col: ushort;
            row: ushort;
         }
         values {
            child: Evas.Object;
         }
      }
      clear {
         [[Faster way to remove all child objects from a table object.]]

         params {
            @in clear: bool; [[If $true, it will delete just removed children.]]
         }
      }
      accessor_new @const {
         [[Get an accessor to get random access to the list of children for the table.

           Note: Do not remove or delete objects while walking the list.]]
         return: free(own(accessor<Evas.Object>), eina_accessor_free)
            @warn_unused;
      }
      iterator_new @const {
         [[Get an iterator to walk the list of children for the table.

           Note: Do not remove or delete objects while walking the list.]]
         return: free(own(iterator<Evas.Object>), eina_iterator_free)
            @warn_unused;
      }
      add_to {
         [[Create a table that is child of a given element $parent.]]

         return: Evas.Object @warn_unused;
      }
      pack_get @const {
         [[Get packing location of a child of table

         @since 1.1]]
         return: bool; [[$true on success, $false on failure.]]
         params {
            @in child: Evas.Object; [[The child object to add.]]
            @out col: ushort; [[pointer to store relative-horizontal position to place child.]]
            @out row: ushort; [[pointer to store relative-vertical position to place child.]]
            @out colspan: ushort; [[pointer to store how many relative-horizontal position to use for this child.]]
            @out rowspan: ushort; [[pointer to store how many relative-vertical position to use for this child.]]
         }
      }
      pack {
         [[Add a new child to a table object or set its current packing.

           Note that columns and rows only guarantee 16bit unsigned values at best.
           That means that col + colspan AND row + rowspan must fit inside 16bit
           unsigned values cleanly. You will be warned once values exceed 15bit
           storage, and attempting to use values not able to fit in 16bits will
           result in failure.]]

         return: bool; [[$true on success, $false on failure.]]
         params {
            @in child: Evas.Object @nonull; [[The child object to add.]]
            @in col: ushort; [[relative-horizontal position to place child.]]
            @in row: ushort; [[relative-vertical position to place child.]]
            @in colspan: ushort; [[how many relative-horizontal position to use for this child.]]
            @in rowspan: ushort; [[how many relative-vertical position to use for this child.]]
         }
      }
      unpack {
         [[Remove child from table.

           Note: removing a child will immediately call a walk over children in order
           to recalculate numbers of columns and rows. If you plan to remove
           all children, use @Evas.Table.clear instead.]]

         return: bool; [[$true on success, $false on failure.]]
         params {
            @in child: Evas.Object @nonull;
         }
      }
      count {
         [[Returns the number of items in the box.]]
         legacy: null;
         return: int;
      }
   }
   implements {
      class.constructor;
      Eo.Base.constructor;
      Efl.Canvas.Group.group_add;
      Efl.Canvas.Group.group_del;
      Efl.Canvas.Group.group_calculate;
      Efl.Canvas.Group.group_resize;
   }
}