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path: root/src/lib/evas/canvas/evas_vg_node.eo
 ```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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 ``` ``````abstract Evas.VG_Node (Eo.Base) { eo_prefix: evas_vg_node; legacy_prefix: null; properties { transformation { set { } get { } values { const(Eina_Matrix3) *m; } } origin { set { } get { } values { double x; double y; } } visibility { set { /*@ Makes the given Evas_VG node visible or invisible. */ } get { /*@ Retrieves whether or not the given Evas_VG node is visible. */ } values { Eina_Bool v; /*@ @c EINA_TRUE if to make the object visible, @c EINA_FALSE otherwise */ } } color { set { /*@ Sets the general/main color of the given Evas_VG node to the given one. @note These color values are expected to be premultiplied by @p a. @ingroup Evas_VG_Node_Group */ } get { /*@ Retrieves the general/main color of the given Evas_VG node. Retrieves the “main” color's RGB component (and alpha channel) values, which range from 0 to 255. 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. @note Use @c NULL pointers on the components you're not interested in: they'll be ignored by the function. @ingroup Evas_VG_Node_Group */ } values { int r; /*@ The red component of the given color. */ int g; /*@ The green component of the given color. */ int b; /*@ The blue component of the given color. */ int a; /*@ The alpha component of the given color. */ } } mask { set { } get { } values { Evas_VG_Node *m; } } /* quality { set { } get { } values { Evas_VG_Quality q; } } */ } methods { bound_get { return: bool @warn_unused; params { @out Eina_Rectangle r; } } raise { /*@ Raise @p obj to the top of its layer. @p obj will, then, be the highest one in the layer it belongs to. Object on other layers won't get touched. @see evas_vg_node_stack_above() @see evas_vg_node_stack_below() @see evas_vg_node_lower() */ } stack_above { /*@ Stack @p obj immediately above @p above Objects, in a given Evas_VG_Container, 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 objects belonging to the same container, otherwise it will fail (and accomplish nothing). @see evas_vg_node_stack_below() */ params { @in Evas_VG_Node *above @nonull; /*@ the object above which to stack */ } } stack_below { /*@ Stack @p obj immediately below @p below Objects, in a given container, 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 objects belonging to the same container, otherwise it will fail (and accomplish nothing). @see evas_vg_node_layer_get() @see evas_vg_node_layer_set() @see evas_vg_node_stack_below() */ params { @in Evas_Object *below @nonull; /*@ the object below which to stack */ } } lower { /*@ Lower @p obj to the bottom of its layer. @p obj will, then, be the lowest one in the layer it belongs to. Objects on other layers won't get touched. @see evas_vg_node_stack_above() @see evas_vg_node_stack_below() @see evas_vg_node_raise() */ } } implements { Eo.Base.parent.set; Eo.Base.constructor; @virtual .bound_get; } }``````