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struct Elm.Layout_Part_Alias_Description
{
   [[
     Elementary Layout-based widgets may declare part proxies, i.e., aliases
     for real theme part names to expose to the API calls:
     - elm_layout_text_set()
     - elm_layout_text_get()
     - elm_layout_content_set()
     - elm_layout_content_get()
     - elm_layout_content_unset()
     and their equivalents. This list must be set on the "_smart_set_user()" function of inheriting widgets,
     so that part aliasing is handled automatically for them.
   ]]
   alias: const(char)*; [[Alternate name for a given (real) part. Calls receiving this string as a part name will be translated to the string at Elm.Layout_Part_Proxies_Description::real_part]]
   real_part: const(char)*; [[Target part name for the alias set on Elm.Layout_Part_Proxies_Description::real_part. An example of usage would be "default" on that field, with "elm.content.swallow" on this one]]
}

class Elm.Layout (Elm.Container, Efl.File)
{
   eo_prefix: elm_obj_layout;
   data: Elm_Layout_Smart_Data;
   methods {
      @property edje_object_can_access {
         set {
            [[Set accessibility to all texblock(text) parts in the layout
              object.

              @since 1.7
            ]]
            return: bool; [[$true on success or $false on failure. If $obj
                            is not a proper layout object, $false is returned.]]
         }
         get {
            [[Get accessibility state of texblock(text) parts in the layout
              object

              @since 1.7
            ]]
         }
         values {
            can_access: bool; [[Makes all textblock(text) parts in the layout
                                $obj possible to have accessibility. $true
                                means textblock(text) parts can be accessible.]]
         }
      }
      @property theme {
         set {
            [[Set the edje group from the elementary theme that will be used
              as layout.

              Note that $style will be the new style of $obj too, as in an
              \@ref elm_object_style_set call.
            ]]
            return: bool;
         }
         values {
            klass: const(char)*; [[The class of the group.]]
            group: const(char)*; [[The group.]]
            style: const(char)*; [[The style to used.]]
         }
      }
      @property text_aliases {
         get {
            legacy: null;
         }
         values {
            aliases: const(Elm.Layout_Part_Alias_Description)*;
         }
      }
      @property content_aliases {
         get {
            legacy: null;
         }
         values {
            aliases: const(Elm.Layout_Part_Alias_Description)*;
         }
      }
      @property edje {
         get {
            [[Get the edje layout

              This returns the edje object. It is not expected to be used
              to then swallow objects via \@ref edje_object_part_swallow
              for example. Use \@ref elm_layout_content_set instead so
              child object handling and sizing is done properly.

              Note: This function should only be used if you really need
              to call some low level Edje function on this edje object.
              All the common stuff (setting text, emitting signals,
              hooking callbacks to signals, etc.) can be done with
              proper elementary functions.
            ]]
            return: Evas.Object *; [[An Evas_Object with the edje layout
                                     settings loaded \@ref elm_layout_file_set.]]
         }
      }
      box_remove_all {
         [[Remove all children of the given part box.

           The objects will be removed from the box part and their lifetime
           will not be handled by the layout anymore. This is equivalent to
           @.box_remove for all box children.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The box part name to remove child.]]
            @in clear: bool; [[If true, then all objects will be deleted as
                               well, otherwise they will just be removed and
                               will be dangling on the canvas.]]
         }
      }
      part_cursor_engine_only_set {
         [[Sets if the cursor set should be searched on the theme or should
           use the provided by the engine, only.

           Note: Before you set if should look on theme you should define a
           cursor with @.part_cursor_set. By default it will only look for
           cursors provided by the engine.
         ]]
         return: bool; [[$true on success or $false on failure, that may be
                         part not exists or it did not had a cursor set.]]
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
            @in engine_only: bool; [[If cursors should be just provided by
                                     the engine ($true) or should also search
                                     on widget's theme as well ($false)]]
         }
      }
      part_cursor_engine_only_get @const {
         [[Get a specific cursor engine_only for an edje part.]]
         return: bool; [[Whenever the cursor is just provided by engine
                         or also from theme.]]
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
         }
      }
      table_unpack {
         [[Unpack (remove) a child of the given part table.

           The object will be unpacked from the table part and its lifetime
           will not be handled by the layout anymore. This is equivalent to
           \@ref elm_layout_content_unset for table.
         ]]
         return: Evas.Object *; [[The object that was being used, or $null if not found.]]
         params {
            @in part: const(char)*; [[The table part name to remove child.]]
            @in child: Evas.Object *; [[The object to remove from table.]]
         }
      }
      freeze {
         [[Freezes the Elementary layout object.

           This function puts all changes on hold. Successive freezes will
           nest, requiring an equal number of thaws.

           See also @.thaw.
         ]]
         return: int; [[The frozen state or 0 on error.]]
      }
      theme_enable {
         legacy: null;
         return: bool;
      }
      sizing_eval {
         [[Eval sizing.

           Manually forces a sizing re-evaluation. This is useful when the
           minimum size required by the edje theme of this layout has
           changed. The change on the minimum size required by the edje
           theme is not immediately reported to the elementary layout,
           so one needs to call this function in order to tell the widget
           (layout) that it needs to reevaluate its own size.

           The minimum size of the theme is calculated based on minimum
           size of parts, the size of elements inside containers like box
           and table, etc. All of this can change due to state changes,
           and that's when this function should be called.

           Also note that a standard signal of "size,eval" "elm" emitted
           from the edje object will cause this to happen too.
         ]]
      }
      box_remove {
         [[Remove a child of the given part box.

           The object will be removed from the box part and its lifetime
           will not be handled by the layout anymore. This is equivalent to
           \@ref elm_layout_content_unset for box.
         ]]
         return: Evas.Object *; [[The object that was being used, or $null if not found.]]
         params {
            @in part: const(char)*; [[The box part name to remove child.]]
            @in child: Evas.Object *; [[The object to remove from box.]]
         }
      }
      sizing_restricted_eval {
         [[Request sizing reevaluation, restricted to current width and/or
           height.

           Useful mostly when there are TEXTBLOCK parts defining the height
           of the object and nothing else restricting it to a minimum width.
           Calling this function will restrict the minimum size in the Edje
           calculation to whatever size it the layout has at the moment.

           @since 1.8
         ]]
         params {
            @in width: bool; [[Restrict minimum size to the current width.]]
            @in height: bool; [[Restrict minimum size ot the current height.]]
         }
      }
      part_cursor_style_set {
         [[Sets a specific cursor style for an edje part.]]
         return: bool; [[True on success or false on failure, that may be
                         part not exists or it did not had a cursor set.]]
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
            @in style: const(char)*; [[The theme style to use (default,
                                       transparent, ...).]]
         }
      }
      part_cursor_style_get @const {
         [[Get a specific cursor style for an edje part.]]
         return: const(char)*; [[The theme style in use, defaults to "default".
                                 If the object does not have a cursor set,
                                 then $null is returned.]]
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
         }
      }
      @property text {
         set {
            [[Set the text of the given part.]]
            return: bool;
         }
         get {
            [[Get the text set in the given part.]]
         }
         keys {
            part: const(char)* @nullable; [[The TEXT part where to set the text.]]
         }
         values {
            text: const(char)* @nullable; [[The text to set.]]
         }
      }
      signal_callback_add {
         [[Add a callback for a (Edje) signal emitted by a layout widget's
           underlying Edje object.

           This function connects a callback function to a signal emitted by
           the underlying Edje object of $obj. Globs are accepted in either
           the emission or source strings.
         ]]
         params {
            @in emission: const(char)*; [[The signal's name string.]]
            @in source: const(char)*; [[The signal's source string.]]
            @in func: Edje_Signal_Cb; [[The callback function to be executed
                                        when the signal is emitted.]]
            @in data: void * @optional; [[A pointer to data to pass in to the
                                          callback function.]]
         }
      }
      part_cursor_set {
         [[Sets a specific cursor for an edje part.]]
         return: bool; [[$true on success or $false on failure, that may be
                         part not exists or it has "mouse_events: 0".]]
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
            @in cursor: const(char)*; [[Cursor name to use, see Elementary_Cursor.h.]]
         }
      }
      part_cursor_get @const {
         [[Get the cursor to be shown when mouse is over an edje part.]]
         return: const(char)*;
         params {
            @in part_name: const(char)*; [[A part from loaded edje group.]]
         }
      }
      box_insert_before {
         [[Insert child to layout box part before a reference object.

           Once the object is inserted, it will become child of the layout.
           Its lifetime will be bound to the layout, whenever the layout
           dies the child will be deleted automatically. One should use
           @.box_remove to make this layout forget about the object.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The box part to insert.]]
            @in child: own(Evas.Object *); [[The child object to insert into box.]]
            @in reference: const(Evas.Object)*; [[Another reference object to insert before in box.]]
         }
      }
      box_insert_at {
         [[Insert child to layout box part at a given position.

           Once the object is inserted, it will become child of the layout.
           Its lifetime will be bound to the layout, whenever the layout
           dies the child will be deleted automatically. One should use
           @.box_remove to make this layout forget about the object.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The box part to insert.]]
            @in child: own(Evas.Object *); [[The child object to insert into box.]]
            @in pos: uint; [[The numeric position >=0 to insert the child.]]
         }
      }
      sub_object_add_enable {
         legacy: null;
         return: bool;
      }
      data_get @const {
         [[Get the edje data from the given layout.

           This function fetches data specified inside the edje theme of
           this layout. This function return NULL if data is not found.

           In EDC this comes from a data block within the group block that
           $obj was loaded from.
         ]]
         /* FIXME-doc
         @code
         collections {
         group {
         name: "a_group";
         data {
         item: "key1" "value1";
         item: "key2" "value2";
         }
         }
         }
         @endcode
         */
         return: const(char)*; [[The edje data string.]]
         params {
            @in key: const(char)*; [[The data key.]]
         }
      }
      box_append {
         [[Append child to layout box part.

           Once the object is appended, it will become child of the layout.
           Its lifetime will be bound to the layout, whenever the layout
           dies the child will be deleted automatically. One should use
           @.box_remove to make this layout forget about the object.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The box part to which the object will be appended.]]
            @in child: own(Evas.Object *); [[The child object to append to box.]]
         }
      }
      signal_callback_del {
         [[Remove a signal-triggered callback from a given layout widget.

           This function removes the last callback attached to a signal
           emitted by the undelying Edje object of $obj, with parameters
           $emission, $source and $func matching exactly those passed to a
           previous call to @.signal_callback_add. The data pointer that
           was passed to this call will be returned.
         ]]
         return: void *; [[The data pointer of the signal callback (passed on
                           @.signal_callback_add) or $null on errors.]]
         params {
            @in emission: const(char)*; [[The signal's name string.]]
            @in source: const(char)*; [[The signal's source string.]]
            @in func: Edje_Signal_Cb; [[The callback function being executed
                                        when the signal was emitted.]]
         }
      }
      thaw {
         [[Thaws the Elementary object.

           This function thaws the given Edje object and the Elementary
           sizing calc.

           Note: If sucessives freezes were done, an equal number of
           thaws will be required.

           See also @.freeze.
         ]]
         return: int; [[The frozen state or 0 if the object is not frozen or on error.]]
      }
      box_prepend {
         [[Prepend child to layout box part.

           Once the object is prepended, it will become child of the layout.
           Its lifetime will be bound to the layout, whenever the layout
           dies the child will be deleted automatically. One should use
           @.box_remove to make this layout forget about the object.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The box part to which the object will be prepended.]]
            @in child: own(Evas.Object *); [[The child object to prepend to box.]]
         }
      }
      signal_emit {
         [[Send a (Edje) signal to a given layout widget's underlying Edje
           object.

           This function sends a signal to the underlying Edje object of
           $obj. An Edje program on that Edje object's definition can
           respond to a signal by specifying matching 'signal' and
           'source' fields.
         ]]
         params {
            @in emission: const(char)*; [[The signal's name string.]]
            @in source: const(char)*; [[The signal's source string.]]
         }
      }
      table_pack {
         [[Insert child to layout table part.

           Once the object is inserted, it will become child of the table.
           Its lifetime will be bound to the layout, and whenever the layout
           dies the child will be deleted automatically. One should use
           @.table_unpack to make this layout forget about the object.

           If $colspan or $rowspan are bigger than 1, that object will occupy
           more space than a single cell.

           See also @.table_unpack, @.table_clear.
         ]]
         /* FIXME-doc
         For instance, the following code:
         @code
         elm_layout_table_pack(layout, "table_part", child, 0, 1, 3, 1);
         @endcode

         Would result in an object being added like the following picture:

         @image html layout_colspan.png
         @image latex layout_colspan.eps width=\textwidth
         */
         return: bool;
         params {
            @in part: const(char)*; [[The box part to pack child.]]
            @in child: own(Evas.Object *); [[The child object to pack into table.]]
            @in col: ushort; [[The column to which the child should be added. (>= 0)]]
            @in row: ushort; [[The row to which the child should be added. (>= 0)]]
            @in colspan: ushort; [[How many columns should be used to store this object. (>= 1)]]
            @in rowspan: ushort; [[How many rows should be used to store this object. (>= 1)]]
         }
      }
      part_cursor_unset {
         [[Unsets a cursor previously set with @.part_cursor_set.]]
         return: bool;
         params {
            @in part_name: const(char)*; [[A part from loaded edje group,
                                           that had a cursor set wit
                                           @.part_cursor_set.]]
         }
      }
      table_clear {
         [[Remove all the child objects of the given part table.

           The objects will be removed from the table part and their
           lifetime will not be handled by the layout anymore. This
           is equivalent to @.table_unpack for all table children.
         ]]
         return: bool;
         params {
            @in part: const(char)*; [[The table part name to remove child.]]
            @in clear: bool; [[If true, then all objects will be deleted as
                               well, otherwise they will just be removed and
                               will be dangling on the canvas.]]
         }
      }
   }
   implements {
      class.constructor;
      Eo.Base.constructor;
      Eo.Base.dbg_info_get;
      Efl.File.file.set;
      Efl.File.file.get;
      Evas.Object_Smart.del;
      Evas.Object_Smart.add;
      Evas.Object_Smart.calculate;
      Elm.Widget.focus_direction;
      Elm.Widget.sub_object_add;
      Elm.Widget.theme_apply;
      Elm.Widget.focus_direction_manager_is;
      Elm.Widget.focus_next_manager_is;
      Elm.Widget.focus_next;
      Elm.Widget.disable;
      Elm.Widget.sub_object_del;
      Elm.Widget.on_focus;
      Elm.Container.content_get;
      Elm.Container.content_set;
      Elm.Container.content_unset;
      Elm.Container.content_swallow_list.get;
   }
   events {
      theme,changed;
   }

}