2015-04-03 07:12:59 -07:00
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abstract Evas.VG_Node (Eo.Base)
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{
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eo_prefix: evas_vg_node;
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legacy_prefix: null;
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properties {
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transformation {
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set {
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}
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get {
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}
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values {
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const(Eina_Matrix3) *m;
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}
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}
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origin {
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set {
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}
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get {
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}
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values {
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double x;
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double y;
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}
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}
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visibility {
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set {
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/*@ Makes the given Evas_VG node visible or invisible. */
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}
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get {
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/*@ Retrieves whether or not the given Evas_VG node is visible. */
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}
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values {
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Eina_Bool v; /*@ @c EINA_TRUE if to make the object visible, @c EINA_FALSE otherwise */
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}
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}
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color {
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set {
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/*@
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Sets the general/main color of the given Evas_VG node to the given
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one.
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@note These color values are expected to be premultiplied by @p a.
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@ingroup Evas_VG_Node_Group */
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}
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get {
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/*@
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Retrieves the general/main color of the given Evas_VG node.
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Retrieves the “main” color's RGB component (and alpha channel)
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values, <b>which range from 0 to 255</b>. For the alpha channel,
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which defines the object's transparency level, 0 means totally
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transparent, while 255 means opaque. These color values are
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premultiplied by the alpha value.
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@note Use @c NULL pointers on the components you're not interested
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in: they'll be ignored by the function.
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@ingroup Evas_VG_Node_Group */
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}
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values {
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int r; /*@ The red component of the given color. */
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int g; /*@ The green component of the given color. */
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int b; /*@ The blue component of the given color. */
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int a; /*@ The alpha component of the given color. */
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}
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}
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mask {
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set {
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}
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get {
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}
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values {
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Evas_VG_Node *m;
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}
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}
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/* quality {
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set {
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}
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get {
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}
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values {
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Evas_VG_Quality q;
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}
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} */
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}
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methods {
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bound_get {
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2015-04-03 07:14:52 -07:00
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/*@
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Give the bounding box in screen coordinate as being drawn.
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It will start as the control box until it is refined once
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the shape is computed.
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*/
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return: bool @warn_unused;
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params {
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@out Eina_Rectangle r;
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}
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}
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original_bound_get {
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/*@
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Give the bounding box in screen coordinate as defined in
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the file or at the insertion of the object (before any scaling).
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*/
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2015-04-03 07:12:59 -07:00
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return: bool @warn_unused;
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params {
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@out Eina_Rectangle r;
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}
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}
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2015-04-03 07:14:52 -07:00
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2015-04-03 07:12:59 -07:00
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raise {
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/*@
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Raise @p obj to the top of its layer.
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@p obj will, then, be the highest one in the layer it belongs
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to. Object on other layers won't get touched.
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@see evas_vg_node_stack_above()
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@see evas_vg_node_stack_below()
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@see evas_vg_node_lower() */
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}
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stack_above {
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/*@
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Stack @p obj immediately above @p above
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Objects, in a given Evas_VG_Container, are stacked in the order they get added
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to it. This means that, if they overlap, the highest ones will
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cover the lowest ones, in that order. This function is a way to
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change the stacking order for the objects.
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This function is intended to be used with <b>objects belonging to
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the same container</b>, otherwise it will fail (and
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accomplish nothing).
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@see evas_vg_node_stack_below() */
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params {
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@in Evas_VG_Node *above @nonull; /*@ the object above which to stack */
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}
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}
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stack_below {
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/*@
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Stack @p obj immediately below @p below
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Objects, in a given container, are stacked in the order they get added
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to it. This means that, if they overlap, the highest ones will
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cover the lowest ones, in that order. This function is a way to
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change the stacking order for the objects.
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This function is intended to be used with <b>objects belonging to
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the same container</b>, otherwise it will fail (and
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accomplish nothing).
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@see evas_vg_node_layer_get()
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@see evas_vg_node_layer_set()
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@see evas_vg_node_stack_below() */
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params {
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@in Evas_Object *below @nonull; /*@ the object below which to stack */
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}
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}
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lower {
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/*@
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Lower @p obj to the bottom of its layer.
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@p obj will, then, be the lowest one in the layer it belongs
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to. Objects on other layers won't get touched.
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@see evas_vg_node_stack_above()
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@see evas_vg_node_stack_below()
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@see evas_vg_node_raise() */
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}
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}
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implements {
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Eo.Base.parent.set;
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Eo.Base.constructor;
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@virtual .bound_get;
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}
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}
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