2019-02-14 08:37:02 -08:00
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class @beta Efl.Canvas.Video extends Efl.Canvas.Group implements Efl.File, Efl.Player, Efl.Gfx.Image, Efl.Gfx.Image_Load_Controller
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2016-11-10 05:40:15 -08:00
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{
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[[Efl canvas video class]]
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2015-05-07 08:36:45 -07:00
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methods {
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@property option {
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set {
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2015-06-10 06:34:54 -07:00
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[[Set the specified option for the current module.
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This function allows one to mute the video or audio of the
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emotion object.
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Please don't use this function, consider using
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@Efl.Player.mute instead.
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]]
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}
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values {
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opt: string; [[The option that is being set. Currently
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supported options: "video" and "audio".]]
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val: string; [[The value of the option. Currently only
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supports "off" (?!?!?!)]]
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}
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}
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@property engine {
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set {
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[[Initializes an emotion object with the specified module.
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This function is required after creating the emotion object,
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in order to specify which module will be used with this
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object. Different objects can use different modules to
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play a media file. The current supported modules are
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gstreamer and xine.
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To use any of them, you need to make sure that support for
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them was compiled correctly.
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It's possible to disable the build of a module with
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--disable-module_name.
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2018-11-28 04:33:46 -08:00
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See also @Efl.File.file.
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]]
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return: bool; [[$true if the specified module was successfully
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initialized for this object, $false otherwise.]]
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}
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values {
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module_filename: string; [[The name of the module to be
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used (gstreamer or xine).]]
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}
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}
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}
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implements {
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Efl.Object.constructor;
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Efl.Gfx.Entity.position { set; }
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Efl.Gfx.Entity.size { set; }
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Efl.File.load;
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Efl.File.file { set; }
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Efl.File.loaded { get; }
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Efl.Player.play { get; set; }
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Efl.Player.pos { get; set; }
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Efl.Player.progress { get; }
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Efl.Player.volume { get; set; }
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Efl.Player.mute { get; set; }
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Efl.Player.length { get; }
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Efl.Player.seekable { get; }
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Efl.Gfx.Image_Load_Controller.load_size { get; }
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Efl.Gfx.Image.ratio { get; }
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Efl.Gfx.Image.smooth_scale { get; set; }
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}
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events {
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efl: Add missing event types
Summary:
All events must have a type now, otherwise bindings don't know how to handle
the event_info field.
Most of the missing event types were actually "void" (no event_info present).
Some struct definitions had to be moved to eo instead of h files, so they
are available to bindings. Some have not, and are marked with FIXME.
Some namespaces have been fixed (like Efl_Event_Cb -> Efl.Event_Cb).
In general, there are hundreds of changed files, but mostly to add a type which
was not present before, so there's no harm done.
Also, A lot of FIXMEs have been added which should be, like, fixed.
For example, some events can send different types of event_info, which is
very inconvenient (and error prone).
Test Plan: make with c# bindings works, make check and make examples work too.
Reviewers: cedric, q66, lauromoura
Subscribers: zmike
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D6169
2018-05-11 08:20:40 -07:00
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frame,decode: void; [[Called when the frame was decoded]]
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position,change: void; [[Called when the position changed]]
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length,change: void; [[Called when the length changed]]
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frame,resize: void; [[Called when the frame was resized]]
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playback,start: void; [[Called when playback started]]
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playback,stop: void; [[Called when playback stopped]]
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volume,change: void; [[Called when volume changed]]
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channels,change: void; [[Called when the channels changed]]
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title,change: void; [[Called when the title changed]]
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progress,change: void; [[Called when the progress changed]]
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ref,change: void; [[Called when ref changed]]
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button,num,change: void; [[Called when button number changed]]
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button,change: void; [[Called when button changed]]
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open,done: void; [[Called when the files was opened]]
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position,save,done: void; [[Called when the position was saved]]
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position,save,fail: void; [[Called when saving the position failed]]
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position,load,done: void; [[Called when the position loaded]]
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position,load,fail: void; [[Called when loading the position failed]]
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}
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}
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/* FIXME: Need to be added:
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EAPI double emotion_object_buffer_size_get (const Evas_Object *obj);
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EAPI const char *emotion_object_progress_info_get (const Evas_Object *obj);
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Everything starting from (needs to be added):
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EAPI int emotion_object_audio_channel_count (const Evas_Object *obj);
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Should this be part of player or emotion object?
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EAPI void emotion_object_event_simple_send (Evas_Object *obj, Emotion_Event ev);
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Deliberations:
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Should this really implement the image interface?
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*/
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