efl.interfaces: Doc conversion of efl_gfx_stack.eo
Summary: Signed-off-by: Srivardhan Hebbar <sri.hebbar@samsung.com> Reviewers: cedric, tasn, q66 Reviewed By: q66 Subscribers: cedric Differential Revision: https://phab.enlightenment.org/D2809
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@ -3,149 +3,123 @@ interface Efl.Gfx.Stack {
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methods {
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@property layer {
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set {
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/*@
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Sets the layer of its canvas that the given object will be part of.
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[[Sets the layer of its canvas that the given object will be part of.
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If you don't use this function, you'll be dealing with an @b unique
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layer of objects, the default one. Additional layers are handy when
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you don't want a set of objects to interfere with another set with
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regard to @b stacking. Two layers are completely disjoint in that
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matter.
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If you don't use this function, you'll be dealing with an unique
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layer of objects, the default one. Additional layers are handy when
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you don't want a set of objects to interfere with another set with
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regard to stacking. Two layers are completely disjoint in that
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matter.
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This is a low-level function, which you'd be using when something
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should be always on top, for example.
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This is a low-level function, which you'd be using when something
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should be always on top, for example.
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@warning Be careful, it doesn't make sense to change the layer of
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smart objects' children. Smart objects have a layer of their own,
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which should contain all their children objects.
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Warning: Be careful, it doesn't make sense to change the layer of
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smart objects' children. Smart objects have a layer of their own,
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which should contain all their children objects.
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@see evas_object_layer_get() */
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See also @.layer.get()]]
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}
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get {
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/*@
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Retrieves the layer of its canvas that the given object is part of.
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[[Retrieves the layer of its canvas that the given object is part of.
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@return Number of its layer
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@see evas_object_layer_set() */
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See also @.layer.set()]]
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}
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values {
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l: short; /*@ The number of the layer to place the object on.
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Must be between #EVAS_LAYER_MIN and #EVAS_LAYER_MAX. */
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l: short; [[The number of the layer to place the object on.
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Must be between #EVAS_LAYER_MIN and #EVAS_LAYER_MAX.]]
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}
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}
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@property below {
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get {
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/*@
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Get the Evas object stacked right below @p obj
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[[Get the Evas object stacked right below $obj
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@return the #Efl_Gfx_Stack directly below @p obj, if any, or @c NULL,
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if none
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This function will traverse layers in its search, if there are
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objects on layers below the one $obj is placed at.
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This function will traverse layers in its search, if there are
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objects on layers below the one @p obj is placed at.
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@see evas_object_layer_get()
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@see evas_object_layer_set()
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@see evas_object_below_get() */
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return: Efl.Gfx.Stack * @warn_unused;
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See also @.layer.get(), @.layer.set() and @.below.get()]]
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return: Efl.Gfx.Stack * @warn_unused; [[the #Efl_Gfx_Stack directly below $obj, if any,
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or $null, if none]]
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}
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}
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@property above {
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get {
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/*@
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Get the Evas object stacked right above @p obj
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[[Get the Evas object stacked right above $obj
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@return the #Efl_Gfx_Stack directly above @p obj, if any, or @c NULL,
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if none
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This function will traverse layers in its search, if there are
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objects on layers above the one $obj is placed at.
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This function will traverse layers in its search, if there are
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objects on layers above the one @p obj is placed at.
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@see evas_object_layer_get()
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@see evas_object_layer_set()
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@see evas_object_below_get() */
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return: Efl.Gfx.Stack * @warn_unused;
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See also @.layer.get(), @.layer.set() and @.below.get()]]
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return: Efl.Gfx.Stack * @warn_unused; [[the #Efl_Gfx_Stack directly below $obj, if any,
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or $null, if none]]
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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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[[Stack $obj immediately $below
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Objects, in a given canvas, 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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Objects, in a given canvas, 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 layer</b> in a given canvas, otherwise it will fail (and
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accomplish nothing).
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This function is intended to be used with objects belonging to
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the same layer in a given canvas, otherwise it will fail (and
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accomplish nothing).
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If you have smart objects on your canvas and @p obj is a member of
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one of them, then @p below must also be a member of the same
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smart object.
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If you have smart objects on your canvas and $obj is a member of
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one of them, then $below must also be a member of the same
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smart object.
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Similarly, if @p obj is not a member of a smart object, @p below
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must not be either.
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Similarly, if $obj is not a member of a smart object, $below
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must not be either.
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@see evas_object_layer_get()
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@see evas_object_layer_set()
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@see evas_object_stack_below() */
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See also @.layer.get(), @.layer.set() and @.stack_below()]]
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params {
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@in below: Efl.Gfx.Stack * @nonull; /*@ the object below which to stack */
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@in below: Efl.Gfx.Stack * @nonull; [[the object below which to stack]]
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}
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}
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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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[[Raise $obj to the top of its layer.
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@p obj will, then, be the highest one in the layer it belongs
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to. Object on other layers won't get touched.
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$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_object_stack_above()
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@see evas_object_stack_below()
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@see evas_object_lower() */
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See also @.stack_above(), @.stack_below() and @.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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[[Stack $obj immediately $above
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Objects, in a given canvas, 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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Objects, in a given canvas, 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 layer</b> in a given canvas, otherwise it will fail (and
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accomplish nothing).
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This function is intended to be used with objects belonging to
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the same layer in a given canvas, otherwise it will fail (and
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accomplish nothing).
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If you have smart objects on your canvas and @p obj is a member of
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one of them, then @p above must also be a member of the same
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smart object.
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If you have smart objects on your canvas and $obj is a member of
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one of them, then $above must also be a member of the same
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smart object.
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Similarly, if @p obj is not a member of a smart object, @p above
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must not be either.
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Similarly, if $obj is not a member of a smart object, $above
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must not be either.
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@see evas_object_layer_get()
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@see evas_object_layer_set()
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@see evas_object_stack_below() */
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See also @.layer.get(), @.layer.set() and @.stack_below()]]
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params {
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@in above: Efl.Gfx.Stack * @nonull; /*@ the object above which to stack */
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@in above: Efl.Gfx.Stack * @nonull; [[the object above 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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[[Lower $obj to the bottom of its layer.
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@p obj will, then, be the lowest one in the layer it belongs
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to. Objects on other layers won't get touched.
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$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_object_stack_above()
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@see evas_object_stack_below()
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@see evas_object_raise() */
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See also @.stack_above(), @.stack_below() and @.raise() ]]
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}
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}
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