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
This commit is contained in:
Srivardhan Hebbar 2015-07-14 10:41:24 +01:00 committed by Daniel Kolesa
parent a3d68321b8
commit 3f21c0eda5
1 changed files with 66 additions and 92 deletions

View File

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