docs: Move property docs to property level instead of set/get

Eolian @properties should be documented at the property level, and
documentation at the setter or getter level should be left to setter-
or getter-specific comments. There is usually no need at all to have
setter- or getter- specific comments.
Also, a property is not a method so descriptions should match that.

This patch removes lots of duplicated text, and will allow enabling
by default the eolian check that ensures that properties have proper
property-level docs.

No functional changes.
This commit is contained in:
Xavi Artigas 2019-09-13 12:25:49 +02:00
parent 5e9b301533
commit 8c09c1cae8
56 changed files with 1130 additions and 1466 deletions

View File

@ -79,18 +79,18 @@ class @beta Ecore.Audio.In extends Ecore.Audio
}
}
@property output {
[[The output that this input is attached to
]]
get {
[[Gets the output that this input is attached to
]]
}
values {
output: Ecore.Audio; [[The output]] /* FIXME-cyclic Should be Ecore.Audio.Out */
}
}
@property remaining {
[[The remaining time of the input
]]
get {
[[Gets the remaining time of the input
]]
}
values {
remaining: double; [[The amount of time in seconds left to play]]

View File

@ -22,10 +22,8 @@ class @beta Efl.Canvas.Layout extends Efl.Canvas.Group implements Efl.File, Efl.
value.
]]
get {
[[Get the current state of animation, $true by default.]]
}
set {
[[Start or stop animating this object.]]
}
values {
on: bool; [[The animation state, $true by default.]]
@ -37,15 +35,14 @@ class @beta Efl.Canvas.Layout extends Efl.Canvas.Group implements Efl.File, Efl.
return: iterator<string> @move; [[Part name iterator]]
}
@property seat {
[[The seat device given its Edje's name.
Edje references seats by a name that differs from Evas.
Edje naming follows a incrementional convention: first
registered name is "seat1", second is "seat2", differently
from Evas.
]]
get {
[[Returns the seat device given its Edje's name.
Edje references seats by a name that differs from Evas.
Edje naming follows a incrementional convention: first
registered name is "seat1", second is "seat2", differently
from Evas.
]]
return: Efl.Input.Device; [[The seat device or $null if not found.]]
}
keys {
@ -53,14 +50,14 @@ class @beta Efl.Canvas.Layout extends Efl.Canvas.Group implements Efl.File, Efl.
}
}
@property seat_name {
get {
[[Gets the name given to a set by Edje.
[[The name given to a set by Edje.
Edje references seats by a name that differs from Evas.
Edje naming follows a incrementional convention: first
registered name is "seat1", second is "seat2", differently
from Evas.
]]
Edje references seats by a name that differs from Evas.
Edje naming follows a incrementional convention: first
registered name is "seat1", second is "seat2", differently
from Evas.
]]
get {
return: stringshare; [[The name's character string or $null if not found.]]
}
keys {
@ -68,8 +65,8 @@ class @beta Efl.Canvas.Layout extends Efl.Canvas.Group implements Efl.File, Efl.
}
}
@property layout_load_error {
[[The (last) file loading error for a given object.]]
get {
[[Gets the (last) file loading error for a given object.]]
}
values {
error: Eina.Error; [[The load error code.]]

View File

@ -8,87 +8,87 @@ interface Efl.Layout.Group
]]
methods {
@property group_size_min {
get {
[[Gets the minimum size specified -- as an EDC property -- for a
given Edje object
[[The minimum size specified -- as an EDC property -- for a
given Edje object
This function retrieves the obj object's minimum size values, as
declared in its EDC group definition. For instance, for an Edje
object of minimum size 100x100 pixels:
collections {
group {
name: "a_group";
min: 100 100;
}
This property retrieves the obj object's minimum size values, as
declared in its EDC group definition. For instance, for an Edje
object of minimum size 100x100 pixels:
collections {
group {
name: "a_group";
min: 100 100;
}
}
Note: If the $min EDC property was not declared for this object,
this call will return 0x0.
Note: If the $min EDC property was not declared for this object,
this call will return 0x0.
Note: On failure, this function also return 0x0.
Note: On failure, this function also return 0x0.
See also @.group_size_max.
]]
See also @.group_size_max.
]]
get {
}
values {
min: Eina.Size2D; [[The minimum size as set in EDC.]]
}
}
@property group_size_max {
get {
[[Gets the maximum size specified -- as an EDC property -- for a
given Edje object
[[The maximum size specified -- as an EDC property -- for a
given Edje object
This function retrieves the object's maximum size values, as
declared in its EDC group definition. For instance, for an Edje
object of maximum size 100x100 pixels:
collections {
group {
name: "a_group";
max: 100 100;
}
This property retrieves the object's maximum size values, as
declared in its EDC group definition. For instance, for an Edje
object of maximum size 100x100 pixels:
collections {
group {
name: "a_group";
max: 100 100;
}
}
Note: If the $max EDC property was not declared for the object,
this call will return the maximum size a given Edje object may
have, for each axis.
Note: If the $max EDC property was not declared for the object,
this call will return the maximum size a given Edje object may
have, for each axis.
Note: On failure, this function will return 0x0.
Note: On failure, this function will return 0x0.
See also @.group_size_min.
]]
See also @.group_size_min.
]]
get {
}
values {
max: Eina.Size2D; [[The maximum size as set in EDC.]]
}
}
@property group_data {
get {
[[Retrives an EDC data field's value from a given Edje object's group.
[[The EDC data field's value from a given Edje object's group.
This function fetches an EDC data field's value, which is declared
on the objects building EDC file, under its group. EDC data blocks
are most commonly used to pass arbitrary parameters from an
application's theme to its code.
This property represents an EDC data field's value, which is declared
on the objects building EDC file, under its group. EDC data blocks
are most commonly used to pass arbitrary parameters from an
application's theme to its code.
EDC data fields always hold strings as values, hence the return
type of this function. Check the complete "syntax reference" for
EDC files.
EDC data fields always hold strings as values, hence the return
type of this function. Check the complete "syntax reference" for
EDC files.
This is how a data item is defined in EDC:
collections {
group {
name: "a_group";
data {
item: "key1" "value1";
item: "key2" "value2";
}
This is how a data item is defined in EDC:
collections {
group {
name: "a_group";
data {
item: "key1" "value1";
item: "key2" "value2";
}
}
}
Warning: Do not confuse this call with edje_file_data_get(), which
queries for a global EDC data field on an EDC declaration file.
]]
Warning: Do not confuse this call with edje_file_data_get(), which
queries for a global EDC data field on an EDC declaration file.
]]
get {
}
keys {
key: string; [[The data field's key string]]

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@ -3,8 +3,8 @@ interface @beta Efl.Cached.Item
[[Efl Cached Item interface]]
methods {
@property memory_size {
[[The memory size associated with an object.]]
get {
[[Get the memory size associated with an object.]]
}
values {
consumed: uint; [[Bytes of memory consumed by this object.]]

View File

@ -9,20 +9,18 @@ interface Efl.Canvas.Pointer
methods {
/* FIXME Efl.Input.Device is not stable yet*/
@property pointer_inside @beta {
[[Whether the mouse pointer is logically inside the canvas.
This value is $false or $true, depending on whether a pointer,in or pointer,out
event has been previously received.
A return value of $true indicates the mouse is logically
inside the canvas, and $false implies it is logically
outside the canvas.
A canvas begins with the mouse being assumed outside ($false).
]]
get {
[[Returns whether the mouse pointer is logically inside the
canvas.
When this function is called it will return a value of either
$false or $true, depending on whether a pointer,in or pointer,out
event has been called previously.
A return value of $true indicates the mouse is logically
inside the canvas, and $false implies it is logically
outside the canvas.
A canvas begins with the mouse being assumed outside ($false).
]]
}
keys {
seat: Efl.Input.Device @optional; [[The seat to consider, if $null

View File

@ -9,17 +9,17 @@ interface Efl.Canvas.Scene
]]
methods {
@property image_max_size {
[[The maximum image size the canvas can possibly handle.
This function returns the largest image or surface size that
the canvas can handle in pixels, and if there is one, returns $true.
It returns $false if no extra constraint on maximum image
size exists.
The default limit is 65535x65535.
]]
get {
[[Get the maximum image size the canvas can possibly handle.
This function returns the largest image or surface size that
the canvas can handle in pixels, and if there is one, returns $true.
It returns $false if no extra constraint on maximum image
size exists.
The default limit is 65535x65535.
]]
return: bool; [[$true on success, $false otherwise]]
}
values {
@ -33,8 +33,8 @@ interface Efl.Canvas.Scene
]]
}
@property group_objects_calculating {
[[Get if the canvas is currently calculating group objects.]]
get {
[[Get if the canvas is currently calculating group objects.]]
}
values {
calculating: bool; [[$true if currently calculating group objects.]]
@ -213,12 +213,12 @@ interface Efl.Canvas.Scene
}
/* FIXME Efl.Input.Device is not stable yet*/
@property pointer_position @beta {
get {
[[This function returns the current known pointer coordinates
[[The current known pointer coordinates.
This function returns the current position of the main input
pointer (mouse, pen, etc...).
]]
This function returns the current position of the main input
pointer (mouse, pen, etc...).
]]
get {
return: bool; [[$true if a pointer exists for the given seat, otherwise $false.]]
}
keys {

View File

@ -7,62 +7,50 @@ mixin Efl.File requires Efl.Object {
]]
methods {
@property mmap {
[[The mmaped file from where an object will fetch the real
data (it must be an @Eina.File).
If mmap is set during object construction, the object will automatically
call @.load during the finalize phase of construction.
]]
set {
[[Set the mmaped file from where an object will fetch the real
data (it must be an @Eina.File).
If mmap is set during object construction, the object will automatically
call @.load during the finalize phase of construction.
]]
return: Eina.Error; [[0 on success, error code otherwise]]
}
get {
[[Get the mmaped file from where an object will fetch the real
data (it must be an @Eina.File).
]]
}
values {
f: const(Eina.File) @by_ref; [[The handle to the @Eina.File that will be used]]
}
}
@property file {
[[The file path from where an object will fetch the data.
If file is set during object construction, the object will automatically
call @.load during the finalize phase of construction.
You must not modify the strings on the returned pointers.
]]
set {
[[Set the file path from where an object will fetch the data.
If file is set during object construction, the object will automatically
call @.load during the finalize phase of construction.
]]
return: Eina.Error; [[0 on success, error code otherwise]]
}
get {
[[Retrieve the file path from where an object is to fetch the data.
You must not modify the strings on the returned pointers.
]]
}
values {
file: string; [[The file path.]]
}
}
@property key {
set {
[[Set the key which corresponds to the target data within a file.
[[The key which corresponds to the target data within a file.
Some filetypes can contain multiple data streams which are indexed by
a key. Use this property for such cases.
]]
Some file types can contain multiple data streams which are indexed by
a key. Use this property for such cases (See for example @Efl.Ui.Image or
@Efl.Ui.Layout).
You must not modify the strings on the returned pointers.
]]
set {
}
get {
[[Get the previously-set key which corresponds to the target data within a file.
Some filetypes can contain multiple data streams which are indexed by
a key. Use this property for such cases (See for example @Efl.Ui.Image or
@Efl.Ui.Layout).
You must not modify the strings on the returned pointers.
]]
}
values {
key: string; [[The group that the data belongs to. See the class documentation
@ -71,9 +59,9 @@ mixin Efl.File requires Efl.Object {
}
}
@property loaded {
[[The load state of the object.
]]
get {
[[Get the load state of the object.
]]
}
values {
loaded: bool; [[$true if the object is loaded, $false otherwise.]]

View File

@ -9,35 +9,28 @@ mixin Efl.Gfx.Color
data: null;
methods {
@property color @pure_virtual {
[[The general/main color of the given Evas object.
Represents the main color's RGB component (and alpha channel)
values, which range from 0 to 255. For the alpha channel,
which defines the object's transparency level, 0 means totally
transparent, while 255 means opaque. These color values are
premultiplied by the alpha value.
Usually you'll use this attribute for text and rectangle objects,
where the main color is the only color. If set for objects
which themselves have colors, like the images one, those colors
get modulated by this one.
All newly created Evas rectangles get the default color
values of 255 255 255 255 (opaque white).
When reading this property, use $NULL pointers on the components you're not interested
in and they'll be ignored by the function.
]]
set {
[[Sets the general/main color of the given Evas object to the given
one.
See also @.color.get (for an example)
These color values are expected to be premultiplied by alpha.
]]
}
get {
[[Retrieves the general/main color of the given Evas object.
Retrieves the main color's RGB component (and alpha channel)
values, which range from 0 to 255. For the alpha channel,
which defines the object's transparency level, 0 means totally
transparent, while 255 means opaque. These color values are
premultiplied by the alpha value.
Usually youll use this attribute for text and rectangle objects,
where the main color is their unique one. If set for objects
which themselves have colors, like the images one, those colors
get modulated by this one.
All newly created Evas rectangles get the default color
values of 255 255 255 255 (opaque white).
Use null pointers on the components you're not interested
in: they'll be ignored by the function.
]]
}
values {
r: int;
@ -47,15 +40,11 @@ mixin Efl.Gfx.Color
}
}
@property color_code {
[[Hexadecimal color code of given Evas object (#RRGGBBAA).
]]
set {
[[Set the color of given Evas object to the given hex color code(#RRGGBBAA).
e.g. efl_gfx_color_code_set(obj, "#FFCCAACC");
]]
}
get {
[[Get hex color code of given Evas object.
This returns a short lived hex color code string.
]]
}
values {
colorcode: string; [[the hex color code.]]

View File

@ -6,34 +6,27 @@ mixin @beta Efl.Gfx.Color_Class
data: null;
methods {
@property color_class @pure_virtual {
[[Color for the color class.
This property sets the color values for a color class. This will
cause all edje parts in the specified object that have the specified
color class to have their colors multiplied by these values.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the last two only apply
to text parts).
Setting color emits a signal "color_class,set" with source being
the given color.
When retrieving the color of an object, if no explicit
object color is set, then global values will be used.
Note: These color values are expected to be premultiplied by $a.]]
set {
[[Set the color of color class.
This function sets the color values for a color class. This will
cause all edje parts in the specified object that have the specified
color class to have their colors multiplied by these values.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Setting color emits a signal "color_class,set" with source being
the given color.
Note: These color values are expected to be premultiplied by $a.]]
return: bool; [[$true if setting the color succeeded, $false otherwise]]
}
get {
[[Get the color of color class.
This function gets the color values for a color class. If no explicit
object color is set, then global values will be used.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Note: These color values are expected to be premultiplied by $a.]]
return: bool; [[$true if getting the color succeeded, $false otherwise]]
}
keys {
@ -48,36 +41,27 @@ mixin @beta Efl.Gfx.Color_Class
}
}
@property color_class_code {
[[Hexadecimal color code string of the color class.
This property sets the color values for a color class. This will
cause all edje parts in the specified object that have the specified
color class to have their colors multiplied by these values.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the last two only apply
to text parts).
Setting color emits a signal "color_class,set" with source being
the given color.
When retrieving the color of an object, if no explicit
object color is set, then global values will be used.
Note: These color values are expected to be premultiplied by the alpha.]]
set {
[[Set the hex color string of color class.
This function sets the color values for a color class. This will
cause all edje parts in the specified object that have the specified
color class to have their colors multiplied by these values.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Setting color emits a signal "color_class,set" with source being
the given color.
Note: These color values are expected to be premultiplied by the alpha.]]
return: bool; [[$true if setting the color succeeded, $false otherwise]]
}
get {
[[Get the hex color string of color class.
This function gets the color values for a color class. If no explicit
object color is set, then global values will be used.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Returns $NULL if the color class cannot be fetched.
Note: These color values are expected to be premultiplied by $a.]]
}
keys {
color_class: string; [[The name of color class]]
@ -88,10 +72,10 @@ mixin @beta Efl.Gfx.Color_Class
}
}
@property color_class_description @pure_virtual {
get {
[[Get the description of a color class.
[[Get the description of a color class.
This function gets the description of a color class in use by an object.]]
This function gets the description of a color class in use by an object.]]
get {
}
keys {
color_class: string; [[The name of color class]]

View File

@ -11,22 +11,19 @@ interface @beta Efl.Gfx.Filter
c_prefix: efl_gfx;
methods {
@property filter_program {
[[A graphical filter program on this object.
Valid for Text and Image objects at the moment.
The argument passed to this function is a string containing
a valid Lua program based on the filters API as described in
the "EFL Graphics Filters" reference page.
Set to $null to disable filtering.
]]
set {
[[Set a graphical filter program on this object.
Valid for Text and Image objects at the moment.
The argument passed to this function is a string containing
a valid Lua program based on the filters API as described in
the "EFL Graphics Filters" reference page.
Set to $null to disable filtering.
]]
}
get {
[[Gets the code of the filter program set on this object.
May be $null.
]]
}
values {
code: string; [[The Lua program source code.]]

View File

@ -14,12 +14,12 @@ interface @beta Efl.Gfx.Frame_Controller
methods {
@property animated {
get {
[[Check if an object can be animated (has multiple frames).
[[Whether an object can be animated (has multiple frames).
This will be $true for animated object for instance but $false
for a single frame object.
]]
This will be $true for animated object for instance but $false
for a single frame object.
]]
get {
}
values {
is_animated: bool; [[$true if the object is animated]]
@ -28,11 +28,9 @@ interface @beta Efl.Gfx.Frame_Controller
@property frame {
[[Index of the current frame of an animated object.
Ranges from 1 to @.frame_count. Valid only if @.animated.
Ranges from 1 to @.frame_count. Valid only if @.animated is $true.
]]
set {
[[Set the frame to current frame of an animated object.
]]
return: bool; [[Returns $true if the frame index is valid.]]
}
get {}
@ -41,58 +39,56 @@ interface @beta Efl.Gfx.Frame_Controller
}
}
@property frame_count {
get {
[[Get the total number of frames of the object, if animated.
[[The total number of frames of the object, if animated.
Returns -1 if not animated.
]]
Returns -1 if not animated.
]]
get {
return: int; [[The number of frames in the animated object.]]
}
}
@property loop_type {
/* FIXME: external type used from evas / emile */
[[The kind of looping the animated object does.
If it returns @Efl.Gfx.Frame_Controller_Loop_Hint.loop, you should
display frames in a sequence like: 1->2->3->1->2->3->1...
If it returns @Efl.Gfx.Frame_Controller_Loop_Hint.pingpong, it is
better to display frames in a sequence like:
1->2->3->2->1->2->3->1...
The default type is @Efl.Gfx.Frame_Controller_Loop_Hint.loop.
]]
get {
[[Get the kind of looping the animated object does.
This returns the kind of looping the animated object wants to do.
If it returns @Efl.Gfx.Frame_Controller_Loop_Hint.loop, you should
display frames in a sequence like: 1->2->3->1->2->3->1...
If it returns @Efl.Gfx.Frame_Controller_Loop_Hint.pingpong, it is
better to display frames in a sequence like:
1->2->3->2->1->2->3->1...
The default type is @Efl.Gfx.Frame_Controller_Loop_Hint.loop.
]]
return: Efl.Gfx.Frame_Controller_Loop_Hint; [[Loop type of the animated object.]]
}
}
@property loop_count {
[[The number times the animation of the object loops.
This returns loop count of animated object. The loop count is the number
of times the animation will play fully from first to last frame
until the animation should stop (at the final frame).
If 0 is returned, then looping should happen indefinitely
(no limit to the number of times it loops).
]]
get {
[[Get the number times the animation of the object loops.
This returns loop count of animated object. The loop count is the number
of times the animation will play fully from first to last frame
until the animation should stop (at the final frame).
If 0 is returned, then looping should happen indefinitely
(no limit to the number of times it loops).
]]
return: int; [[The number of loop of an animated object.]]
}
}
@property frame_duration {
[[The duration of a sequence of frames.
This returns total duration in seconds that the specified
sequence of frames should take.
If $start_frame is 1 and $frame_num is 0, this returns the
duration of frame 1. If $start_frame is 1 and $frame_num is 1,
this returns the total duration of frame 1 + frame 2.
]]
get {
[[Get the duration of a sequence of frames.
This returns total duration in seconds that the specified
sequence of frames should take.
If $start_frame is 1 and $frame_num is 0, this returns the
duration of frame 1. If $start_frame is 1 and $frame_num is 1,
this returns the total duration of frame 1 + frame 2.
]]
}
keys {
start_frame: int; [[The first frame, rangers from 1 to @.frame_count.]]

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@ -6,11 +6,10 @@ interface @beta Efl.Gfx.Gradient
c_prefix: efl_gfx_gradient;
methods {
@property stop {
[[The list of color stops for the gradient]]
set {
[[Set the list of color stops for the gradient]]
}
get {
[[Get the list of color stops.]]
}
values {
colors: ptr(const(Efl.Gfx.Gradient_Stop)); [[Color stops list]]
@ -18,16 +17,15 @@ interface @beta Efl.Gfx.Gradient
}
}
@property spread {
[[The spread method that should be used for this gradient.
The default is @Efl.Gfx.Gradient_Spread.pad.
]]
set {
[[Specifies the spread method that should be used for this gradient.]]
}
get {
[[Returns the spread method use by this gradient. The default is
EFL_GFX_GRADIENT_SPREAD_PAD.
]]
}
values {
s: Efl.Gfx.Gradient_Spread; [[Spread type to be used]]
s: Efl.Gfx.Gradient_Spread; [[Spread type to be used.]]
}
}
}

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@ -3,11 +3,10 @@ interface @beta Efl.Gfx.Gradient_Linear extends Efl.Gfx.Gradient
[[Efl graphics gradient linear interface]]
methods {
@property start {
[[The start point of this linear gradient.]]
set {
[[Sets the start point of this linear gradient.]]
}
get {
[[Gets the start point of this linear gradient.]]
}
values {
x: double; [[X co-ordinate of start point]]
@ -15,11 +14,10 @@ interface @beta Efl.Gfx.Gradient_Linear extends Efl.Gfx.Gradient
}
}
@property end {
[[The end point of this linear gradient.]]
set {
[[Sets the end point of this linear gradient.]]
}
get {
[[Gets the end point of this linear gradient.]]
}
values {
x: double; [[X co-ordinate of end point]]

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@ -3,11 +3,10 @@ interface @beta Efl.Gfx.Gradient_Radial extends Efl.Gfx.Gradient
[[Efl graphics gradient radial interface]]
methods {
@property center {
[[The center of this radial gradient.]]
set {
[[Sets the center of this radial gradient.]]
}
get {
[[Gets the center of this radial gradient.]]
}
values {
x: double; [[X co-ordinate of center point]]
@ -15,22 +14,20 @@ interface @beta Efl.Gfx.Gradient_Radial extends Efl.Gfx.Gradient
}
}
@property radius {
[[The radius of this radial gradient.]]
set {
[[Sets the center radius of this radial gradient.]]
}
get {
[[Gets the center radius of this radial gradient.]]
}
values {
r: double; [[Center radius]]
}
}
@property focal {
[[The focal point of this radial gradient.]]
set {
[[Sets the focal point of this radial gradient.]]
}
get {
[[Gets the focal point of this radial gradient.]]
}
values {
x: double; [[X co-ordinate of focal point]]

View File

@ -248,20 +248,14 @@ interface @beta Efl.Gfx.Image
}
}
@property scale_hint {
set {
[[Set the scale hint of a given image of the canvas.
[[The scale hint of a given image of the canvas.
This function sets the scale hint value of the given image
object in the canvas, which will affect how Evas is to cache
scaled versions of its original source image.
]]
The scale hint affects how Evas is to cache
scaled versions of its original source image.
]]
set {
}
get {
[[Get the scale hint of a given image of the canvas.
This function returns the scale hint value of the given image
object of the canvas.
]]
}
values {
hint: Efl.Gfx.Image_Scale_Hint; [[Scalable or static size hint,
@ -269,8 +263,8 @@ interface @beta Efl.Gfx.Image
}
}
@property image_load_error {
[[The (last) file loading error for a given object.]]
get {
[[Gets the (last) file loading error for a given object.]]
}
values {
error: Eina.Error; [[The load error code.]]

View File

@ -71,19 +71,13 @@ interface @beta Efl.Gfx.Image_Load_Controller
}
}
@property load_dpi {
set {
[[Set the DPI resolution of an image object's source image.
[[The DPI resolution of an image object's source image.
This function sets the DPI resolution of a given loaded canvas
image. Most useful for the SVG image loader.
]]
Most useful for the SVG image loader.
]]
set {
}
get {
[[Get the DPI resolution of a loaded image object in the canvas.
This function returns the DPI resolution of the given canvas
image.
]]
}
values {
dpi: double; [[The DPI resolution.]]
@ -99,22 +93,19 @@ interface @beta Efl.Gfx.Image_Load_Controller
}
}
@property load_region {
[[Inform a given image object to load a selective region of its
source image.
This property is useful when one is not showing all of an
image's area on its image object.
Note: The image loader for the image format in question has
to support selective region loading in order for this function
to work.
]]
set {
[[Inform a given image object to load a selective region of its
source image.
This function is useful when one is not showing all of an
image's area on its image object.
Note: The image loader for the image format in question has
to support selective region loading in order for this function
to work.
]]
}
get {
[[Retrieve the coordinates of a given image object's selective
(source image) load region.
]]
}
values {
region: Eina.Rect; [[A region of the image.]]
@ -159,14 +150,13 @@ interface @beta Efl.Gfx.Image_Load_Controller
}
}
@property load_skip_header {
[[Initial load should skip header check and leave it all to data load
[[Initial load should skip header check and leave it all to data load.
If this is true, then future loads of images will defer header
loading to a preload stage and/or data load later on rather than
at the start when the load begins (e.g. when file is set).
]]
set {
[[Set the skip header state for susbsequent loads of a file. ]]
}
get {}
values {

View File

@ -3,22 +3,18 @@ interface @beta Efl.Gfx.Size_Class
[[Efl Gfx Size Class interface]]
methods {
@property size_class {
set {
[[Set width and height of size class.
[[Width and height of size class.
This function sets width and height for a size class.
This will make all edje parts in the specified object that have
the specified size class update their size with given values.
]]
This property sets width and height for a size class.
This will make all edje parts in the specified object that have
the specified size class update their size with given values.
When reading, these values will only be valid until the size class is changed
or the edje object is deleted.
]]
set {
return: bool; [[$true, on success or $false, on error]]
}
get {
[[Get width and height of size class.
This function gets width and height for a size class.
These values will only be valid until the size class is changed
or the edje object is deleted.
]]
return: bool; [[$true, on success or $false, on error]]
}
keys {

View File

@ -10,28 +10,24 @@ interface Efl.Gfx.Stack
event_prefix: efl_gfx_entity;
methods {
@property layer {
[[The layer of its canvas that the given object will be part of.
If you don't use this property, you'll be dealing with a 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.
Warning: Don't change the layer of
smart objects' children. Smart objects have a layer of their own,
which should contain all their child objects.
]]
set {
[[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 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.
Warning: Don't change the layer of
smart objects' children. Smart objects have a layer of their own,
which should contain all their child objects.
See also @.layer.get()]]
}
get {
[[Retrieves the layer of its canvas that the given object is part of.
See also @.layer.set()]]
}
values {
l: short; [[The number of the layer to place the object on.
@ -39,25 +35,25 @@ interface Efl.Gfx.Stack
}
}
@property below {
[[The Evas object stacked right below this object.
This function will traverse layers in its search, if there are
objects on layers below the one $obj is placed at.
See also @.layer.]]
get {
[[Get the Evas object stacked right below $obj
This function will traverse layers in its search, if there are
objects on layers below the one $obj is placed at.
See also @.layer.get(), @.layer.set() and @.below.get()]]
return: Efl.Gfx.Stack @no_unused; [[The @Efl.Gfx.Stack object directly below $obj, if any,
or $null, if none.]]
}
}
@property above {
[[Get the Evas object stacked right above this object.
This function will traverse layers in its search, if there are
objects on layers above the one $obj is placed at.
See also @.layer and @.below]]
get {
[[Get the Evas object stacked right above $obj
This function will traverse layers in its search, if there are
objects on layers above the one $obj is placed at.
See also @.layer.get(), @.layer.set() and @.below.get()]]
return: Efl.Gfx.Stack @no_unused; [[The @Efl.Gfx.Stack object directly below $obj, if any,
or $null, if none.]]
}

View File

@ -5,18 +5,14 @@ interface @beta Efl.Gfx.Text_Class
[[Efl Gfx Text Class interface]]
methods {
@property text_class {
set {
[[Set Edje text class.
[[Font and font size from edje text class.
This function sets the text class for the Edje.]]
When reading the font string will only be valid until the text class is changed
or the edje object is deleted.]]
set {
return: bool; [[$true, on success or $false, on error]]
}
get {
[[Get font and font size from edje text class.
This function gets the font and the font size from text class.
The font string will only be valid until the text class is changed
or the edje object is deleted.]]
return: bool; [[$true, on success or $false, on error]]
}
keys {

View File

@ -19,22 +19,23 @@ interface @beta Efl.Model
c_prefix: efl_model;
methods {
@property properties {
[[Get properties from model.
Properties_get is due to provide callers a way the fetch the
current properties implemented/used by the model. The event
@[Efl.Model.properties,changed] will be raised to notify
listeners of any modifications in the properties.
See also @[Efl.Model.properties,changed].
]]
get {
[[Get properties from model.
Properties_get is due to provide callers a way the fetch the
current properties implemented/used by the model. The event
@[Efl.Model.properties,changed] will be raised to notify
listeners of any modifications in the properties.
See also @[Efl.Model.properties,changed].
]]
}
values {
properties: iterator<string> @move; [[Array of current properties]]
}
}
@property property {
@property property {
[[ ]]
set {
[[Set a property value of a given property name.
@ -71,7 +72,7 @@ interface @beta Efl.Model
value: any_value_ptr; [[Property value]]
}
}
property_ready_get {
property_ready_get {
[[Get a future value when it changes to something that is not error:EAGAIN
@.property.get can return an error with code EAGAIN when it doesn't have any
@ -82,7 +83,7 @@ interface @beta Efl.Model
The future can also be canceled if the model itself gets destroyed.
]]
]]
params {
@in property: string; [[Property name.]]
}
@ -126,17 +127,17 @@ interface @beta Efl.Model
return: future<array<Efl.Object>>; [[Array of children]]
}
@property children_count {
get {
[[Get children count.
[[Number of children.
When efl_model_load is completed @.children_count.get
can be used to get the number of children. @.children_count.get
can also be used before calling @.children_slice_get so a valid
range is known. Event @[Efl.Model.children,count,changed] is
emitted when count is finished.
When efl_model_load is completed @.children_count.get
can be used to get the number of children. @.children_count.get
can also be used before calling @.children_slice_get so a valid
range is known. Event @[Efl.Model.children,count,changed] is
emitted when count is finished.
See also @.children_slice_get.
]]
See also @.children_slice_get.
]]
get {
}
values {
count: uint; [[Current known children count]]

View File

@ -6,63 +6,58 @@ interface @beta Efl.Player
[[Start a playing playable object.]]
}
stop {
[[Stop playable object.]]
[[Stop playable object.]]
}
@property playable {
[[Whether or not the playable can be played.]]
get {
}
values {
play: bool; [[$true if the object have playable data, $false otherwise]]
}
[[Whether or not the playable can be played.]]
get {
}
values {
play: bool; [[$true if the object have playable data, $false otherwise]]
}
}
@property play {
set {
[[Set play/pause state of the media file.
[[Playback state of the media file.
This functions sets the currently playing status of the
video. Using this function to play or pause the video
doesn't alter it's current position.
]]
}
get {
[[Get play/pause state of the media file.]]
}
values {
play: bool; [[$true if playing, $false otherwise.]]
}
This property sets the currently playback state of the
video. Using this function to play or pause the video
doesn't alter it's current position.
]]
set {
}
get {
}
values {
play: bool; [[$true if playing, $false otherwise.]]
}
}
@property pos {
set {
[[Set the position in the media file.
[[Position in the media file.
This functions sets the current position of the media file
to "sec", this only works on seekable streams. Setting the
position doesn't change the playing state of the media file.
]]
}
get {
[[Get the position in the media file.
The position is returned as the number of seconds since the
beginning of the media file.
]]
}
values {
sec: double; [[The position (in seconds).]]
}
This property sets the current position of the media file
to $sec seconds since the beginning of the media file.
This only works on seekable streams. Setting the
position doesn't change the playing state of the media file.
]]
set {
}
get {
}
values {
sec: double; [[The position (in seconds).]]
}
}
@property progress {
get {
[[Get how much of the file has been played.
[[How much of the file has been played.
This function gets the progress in playing the file, the
return value is in the [0, 1] range.
]]
}
values {
progress: double; [[The progress within the [0, 1] range.]]
}
This function gets the progress in playing the file, the
return value is in the [0, 1] range.
]]
get {
}
values {
progress: double; [[The progress within the [0, 1] range.]]
}
}
@property play_speed {
[[Control the play speed of the media file.

View File

@ -8,12 +8,12 @@ interface Efl.Screen
]]
methods {
@property screen_size_in_pixels {
get {
[[Get screen size (in pixels) for the screen.
[[Screen size (in pixels) for the screen.
Note that on some display systems this information is not available and
a value of 0x0 will be returned.
]]
Note that on some display systems this information is not available and
a value of 0x0 will be returned.
]]
get {
}
values {
size: Eina.Size2D; [[The screen size in pixels.]]
@ -32,34 +32,34 @@ interface Efl.Screen
// }
// }
@property screen_scale_factor {
[[Screen scaling factor.
This is the factor by which window contents will be scaled on the screen.
Note that on some display systems this information is not available and a
value of 1.0 will be returned.
]]
get {
[[Get screen scaling factor.
This is the factor by which window contents will be scaled on the screen.
Note that on some display systems this information is not available and a
value of 1.0 will be returned.
]]
}
values {
size: float; [[The screen scaling factor.]]
}
}
@property screen_rotation {
get {
[[Get the rotation of the screen.
[[The rotation of the screen.
Most engines only return multiples of 90.
]]
Most engines only return multiples of 90.
]]
get {
}
values {
rotation: int; [[Screen rotation in degrees.]]
}
}
@property screen_dpi {
[[The pixel density in DPI (Dots Per Inch) for the screen that a window is on.
]]
get {
[[Get the pixel density in DPI (Dots Per Inch) for the screen that a window is on.
]]
}
values {
xdpi: int; [[Horizontal DPI.]]

View File

@ -6,20 +6,15 @@ interface Efl.Text
]]
methods {
@property text {
set {
[[Sets the text string to be displayed by the given text object.
[[The text string to be displayed by the given text object.
See also @.text.get.
]]
Do not release (free) the returned value.
See also @.text.get.
]]
set {
}
get {
[[Retrieves the text string currently being displayed by the given
text object.
Do not free() the return value.
See also @.text.set.
]]
}
values {
text: string; [[Text string to display on it.]]

View File

@ -53,32 +53,25 @@ interface @beta Efl.Text_Font {
c_prefix: efl_text;
methods {
@property font {
[[The font family, filename and size for a given text object.
This property controls the font name and size of a text object.
The font string has to follow fontconfig's convention for
naming fonts, as it's the underlying library used to query system
fonts by Evas (see the fc-list command's output, on your system,
to get an idea). Alternatively, youe can use the full path to a font
file.
To skip changing font family pass null as font family.
To skip changing font size pass 0 as font size.
When reading it, the font name string is still owned by
Evas and should not be freed.
See also @.font_source.
]]
set {
[[Set the font family, filename and size for a given text object.
This function allows the font name and size of a text object to
be set. The font string has to follow fontconfig's convention for
naming fonts, as it's the underlying library used to query system
fonts by Evas (see the fc-list command's output, on your system,
to get an idea). Alternatively, youe can use the full path to a font
file.
To skip changing font family pass null as font family.
To skip changing font size pass 0 as font size.
See also @.font.get, @.font_source.get.
]]
}
get {
[[Retrieve the font family and size in use on a given text object.
This function allows the font name and size of a text object to
be queried. Remember that the font name string is still owned by
Evas and should not have free() called on it by the caller of the
function.
See also @.font.set.
]]
}
values {
font: string; [[The font family name or filename.]]
@ -86,22 +79,17 @@ interface @beta Efl.Text_Font {
}
}
@property font_source {
[[The font (source) file to be used on a given text object.
This function allows the font file to be explicitly set for a
given text object, overriding system lookup, which will first
occur in the given file's contents.
See also @.font.
]]
set {
[[Set the font (source) file to be used on a given text object.
This function allows the font file to be explicitly set for a
given text object, overriding system lookup, which will first
occur in the given file's contents.
See also @.font.set.
]]
}
get {
[[Get the font file's path which is being used on a given text
object.
See @.font.get for more details.
]]
}
values {
font_source: string; [[The font file's path.]]

View File

@ -319,15 +319,14 @@ mixin @beta Efl.Access.Object requires Efl.Object
[[Removes all attributes in accessible object.]]
}
@property reading_info_type @protected {
[[Reading information of an accessible object.
If no reading information is set, 0 is returned which means all four reading information types will be
read from object highlight.
If set to 0, existing reading info will be deleted.]]
get {
[[Gets reading information types of an accessible object. if no reading information
is set, 0 is returned which means all four reading information types will be read on
object highlight]]
}
set {
[[Sets reading information of an accessible object. If set as 0, existing
reading info will be deleted and by default all four reading information types
like name, role, state and description will be read on object highlight]]
}
values {
reading_info: Efl.Access.Reading.Info.Type; [[Reading information types]]
@ -447,8 +446,8 @@ mixin @beta Efl.Access.Object requires Efl.Object
[[Removes all relationships in accessible object.]]
}
@property access_root @static @beta {
[[Root object of accessible object hierarchy]]
get {
[[Get root object of accessible object hierarchy]]
values {
ret: Efl.Object; [[Root object]]
}

View File

@ -3,8 +3,8 @@ interface @beta Efl.Access.Selection
[[Elementary access selection interface]]
methods {
@property selected_children_count @protected @beta {
[[Gets the number of currently selected children]]
get {
[[Gets the number of currently selected children]]
return: int; [[Number of currently selected children]]
}
}

View File

@ -48,8 +48,8 @@ interface @beta Efl.Access.Text
[[Elementary accessible text interface]]
methods {
@property character @protected @beta {
[[Gets single character present in accessible widget's text at given offset.]]
get {
[[Gets single character present in accessible widget's text at given offset.]]
}
keys {
offset: int; [[Position in text.]]
@ -61,8 +61,8 @@ interface @beta Efl.Access.Text
}
}
@property string @protected @beta {
[[Gets string, start and end offset in text according to given initial offset and granularity.]]
get {
[[Gets string, start and end offset in text according to given initial offset and granularity.]]
}
keys {
granularity: Efl.Access.Text_Granularity; [[Text granularity]]
@ -76,8 +76,8 @@ interface @beta Efl.Access.Text
}
}
@property access_text @protected @beta {
[[Gets text of accessible widget.]]
get {
[[Gets text of accessible widget.]]
}
keys {
start_offset: int; [[Position in text.]]
@ -100,8 +100,8 @@ interface @beta Efl.Access.Text
}
}
@property attribute @protected @beta {
[[Indicate if a text attribute with a given name is set]]
get {
[[Indicate if a text attribute with a given name is set]]
return: bool; [[$true if attribute name is set, $false otherwise]]
}
keys {
@ -114,8 +114,8 @@ interface @beta Efl.Access.Text
}
}
@property text_attributes @protected @beta {
[[Gets list of all text attributes.]]
get {
[[Gets list of all text attributes.]]
}
keys {
start_offset: ptr(int); [[Start offset]]

View File

@ -16,8 +16,8 @@ interface @beta Efl.Access.Value
}
}
@property range @protected @beta {
[[The range of all possible values and its description]]
get {
[[Gets a range of all possible values and its description]]
}
values {
lower_limit: double; [[Lower limit of the range]]
@ -26,8 +26,8 @@ interface @beta Efl.Access.Value
}
}
@property increment @protected @beta {
[[Gets an minimal incrementation value]]
get {
[[Gets an minimal incrementation value]]
}
values {
increment: double; [[Minimal incrementation value]]

View File

@ -32,8 +32,8 @@ class @beta Efl.Datetime.Manager extends Efl.Object
}
}
@property string {
[[Get the string that matches with the format.]]
get {
[[Get the string that matches with the format.]]
}
keys {
fmt: string; [[The format string]]

View File

@ -77,8 +77,8 @@ class @beta Efl.Ui.Flip extends Efl.Ui.Widget implements Efl.Pack_Linear
}
}
@property front_visible {
[[Get flip front visibility state.]]
get {
[[Get flip front visibility state.]]
return: bool; [[$true if front front is showing, $false if
the back is showing.]]
}

View File

@ -16,8 +16,8 @@ mixin Efl.Ui.Focus.Object
}
}
@property focus {
[[Whether the widget is currently focused or not.]]
get {
[[Returns whether the widget is currently focused or not.]]
}
set @protected {
[[This is called by the manager and should never be called by

View File

@ -9,35 +9,26 @@ class @beta Efl.Ui.Frame extends Efl.Ui.Layout_Base implements Efl.Input.Clickab
]]
methods {
@property collapse {
[[Manually collapse a frame without animations.
Use this to toggle the collapsed state of a frame, bypassing animations.
]]
set {
[[Manually collapse a frame without animations
Use this to toggle the collapsed state of a frame, bypassing animations.
]]
}
get {
[[Determine the collapse state of a frame
Use this to determine the collapse state of a frame.
]]
}
values {
collapse: bool; [[$true to collapse, $false to expand.]]
}
}
@property autocollapse {
[[Toggle autocollapsing of a frame.
When $enable is $true, clicking a frame's label will collapse the frame
vertically, shrinking it to the height of the label.
By default, this is DISABLED.
]]
set {
[[Toggle autocollapsing of a frame
When $enable is $true, clicking a frame's label will collapse the frame
vertically, shrinking it to the height of the label.
By default, this is DISABLED.
]]
}
get {
[[Determine autocollapsing of a frame
When this returns $true, clicking a frame's label will collapse the frame
vertically, shrinking it to the height of the label.
By default, this is DISABLED.
]]
}
values {
autocollapse: bool; [[Whether to enable autocollapse.]]

View File

@ -31,34 +31,32 @@ class @beta Efl.Ui.Image extends Efl.Ui.Widget implements Efl.Input.Clickable, E
event_prefix: efl_ui_image;
methods {
@property icon {
[[The image name, using icon standards names.
For example, freedesktop.org defines standard icon names such
as "home" and "network". There can be different icon sets to
match those icon keys. The "name" given as parameter is one of
these "keys" and will be used to look in the freedesktop.org
paths and elementary theme.
If the name is not found in any of the expected locations and is
the absolute path of an image file, this image will be used.
Lookup order used by @.icon.set can be set using "icon_theme" in config.
If the image was set using @Efl.File.file instead of
@.icon.set, then reading this property will return null.
Note: The image set by this function is changed when
@Efl.File.load is called.
Note: This function does not accept relative icon paths.
See also @.icon.get.
]]
set {
[[Set the image by icon standards names.
For example, freedesktop.org defines standard icon names such
as "home" and "network". There can be different icon sets to
match those icon keys. The "name" given as parameter is one of
these "keys" and will be used to look in the freedesktop.org
paths and elementary theme.
If the name is not found in any of the expected locations and is
the absolute path of an image file, this image will be used.
Lookup order used by @.icon.set can be set using "icon_theme" in config.
Note: The image set by this function is changed when
@Efl.File.load is called.
Note: This function does not accept relative icon path.
See also @.icon.get.
]]
return: bool; [[$true on success, $false on error]]
}
get {
[[Get the icon name of image set by icon standard names.
If the image was set using @Efl.File.file instead of
@.icon.set, then this function will return null.
]]
}
values {
name: string; [[The icon name]]

View File

@ -10,35 +10,27 @@ class @beta Efl.Ui.Image_Zoomable extends Efl.Ui.Image implements Efl.Ui.Zoom,
[[Elementary Image Zoomable class]]
methods {
@property gesture_enabled {
set {
[[Set the gesture state for photocam.
[[The gesture state for photocam.
This sets the gesture state to on or off for photocam. The
default is off. This will start multi touch zooming.
]]
This sets the gesture state to on or off for photocam. The
default is off. This will start multi touch zooming.
]]
set {
}
get {
[[Get the gesture state for photocam.
This gets the current gesture state for the photocam object.
]]
}
values {
gesture: bool; [[The gesture state.]]
}
}
@property image_region {
get {
[[Get the region of the image that is currently shown
[[The region of the image that is currently shown
See also @.image_region.set.
]]
Setting it shows the region of the image without using animation.
]]
get {
}
set {
[[Set the viewed region of the image
This shows the region of the image without using animation.
]]
}
values {
region: Eina.Rect; [[The region in the original image pixels.]]

View File

@ -23,49 +23,43 @@ class @beta Efl.Ui.Panel extends Efl.Ui.Layout_Base
[[Elementary panel class]]
methods {
@property orient {
set {
[[Sets the orientation of the panel
[[The orientation of the panel
Sets from where the panel will (dis)appear.
]]
Sets from where the panel will (dis)appear.
]]
set {
}
get {
[[Gets the orientation of the panel.]]
}
values {
orient: Efl.Ui.Panel_Orient; [[The panel orientation.]]
}
}
@property hidden {
[[The state of the panel.]]
set {
[[Sets the state of the panel.]]
}
get {
[[Gets the state of the panel.]]
}
values {
hidden: bool; [[If $true, the panel will run the animation to disappear.]]
}
}
@property scrollable {
[[The scrollability of the panel.]]
set {
[[Sets the scrollability of the panel.]]
}
get {
[[Gets the state of the scrollability.
]]
}
values {
scrollable: bool; [[The scrollable state.]]
}
}
@property scrollable_content_size {
[[The size of the scrollable panel.]]
set {
[[Sets the size of the scrollable panel.]]
}
get {
[[Gets the size of the scrollable panel.
]]
}
values {
ratio: double; [[Size ratio]]

View File

@ -27,15 +27,13 @@ class @beta Efl.Ui.Progressbar extends Efl.Ui.Layout_Base implements Efl.Ui.Rang
}
}
@property pulse {
set {
[[Start/stop a given progress bar "pulsing" animation, if its under that mode
[[Start/stop a given progress bar "pulsing" animation, if its under that mode.
Note: This call won't do anything if $obj is not under "pulsing mode". See @.pulse_mode.
]]
]]
set {
}
get {
[[ Get the pulsing state on a given progressbar widget. See @.pulse_mode.
]]
}
values {
state: bool; [[$true, to start the pulsing animation, $false to stop it]]

View File

@ -24,14 +24,12 @@ class @beta Efl.Ui.Text extends Efl.Ui.Layout_Base implements Efl.Input.Clickabl
}
}
@property input_panel_show_on_demand {
[[The attribute to show the input panel in case of only a user's explicit Mouse Up event.
It doesn't request to show the input panel even though it has focus.
]]
set {
[[Set the attribute to show the input panel in case of only a user's explicit Mouse Up event.
It doesn't request to show the input panel even though it has focus.
]]
}
get {
[[Get the attribute to show the input panel in case of only an user's explicit Mouse Up event.
]]
}
values {
ondemand: bool; [[If $true, the input panel will be shown in case of only Mouse up event.
@ -40,13 +38,10 @@ class @beta Efl.Ui.Text extends Efl.Ui.Layout_Base implements Efl.Input.Clickabl
}
}
@property context_menu_disabled {
[[This disables the entry's contextual (longpress) menu.]]
set {
[[This disables the entry's contextual (longpress) menu.]]
}
get {
[[This returns whether the entry's contextual (longpress) menu is
disabled.
]]
}
values {
disabled: bool; [[If $true, the menu is disabled.]]
@ -54,95 +49,83 @@ class @beta Efl.Ui.Text extends Efl.Ui.Layout_Base implements Efl.Input.Clickabl
}
@property cnp_mode {
/* FIXME: Efl.Ui.Selection_Format does not allow markup without images! */
[[Control pasting of text and images for the widget.
Normally the entry allows both text and images to be pasted.
Note: This only changes the behaviour of text.
]]
set {
[[Control pasting of text and images for the widget.
Normally the entry allows both text and images to be pasted.
Note: This only changes the behaviour of text.
]]
}
get {
[[Getting elm_entry text paste/drop mode.
Normally the entry allows both text and images to be pasted.
This gets the copy & paste mode of the entry.
]]
}
values {
format: Efl.Ui.Selection_Format; [[Format for copy & paste.]]
}
}
@property input_panel_language {
set {
[[Set the language mode of the input panel.
[[The language mode of the input panel.
This API can be used if you want to show the alphabet keyboard mode.
]]
This API can be used if you want to show the alphabet keyboard mode.
]]
set {
}
get {
[[Get the language mode of the input panel.]]
}
values {
lang: Elm.Input.Panel.Lang; [[Language to be set to the input panel.]]
}
}
@property selection_handler_disabled {
[[This disables the entry's selection handlers.]]
set {
[[This disables the entry's selection handlers.]]
}
get {
[[This returns whether the entry's selection handlers are disabled.]]
}
values {
disabled: bool; [[If $true, the selection handlers are disabled.]]
}
}
@property input_panel_layout_variation {
[[Set the input panel layout variation of the entry
]]
set {
[[Set the input panel layout variation of the entry
]]
}
get {
[[Get the input panel layout variation of the entry
]]
}
values {
variation: int; [[Layout variation type.]]
}
}
@property autocapital_type {
[[Set the autocapitalization type on the immodule.]]
set {
[[Set the autocapitalization type on the immodule.]]
}
get {
[[Get the autocapitalization type on the immodule.]]
}
values {
autocapital_type: Elm.Autocapital.Type; [[The type of autocapitalization.]]
}
}
@property password_mode {
set {
[[Sets the entry to password mode.
[[Sets the entry to password mode.
In password mode entries are implicitly single line and the display of
any text inside them is replaced with asterisks (*).
]]
In password mode entries are implicitly single line and the display of
any text inside them is replaced with asterisks (*).
]]
set {
}
get {
[[Get whether the entry is set to password mode.]]
}
values {
password: bool; [[If true, password mode is enabled.]]
}
}
@property input_panel_return_key_disabled {
[[Set the return key on the input panel to be disabled.]]
set {
[[Set the return key on the input panel to be disabled.]]
}
get {
[[Get whether the return key on the input panel should be disabled or not.]]
}
values {
disabled: bool; [[The state to put in in: $true for
@ -150,71 +133,66 @@ class @beta Efl.Ui.Text extends Efl.Ui.Layout_Base implements Efl.Input.Clickabl
}
}
@property prediction_allow {
[[Whether the entry should allow predictive text.]]
set {
[[Set whether the entry should allow predictive text.]]
}
get {
[[Get whether the entry allows predictive text.]]
}
values {
prediction: bool; [[Whether the entry should allow predictive text.]]
}
}
@property input_hint {
[[Sets the input hint which allows input methods to fine-tune their behavior.]]
set {
[[Sets the input hint which allows input methods to fine-tune their behavior.]]
}
get {
[[Gets the value of input hint.]]
}
values {
hints: Elm.Input.Hints; [[Input hint.]]
}
}
@property input_panel_layout {
[[Set the input panel layout of the entry.]]
set {
[[Set the input panel layout of the entry.]]
}
get {
[[Get the input panel layout of the entry.]]
}
values {
layout: Elm.Input.Panel.Layout(Elm.Input.Panel.Layout.invalid); [[Layout type.]]
}
}
@property input_panel_return_key_type {
set {
[[Set the "return" key type. This type is used to set string or icon on the "return" key of the input panel.
[[Set the "return" key type. This type is used to set string or icon on the "return" key of the input panel.
An input panel displays the string or icon associated with this type.
]]
An input panel displays the string or icon associated with this type.
]]
set {
}
get {
[[Get the "return" key type.]]
}
values {
return_key_type: Elm.Input.Panel.Return_Key.Type; [[The type of "return" key on the input panel.]]
}
}
@property input_panel_enabled {
[[Sets the attribute to show the input panel automatically.]]
set {
[[Sets the attribute to show the input panel automatically.]]
}
get {
[[Get the attribute to show the input panel automatically.]]
}
values {
enabled: bool; [[If $true, the input panel is appeared when entry is clicked or has a focus.]]
}
}
@property input_panel_return_key_autoenabled {
set {
[[Set whether the return key on the input panel is disabled automatically when entry has no text.
[[Whether the return key on the input panel is disabled automatically when entry has no text.
If $enabled is $true, the return key on input panel is disabled when the entry has no text.
The return key on the input panel is automatically enabled when the entry has text.
The default value is $false.
]]
If $enabled is $true, the return key on input panel is disabled when the entry has no text.
The return key on the input panel is automatically enabled when the entry has text.
The default value is $false.
]]
set {
}
values {
enabled: bool; [[If $true, the return key is automatically disabled when the entry has no text.]]

View File

@ -5,38 +5,33 @@ class @beta Efl.Ui.Video extends Efl.Ui.Layout_Base
[[Efl UI video class]]
methods {
@property remember_position {
set {
[[Set whether the object can remember the last played position.
[[Whether the object can remember the last played position.
Note: This API only serves as indication. System support is
required.
]]
Note: This API only serves as indication. System support is
required.
]]
set {
}
get {
[[Set whether the object can remember the last played position.
Note: This API only serves as indication. System support is
required.
]]
}
values {
remember: bool; [[$true when the object can remember the last position, $false otherwise]]
}
}
@property emotion {
[[The underlying Emotion object.]]
get {
[[Get the underlying Emotion object.]]
return: Efl.Canvas.Object; [[The underlying Emotion object.]]
}
}
@property title {
[[The title (for instance DVD title) from this emotion object.
This function is only useful when playing a DVD.
Note: Don't change or free the string returned by this function.
]]
get {
[[Get the title (for instance DVD title) from this emotion object.
This function is only useful when playing a DVD.
Note: Don't change or free the string returned by this function.
]]
return: string; [[A string containing the title.]]
}
}

View File

@ -54,27 +54,18 @@ mixin @beta Efl.Ui.Widget_Scrollable_Content requires Efl.Object
}
}
@property scrollable_text {
[[The text string to be displayed by the given text object.
The text will use @Efl.Text_Format_Wrap.mixed wrapping,
and it will be scrollable depending on its size relative to the
object's geometry.
When reading, do not free the return value.
@since 1.23
]]
set {
[[Sets the text string to be displayed by the given text object.
The text will use @Efl.Text_Format_Wrap.mixed wrapping,
and it will be scrollable depending on its size relative to the
object's geometry.
See also @.scrollable_text.get.
@since 1.23
]]
}
get {
[[Retrieves the text string currently being displayed by the given
text object.
Do not free() the return value.
See also @.scrollable_text.set.
@since 1.23
]]
}
values {
text: string; [[Text string to display on it.]]

View File

@ -165,11 +165,10 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property keyboard_mode @beta {
[[The keyboard mode of the window.]]
set {
[[Sets the keyboard mode of the window.]]
}
get {
[[Get the keyboard mode of the window.]]
}
values {
mode: Efl.Ui.Win_Keyboard_Mode; [[The mode, one of @Efl.Ui.Win_Keyboard_Mode.]]
@ -205,45 +204,39 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property screen_constrain @beta {
set {
[[Constrain the maximum width and height of a window to the
width and height of the screen.
[[Constrain the maximum width and height of a window to the
width and height of the screen.
When $constrain is $true, $obj will never resize larger than
the screen.
]]
When $constrain is $true, $obj will never resize larger than
the screen.
]]
set {
}
get {
[[Get the constraints on the maximum width and height of a
window relative to the width and height of the screen.
When this function returns $true, $obj will never resize
larger than the screen.
]]
}
values {
constrain: bool; [[$true to restrict the window's maximum size.]]
}
}
@property prop_focus_skip @beta {
[[Set the window to be skipped by keyboard focus.
This sets the window to be skipped by normal keyboard input.
This means a window manager will be asked not to focus this
window as well as omit it from things like the taskbar, pager,
"alt-tab" list etc. etc.
Call this and enable it on a window BEFORE you show it for
the first time, otherwise it may have no effect.
Use this for windows that have only output information or
might only be interacted with by the mouse or touchscreen,
never for typing. This may have
side-effects like making the window non-accessible in
some cases unless the window is specially handled. Use
this with care.
]]
set {
[[Set the window to be skipped by keyboard focus.
This sets the window to be skipped by normal keyboard input.
This means a window manager will be asked not to focus this
window as well as omit it from things like the taskbar, pager,
"alt-tab" list etc. etc.
Call this and enable it on a window BEFORE you show it for
the first time, otherwise it may have no effect.
Use this for windows that have only output information or
might only be interacted with by the mouse or touchscreen,
never for typing. This may have
side-effects like making the window non-accessible in
some cases unless the window is specially handled. Use
this with care.
]]
}
values {
skip: bool; [[The skip flag state ($true if it is to be skipped).]]
@ -291,29 +284,24 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property icon_object {
set {
[[Set a window object's icon.
[[A window object's icon.
This sets an image to be used as the icon for the given
window, in the window manager decoration part. The exact
pixel dimensions of the object (not object size) will be
used and the image pixels will be used as-is when this
function is called. If the image object has been updated,
then call this function again to source the image pixels
and place them in the window's icon. Note that only objects of
type @Efl.Canvas.Image or @Efl.Ui.Image are allowed.
]]
This sets an image to be used as the icon for the given
window, in the window manager decoration part. The exact
pixel dimensions of the object (not object size) will be
used and the image pixels will be used as-is when this
function is called. If the image object has been updated,
then call this function again to source the image pixels
and place them in the window's icon. Note that only objects of
type @Efl.Canvas.Image or @Efl.Ui.Image are allowed.
]]
set {
values {
icon: Efl.Canvas.Object;
[[The image object to use for an icon.]]
}
}
get {
[[Get the icon object used for the window.
The object returns is the one marked by @.icon_object.set as
the object to use for the window icon.
]]
values {
icon: const(Efl.Canvas.Object);
[[The Evas image object to use for an icon.]]
@ -321,60 +309,55 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property minimized {
[[The minimized state of a window.]]
set {
[[Set the minimized state of a window.]]
}
get {
[[Get the minimized state of a window.]]
}
values {
state: bool; [[If $true, the window is minimized.]]
}
}
@property maximized {
[[The maximized state of a window.]]
set {
[[Set the maximized state of a window.]]
}
get {
[[Get the maximized state of a window.]]
}
values {
maximized: bool; [[If $true, the window is maximized.]]
}
}
@property fullscreen {
[[The fullscreen state of a window.]]
set {
[[Set the fullscreen state of a window.]]
}
get {
[[Get the fullscreen state of a window.]]
}
values {
fullscreen: bool; [[If $true, the window is fullscreen.]]
}
}
@property sticky @beta {
set {
[[Set the sticky state of the window.
[[The sticky state of the window.
Hints the Window Manager that the window in $obj should be
left fixed at its position even when the virtual desktop
it's on moves or changes.
]]
Hints the Window Manager that the window in $obj should be
left fixed at its position even when the virtual desktop
it's on moves or changes.
]]
set {
}
get {
[[Get the sticky state of the window.]]
}
values {
sticky: bool; [[If $true, the window's sticky state is enabled.]]
}
}
@property urgent @beta {
[[The urgent state of a window.]]
set {
[[Set the urgent state of a window.]]
}
get {
[[Get the urgent state of a window.]]
}
values {
urgent: Efl.Ui.Win_Urgent_Mode;
@ -382,26 +365,24 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property modal @beta {
[[The modal state of a window.]]
set {
[[Set the modal state of a window.]]
}
get {
[[Get the modal state of a window.]]
}
values {
modal: Efl.Ui.Win_Modal_Mode; [[The mode of a window, one of @Efl.Ui.Win_Modal_Mode.]]
}
}
@property borderless @beta {
set {
[[Set the borderless state of a window.
[[The borderless state of a window.
This function requests the Window Manager not to draw any
decoration around the window.
]]
This function requests the Window Manager not to draw any
decoration around the window.
]]
set {
}
get {
[[Get the borderless state of a window.]]
}
values {
borderless: bool; [[If $true, the window is borderless.]]
@ -413,17 +394,14 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
It is a hint of how the Window Manager should handle it. Unlike
@.win_type and @.win_name this can be changed at runtime.
The returned string is an internal one and should not be
freed or modified. It will also be invalid if a new role
is set or if the window is destroyed.
]]
set {
[[Set the role of the window.]]
}
get {
[[Get the role of the window.
The returned string is an internal one and should not be
freed or modified. It will also be invalid if a new role
is set or if the window is destroyed.
]]
}
values {
role: string; [[The role to set.]]
@ -522,24 +500,23 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property alpha {
[[The alpha channel state of a window.
If $alpha is true, the alpha channel of the canvas will be
enabled possibly making parts of the window completely or
partially transparent. This is also subject to the underlying
system supporting it, for example a system using a
compositing manager.
Note: Alpha window can be enabled automatically by window
theme style's property. If "alpha" data.item is "1" or
"true" in window style(eg. elm/win/base/default), the window
is switched to alpha automatically without the explicit api
call.
]]
set {
[[Set the alpha channel state of a window.
If $alpha is true, the alpha channel of the canvas will be
enabled possibly making parts of the window completely or
partially transparent. This is also subject to the underlying
system supporting it, for example a system using a
compositing manager.
Note: Alpha window can be enabled automatically by window
theme style's property. If "alpha" data.item is "1" or
"true" in window style(eg. elm/win/base/default), the window
is switched to alpha automatically without the explicit api
call.
]]
}
get {
[[Get the alpha channel state of a window.]]
}
values {
alpha: bool; [[$true if the window alpha channel is enabled,
@ -547,19 +524,19 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property stack_id @beta {
[[Get the stack ID string of the window as an opaque string.
This ID is immutable and can never be modified. It will be
an opaque string that has no specific defined format or
content other than being a string (no character with a
value of 0).
This string is intended for use as a stack master ID to be
use by other windows to make this window part of a stack
of windows to be placed on top of each other as if they are
a series of dialogs or questions one after the other, allowing
you to go back through history.]]
get {
[[Get the stack ID string of the window as an opaque string.
This ID is immutable and can never be modified. It will be
an opaque string that has no specific defined format or
content other than being a string (no character with a
value of 0).
This string is intended for use as a stack master ID to be
use by other windows to make this window part of a stack
of windows to be placed on top of each other as if they are
a series of dialogs or questions one after the other, allowing
you to go back through history.]]
}
values {
id: string; [[An opaque string that has no specific format
@ -568,16 +545,15 @@ class Efl.Ui.Win extends Efl.Ui.Widget implements Efl.Canvas.Scene, Efl.Access.W
}
}
@property stack_master_id @beta {
set {
[[Set the window stack ID to use as the master top-level.
[[The window stack ID to use as the master top-level.
This sets the ID string to be used as the master top-level
window as the base of a stack of windows. This must be set
before the first time the window is shown and should never
be changed afterwards.]]
This sets the ID string to be used as the master top-level
window as the base of a stack of windows. This must be set
before the first time the window is shown and should never
be changed afterwards.]]
set {
}
get {
[[Get the stack master Id that has been set.]]
}
values {
id: string; [[An opaque string that has no specific format,

View File

@ -21,26 +21,24 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
c_prefix: efl_ui_code_widget;
methods {
@property code {
[[The underlying code object that this widget renders.
This can only be set during construction, once the widget is created the
backing code object cannot be changed.]]
set {
[[Set the underlying code object that this widget renders.
This can only be set during construction, once the widget is created the
backing code object cannot be changed.]]
}
get {
[[Get the underlying code object we are rendering]]
}
values {
code: ptr(Elm.Code); [[Our underlying Elm.Code object]]
}
}
@property font {
[[Set the font that this widget uses, the font should be a monospaced scalable font.
Passing $NULL will load the default system monospaced font.
When reading, the font name is a copy and should be freed once it is no longer needed.]]
set {
[[Set the font that this widget uses, the font should be a monospaced scalable font.
Passing $NULL will load the default system monospaced font.]]
}
get {
[[Get the font currently in use.
The font name is a copy ad should be freed once it is no longer needed]]
}
values {
name: string; [[The name of the font to load]]
@ -48,24 +46,23 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
}
}
@property columns {
[[The number of columns in the widget currently.
This will be the max of the number of columns to represent the longest line and
the minimum required to fill the visible widget width.]]
get {
[[Get the number of columns in the widget currently.
This will be the max of the number of columns to represent the longest line and
the minimum required to fill the visible widget width.]]
}
values {
columns: uint; [[The number of columns required to render the widget]]
}
}
@property gravity {
set {
[[Set how this widget's scroller should respond to new lines being added.
[[Set how this widget's scroller should respond to new lines being added.
An x value of 0.0 will maintain the distance from the left edge, 1.0 will ensure the rightmost edge (of the longest line) is respected
With 0.0 for y the view will keep it's position relative to the top whereas 1.0 will scroll downward as lines are added.]]
An x value of 0.0 will maintain the distance from the left edge, 1.0 will ensure the rightmost edge (of the longest line) is respected
With 0.0 for y the view will keep it's position relative to the top whereas 1.0 will scroll downward as lines are added.]]
set {
}
get {
[[Get the current x and y gravity of the widget's scroller]]
}
values {
x: double; [[The horizontal value of the scroller gravity - valid values are 0.0 and 1.0]]
@ -73,11 +70,10 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
}
}
@property policy {
[[The widget's policy for scrollbar visibility.]]
set {
[[Set the policy for scrollbar visibility.]]
}
get {
[[Get the widget's policy for scrollbar visibility.]]
}
values {
policy_h: Elm.Code_Widget_Scroller_Policy; [[The horizontal scrollbar visibility policy]]
@ -85,32 +81,28 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
}
}
@property tabstop {
set {
[[Set the width of a tab stop, used purely for visual layout of tab characters.
[[The width of a tab stop, used purely for visual layout of tab characters.
Recommended value is between 2 and 8.]]
Recommended value is between 2 and 8.]]
set {
}
get {
[[Get the current width of a tab stop.
This is used to determine where characters after a tab should appear in the line.]]
}
values {
tabstop: uint; [[Maximum width of a tab character]]
}
}
@property editable {
set {
[[Set whether this widget allows editing
[[Whether this widget allows editing.
If editable then the widget will allow user input to manipulate
the underlying Elm.Code_File of this Elm.Code instance.
Any other Elm.Code_Widget's connected to this Elm.Code will
update to reflect the changes.]]
If editable then the widget will allow user input to manipulate
the underlying Elm.Code_File of this Elm.Code instance.
Any other Elm.Code_Widget's connected to this Elm.Code will
update to reflect the changes.]]
set {
}
get {
[[Get the current editable state of this widget
returns EINA_TRUE if the widget is editable, EINA_FALSE otherwise.
[[Returns EINA_TRUE if the widget is editable, EINA_FALSE otherwise.
If this widget is not editable the underlying Elm.Code_File could
still be manipulated by a different widget or the filesystem.]]
}
@ -119,39 +111,36 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
}
}
@property line_numbers {
set {
[[Set whether line numbers should be displayed in the left gutter.
[[Whether line numbers should be displayed in the left gutter.
Passing EINA_TRUE will reserve a space for showing line numbers,
EINA_FALSE will turn this off.]]
Passing EINA_TRUE will reserve a space for showing line numbers,
EINA_FALSE will turn this off.]]
set {
}
get {
[[Get the status of line number display for this widget.]]
}
values {
line_numbers: bool; [[Whether or not line numbers (or their placeholder) should be shown]]
}
}
@property line_width_marker {
set {
[[Set where the line width market should be shown.
[[Where the line width market should be shown.
Passing a non-zero value will set which line width to mark with a vertical line.
Passing 0 will hide this marker.]]
Passing a non-zero value will set which line width to mark with a vertical line.
Passing 0 will hide this marker.]]
set {
}
get {
[[Get the position of the line width marker, any positive return indicates where the marker appears.]]
}
values {
line_width_marker: uint; [[Where to display a line width marker, if at all]]
}
}
@property show_whitespace {
[[Whether white space should be shown.]]
set {
[[Set whether white space should be shown.]]
}
get {
[[Get whether or not white space will be visible.]]
}
values {
show_whitespace: bool; [[Whether or not we show whitespace characters]]
@ -168,33 +157,30 @@ class @beta Elm.Code_Widget extends Efl.Ui.Layout
}
}
@property syntax_enabled {
[[Whether syntax highlighting should be use for this widget.]]
set {
[[Set whether syntax highlighting should be use for this widget.]]
}
get {
[[Get this widget's enabled state for syntax highlighting.]]
}
values {
syntax_enabled: bool; [[Whether or not to enable syntax highlighting]]
}
}
@property tab_inserts_spaces {
[[Whether space characters should be inserted instead of tabs.]]
set {
[[Set whether space characters should be inserted instead of tabs.]]
}
get {
[[Get whether or not space characters will be inserted instead of tabs.]]
}
values {
tab_inserts_spaces: bool; [[$true if we should insert space characters instead of a tab when the Tab key is pressed]]
}
}
@property cursor_position {
[[The current location of the text cursor.]]
set {
[[Set the current location of the text cursor.]]
}
get {
[[Get the current x and y position of the widget's cursor.]]
}
values {
row: uint; [[The vertical position ov the cursur - the fist row is 1]]

View File

@ -223,7 +223,7 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property paging {
[[Pagin property]]
[[Paging property]]
set {
}
get {
@ -279,31 +279,31 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property scroll_up_cb {
[[Set the callback to run when the content has been moved up.]]
set {
[[Set the callback to run when the content has been moved up.]]
}
values {
scroll_up_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property hbar_drag_cb {
[[Set the callback to run when the horizontal scrollbar is dragged.]]
set {
[[Set the callback to run when the horizontal scrollbar is dragged.]]
}
values {
hbar_drag_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property drag_start_cb {
[[Set the callback to run when dragging of the contents has started.]]
set {
[[Set the callback to run when dragging of the contents has started.]]
}
values {
drag_start_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property freeze {
[[Freeze property]]
[[Freeze property]]
set {
}
values {
@ -311,48 +311,48 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property content_viewport_resize_cb {
[[When the viewport is resized, the callback is called.]]
set {
[[When the viewport is resized, the callback is called.]]
}
values {
viewport_resize_cb: Elm_Interface_Scrollable_Resize_Cb; [[The callback]]
}
}
@property scroll_left_cb {
[[Set the callback to run when the content has been moved to the left]]
set {
[[Set the callback to run when the content has been moved to the left]]
}
values {
scroll_left_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property vbar_press_cb {
[[Set the callback to run when the vertical scrollbar is pressed.]]
set {
[[Set the callback to run when the vertical scrollbar is pressed.]]
}
values {
vbar_press_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property hbar_press_cb {
[[Set the callback to run when the horizontal scrollbar is pressed.]]
set {
[[Set the callback to run when the horizontal scrollbar is pressed.]]
}
values {
hbar_press_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property hbar_unpress_cb {
[[Set the callback to run when the horizontal scrollbar is unpressed.]]
set {
[[Set the callback to run when the horizontal scrollbar is unpressed.]]
}
values {
hbar_unpress_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property drag_stop_cb {
[[Set the callback to run when dragging of the contents has stopped.]]
set {
[[Set the callback to run when dragging of the contents has stopped.]]
}
values {
drag_stop_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
@ -367,8 +367,8 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property page_change_cb {
[[Set the callback to run when the visible page changes.]]
set {
[[Set the callback to run when the visible page changes.]]
}
values {
page_change_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
@ -383,24 +383,24 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property animate_start_cb {
[[Set the callback to run when the scrolling animation has started.]]
set {
[[Set the callback to run when the scrolling animation has started.]]
}
values {
animate_start_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property scroll_down_cb {
[[Set the callback to run when the content has been moved down.]]
set {
[[Set the callback to run when the content has been moved down.]]
}
values {
scroll_down_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property page_relative {
[[Set scroll page size relative to viewport size.]]
set {
[[Set scroll page size relative to viewport size.]]
}
values {
h_pagerel: double; [[Page relation horizontal]]
@ -408,23 +408,23 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property scroll_cb {
[[Set the callback to run when the content has been moved.]]
set {
[[Set the callback to run when the content has been moved.]]
}
values {
scroll_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property animate_stop_cb {
[[Set the callback to run when the scrolling animation has stopped.]]
set {
[[Set the callback to run when the scrolling animation has stopped.]]
}
values {
animate_stop_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property content_min_limit_cb {
[[set the callback to run on minimal limit content]]
[[set the callback to run on minimal limit content]]
set {
}
values {
@ -432,15 +432,15 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property scroll_right_cb {
[[Set the callback to run when the content has been moved to the right.]]
set {
[[Set the callback to run when the content has been moved to the right.]]
}
values {
scroll_right_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property scrollable_content {
[[Content property]]
[[Content property]]
set {
}
values {
@ -448,55 +448,55 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property edge_left_cb {
[[Set the callback to run when the left edge of the content has been reached.]]
set {
[[Set the callback to run when the left edge of the content has been reached.]]
}
values {
edge_left_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property vbar_drag_cb {
[[Set the callback to run when the horizontal scrollbar is dragged.]]
set {
[[Set the callback to run when the horizontal scrollbar is dragged.]]
}
values {
vbar_drag_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property vbar_unpress_cb {
[[Set the callback to run when the horizontal scrollbar is unpressed.]]
set {
[[Set the callback to run when the horizontal scrollbar is unpressed.]]
}
values {
vbar_unpress_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property edge_bottom_cb {
[[Set the callback to run when the bottom edge of the content has been reached.]]
set {
[[Set the callback to run when the bottom edge of the content has been reached.]]
}
values {
edge_bottom_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property edge_right_cb {
[[Set the callback to run when the right edge of the content has been reached.]]
set {
[[Set the callback to run when the right edge of the content has been reached.]]
}
values {
edge_right_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property edge_top_cb {
[[Set the callback to run when the top edge of the content has been reached.]]
set {
[[Set the callback to run when the top edge of the content has been reached.]]
}
values {
edge_top_cb: Elm_Interface_Scrollable_Cb; [[The callback]]
}
}
@property objects {
[[Object property]]
[[Object property]]
set {
}
values {
@ -505,13 +505,13 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property last_page {
[[Scroll last page number.
The page number starts from 0. 0 is the first page.
This returns the last page number among the pages.
See: @.current_page, @.page_show and @.page_bring_in.]]
get {
[[Get scroll last page number.
The page number starts from 0. 0 is the first page.
This returns the last page number among the pages.
See: @.current_page, @.page_show and @.page_bring_in.]]
}
values {
pagenumber_h: int; [[The horizontal page number]]
@ -519,15 +519,15 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property current_page {
[[Scroll current page number.
The page number starts from 0. 0 is the first page.
Current page means the page which meets the top-left of the viewport.
If there are two or more pages in the viewport, it returns the number of the page
which meets the top-left of the viewport.
See: @.last_page, @.page_show and @.page_bring_in.]]
get {
[[Get scroll current page number.
The page number starts from 0. 0 is the first page.
Current page means the page which meets the top-left of the viewport.
If there are two or more pages in the viewport, it returns the number of the page
which meets the top-left of the viewport.
See: @.last_page, @.page_show and @.page_bring_in.]]
}
values {
pagenumber_h: int; [[The horizontal page number]]
@ -546,10 +546,10 @@ mixin @beta Elm.Interface_Scrollable requires Efl.Ui.Widget extends Efl.Ui.Scrol
}
}
@property content_size {
get {
[[Get the size of the content object
[[Get the size of the content object
This gets the size of the content object of the scroller.]]
This gets the size of the content object of the scroller.]]
get {
}
values {
w: int; [[Width of the content object.]]

View File

@ -4,15 +4,15 @@ class @beta Efl.Canvas.Video extends Efl.Canvas.Group
[[Efl canvas video class]]
methods {
@property option {
[[Sets options for the current module.
This function allows one to mute the video or audio of the
emotion object.
Please don't use this function, consider using
@Efl.Player.mute instead.
]]
set {
[[Set the specified option for the current module.
This function allows one to mute the video or audio of the
emotion object.
Please don't use this function, consider using
@Efl.Player.mute instead.
]]
}
values {
opt: string; [[The option that is being set. Currently
@ -22,23 +22,23 @@ class @beta Efl.Canvas.Video extends Efl.Canvas.Group
}
}
@property engine {
[[Initializes an emotion object with the specified module.
This function is required after creating the emotion object,
in order to specify which module will be used with this
object. Different objects can use different modules to
play a media file. The current supported modules are
gstreamer and xine.
To use any of them, you need to make sure that support for
them was compiled correctly.
It's possible to disable the build of a module with
--disable-module_name.
See also @Efl.File.file.
]]
set {
[[Initializes an emotion object with the specified module.
This function is required after creating the emotion object,
in order to specify which module will be used with this
object. Different objects can use different modules to
play a media file. The current supported modules are
gstreamer and xine.
To use any of them, you need to make sure that support for
them was compiled correctly.
It's possible to disable the build of a module with
--disable-module_name.
See also @Efl.File.file.
]]
return: bool; [[$true if the specified module was successfully
initialized for this object, $false otherwise.]]
}

View File

@ -144,28 +144,28 @@ abstract Efl.Object
}
}
@property event_global_freeze_count @static {
get {
[[Return the global count of freeze events.
[[Return the global count of freeze events.
This is the amount of calls to @.event_global_freeze minus
the amount of calls to @.event_global_thaw.
EFL will not emit any event while this count is > 0 (Except
events marked $hot).
]]
This is the amount of calls to @.event_global_freeze minus
the amount of calls to @.event_global_thaw.
EFL will not emit any event while this count is > 0 (Except
events marked $hot).
]]
get {
}
values {
fcount: int; [[The global event freeze count.]]
}
}
@property event_freeze_count {
get {
[[Return the count of freeze events for this object.
[[Return the count of freeze events for this object.
This is the amount of calls to @.event_freeze minus
the amount of calls to @.event_thaw.
This object will not emit any event while this count is > 0
(Except events marked $hot).
]]
This is the amount of calls to @.event_freeze minus
the amount of calls to @.event_thaw.
This object will not emit any event while this count is > 0
(Except events marked $hot).
]]
get {
}
values {
fcount: int; [[The event freeze count of this object.]]

View File

@ -50,16 +50,16 @@ mixin @beta Efl.Canvas.Filter.Internal requires Efl.Object extends Efl.Gfx.Filte
methods {
@property filter_changed @protected {
[[Marks this filter as changed.]]
set {
[[Marks this filter as changed.]]
}
values {
val: bool; [[$true if filter changed, $false otherwise]]
}
}
@property filter_invalid @protected {
[[Marks this filter as invalid.]]
set {
[[Marks this filter as invalid.]]
}
values {
val: bool; [[$true if filter is invalid, $false otherwise]]
@ -102,11 +102,11 @@ mixin @beta Efl.Canvas.Filter.Internal requires Efl.Object extends Efl.Gfx.Filte
]]
}
@property filter_output_buffer @protected {
get {
[[Retrieve cached output buffer, if any.
[[Retrieves cached output buffer, if any.
Does not increment the reference count.
]]
Does not increment the reference count.
]]
get {
}
values {
buffer: void_ptr; [[Output buffer]]

View File

@ -84,55 +84,49 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property clipper {
[[Clip one object to another.
This property will clip the object $obj to the area occupied
by the object $clip. This means the object $obj will only be
visible within the area occupied by the clipping object
($clip).
The color of the object being clipped will be multiplied by
the color of the clipping one, so the resulting color for the
former will be "RESULT = (OBJ * CLIP) / (255 * 255)", per color
element (red, green, blue and alpha).
Clipping is recursive, so clipping objects may be clipped by
others, and their color will in term be multiplied. You may
not set up circular clipping lists (i.e. object 1 clips
object 2, which clips object 1): the behavior of Evas is
undefined in this case.
Objects which do not clip others are visible in the canvas as
normal; those that clip one or more objects become invisible
themselves, only affecting what they clip. If an object ceases
to have other objects being clipped by it, it will become
visible again.
The visibility of an object affects the objects that are
clipped by it, so if the object clipping others is not shown
(as in @Efl.Gfx.Entity.visible), the objects clipped by it will
not be shown either.
If $obj was being clipped by another object when this function
is called, it gets implicitly removed from the old clipper's
domain and is made now to be clipped by its new clipper.
If $clip is $null, this call will disable clipping for the object
i.e. its visibility and color get detached from the previous
clipper. If it wasn't, this has no effect.
Note: Only rectangle and image (masks) objects can be used
as clippers. Anything else will result in undefined behaviour.
]]
set {
[[Clip one object to another.
This function will clip the object $obj to the area occupied
by the object $clip. This means the object $obj will only be
visible within the area occupied by the clipping object
($clip).
The color of the object being clipped will be multiplied by
the color of the clipping one, so the resulting color for the
former will be "RESULT = (OBJ * CLIP) / (255 * 255)", per color
element (red, green, blue and alpha).
Clipping is recursive, so clipping objects may be clipped by
others, and their color will in term be multiplied. You may
not set up circular clipping lists (i.e. object 1 clips
object 2, which clips object 1): the behavior of Evas is
undefined in this case.
Objects which do not clip others are visible in the canvas as
normal; those that clip one or more objects become invisible
themselves, only affecting what they clip. If an object ceases
to have other objects being clipped by it, it will become
visible again.
The visibility of an object affects the objects that are
clipped by it, so if the object clipping others is not shown
(as in @Efl.Gfx.Entity.visible), the objects clipped by it will
not be shown either.
If $obj was being clipped by another object when this function
is called, it gets implicitly removed from the old clipper's
domain and is made now to be clipped by its new clipper.
If $clip is $null, this call will disable clipping for the object
i.e. its visibility and color get detached from the previous
clipper. If it wasn't, this has no effect.
Note: Only rectangle and image (masks) objects can be used
as clippers. Anything else will result in undefined behaviour.
]]
}
get {
[[Get the object clipping $obj (if any).
This function returns the object clipping $obj. If $obj is
not being clipped at all, $null is returned. The object $obj
must be a valid Evas_Object.
]]
}
values {
clipper: Efl.Canvas.Object; [[The object to clip $obj by.]]
@ -156,27 +150,26 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property repeat_events {
[[Whether an Evas object is to repeat events to objects below it.
If $repeat is $true, it will make events on $obj to also be
repeated for the next lower object in the objects' stack (see
see @Efl.Gfx.Stack.below).
If $repeat is $false, events occurring on $obj will be
processed only on it.
]]
/* FIXME-doc
Example:
@dontinclude evas-stacking.c
@skip if (strcmp(ev->key, "r") == 0)
@until }
See the full @ref Example_Evas_Stacking "example".
*/
set {
[[Set whether an Evas object is to repeat events.
If $repeat is $true, it will make events on $obj to also be
repeated for the next lower object in the objects' stack (see
see @Efl.Gfx.Stack.below).
If $repeat is $false, events occurring on $obj will be
processed only on it.
]]
/* FIXME-doc
Example:
@dontinclude evas-stacking.c
@skip if (strcmp(ev->key, "r") == 0)
@until }
See the full @ref Example_Evas_Stacking "example".
*/
}
get {
[[Determine whether an object is set to repeat events.]]
}
values {
repeat: bool; [[Whether $obj is to repeat events ($true) or
@ -248,31 +241,28 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
return: bool; [[$true if the seat was removed from the focus list or $false otherwise.]]
}
@property precise_is_inside {
[[Whether to use precise (usually expensive) point collision
detection for a given Evas object.
Use this property to make Evas treat objects' transparent
areas as not belonging to it with regard to mouse pointer
events. By default, all of the object's boundary rectangle
will be taken in account for them.
Warning: By using precise point collision detection you'll be
making Evas more resource intensive.
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip if (strcmp(ev->key, "p") == 0)
@until }
See the full example @ref Example_Evas_Events "here".
*/
set {
[[Set whether to use precise (usually expensive) point collision
detection for a given Evas object.
Use this function to make Evas treat objects' transparent
areas as not belonging to it with regard to mouse pointer
events. By default, all of the object's boundary rectangle
will be taken in account for them.
Warning: By using precise point collision detection you'll be
making Evas more resource intensive.
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip if (strcmp(ev->key, "p") == 0)
@until }
See the full example @ref Example_Evas_Events "here".
*/
}
get {
[[Determine whether an object is set to use precise point
collision detection.
]]
}
values {
precise: bool; [[Whether to use precise point collision
@ -280,27 +270,23 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property propagate_events {
[[Whether events on a smart object's member should be
propagated up to its parent.
This function has no effect if $obj is not a member of a
smart object.
If $prop is $true, events occurring on this object will be
propagated on to the smart object of which $obj is a member.
If $prop is $false, events occurring on this object will not
be propagated on to the smart object of which $obj is a
member. The default value is $true.
See also @.repeat_events.set, @.pass_events.set.
]]
set {
[[Set whether events on a smart object's member should be
propagated up to its parent.
This function has no effect if $obj is not a member of a
smart object.
If $prop is $true, events occurring on this object will be
propagated on to the smart object of which $obj is a member.
If $prop is $false, events occurring on this object will not
be propagated on to the smart object of which $obj is a
member. The default value is $true.
See also @.repeat_events.set, @.pass_events.set.
]]
}
get {
[[Retrieve whether an Evas object is set to propagate events.
See also @.repeat_events.get, @.pass_events.get.
]]
}
values {
propagate: bool; [[Whether to propagate events ($true) or not
@ -308,24 +294,20 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property pass_events {
[[Whether an Evas object is to pass (ignore) events.
If $pass is $true, it will make events on $obj to be ignored.
They will be triggered on the next lower object (that is not
set to pass events), instead (see @Efl.Gfx.Stack.below).
If $pass is $false events will be processed on that object
as normal.
See also @.repeat_events.set, @.propagate_events.set
]]
set {
[[Set whether an Evas object is to pass (ignore) events.
If $pass is $true, it will make events on $obj to be ignored.
They will be triggered on the next lower object (that is not
set to pass events), instead (see @Efl.Gfx.Stack.below).
If $pass is $false events will be processed on that object
as normal.
See also @.repeat_events.set, @.propagate_events.set
]]
}
get {
[[Determine whether an object is set to pass (ignore) events.
See also @.repeat_events.get, @.propagate_events.get.
]]
/* FIXME-doc
Example:
@dontinclude evas-stacking.c
@ -341,15 +323,12 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property anti_alias {
[[Whether or not the given Evas object is to be drawn
anti-aliased.
]]
set {
[[Sets whether or not the given Evas object is to be drawn
anti-aliased.
]]
}
get {
[[Retrieves whether or not the given Evas object is to be drawn
anti_aliased.
]]
}
values {
anti_alias: bool; [[$true if the object is to be anti_aliased,
@ -357,22 +336,22 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property clipped_objects {
[[List of objects currently clipped by $obj.
This returns the internal list handle containing all
objects clipped by the object $obj. If none are clipped by
it, the call returns $null. This list is only valid until
the clip list is changed and should be fetched again with
another call to this function if any objects being clipped
by this object are unclipped, clipped by a new object,
deleted or get the clipper deleted. These operations will
invalidate the list returned, so it should not be used
anymore after that point. Any use of the list after this
may have undefined results, possibly leading to crashes.
See also @.clipper.
]]
get {
[[Return a list of objects currently clipped by $obj.
This returns the internal list handle containing all
objects clipped by the object $obj. If none are clipped by
it, the call returns $null. This list is only valid until
the clip list is changed and should be fetched again with
another call to this function if any objects being clipped
by this object are unclipped, clipped by a new object,
deleted or get the clipper deleted. These operations will
invalidate the list returned, so it should not be used
anymore after that point. Any use of the list after this
may have undefined results, possibly leading to crashes.
See also @.clipper.
]]
return: iterator<Efl.Canvas.Object> @no_unused; [[An iterator over the
list of objects clipped by $obj.]]
}
@ -460,57 +439,46 @@ abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity,
}
}
@property no_render {
get {
[[Returns the state of the "no-render" flag, which means, when
true, that an object should never be rendered on the canvas.
[[Disables all rendering on the canvas.
This flag can be used to avoid rendering visible clippers on
the canvas, even if they currently don't clip any object.
]]
This flag will be used to indicate to Evas that this object
should never be rendered on the canvas under any
circumstances. In particular, this is useful to avoid
drawing clipper objects (or masks) even when they don't
clip any object. This can also be used to replace the old
source_visible flag with proxy objects.
This is different to the visible property, as even visible
objects marked as "no-render" will never appear on screen.
But those objects can still be used as proxy sources or
clippers. When hidden, all "no-render" objects will
completely disappear from the canvas, and hide their
clippees or be invisible when used as proxy sources.
]]
get {
}
set {
[[Disable all rendering on the canvas.
This flag will be used to indicate to Evas that this object
should never be rendered on the canvas under any
circumstances. In particular, this is useful to avoid
drawing clipper objects (or masks) even when they don't
clip any object. This can also be used to replace the old
source_visible flag with proxy objects.
This is different to the visible property, as even visible
objects marked as "no-render" will never appear on screen.
But those objects can still be used as proxy sources or
clippers. When hidden, all "no-render" objects will
completely disappear from the canvas, and hide their
clippees or be invisible when used as proxy sources.
]]
}
values {
enable: bool; [[Enable "no-render" mode.]]
}
}
@property coords_inside {
get {
[[Returns whether the coords are logically inside the
object.
[[Whether the coordinates are logically inside the object.
When this function is called it will return a value of either
$false or $true, depending on if the coords are inside the object's
current geometry.
A return value of $true indicates the position is logically
A value of $true indicates the position is logically
inside the object, and $false implies it is logically
outside the object.
If $e is not a valid object, the return value is undefined.
If $obj is not a valid object, the return value is undefined.
]]
get {
}
keys {
pos: Eina.Position2D; [[The position in pixels.]]
pos: Eina.Position2D; [[The coordinates in pixels.]]
}
values {
return: bool; [[$true if the coords are inside the object, $false otherwise]]
return: bool; [[$true if the coordinates are inside the object, $false otherwise]]
}
}
gesture_manager_get @beta {

View File

@ -6,30 +6,26 @@ abstract @beta Efl.Canvas.Vg.Node extends Efl.Object
[[Efl vector graphics abstract class]]
methods {
@property transformation {
set {
[[Sets the transformation matrix to be used for this node object.
[[The transformation matrix to be used for this node object.
Note: Pass $null to cancel the applied transformation.
]]
Note: Pass $null to cancel the applied transformation.
]]
set {
}
get {
[[Gets the transformation matrix used for this node object.
]]
}
values {
m: ptr(const(Eina.Matrix3)); [[Transformation matrix.]]
}
}
@property origin {
set {
[[Sets the origin position of the node object.
[[The origin position of the node object.
This origin position affects node transformation.
]]
This origin position affects node transformation.
]]
set {
}
get {
[[Gets the origin position of the node object.
]]
}
values {
x: double; [[$origin x position.]]

View File

@ -33,12 +33,11 @@ class @beta Efl.Canvas.Vg.Object extends Efl.Canvas.Object implements Efl.File,
}
}
@property viewbox {
[[The viewbox for the evas vg canvas.
viewbox if set should be mapped to the canvas geometry when rendering the vg tree.]]
get {
[[Get the current viewbox from the evas_object_vg]]
}
set {
[[Sets the viewbox for the evas vg canvas.
viewbox if set should be mapped to the canvas geometry when rendering the vg tree.]]
}
values {
viewbox: Eina.Rect; [[viewbox for the vg canvas]]
@ -52,26 +51,24 @@ class @beta Efl.Canvas.Vg.Object extends Efl.Canvas.Object implements Efl.File,
}
}
@property root_node {
[[The root node of the evas_object_vg.
Note: To manually create the shape object and show in the Vg
object canvas you must create the hierarchy and set as root node.
It takes the ownership of the root node. ]]
get {
[[Get the root node of the evas_object_vg.
]]
}
set {
[[Set the root node of the evas_object_vg.
Note: To manually create the shape object and show in the Vg
object canvas you must create the hierarchy and set as root node.
It takes the ownership of the root node. ]]
}
values {
root: Efl.Canvas.Vg.Node; [[Root node of the VG canvas.]]
}
}
@property default_size {
[[The default vector size that specified from vector resource.
@since 1.22]]
get {
[[Get the default vector size that specified from vector resource.
@since 1.22]]
}
values {
size: Eina.Size2D;

View File

@ -23,13 +23,13 @@ interface Efl.Input.Interface
event_prefix: efl;
methods {
@property seat_event_filter @beta {
[[Whether input events from a given seat are enabled.
If the filter list is empty (no seat is disabled) this object
will report mouse, keyboard and focus events from any seat, otherwise those events will
only be reported if the event comes from a seat that is not in the list.]]
set {
[[Add or remove a given seat to the filter list. If the filter list is empty this object
will report mouse, keyboard and focus events from any seat, otherwise those events will
only be reported if the event comes from a seat that is in the list.]]
}
get {
[[Check if input events from a given seat is enabled.]]
}
keys {
seat: Efl.Input.Device; [[The seat to act on.]]

View File

@ -8,21 +8,18 @@ class @beta Evas.Canvas3D.Light extends Evas.Canvas3D.Object
methods {
@property directional {
[[The directional flag of the given light.
Directional light is a type of light which is infinitely far away with no
attenuation. The light direction is determined by the containing node's
forward vector (negative Z-axis).
By default, directional is not enabled.
\@ref evas_canvas3d_node_look_at_set]]
set {
[[Set the directional flag of the given light.
Directional light is a type of light which is infinitely far away with no
attenuation. The light direction is determined by the containing node's
forward vector (negative Z-axis).
By default, directional is not enabled.
\@ref evas_canvas3d_node_look_at_set]]
}
get {
[[Get the directional flag of the given light.
See also @.directional.set]]
}
values {
directional: bool; [[Whether the light is directional ($true), or not ($false).]]
@ -30,22 +27,19 @@ class @beta Evas.Canvas3D.Light extends Evas.Canvas3D.Object
}
@property spot_exponent {
[[The spot exponent of the given light.
Higher spot exponent means intensity at the center of the cone is relatively
stronger. Zero exponent means the light intensity is evenly distributed. The
spot exponent has no effect when the light is not spot light (spot cutoff
angle is less than 180 degree).
Default spot exponent is 0.
See also @.spot_cutoff.set]]
set {
[[Set the spot exponent of the given light.
Higher spot exponent means intensity at the center of the cone is relatively
stronger. Zero exponent means the light intensity is evenly distibuted. The
spot exponent has no effect when the light is not spot light (spot cutoff
angle is less than 180 degree).
Default spot exponent is 0.
See also @.spot_cutoff.set]]
}
get {
[[Get the spot exponent of the given light.
See also @.spot_exponent.set]]
}
values {
exponent: Evas.Real; [[Spot exponent value.]]
@ -53,18 +47,15 @@ class @beta Evas.Canvas3D.Light extends Evas.Canvas3D.Object
}
@property spot_cutoff {
[[The spot cutoff angle of the given light.
Only angle less than 180 degree will make it spot light, so that other spot
light attribute will take effect.
Default spot cutoff angle is 180.]]
set {
[[Set the spot cutoff angle of the given light.
Only angle less than 180 degree will make it spot light, so that other spot
light attribute will take effect.
Default spot cutoff angle is 180.]]
}
get {
[[Get the spot cutoff angle of the given light.
See also @.spot_cutoff.set]]
}
values {
cutoff: Evas.Real; [[Cutoff angle in degree..]]
@ -72,17 +63,14 @@ class @beta Evas.Canvas3D.Light extends Evas.Canvas3D.Object
}
@property attenuation_enable {
[[The attenuation enable flag of the given light.
By default, light attenuation is not enabled.
See also @.attenuation_set]]
set {
[[Set the attenuation enable flag of the given light.
By default, light attenuation is not enabled.
See also @.attenuation_set]]
}
get {
[[Get the attenuation enable flag of the given light.
See also @.attenuation_enable.set]]
}
values {
enable: bool; [[Whether to enable attenuation ($true), or not ($false)..]]

View File

@ -44,22 +44,18 @@ class @beta Evas.Canvas3D.Material extends Evas.Canvas3D.Object
}
@property enable {
[[The material attribute enable flag of the given material.
You might want to disable some material reflection contribution.
For example, Emission attribute is rarely used. Disabling unused
attributes might help the shading less complex so that can get
speed up.
By default, diffuse and specular is enabled.
]]
set {
[[Set the material attribute enable flag of the given material.
You might want to disable some material reflection contribution.
For example, Emission attribute is rarely used. Disabling unused
attributes might help the shading less complex so that can get
speed up.
By default, diffuse and specular is enabled.
]]
}
get {
[[Get the material attribute enable flag of the given material.
See also @.enable.set.
]]
}
keys {
attrib: Evas.Canvas3D.Material_Attrib; [[Material attribute ID.]]
@ -70,22 +66,18 @@ class @beta Evas.Canvas3D.Material extends Evas.Canvas3D.Object
}
@property shininess {
[[The shininess of the given material.
Shininess is only used when specular attribute is enabled. Higher shininess
value will make the object more shiny.
Default shininess value is 150.0.
See also @.enable.set.
]]
set {
[[Set the shininess of the given material.
Shininess is only used when specular attribute is enabled. Higher shininess
value will make the object more shiny.
Default shininess value is 150.0.
See also @.enable.set.
]]
}
get {
[[Get the shininess of the given material.
See also @.shininess.set.
]]
}
values {
shininess: Evas.Real; [[Shininess value.]]
@ -93,19 +85,15 @@ class @beta Evas.Canvas3D.Material extends Evas.Canvas3D.Object
}
@property texture {
[[The texture of the given material.
You have to enable the desired attribute first.
See also @.enable.set.
]]
set {
[[Set the texture of the given material.
You have to enable the desired attribute first.
See also @.enable.set.
]]
}
get {
[[Get the texture of the given material.
See also @.texture.set.
]]
}
keys {

View File

@ -238,57 +238,53 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
}
@property shader_mode {
set {
[[Set the shader mode of the given mesh.
[[Set the shader mode of the given mesh.
Default shader mode is EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR.
]]
Default shader mode is EVAS_CANVAS3D_SHADER_MODE_VERTEX_COLOR.
]]
set {
}
get {
[[Get the shader mode of the given mesh.]]
}
values {
mode: Evas.Canvas3D.Shader_Mode; [[The shader mode.]]
}
}
@property color_pick_enable {
set {
[[Set possibility color picking.]]
[[Set possibility color picking.]]
set {
}
get {
[[Get status of color picking of the mesh.]]
}
values {
enabled: bool; [[Possibility flag.]]
}
}
@property vertex_count {
[[The vertex count of the given mesh.
Each key frame should have same vertex count to be properly
interpolated. Key frames have their own vertex data and the
data should have more vertices than the mesh's vertex count.
Default vertex count is 0.
]]
set {
[[Set the vertex count of the given mesh.
Each key frame should have same vertex count to be properly
interpolated. Key frames have their own vertex data and the
data should have more vertices than the mesh's vertex count.
Default vertex count is 0.
]]
}
get {
[[Get the vertex count of the given mesh.]]
}
values {
count: uint; [[Vertex count.]]
}
}
@property fog_enable {
set {
[[Enable or disable fog effect for given mesh.
[[Enable or disable fog effect for given mesh.
Default fog is disabled.
]]
Default fog is disabled.
]]
set {
}
get {
[[Get the enable status of fog effect for given mesh.]]
}
values {
enabled: bool; [[Fog enabled status.]]
@ -296,11 +292,11 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
@property alpha_test_enable {
set {
[[Get the enable status of alpha test for given mesh.
[[The enable status of alpha test for given mesh.
Default alpha test disabled.
]]
Default alpha test disabled.
]]
set {
}
get {
[[Get the enable status of alpha test for given mesh.]]
@ -311,19 +307,16 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
@property alpha_func {
set {
[[Set the alpha func.
[[The alpha function.
The alpha test discards fragments depending on the outcome of
a comparison between an incoming fragment's alpha value and a
constant reference value. This func specifies the reference
value and the comparison function.
]]
The alpha test discards fragments depending on the outcome of
a comparison between an incoming fragment's alpha value and a
constant reference value. This function specifies the reference
value and the comparison function.
]]
set {
}
get {
[[Get the reference value and the comparison function for alpha
testing.
]]
}
values {
comparison_func: Evas.Canvas3D.Comparison; [[The alpha comparison function.]]
@ -332,11 +325,10 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
@property blending_enable {
set {
[[Enable or disable blending for given mesh.]]
[[Enable or disable blending for given mesh.]]
set {
}
get {
[[Get whether blending is enabled for the mesh.]]
}
values {
blending: bool; [[The blending state.]]
@ -344,15 +336,14 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
@property frame_material {
set {
[[Set the material of the key frame of the given mesh.
[[The material of the key frame of the given mesh.
Setting different materials for each key frame is useful for
doing animations like GIF images or color changing animations.
]]
Setting different materials for each key frame is useful for
doing animations like GIF images or color changing animations.
]]
set {
}
get {
[[Get the material of the key frame of the given mesh.]]
}
keys {
frame: int; [[The number of the key frame.]]
@ -363,32 +354,30 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
@property vertex_assembly {
[[The vertex assembly of the given mesh.
Vertex assembly defines how the engine organizes vertices into
geometric primitives.
Default vertex assembly is EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES.
]]
set {
[[Set the vertex assembly of the given mesh.
Vertex assembly defines how the engine organizes vertices into
geometric primitives.
Default vertex assembly is EVAS_CANVAS3D_VERTEX_ASSEMBLY_TRIANGLES.
]]
}
get {
[[Get the vertex assembly of the given mesh.]]
}
values {
assembly: Evas.Canvas3D.Vertex_Assembly; [[The vertex assembly.]]
}
}
@property shadows_edges_filtering {
set {
[[Set the shadow edges blur parameters.
[[The shadow edges blur parameters.
The averaging values in window is used for blurring.
User can set the size of window and num of points in window.
]]
The averaging values in window is used for blurring.
User can set the size of window and num of points in window.
]]
set {
}
get {
[[Get the shadow edges blur parameters.]]
}
values {
blur_level: int; [[Number of points within a bluring radius.]]
@ -396,24 +385,20 @@ class @beta Evas.Canvas3D.Mesh extends Evas.Canvas3D.Object implements Efl.File,
}
}
@property shadows_constant_bias {
[[The offset shadow toward object.]]
set {
[[Set offset shadow toward object.]]
}
get {
[[Get offset shadow toward object.]]
}
values {
bias: Evas.Real; [[Offset.]]
}
}
@property lod_boundary {
[[The LOD boundary distances.]]
set {
[[Set LOD boundary distances.]]
}
get {
[[Get LOD boundary distances.
See also @Evas.Canvas3D.Mesh.lod_boundary.set.]]
}
values {
near_lod: Evas.Real; [[Up boundary]]

View File

@ -235,17 +235,14 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property position_inherit {
set {
[[Set the position inheritance flag of the given node.
[[The position inheritance flag of the given node.
When inheritance is enabled, a node's world space position is determined by
adding the parent node's world position and the node's position. Otherwise
the node's position will be the world space position.]]
When inheritance is enabled, a node's world space position is determined by
adding the parent node's world position and the node's position. Otherwise
the node's position will be the world space position.]]
set {
}
get {
[[Get the position inheritance flag of the given node.
See also @Evas.Canvas3D.Node.position_inherit.set.]]
}
values {
inherit: bool; [[Whether to inherit parent position.]]
@ -253,18 +250,15 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property orientation_inherit {
set {
[[Set the orientation inheritance flag of the given node.
[[The orientation inheritance flag of the given node.
When inheritance is enabled, a node's world space orientation is determined
by multiplying the parent node's world orientation and the node's
orientation. Otherwise the node's orientation will be the world space
orientation.]]
When inheritance is enabled, a node's world space orientation is determined
by multiplying the parent node's world orientation and the node's
orientation. Otherwise the node's orientation will be the world space
orientation.]]
set {
}
get {
[[Get the orientation inheritance flag of the given node.
See also @Evas.Canvas3D.Node.orientation_inherit.set.]]
}
values {
inherit: bool; [[Whether to inherit parent orientation.]]
@ -272,17 +266,14 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property scale_inherit {
set {
[[Set the scale inheritance flag of the given node.
[[The scale inheritance flag of the given node.
When inheritance is enabled, a node's world space scale is determined by
multiplying the parent node's world scale and the node's scale. Otherwise
the node's scale will be the world space scale.]]
When inheritance is enabled, a node's world space scale is determined by
multiplying the parent node's world scale and the node's scale. Otherwise
the node's scale will be the world space scale.]]
set {
}
get {
[[Get the scale inheritance flag of the given node.
See also @Evas.Canvas3D.Node.scale_inherit.set.]]
}
values {
inherit: bool; [[Whether to inherit parent scale.]]
@ -290,18 +281,15 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property camera {
[[A camera attached to the given node.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_CAMERA, error message will be
generated and nothing happens.
See also @Evas.Canvas3D.Node.member_add.]]
set {
[[Set a camera to the given node.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_CAMERA, error message will be
generated and nothing happens.
See also @Evas.Canvas3D.Node.member_add.]]
}
get {
[[Get the camera of the given node.
See also @Evas.Canvas3D.Node.camera.set.]]
}
values {
// FIXME: Evas_Canvas3D_Camera is necessary, but that introduces a cycle
@ -310,18 +298,15 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property light {
[[A light attached to the given node.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_LIGHT, error message will be
generated and nothing happens.
See also @Evas.Canvas3D.Node.member_add.]]
set {
[[Set the light of the given node.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_LIGHT, error message will be
generated and nothing happens.
See also @Evas.Canvas3D.Node.member_add.]]
}
get {
[[Get the light of the given node.
See also @Evas.Canvas3D.Node.light.set.]]
}
values {
light: Evas.Canvas3D.Light; [[The light of the given node if any, or $null if there're none.]]
@ -329,23 +314,17 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property mesh_frame {
[[The animation frame number of the given node for the given mesh.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_MESH or the given mesh does not
belong to the given mesh error mesh will be generated and nothing happens.
Default mesh frame is 0.
See also @Evas.Canvas3D.Node.mesh_add.]]
set {
[[Set the animation frame number of the given node for the given mesh.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_MESH or the given mesh does not
belong to the given mesh error mesh will be generated and nothing happens.
Default mesh frame is 0.
See also @Evas.Canvas3D.Node.mesh_add.]]
}
get {
[[Set the animation frame number of the given node for the given mesh.
If the node is not of type EVAS_CANVAS3D_NODE_TYPE_MESH or the given mesh does not
belong to the given mesh error mesh will be generated and nothing happens.
See also @Evas.Canvas3D.Node.mesh_add.]]
}
keys {
mesh: Evas.Canvas3D.Mesh; [[The given mesh.]]
@ -356,13 +335,10 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
@property billboard_target {
[[Set behavior of node like billboard object.]]
set {
[[Set behavior of node like billboard object.]]
}
get {
[[Get the target node for billboard object.
See also @Evas.Canvas3D.Node.billboard_target.set.]]
}
values {
target: Evas.Canvas3D.Node; [[The pointer to target node for billboard object,
@ -370,13 +346,10 @@ class @beta Evas.Canvas3D.Node extends Evas.Canvas3D.Object
}
}
@property lod_enable {
[[Enable behavior of node like LOD object.]]
set {
[[Enable behavior of node like LOD object.]]
}
get {
[[Get(check) status of node does node is LOD object.
See also @Evas.Canvas3D.Node.lod_enable.set.]]
}
values {
enable: bool; [[status property (true/false)]]

View File

@ -7,126 +7,111 @@ class @beta Evas.Canvas3D.Primitive extends Evas.Canvas3D.Object
methods {
@property form {
[[The form of the given primitive.
Form defines which function will be chosen to set data to mesh
on call of evas_canvas3d_mesh_primitive_set.
Now available next forms of primitives are tabulated primitives (SQUARE and CUBE),
solids of revolution (CYLINDER, CONE, SPHERE and TORUS) and surfaces (SURFACE and TERRAIN).
Default form is EVAS_CANVAS3D_MESH_PRIMITIVE_NONE.]]
set {
[[Set the form of the given primitive.
Form defines which function will be chosen to set data to mesh
on call of evas_canvas3d_mesh_primitive_set.
Now available next forms of primitives are tabulated primitives (SQUARE and CUBE),
solids of revolution (CYLINDER, CONE, SPHERE and TORUS) and surfaces (SURFACE and TERRAIN).
Default form is EVAS_CANVAS3D_MESH_PRIMITIVE_NONE.]]
}
get {
[[Get the form of the given primitive.
See also @.form.set.]]
}
values {
form: Evas.Canvas3D.Mesh_Primitive; [[Form of primitive.]]
}
}
@property mode {
[[The mode of the given primitive.
Mode defines which function will be chosen to set data to mesh
on call of evas_canvas3d_mesh_primitive_set. It helps to choose
an alternative algorithm for primitives with a given form,
such as a cone without a base or sphere textured in alternative way.
Mods of primitives are now available
without base (bases) (supported for cylinder and cone) and
with alternative UV (supported by sphere).
Default form is EVAS_CANVAS3D_PRIMITIVE_MODE_DEFAULT.]]
set {
[[Set the mode of the given primitive.
Mode defines which function will be chosen to set data to mesh
on call of evas_canvas3d_mesh_primitive_set. It helps to choose
an alternative algorithm for primitives with a given form,
such as a cone without a base or sphere textured in alternative way.
Mods of primitives are now available
without base (bases) (supported for cylinder and cone) and
with alternative UV (supported by sphere).
Default form is EVAS_CANVAS3D_PRIMITIVE_MODE_DEFAULT.]]
}
get {
[[Get the mode of the given primitive.
See also @.mode.set.]]
}
values {
mode: Evas.Canvas3D.Primitive_Mode; [[Mode of primitive.]]
}
}
@property ratio {
[[The ratio of the given primitive.
Ratio is used only in torus as the ratio of the
major radius and minor radius. For this usage
Available values is from 1.0 to infinity.
If ratio for torus has a bad value,
3.0 will be used as the ratio.
Default ratio is 3.0.]]
set {
[[Set the ratio of the given primitive.
Ratio is used only in torus as the ratio of the
major radius and minor radius. For this usage
Available values is from 1.0 to infinity.
If ratio for torus has a bad value,
3.0 will be used as the ratio.
Default ratio is 3.0.]]
}
get {
[[Get the ratio of the given primitive.
See also @.ratio.set.]]
}
values {
ratio: Evas.Real; [[Ratio of primitive.]]
}
}
@property precision {
[[The precision of the given primitive.
Precision is used in all non tabulated primitives and defines
the precision of created primitives.
Available values range from 3 to infinity.
If the value is more than 100, you may see a warning
about possibility of incorrect values or slow processing.
Default ratio is 10.]]
set {
[[Set the precision of the given primitive.
Precision is used in all non tabulated primitives and defines
the precision of created primitives.
Available values range from 3 to infinity.
If the value is more than 100, you may see a warning
about possibility of incorrect values or slow processing.
Default ratio is 10.]]
}
get {
[[Get the precision of the given primitive.
See also @.precision.set.]]
}
values {
precision: int; [[Precision of primitive.]]
}
}
@property surface {
[[The surface of the given primitive.
Surface is used only in surface primitives and defines
the equation of filling mesh data on call of
evas_canvas3d_mesh_primitive_set.
This allows you to create customers primitives like
shell, heart, hyperbolic paraboloid etc. See _shell_func in
examples/evas/evas-3d-visual-test.c or _perlin_terrain in
modules/evas/primitives/surfaces/terrain.c for usage examples.
Default surface is $null]]
set {
[[Set the surface of the given primitive.
Surface is used only in surface primitives and defines
the equation of filling mesh data on call of
evas_canvas3d_mesh_primitive_set.
This allows you to create customers primitives like
shell, heart, hyperbolic paraboloid etc. See _shell_func in
examples/evas/evas-3d-visual-test.c or _perlin_terrain in
modules/evas/primitives/surfaces/terrain.c for usage examples.
Default surface is $null]]
}
values {
surface: ptr(Evas.Canvas3D.Surface_Func); [[Pointer to customers surface function.]]
}
}
@property tex_scale {
[[The texture scale of the given primitive.
Texture scale uses in all non tabulated primitives
and defines scale of texture coordinates or primitives.
It uses to create periodical textured meshes.
Default tex_scale is {1.0, 1.0}]]
set {
[[Set the texture scale of the given primitive.
Texture scale uses in all non tabulated primitives
and defines scale of texture coordinates or primitives.
It uses to create periodical textured meshes.
Default tex_scale is {1.0, 1.0}]]
}
get {
[[Get the texture scale of the given primitive.
See also @.tex_scale.set.]]
}
values {
tex_scale_x: Evas.Real; [[Texture scale X coordinate]]

View File

@ -121,11 +121,10 @@ class @beta Evas.Canvas3D.Scene extends Evas.Canvas3D.Object
}
@property root_node {
[[The root node of a scene.]]
set {
[[Set the root node of a scene.]]
}
get {
[[Get the root node of a scene.]]
}
values {
node: Evas.Canvas3D.Node; [[A node which will be used as a
@ -134,11 +133,10 @@ class @beta Evas.Canvas3D.Scene extends Evas.Canvas3D.Object
}
@property camera_node {
[[The camera node of a scene.]]
set {
[[Set the camera node of a scene.]]
}
get {
[[Get the camera node of a scene.]]
}
values {
node: Evas.Canvas3D.Node; [[A node which will be used as a
@ -146,11 +144,10 @@ class @beta Evas.Canvas3D.Scene extends Evas.Canvas3D.Object
}
}
@property shadows_depth {
[[Scale and units used to calculate depth values.]]
set {
[[Set scale and units used to calculate depth values.]]
}
get {
[[Get scale and units used to calculate depth values.]]
}
values {
depth_offset: Evas.Real; [[Scale factor that is used to

View File

@ -6,38 +6,34 @@ class @beta Evas.Canvas3D.Texture extends Evas.Canvas3D.Object implements Efl.Fi
data : Evas_Canvas3D_Texture_Data;
methods {
@property source_visible {
[[The visibility flag of the source evas object of the given
texture.
Call \@ref evas_object_show on the source object
and control the visibility using this function.
By default the source object is visible.
See also @.source_set.
]]
set {
[[Set the visibility flag of the source evas object of the given
texture.
Call \@ref evas_object_show on the source object
and control the visibility using this function.
By default the source object is visible.
See also @.source_set.
]]
}
get {
[[Get the visibility flag of the source evas object of the given
texture.
]]
}
values {
visible: bool; [[$true for visible, $false for invisible.]]
}
}
@property atlas_enable {
[[Enable flag to generation texture unit with support atlas.
Use this flag only when you cannot normalize texture coordinates.
By default it is enabled.
]]
set {
[[Set enable flag to generation texture unit with support atlas.
Use this flag only when you cannot normalize texture coordinates.
By default it is enabled.
]]
}
get {
[[Get enable flag of generation texture unit with support atlas.]]
}
values {
use_atlas: bool; [[$true for enable, $false for disable.]]