efl/src/lib/edje/edje_object.eo

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import edje_types;
// FIXME: This EO doc needs a direct link to the "edcref" doc
class Edje.Object (Efl.Canvas.Group.Clipped, Efl.File, Efl.Container, Efl.Part,
Efl.Observer, Efl.Ui.Base)
{
[[Edje object class]]
legacy_prefix: edje_object;
eo_prefix: edje_obj;
event_prefix: edje_object;
data: Edje;
methods {
@property animation {
[[Whether this object is animating or not.
This property indicates whether animations are stopped or not.
Animations here refer to transitions between states.
If animations are disabled, transitions between states (as
defined in EDC) are then instantaneous. This is conceptually similar
to setting the @.transition_duration_factor to an infinitely high
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.]]
}
}
@property play {
[[Whether this object is playing or not.
This property indicates whether the object is running or not. If
stopped (or paused), all transitions are disabled and programs
stop running, until resumed.
If play is disabled, the object will remain the same, and its parts
will not change state. Note that play can be disabled during a
transition between states, effectively freezing the object in
flight. When paused, no events will be processed or sent.
Setting to $true resumes playing from the current state.
]]
get {
[[Get the current state of play, $true by default.]]
}
set {
[[Start or stop playing programs in this object.]]
}
values {
play: bool; [[The play state, $true by default.]]
}
}
@property perspective {
set {
[[Sets the given perspective object on this Edje object.
Make the given perspective object be the default perspective for this Edje
object.
There can be only one perspective object per Edje object, and if a
previous one was set, it will be removed and the new perspective object
will be used.
An Edje perspective will only affect a part if it doesn't point to another
part to be used as perspective.
\@ref edje_object_perspective_new()
See also @.perspective.get()
\@ref edje_perspective_set()]]
values {
ps: ptr(Edje.Perspective); [[The perspective object that will be used.]]
}
}
get {
[[Gets the current perspective used on this Edje object.
See also @.perspective.set()]]
values {
ps: ptr(const(Edje.Perspective)); [[The perspective object that will be used.]]
}
}
}
@property transition_duration_factor {
[[Transition duration factor.
This defines a multiplier for the duration of transitions as they
are defined in EDC. By default this factor is 1.0, which means
animations play at the same speed as described in EDC.
]]
set {
[[Sets transition duration factor.]]
}
get {
[[Gets transition duration factor.]]
}
values {
scale: double(1.0); [[The transition duration factor.]]
}
}
// TODO: Legacy only. EO may rely on futures.
preload {
[[Preloads the images on the Edje Object in the background.
This function requests the preload of all data images (on the given
object) in the background. The work is queued before being processed
(because there might be other pending requests of this type).
It emits a signal "preload,done" when finished.
Note: Use $true on scenarios where you don't need
the image data preloaded anymore.]]
return: bool; [[$false if obj was not a valid Edje object
otherwise $true]]
params {
@in cancel: bool; [[$false will add it the preloading work queue,
$true will remove it (if it was issued before).]]
}
}
@property load_error {
get {
[[Gets the (last) file loading error for a given Edje object
This function is meant to be used after an Edje EDJ file
loading, what takes place with the $file_set() function. If that
function does not return $true, one should check for the reason
of failure with this one.
]]
legacy: null;
}
values {
error: Efl.Image.Load.Error(Efl.Image.Load.Error.generic);
[[The load error code.]]
}
}
/* EDJE CALC APIS BEGIN ---------------------------------------------- */
@property calc_update_hints {
[[Whether this object updates its size hints automatically.
By default edje doesn't set size hints on itself. If this property
is set to $true, size hints will be updated after recalculation.
Be careful, as recalculation may happen often, enabling this
property may have a considerable performance impact as other widgets
will be notified of the size hints changes.
A layout recalculation can be triggered by @.size_min_calc(),
@.size_min_restricted_calc(), @.parts_extends_calc() or even any
other internal event.
]]
set {
[[Enable or disable auto-update of size hints.]]
legacy: edje_object_update_hints_set;
}
get {
[[Whether this object updates its size hints automatically.]]
legacy: edje_object_update_hints_get;
}
values {
update: bool(false); [[Whether or not update the size hints.]]
}
}
// FIXME: Prefix with calc_ ?
size_min_calc {
[[Calculates the minimum required size for a given Edje object.
This call works exactly as edje_object_size_min_restricted_calc(),
with the last two arguments set to 0. Please refer to its
documentation, then.
]]
// FIXME: Return a 2D size type (no @out values)
params {
@out minw: int; [[The minimum required width (return value)]]
@out minh: int; [[The minimum required height (return value)]]
}
}
// FIXME: Prefix with calc_ ?
size_min_restricted_calc {
[[Calculates the minimum required size for a given Edje object.
This call will trigger an internal recalculation of all parts of
the object, in order to return its minimum required dimensions for
width and height. The user might choose to impose those minimum
sizes, making the resulting calculation to get to values equal or
larger than $restrictedw and $restrictedh, for width and height,
respectively.
Note: At the end of this call, the object won't be automatically
resized to the new dimensions, but just return the calculated sizes.
The caller is the one up to change its geometry or not.
Warning: Be advised that invisible parts in the object will be taken
into account in this calculation.
]]
// FIXME: Return a 2D size type (no @out values)
params {
@out minw: int; [[The minimum required width (return value)]]
@out minh: int; [[The minimum required height (return value)]]
@in restrictedw: int; [[The minimum width constraint as input,
$minw can not be lower than this]]
@in restrictedh: int; [[The minimum height constraint as input,
$minh can not be lower than this]]
}
}
// FIXME: Prefix with calc_ ?
parts_extends_calc {
[[Calculates the geometry of the region, relative to a given Edje
object's area, occupied by all parts in the object.
This function gets the geometry of the rectangle equal to the area
required to group all parts in obj's group/collection. The x
and y coordinates are relative to the top left corner of the
whole obj object's area. Parts placed out of the group's
boundaries will also be taken in account, so that x and y
may be negative.
Note: On failure, this function will make all non-$null geometry
pointers' pointed variables be set to zero.
]]
return: bool; [[$true on success, $false otherwise]]
/* FIXME: Return a 2D size type (no @out values) */
params {
@out x: int; [[The parts region's X coordinate]]
@out y: int; [[The parts region's Y coordinate]]
@out w: int; [[The parts region's width]]
@out h: int; [[The parts region's height]]
}
}
calc_force {
[[Forces a Size/Geometry calculation.
Forces the object to recalculate its layout regardless of
freeze/thaw.
See also @.calc_freeze and @.calc_thaw.
]]
}
calc_freeze {
[[Freezes the Edje object.
This function puts all changes on hold. Successive freezes will
nest, requiring an equal number of thaws.
See also @.calc_thaw()
]]
return: int; [[The frozen state or 0 on error]]
legacy: edje_object_freeze;
}
calc_thaw {
[[Thaws the Edje object.
This function thaws the given Edje object.
Note: If sucessive freezes were done, an equal number of thaws will
be required.
See also @.calc_freeze()
]]
return: int; [[The frozen state or 0 if the object is not frozen or on error.]]
legacy: edje_object_thaw;
}
/* EDJE CALC APIS END ------------------------------------------------ */
/* EDJE GROUP DATA APIS BEGIN ---------------------------------------- */
@property group_size_min {
get {
[[Gets 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;
}
}
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.
See also @.group_size_max.
]]
legacy: edje_object_size_min_get;
}
values {
minw: int; [[Pointer to a variable where to store the minimum width]]
minh: int; [[Pointer to a variable where to store the minimum height]]
}
}
@property group_size_max {
get {
[[Gets 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;
}
}
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.
See also @.group_size_min.
]]
legacy: edje_object_size_max_get;
}
values {
maxw: int; [[The maximum width]]
maxh: int; [[The maximum height]]
}
}
@property group_data {
get {
[[Retrives an 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.
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";
}
}
}
Warning: Do not confuse this call with edje_file_data_get(), which
queries for a global EDC data field on an EDC declaration file.
]]
legacy: edje_object_data_get;
}
keys {
key: string; [[The data field's key string]]
}
values {
val: string; [[The data's value string.]]
}
}
/* EDJE GROUP DATA APIS END ------------------------------------------ */
/* MESSAGE & SIGNAL APIS BEGIN --------------------------------------- */
message_send {
[[Sends an (Edje) message to a given Edje object
This function sends an Edje message to obj and to all of its
child objects, if it has any (swallowed objects are one kind of
child object). Only a few types are supported:
- int,
- float/double,
- string/stringshare,
- arrays of int, float, double or strings.
The id argument as a form of code and theme defining a common
interface on message communication. One should define the same IDs
on both code and EDC declaration, to individualize messages
(binding them to a given context).
]]
params {
@in id: int; [[A identification number for the message to be sent]]
@in msg: const(generic_value); [[The message's payload]]
}
legacy: null;
}
signal_callback_add {
[[Adds a callback for an arriving Edje signal, emitted by
a given Edje object.
Edje signals are one of the communication interfaces between
code and a given Edje object's theme. With signals, one can
communicate two string values at a time, which are:
- "emission" value: the name of the signal, in general
- "source" value: a name for the signal's context, in general
Though there are those common uses for the two strings, one is free
to use them however they like.
Signal callback registration is powerful, in the way that blobs
may be used to match multiple signals at once. All the
"*?[\" set of $fnmatch() operators can be used, both for
emission and source.
Edje has internal signals it will emit, automatically, on
various actions taking place on group parts. For example, the mouse
cursor being moved, pressed, released, etc., over a given part's
area, all generate individual signals.
By using something like
edje_object_signal_callback_add(obj, "mouse,down,*", "button.*",
signal_cb, NULL);
being \@ref "button.*" the pattern for the names of parts implementing
buttons on an interface, you'd be registering for notifications on
events of mouse buttons being pressed down on either of those parts
(those events all have the @"mouse,down," common prefix on their
names, with a suffix giving the button number). The actual emission
and source strings of an event will be passed in as the emission
and source parameters of the callback function (e.g.
"mouse,down,2" and @"button.close"), for each of those events.
Note: See \@ref edcref "the syntax" for EDC files
See also @.signal_emit() on how to emits Edje signals from
code to a an object
\@ref edje_object_signal_callback_del_full()]]
/* FIXME-doc
* This function adds a callback function to a signal emitted by obj, to
* be issued every time an EDC program like the following
* @code
* program
* {
* name: "emit_example";
* action: SIGNAL_EMIT "a_signal" "a_source";
* }
* @endcode
* is run, if emission and source are given those same values,
* here.
*/
params {
@in emission: string; [[The signal's "emission" string]]
@in source: string; [[The signal's "source" string]]
@in func: Edje.Signal_Cb; [[The callback function to be executed when the signal is
emitted.]]
@in data: void_ptr; [[A pointer to data to pass in to func.]]
}
}
signal_callback_del {
[[Removes a signal-triggered callback from an object.
This function removes a callback, previously attached to the
emission of a signal, from the object obj. The parameters
emission, source and func must match exactly those passed to
a previous call to edje_object_signal_callback_add(). The data
pointer that was passed to this call will be returned.
See also @.signal_callback_add().
\@ref edje_object_signal_callback_del_full().]]
legacy: null;
return: void_ptr; [[The data pointer]]
params {
@in emission: string; [[The emission string.]]
@in source: string; [[The source string.]]
@in func: Edje.Signal_Cb; [[The callback function.]]
@in data: void_ptr; [[The callback function.]]
}
}
signal_emit {
[[Sends/emits an Edje signal to a given Edje object
This function sends a signal to the object obj. An Edje program,
at obj's EDC specification level, can respond to a signal by
having declared matching @'signal' and @'source' fields on its
block (see \@ref edcref "the syntax" for EDC files).
See also @.signal_callback_add() for more on Edje signals.]]
/* FIXME-doc
* @code
* program
* {
* name: "a_program";
* signal: "a_signal";
* source: "";
* action: ...
* }
* @endcode
*/
params {
@in emission: string; [[The signal's "emission" string]]
@in source: string; [[The signal's "source" string]]
}
}
message_signal_process {
[[Processes an object's message queue.
This function goes through the object message queue processing the
pending messages for this specific Edje object. Normally they'd
be processed only at idle time.
If $recurse is $true, this function will be called recursively
on all subobjects.
]]
params {
recurse: bool @optional; [[Whether to process messages on children
objects.]]
}
legacy: null;
}
/* MESSAGE & SIGNAL APIS END ----------------------------------------- */
/* CLASS APIS BEGIN -------------------------------------------------- */
@property global_color_class @class {
set {
[[Sets Edje color class.
This function sets the color values for a process level color
class. This will cause all edje parts in the current process that
have the specified color class to have their colors multiplied by
these values. (Object level color classes set by
edje_object_color_class_set() will override the values set by this
function).
Setting color emits a signal "color_class,set" with source being
the given color class in all objects.
Note: unlike Evas, Edje colors are not pre-multiplied. That is,
half-transparent white is 255 255 255 128.]]
legacy: null;
return: bool; [[$true on success, $false otherwise]]
}
get {
[[Gets Edje color class.
This function gets the color values for a process level color
class. This value is the globally set and not per-object, that is,
the value that would be used by objects if they did not override with
@.color_class.set().
See also, @.global_color_class.set()
Note: unlike Evas, Edje colors are not pre-multiplied. That is,
half-transparent white is 255 255 255 128.]]
legacy: null;
return: bool; [[$true if found or $false if not found and all values
are zeored.]]
}
keys {
color_class: string; [[The name of color class]]
mode: Edje.Color_Class.Mode; [[Edje color class mode]]
}
values {
r: int; [[Object Red value]]
g: int; [[Object Green value]]
b: int; [[Object Blue value]]
a: int; [[Object Alpha value]]
}
}
@property color_class {
set {
[[Sets the object color class.
This function sets the color values for an object level color
class. This will cause all edje parts in the specified object that
have the specified color class to have their colors multiplied by
these values.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Setting color emits a signal "color_class,set" with source being
the given color.
Note: unlike Evas, Edje colors are not pre-multiplied. That is,
half-transparent white is 255 255 255 128.]]
legacy: null;
return: bool; [[$true on success, $false otherwise]]
}
get {
[[Gets the object color class.
This function gets the color values for an object level color
class. If no explicit object color is set, then global values will
be used.
The first color is the object, the second is the text outline, and
the third is the text shadow. (Note that the second two only apply
to text parts).
Note: unlike Evas, Edje colors are not pre-multiplied. That is,
half-transparent white is 255 255 255 128.]]
legacy: null;
return: bool; [[$true if found or $false if not found and all
values are zeroed.]]
}
keys {
color_class: string; [[The name of color class]]
mode: Edje.Color_Class.Mode; [[Edje color class mode]]
}
values {
r: int; [[Object Red value]]
g: int; [[Object Green value]]
b: int; [[Object Blue value]]
a: int; [[Object Alpha value]]
}
}
@property color_class_description {
get {
[[Gets the description of an object color class.
This function gets the description of a color class in use by an object.]]
return: string; [[The description of the target color class or $null if not found]]
}
keys {
color_class: string; [[Color class description]]
}
}
color_class_clear @const {
[[Clears object color classes.
@since 1.17.0]]
return: bool; [[$true on success, or $false on error]]
}
color_class_del {
[[Deletes the object color class.
This function deletes any values at the object level for the
specified object and color class.
Deleting the color class will revert it to the values
defined by edje_color_class_set() or the color class
defined in the theme file.
Deleting the color class will emit the signal "color_class,del"
for the given Edje object.]]
params {
@in color_class: string; [[The color class to be deleted.]]
}
}
@property text_class {
set {
[[Sets Edje text class.
This function sets the text class for the Edje.]]
return: bool; [[$true on success, or $false on error]]
}
get {
[[Gets font and font size from edje text class.
This function gets the font and the font size from the object
text class. The font string will only be valid until the text
class is changed or the edje object is deleted.]]
return: bool; [[$true on success, or $false on error]]
}
keys {
text_class: string; [[The text class name]]
}
values {
font: string; [[Font name]]
size: int; [[Font Size]]
}
}
text_class_del {
[[Deletes the object text class.
This function deletes any values at the object level for the
specified object and text class.
Deleting the text class will revert it to the values
defined by edje_text_class_set() or the text class
defined in the theme file.
@since 1.17]]
params {
@in text_class: string; [[The color class to be deleted.]]
}
}
@property size_class {
set {
[[Sets the object size class.
This function sets the min and max values for an object level size
class. This will make all edje parts in the specified object that
have the specified size class update their min and max size with given values.
@since 1.17]]
return: bool; [[$true on success, or $false on error]]
}
get {
[[Gets the object size class.
This function gets the min and max values for an object level size
class. These values will only be valid until the size class is changed
or the edje object is deleted.
@since 1.17]]
return: bool; [[$true on success, or $false on error]]
}
keys {
size_class: string; [[The size class name]]
}
values {
minw: int; [[The min width]]
minh: int; [[The min height]]
maxw: int; [[The max width]]
maxh: int; [[The max height]]
}
}
size_class_del {
[[Deletes the object size class.
This function deletes any values at the object level for the
specified object and size class.
Deleting the size class will revert it to the values
defined by edje_size_class_set() or the color class
defined in the theme file.
@since 1.17]]
params {
@in size_class: string; [[Size class name]]
}
}
/* CLASS APIS END ---------------------------------------------------- */
access_part_iterate {
[[Iterates over all accessibility-enabled part names.]]
legacy: null;
return: free(own(iterator<string>), eina_iterator_free); [[Part name iterator]]
}
part_exists @const {
[[Checks if a part exists in a given Edje object's group definition.
This function returns if a given part exists in the Edje group
bound to this object (with @Efl.File.file.set()).
This call is useful, for example, when one could expect or not a
given GUI element, depending on the theme applied to the object.
Note: @Efl.Part.part() called on an Edje object will return $null
if it doesn't contain the given part.
]]
return: bool; [[$true if the Edje part exists in obj's group, or
$false otherwise (and on errors)]]
params {
@in part: string; [[The part's name to check for existence in obj's
group]]
}
}
/* TEXT PART APIS BEGIN ---------------------------------------------- */
@property text_change_cb {
set {
[[Sets the object text callback.
This function sets the callback to be called when the text changes.]]
}
values {
func: Edje.Text.Change_Cb; [[The callback function to handle the text change]]
data: void_ptr; [[The data associated to the callback function.]]
}
}
@property part_text_autocapital_type {
set {
[[Sets the autocapitalization type on the immodule.
@since 1.1.0]]
}
get {
[[Retrieves the autocapitalization type
@since 1.1.0]]
}
keys {
part: string; [[The part name]]
}
values {
autocapital_type: Edje.Text.Autocapital_Type; [[The type of autocapitalization]]
}
}
@property part_text_prediction_allow {
set {
[[Sets whether the prediction is allowed or not.
@since 1.2.0]]
}
get {
[[Gets whether the prediction is allowed or not.
@since 1.2.0]]
}
keys {
part: string; [[The part name]]
}
values {
prediction: bool; [[If $true, the prediction feature is allowed.]]
}
}
@property item_provider {
set {
[[Sets the function that provides item objects for named items in an edje entry text
Item objects may be deleted any time by Edje, and will be deleted when the
Edje object is deleted (or file is set to a new file).]]
}
values {
func: Edje.Item_Provider_Cb; [[The function to call (or $null to disable) to get item objects]]
data: void_ptr; [[The data pointer to pass to the func callback]]
}
}
@property part_text_select_allow {
set {
[[Enables selection if the entry is an EXPLICIT selection mode
type.
The default is to not allow selection. This function only affects user
selection, functions such as edje_object_part_text_select_all() and
edje_object_part_text_select_none() are not affected.]]
legacy: null;
}
keys {
part: string; [[The part name]]
}
values {
allow: bool; [[$true to enable, $false otherwise]]
}
}
part_text_select_begin @const {
[[Starts selecting at current cursor position]]
params {
@in part: string; [[The part name]]
}
}
part_text_select_abort @const {
[[Aborts any selection action on a part.]]
params {
@in part: string; [[The part name]]
}
}
part_text_select_extend @const {
[[Extends the current selection to the current cursor position]]
params {
@in part: string; [[The part name]]
}
}
part_text_select_all @const {
[[Sets the selection to be everything.
This function selects all text of the object of the part.]]
params {
@in part: string; [[The part name]]
}
}
part_text_select_none @const {
[[Sets the selection to be none.
This function sets the selection text to be none.]]
params {
@in part: string; [[The part name]]
}
}
@property part_text_selection {
get {
[[Returns the selection text of the object part.
This function returns selection text of the object part.
See also @.part_text_select_all() and @.part_text_select_none()]]
return: string; [[The text string]]
}
keys {
part: string; [[The part name]]
}
}
@property part_text_imf_context {
get {
[[Gets the input method context in entry.
If ecore_imf was not available when edje was compiled, this function returns $null
otherwise, the returned pointer is an Ecore_IMF
@since 1.2.0]]
return: void_ptr; [[The input method context (Ecore_IMF_Context *) in entry]]
}
keys {
part: string; [[The part name]]
}
}
part_text_imf_context_reset @const {
[[Resets the input method context if needed.
This can be necessary in the case where modifying the buffer would confuse on-going input method behavior
@since 1.2.0]]
params {
@in part: string; [[The part name]]
}
}
@property part_text_input_hint {
set {
[[Sets the input hint which allows input methods to fine-tune their behavior.
@since 1.12.0]]
}
get {
[[Gets the value of input hint
@since 1.12.0]]
}
keys {
part: string; [[The part name]]
}
values {
input_hints: Edje.Input_Hints; [[Input hints]]
}
}
part_text_input_panel_show @const {
[[Shows the input panel (virtual keyboard) based on the input panel property such as layout, autocapital types, and so on.
Note that input panel is shown or hidden automatically according to the focus state.
This API can be used in the case of manually controlling by using edje_object_part_text_input_panel_enabled_set.
@since 1.2.0]]
params {
@in part: string; [[The part name]]
}
}
part_text_input_panel_hide @const {
[[Hides the input panel (virtual keyboard).
See also @.part_text_input_panel_show
Note that input panel is shown or hidden automatically according to the focus state.
This API can be used in the case of manually controlling by using edje_object_part_text_input_panel_enabled_set.
@since 1.2.0]]
params {
@in part: string; [[The part name]]
}
}
@property part_text_input_panel_imdata {
set {
[[Sets the input panel-specific data to deliver to the input panel.
This API is used by applications to deliver specific data to the input panel.
The data format MUST be negotiated by both application and the input panel.
The size and format of data are defined by the input panel.
@since 1.2.0]]
keys {
part: string; [[The part name]]
data: const(void_ptr); [[The specific data to be set to the input panel.]]
}
}
get {
[[Gets the specific data of the current active input panel.
@since 1.2.0]]
return: void; [[FIXME: void needed here?]]
keys {
part: string; [[The part name]]
data: void_ptr; [[The specific data to be set to the input panel.]]
}
}
values {
len: int; [[The length of data, in bytes, to send to the input panel]]
}
}
@property part_text_input_panel_layout {
set {
[[Sets the layout of the input panel.
The layout of the input panel or virtual keyboard can make it easier or
harder to enter content. This allows you to hint what kind of input you
are expecting to enter and thus have the input panel automatically
come up with the right mode.
@since 1.1]]
}
get {
[[Gets the layout of the input panel.
See also @.part_text_input_panel_layout.set
@since 1.1]]
}
keys {
part: string; [[The part name]]
}
values {
layout: Edje.Input_Panel.Layout; [[Layout type of the input panel]]
}
}
@property part_text_input_panel_language {
set {
[[Sets the language mode of the input panel.
This API can be used if you want to show the Alphabet keyboard.
@since 1.2.0]]
}
get {
[[Gets the language mode of the input panel.
See also @.part_text_input_panel_language.set for more details.
@since 1.2.0]]
}
keys {
part: string; [[The part name]]
}
values {
lang: Edje.Input_Panel.Lang; [[The language to be set to the input panel.]]
}
}
@property part_text_input_panel_layout_variation {
set {
[[Sets the layout variation of the input panel.
The layout variation of the input panel or virtual keyboard can make it easier or
harder to enter content. This allows you to hint what kind of input you
are expecting to enter and thus have the input panel automatically
come up with the right mode.
@since 1.8]]
}
get {
[[Gets the layout variation of the input panel.
See also @.part_text_input_panel_layout_variation.set
@since 1.8]]
}
keys {
part: string; [[The part name]]
}
values {
variation: int; [[Layout variation type]]
}
}
@property part_text_input_panel_enabled {
set {
[[Sets the attribute to show the input panel automatically.
@since 1.1.0]]
}
get {
[[Retrieves the attribute to show the input panel automatically.
See also @.part_text_input_panel_enabled.set
@since 1.1.0]]
}
keys {
part: string; [[The part name]]
}
values {
enabled: bool; [[If $true, the input panel is appeared when entry is clicked or has a focus]]
}
}
@property part_text_input_panel_return_key_disabled {
set {
[[Sets the return key on the input panel to be disabled.
@since 1.2.0]]
}
get {
[[Gets whether the return key on the input panel should be disabled or not.
@since 1.2.0]]
}
keys {
part: string; [[The part name]]
}
values {
disabled: bool; [[The state]]
}
}
@property part_text_input_panel_return_key_type {
set {
[[Sets 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
@since 1.2.0]]
}
get {
[[Gets the "return" key type.
See also @.part_text_input_panel_return_key_type.set() for more details
@since 1.2.0]]
}
keys {
part: string; [[The part name]]
}
values {
return_key_type: Edje.Input_Panel.Return_Key_Type; [[The type of "return" key on the input panel]]
}
}
@property part_text_input_panel_show_on_demand {
set {
[[Sets the attribute to show the input panel in case of only an user's explicit Mouse Up event.
It doesn't request to show the input panel even though it has focus.
@since 1.9.0]]
}
get {
[[Gets the attribute to show the input panel in case of only an user's explicit Mouse Up event.
@since 1.9.0]]
}
keys {
part: string; [[The part name]]
}
values {
ondemand: bool; [[If $true, the input panel will be shown in case of only Mouse up event. (Focus event will be ignored.)]]
}
}
/* TEXT PART APIS END ------------------------------------------------ */
@property seat {
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.
@since 1.19]]
return: Efl.Input.Device; [[The seat device or $null if not found.]]
}
keys {
name: stringshare; [[The name's character string.]]
}
}
@property seat_name {
get {
[[Gets 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.
@since 1.19]]
return: stringshare; [[The name's character string or $null if not found.]]
}
keys {
device: Efl.Input.Device; [[The seat device]]
}
}
}
implements {
Efl.Gfx.visible { set; }
Efl.Gfx.position { set; }
Efl.Gfx.size { set; }
Efl.Object.constructor;
Efl.Object.destructor;
Efl.Canvas.Object.no_render { set; }
Efl.Canvas.Object.paragraph_direction { set; }
Efl.Canvas.Group.group_calculate;
Efl.Ui.Base.mirrored { set; get; }
Efl.Ui.Base.language { set; get; }
Efl.Ui.Base.scale { set; get; }
Efl.Ui.Base.base_scale { get; }
Efl.File.file { get; set; }
Efl.File.mmap { get; set; }
Efl.Container.content_remove;
Efl.Part.part;
Efl.Observer.update;
}
events {
recalc; [[Edje re-calculated the object.]]
}
}