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, Efl.File, Efl.Container, Efl.Part,
Efl.Observer, Efl.Ui.Base, Efl.Canvas.Layout_Calc,
Efl.Canvas.Layout_Signal, Efl.Canvas.Layout_Group,
Efl.Player)
{
[[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 @Efl.Player.play_speed 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 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.]]
}
}
}
// 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 $true, one should check for the reason
of failure with this one.
]]
legacy: null;
}
values {
error: Efl.Image.Load.Error(Efl.Image.Load.Error.generic);
[[The load error code.]]
}
}
/* CLASS APIS BEGIN -------------------------------------------------- */
@property global_color_class @class {
set {
[[Sets Edje color class.
This function sets the color values for a process level color
class. This will cause all edje parts in the current process that
have the specified color class to have their colors multiplied by
these values. (Object level color classes set by
edje_object_color_class_set() will override the values set by this
function).
Setting color emits a signal "color_class,set" with source being
the given color class in all objects.
Note: unlike Evas, Edje colors are not pre-multiplied. That is,
half-transparent white is 255 255 255 128.]]
legacy: null;
return: bool; [[$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: iterator<string> @owned; [[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 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]]
}
}
/* 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.Object.debug_name_override;
Efl.Canvas.Object.no_render { set; }
Efl.Canvas.Object.paragraph_direction { set; }
Efl.Canvas.Group.group_calculate;
Efl.Canvas.Layout_Calc.calc_auto_update_hints { get; set; }
Efl.Canvas.Layout_Calc.calc_size_min;
Efl.Canvas.Layout_Calc.calc_parts_extends;
Efl.Canvas.Layout_Calc.calc_freeze;
Efl.Canvas.Layout_Calc.calc_thaw;
Efl.Canvas.Layout_Calc.calc_force;
Efl.Canvas.Layout_Group.group_size_min { get; }
Efl.Canvas.Layout_Group.group_size_max { get; }
Efl.Canvas.Layout_Group.group_data { get; }
Efl.Canvas.Layout_Signal.message_send;
Efl.Canvas.Layout_Signal.signal_callback_add;
Efl.Canvas.Layout_Signal.signal_callback_del;
Efl.Canvas.Layout_Signal.signal_emit;
Efl.Canvas.Layout_Signal.signal_process;
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;
Efl.Player.playable { get; }
Efl.Player.play { get; set; }
Efl.Player.play_speed { get; set; }
}
events {
recalc; [[Edje re-calculated the object.]]
}
}