efl/legacy/elementary/src/lib/elm_image_legacy.h

253 lines
7.8 KiB
C

/**
* Add a new image to the parent.
*
* @param parent The parent object
* @return The new object or NULL if it cannot be created
*
* @see elm_image_file_set()
*
* @ingroup Elm_Image
*/
EAPI Evas_Object *elm_image_add(Evas_Object *parent);
/**
* Set the file that will be used as the image's source.
*
* @param obj The image object
* @param file The path to file that will be used as image source
* @param group The group that the image belongs to, in case it's an
* EET (including Edje case) file. This can be used as a key inside
* evas image cache if this is a normal image file not eet file.
*
* @return (@c EINA_TRUE = success, @c EINA_FALSE = error)
*
* @see elm_image_file_get()
*
* @note This function will trigger the Edje file case based on the
* extension of the @a file string (expects @c ".edj", for this
* case).
*
* @note If you use animated gif image and create multiple image objects with
* one gif image file, you should set the @p group differently for each object.
* Or image objects will share one evas image cache entry and you will get
* unwanted frames.
*
* @ingroup Elm_Image
*/
EAPI Eina_Bool elm_image_file_set(Evas_Object *obj, const char *file, const char *group);
/**
* Get the file that will be used as image.
*
* @see elm_image_file_set()
*
* @ingroup Elm_Image
*
* @param[out] file The path to file that will be used as image source
* @param[out] group The group that the image belongs to, in case it's an
EET (including Edje case) file. This can be used as a key inside
evas image cache if this is a normal image file not eet file.
*/
EAPI void elm_image_file_get(const Eo *obj, const char **file, const char **group);
/**
* Set the prescale size for the image
*
* @param obj The image object
* @param size The prescale size. This value is used for both width and
* height.
*
* This function sets a new size for pixmap representation of the given
* image. It allows the image to be loaded already in the specified size,
* reducing the memory usage and load time when loading a big image with load
* size set to a smaller size.
*
* It's equivalent to the elm_bg_load_size_set() function for bg.
*
* @note this is just a hint, the real size of the pixmap may differ
* depending on the type of image being loaded, being bigger than requested.
*
* @see elm_image_prescale_get()
* @see elm_bg_load_size_set()
*
* @ingroup Elm_Image
*/
EAPI void elm_image_prescale_set(Evas_Object *obj, int size);
/**
* Get the prescale size for the image
*
* @param obj The image object
* @return The prescale size
*
* @see elm_image_prescale_set()
*
* @ingroup Elm_Image
*/
EAPI int elm_image_prescale_get(const Evas_Object *obj);
/**
* Set the file that will be used as the image's source.
*
* @param obj The image object
* @param file The handler to an Eina_File that will be used as image source
* @param group The group that the image belongs to, in case it's an
* EET (including Edje case) file. This can be used as a key inside
* evas image cache if this is a normal image file not eet file.
*
* @return (@c EINA_TRUE = success, @c EINA_FALSE = error)
*
* @see elm_image_file_set()
*
* @note This function will trigger the Edje file case based on the
* extension of the @a file string use to create the Eina_File (expects
* @c ".edj", for this case).
*
* @note If you use animated gif image and create multiple image objects with
* one gif image file, you should set the @p group differently for each object.
* Or image objects will share one evas image cache entry and you will get
* unwanted frames.
*
* @ingroup Elm_Image
*/
EAPI Eina_Bool elm_image_mmap_set(Evas_Object *obj, const Eina_File *file, const char *group);
/**
* @brief Control the smooth effect for an image.
*
* Set the scaling algorithm to be used when scaling the image. Smooth scaling
* provides a better resulting image, but is slower.
*
* The smooth scaling should be disabled when making animations that change the
* image size, since it will be faster. Animations that don't require resizing
* of the image can keep the smooth scaling enabled (even if the image is
* already scaled, since the scaled image will be cached).
*
* @param[in] smooth @c true if smooth scaling should be used, @c false
* otherwise. Default is @c true.
*
* @ingroup Elm_Image
*/
EAPI void elm_image_smooth_set(Evas_Object *obj, Eina_Bool smooth);
/**
* @brief Get the smooth effect for an image.
*
* Get the scaling algorithm to be used when scaling the image. Smooth scaling
* provides a better resulting image, but is slower.
*
* The smooth scaling should be disabled when making animations that change the
* image size, since it will be faster. Animations that don't require resizing
* of the image can keep the smooth scaling enabled (even if the image is
* already scaled, since the scaled image will be cached).
*
* @return @c true if smooth scaling should be used, @c false otherwise.
* Default is @c true.
*
* @ingroup Elm_Image
*/
EAPI Eina_Bool elm_image_smooth_get(const Evas_Object *obj);
/**
* Start or stop an image object's animation.
*
* To actually start playing any image object's animation, if it
* supports it, one must do something like:
*
* @code
* if (elm_image_animated_available_get(img))
* {
* elm_image_animated_set(img, EINA_TRUE);
* elm_image_animated_play_set(img, EINA_TRUE);
* }
* @endcode
*
* elm_image_animated_set() will enable animation on the image, <b>but
* not start it yet</b>. This is the function one uses to start and
* stop animations on image objects.
*
* @see elm_image_animated_available_get()
* @see elm_image_animated_set()
* @see elm_image_animated_play_get()
*
* @ingroup Elm_Image
* @since 1.7
*
* @param[in] play @c EINA_TRUE to start the animation, @c EINA_FALSE
otherwise. Default is @c EINA_FALSE.
*/
EAPI void elm_image_animated_play_set(Evas_Object *obj, Eina_Bool play);
/**
* Get whether an image object is under animation or not.
*
* @return @c EINA_TRUE, if the image is being animated, @c EINA_FALSE
* otherwise.
*
* @see elm_image_animated_play_get()
*
* @ingroup Elm_Image
* @since 1.7
*/
EAPI Eina_Bool elm_image_animated_play_get(const Evas_Object *obj);
/**
*
* Set whether an image object (which supports animation) is to
* animate itself or not.
*
* An image object, even if it supports animation, will be displayed
* by default without animation. Call this function with @a animated
* set to @c EINA_TRUE to enable its animation. To start or stop the
* animation, actually, use elm_image_animated_play_set().
*
* @see elm_image_animated_get()
* @see elm_image_animated_available_get()
* @see elm_image_animated_play_set()
*
* @ingroup Elm_Image
* @since 1.7
*
* @param[in] anim @c EINA_TRUE if the object is to animate itself,
* @c EINA_FALSE otherwise. Default is @c EINA_FALSE.
*/
EAPI void elm_image_animated_set(Evas_Object *obj, Eina_Bool anim);
/**
*
* Get whether an image object has animation enabled or not.
*
* @return @c EINA_TRUE if the image has animation enabled,
* @c EINA_FALSE otherwise.
*
* @see elm_image_animated_set()
*
* @ingroup Elm_Image
* @since 1.7
*
*/
EAPI Eina_Bool elm_image_animated_get(const Evas_Object *obj);
/**
*
* Get whether an image object supports animation or not.
*
* @return @c EINA_TRUE if the image supports animation,
* @c EINA_FALSE otherwise.
*
* This function returns if this Elementary image object's internal
* image can be animated. Currently Evas only supports GIF
* animation. If the return value is @b EINA_FALSE, other
* @c elm_image_animated_xxx API calls won't work.
*
* @see elm_image_animated_set()
*
* @ingroup Elm_Image
* @since 1.7
*
*/
EAPI Eina_Bool elm_image_animated_available_get(const Evas_Object *obj);
#include "elm_image.eo.legacy.h"