efl/src/lib/edje/efl_canvas_layout.eo

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import edje_types;
// FIXME: This EO doc needs a direct link to the "edcref" doc
class Efl.Canvas.Layout (Efl.Canvas.Group, Efl.File, Efl.Container, Efl.Part,
Efl.Observer, Efl.Ui.Base, Efl.Layout.Calc,
Efl.Layout.Signal, Efl.Layout.Group,
Efl.Player, Efl.Gfx.Color_Class, Efl.Gfx.Text_Class,
Efl.Gfx.Size_Class)
{
[[Edje object class]]
legacy_prefix: edje_object;
event_prefix: efl_layout;
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.]]
}
}
access_part_iterate @beta {
[[Iterates over all accessibility-enabled part names.]]
legacy: null;
return: iterator<string> @owned; [[Part name iterator]]
}
@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]]
}
}
}
events {
part,invalid @beta: string; [[Emitted when trying to use an invalid part.
The value passed is the part name.]]
}
implements {
Efl.Gfx.Entity.visible { set; }
Efl.Gfx.Entity.position { set; }
Efl.Gfx.Entity.size { set; }
Efl.Object.constructor;
Efl.Object.invalidate;
Efl.Object.debug_name_override;
Efl.Canvas.Object.no_render { set; }
Efl.Canvas.Object.paragraph_direction { set; }
Efl.Gfx.Color_Class.color_class { get; set; }
Efl.Gfx.Color_Class.color_class_description { get; }
Efl.Gfx.Color_Class.color_class_del;
Efl.Gfx.Color_Class.color_class_clear;
Efl.Gfx.Text_Class.text_class { get; set; }
Efl.Gfx.Text_Class.text_class_del;
Efl.Gfx.Size_Class.size_class { get; set; }
Efl.Gfx.Size_Class.size_class_del;
Efl.Canvas.Group.group_calculate;
Efl.Layout.Calc.calc_auto_update_hints { get; set; }
Efl.Layout.Calc.calc_size_min;
Efl.Layout.Calc.calc_parts_extends;
Efl.Layout.Calc.calc_freeze;
Efl.Layout.Calc.calc_thaw;
Efl.Layout.Calc.calc_force;
Efl.Layout.Group.group_size_min { get; }
Efl.Layout.Group.group_size_max { get; }
Efl.Layout.Group.group_data { get; }
Efl.Layout.Group.part_exist { get; }
Efl.Layout.Signal.message_send;
Efl.Layout.Signal.signal_callback_add;
Efl.Layout.Signal.signal_callback_del;
Efl.Layout.Signal.signal_emit;
Efl.Layout.Signal.signal_process;
Efl.Ui.Base.mirrored { set; get; }
Efl.Ui.Base.language { set; get; }
Efl.Gfx.Entity.scale { set; get; }
Efl.File.load_error { get; }
Efl.File.mmap { get; set; }
Efl.Container.content_remove;
Efl.Part.part; [[Returns @Efl.Canvas.Layout.Part.]]
Efl.Observer.update;
Efl.Player.playable { get; }
Efl.Player.play { get; set; }
Efl.Player.play_speed { get; set; }
}
}