efl/src/lib/efl/interfaces/efl_canvas_scene.eo

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import efl_input_device;
import efl_gfx_types;
interface Efl.Canvas.Scene
{
[[Interface containing basic canvas-related methods and events.
@since 1.22
]]
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 $false if no extra constraint on maximum image
size exists.
The default limit is 65535x65535.
]]
get {
return: bool; [[$true on success, $false otherwise]]
}
values {
max: Eina.Size2D; [[The maximum image size (in pixels).]]
}
}
group_objects_calculate {
[[Call user-provided $calculate group functions and unset the
flag signalling that the object needs to get recalculated to
all group objects in the canvas.
]]
}
@property group_objects_calculating {
[[Get if the canvas is currently calculating group objects.]]
get {
}
values {
calculating: bool; [[$true if currently calculating group objects.]]
}
}
objects_at_xy_get {
[[Retrieve a list of objects at a given position in a canvas.
This function will traverse all the layers of the given canvas,
from top to bottom, querying for objects with areas covering the
given position. The user can exclude from the query objects which are
hidden and/or which are set to pass events.
Warning: This function will only evaluate top-level objects; child
or "sub" objects will be skipped.
]]
return: iterator<Efl.Gfx.Entity> @move @no_unused; [[
The list of objects that are over the given position in $e.
]]
params {
@in pos: Eina.Position2D; [[The pixel position.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
object_top_at_xy_get @const {
[[Retrieve the object stacked at the top of a given position
in a canvas.
This function will traverse all the layers of the given canvas,
from top to bottom, querying for objects with areas covering the
given position. The user can exclude from the query objects which are
hidden and/or which are set to pass events.
Warning: This function will only evaluate top-level objects; child
or "sub" objects will be skipped.
]]
return: Efl.Gfx.Entity @no_unused; [[The canvas object that is over all other objects at the given position.]]
params {
@in pos: Eina.Position2D; [[The pixel position.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
objects_in_rectangle_get {
[[Retrieve a list of objects overlapping a given rectangular region in a canvas.
This function will traverse all the layers of the given canvas,
from top to bottom, querying for objects with areas overlapping
with the given rectangular region. The user can exclude
from the query objects which are hidden and/or which are set to
pass events.
Warning: This function will only evaluate top-level objects; child
or "sub" objects will be skipped.
]]
return: iterator<Efl.Gfx.Entity> @move @no_unused; [[Iterator to objects]]
params {
@in rect: Eina.Rect; [[The rectangular region.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
object_top_in_rectangle_get @const {
[[Retrieve the canvas object stacked at the top of a given
rectangular region in a canvas
This function will traverse all the layers of the given canvas,
from top to bottom, querying for objects with areas overlapping
with the given rectangular region. The user can exclude
from the query objects which are hidden and/or which are set to
pass events.
Warning: This function will only evaluate top-level objects; child
or "sub" objects will be skipped.
]]
return: Efl.Gfx.Entity @no_unused; [[
The object that is over all other objects at the given
rectangular region.
]]
params {
@in rect: Eina.Rect; [[The rectangular region.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
/* FIXME Efl.Input.Device is not stable yet*/
seats @beta {
[[Iterate over the available input device seats for the canvas.
A "seat" is the term used for a group of input devices, typically including
a pointer and a keyboard. A seat object is the parent of the individual input
devices.
]]
return: iterator<Efl.Input.Device> @move;
[[An iterator over the attached seats.]]
}
/* FIXME Efl.Input.Device is not stable yet*/
@property device @beta{
[[An input device attached to this canvas, found by name.
Note: This function is meant to find seats and not individual
input devices.
See also @.seat to find a seat by id instead of by name.
]]
get {
[[Get a device by name.]]
}
keys {
name: string; [[The name of the seat to find.]]
}
values {
seat: Efl.Input.Device; [[The device or seat, $null if not found.]]
}
}
/* FIXME Efl.Input.Device is not stable yet*/
@property seat @beta {
[[Get a seat attached to this canvas using the seat's id property.
Seats are associated with an arbitrary integer id. The id is not a
persistent value and should never be hardcoded, as it may change between
runs of an application depending on the environment.
See also @.device to find a seat by name instead of by id.
]]
get {
[[Get a seat by id.]]
}
keys {
id: int; [[The id of the seat to find.]]
}
values {
seat: Efl.Input.Device; [[The seat or $null if not found.]]
}
}
/* FIXME Efl.Input.Device is not stable yet*/
@property seat_default @beta {
[[Get the default seat attached to this canvas.
A canvas may have exactly one default seat.
See also @.device to find a seat by name.
See also @.seat to find a seat by id.
]]
get {
[[Get the default seat.]]
}
values {
seat: Efl.Input.Device; [[The default seat or $null if one does not exist.]]
}
}
/* FIXME Efl.Input.Device is not stable yet*/
@property pointer_position @beta {
[[The current known pointer coordinates.
This function returns the current position of the main input
pointer (mouse, pen, etc...).
]]
get {
return: bool; [[$true if a pointer exists for the given seat, otherwise $false.]]
}
keys {
seat: Efl.Input.Device; [[The seat, or $null to use the default.]]
}
values {
pos: Eina.Position2D; [[The pointer position in pixels.]]
}
}
}
events {
scene,focus,in: void; [[Called when scene got focus]]
scene,focus,out: void; [[Called when scene lost focus]]
object,focus,in: Efl.Input.Focus; [[Called when object got focus]]
object,focus,out: Efl.Input.Focus; [[Called when object lost focus]]
render,pre: void; [[Called when pre render happens]]
/* tag nullable once supported by eolian */
render,post @beta: Efl.Gfx.Event.Render_Post; [[Called when post render happens]]
device,changed @beta : Efl.Input.Device; [[Called when input device changed]]
device,added @beta: Efl.Input.Device; [[Called when input device was added]]
device,removed @beta : Efl.Input.Device; [[Called when input device was removed]]
}
}