efl/src/lib/efl/interfaces/efl_gfx_stack.eo

134 lines
4.7 KiB
Plaintext

const Efl.Gfx.Stack_Layer_Min: short = -32768; [[bottom-most layer number]]
const Efl.Gfx.Stack_Layer_Max: short = 32767; [[top-most layer number]]
interface Efl.Gfx.Stack
{
[[Efl graphics stack interface
@since 1.22
]]
event_prefix: efl_gfx_entity;
methods {
@property layer {
[[The layer of its canvas that the given object will be part of.
If you don't use this property, you'll be dealing with a unique
layer of objects (the default one). Additional layers are handy when
you don't want a set of objects to interfere with another set with
regard to stacking. Two layers are completely disjoint in that
matter.
This is a low-level function, which you'd be using when something
should be always on top, for example.
Warning: Don't change the layer of
smart objects' children. Smart objects have a layer of their own,
which should contain all their child objects.
]]
set {
}
get {
}
values {
l: short; [[The number of the layer to place the object on.
Must be between @Efl.Gfx.Stack_Layer_Min and @Efl.Gfx.Stack_Layer_Max.]]
}
}
@property below {
[[The Evas object stacked right below this object.
This function will traverse layers in its search, if there are
objects on layers below the one $obj is placed at.
See also @.layer.]]
get {
return: Efl.Gfx.Stack @no_unused; [[The @Efl.Gfx.Stack object directly below $obj, if any,
or $null, if none.]]
}
}
@property above {
[[Get the Evas object stacked right above this object.
This function will traverse layers in its search, if there are
objects on layers above the one $obj is placed at.
See also @.layer and @.below]]
get {
return: Efl.Gfx.Stack @no_unused; [[The @Efl.Gfx.Stack object directly below $obj, if any,
or $null, if none.]]
}
}
stack_below {
[[Stack $obj immediately $below
Objects, in a given canvas, are stacked in the order they're added.
This means that, if they overlap, the highest ones will
cover the lowest ones, in that order. This function is a way to
change the stacking order for the objects.
Its intended to be used with objects belonging to
the same layer in a given canvas, otherwise it will fail (and
accomplish nothing).
If you have smart objects on your canvas and $obj is a member of
one of them, then $below must also be a member of the same
smart object.
Similarly, if $obj is not a member of a smart object, $below
must not be either.
See also @.layer.get(), @.layer.set() and @.stack_below()]]
params {
@in below: Efl.Gfx.Stack; [[The object below which to stack]]
}
}
raise_to_top {
[[Raise $obj to the top of its layer.
$obj will, then, be the highest one in the layer it belongs
to. Object on other layers won't get touched.
See also @.stack_above(), @.stack_below() and @.lower_to_bottom()]]
}
stack_above {
[[Stack $obj immediately $above
Objects, in a given canvas, are stacked in the order they're added.
This means that, if they overlap, the highest ones will
cover the lowest ones, in that order. This function is a way to
change the stacking order for the objects.
Its intended to be used with objects belonging to
the same layer in a given canvas, otherwise it will fail (and
accomplish nothing).
If you have smart objects on your canvas and $obj is a member of
one of them, then $above must also be a member of the same
smart object.
Similarly, if $obj is not a member of a smart object, $above
must not be either.
See also @.layer.get(), @.layer.set() and @.stack_below()]]
params {
@in above: Efl.Gfx.Stack; [[The object above which to stack]]
}
}
lower_to_bottom {
[[Lower $obj to the bottom of its layer.
$obj will, then, be the lowest one in the layer it belongs
to. Objects on other layers won't get touched.
See also @.stack_above(), @.stack_below() and @.raise_to_top() ]]
}
}
events {
stacking,changed: void; [[Object stacking was changed.]]
}
}