efl/src/lib/edje/Edje_Legacy.h

162 lines
5.7 KiB
C

/**
* @brief Instantiate a new Edje object
*
* @param evas A valid Evas handle, the canvas to place the new object
* in
* @return A handle to the new object created or @c NULL, on errors.
*
* This function creates a new Edje smart object, returning its @c
* Evas_Object handle. An Edje object is useless without a (source)
* file set to it, so you'd most probably call edje_object_file_set()
* afterwards, like in:
* @code
* Evas_Object *edje;
*
* edje = edje_object_add(canvas);
* if (!edje)
* {
* fprintf(stderr, "could not create edje object!\n");
* return NULL;
* }
*
* if (!edje_object_file_set(edje, "theme.edj", "group_name"))
* {
* int err = edje_object_load_error_get(edje);
* const char *errmsg = edje_load_error_str(err);
* fprintf(stderr, "could not load 'group_name' from theme.edj: %s",
* errmsg);
*
* evas_object_del(edje);
* return NULL;
* }
*
* @endcode
*
* @note You can get a callback every time edje re-calculates the object
* (either due to animation or some kind of signal or input). This is called
* in-line just after the recalculation has occurred. It is a good idea not
* to go and delete or alter the object inside this callbacks, simply make
* a note that the recalculation has taken place and then do something about
* it outside the callback. to register a callback use code like:
*
* @code
* evas_object_smart_callback_add(edje_obj, "recalc", my_cb, my_cb_data);
* @endcode
*
* @see evas_object_smart_callback_add()
*
* @note Before creating the first Edje object in your code, remember
* to initialize the library, with edje_init(), or unexpected behavior
* might occur.
*/
EAPI Evas_Object *edje_object_add (Evas *evas);
/**
* @brief Remove a signal-triggered callback from an object.
*
* @param obj A valid Evas_Object handle.
* @param emission The emission string.
* @param source The source string.
* @param func The callback function.
* @return The data pointer
*
* This function removes a callback, previously attached to the
* emittion of a signal, from the object @a obj. The parameters @a
* emission, @a source and @a func must match exactly those passed to
* a previous call to edje_object_signal_callback_add(). The data
* pointer that was passed to this call will be returned.
*
* @see edje_object_signal_callback_add().
* @see edje_object_signal_callback_del_full().
*
*/
EAPI void *edje_object_signal_callback_del (Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func);
/**
* @brief Unregister/delete a callback set for an arriving Edje
* signal, emitted by a given Edje object.
*
* @param obj A handle to an Edje object
* @param emission The signal's "emission" string
* @param source The signal's "source" string
* @param func The callback function passed on the callback's
* registration
* @param data The pointer given to be passed as data to @p func
* @return @p data, on success or @c NULL, on errors (or if @p data
* had this value)
*
* This function removes a callback, previously attached to the
* emittion of a signal, from the object @a obj. The parameters
* @a emission, @a source, @a func and @a data must match exactly those
* passed to a previous call to edje_object_signal_callback_add(). The
* data pointer that was passed to this call will be returned.
*
* @see edje_object_signal_callback_add().
* @see edje_object_signal_callback_del().
*
*/
EAPI void *edje_object_signal_callback_del_full(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func, void *data);
/**
* @brief Delete the object color class.
*
* @param obj The edje object's reference.
* @param color_class The color class to be deleted.
*
* This function deletes any values at the object level for the
* specified object and color class.
* @note 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.
*/
EAPI void edje_object_color_class_del (Evas_Object *obj, const char *color_class);
/**
* @brief Set the object minimum size.
*
* @param obj A valid Evas_Object handle
* @param minw The minimum width
* @param minh The minimum height
*
* This sets the minimum size restriction for the object.
*
* @deprecated use evas_object_size_hint_min_set() instead.
*/
EINA_DEPRECATED EAPI void edje_extern_object_min_size_set (Evas_Object *obj, Evas_Coord minw, Evas_Coord minh);
/**
* @brief Set the object maximum size.
*
* @param obj A valid Evas_Object handle
* @param maxw The maximum width
* @param maxh The maximum height
*
* This sets the maximum size restriction for the object.
*
* @deprecated use evas_object_size_hint_max_set() instead.
*/
EAPI void edje_extern_object_max_size_set (Evas_Object *obj, Evas_Coord maxw, Evas_Coord maxh);
/**
* @brief Set the object aspect size.
*
* @param obj A valid Evas_Object handle
* @param aspect The aspect control axes
* @param aw The aspect radio width
* @param ah The aspect ratio height
*
* This sets the desired aspect ratio to keep an object that will be
* swallowed by Edje. The width and height define a preferred size
* ASPECT and the object may be scaled to be larger or smaller, but
* retaining the relative scale of both aspect width and height.
*
* @deprecated use evas_object_size_hint_aspect_set() instead.
*/
EAPI void edje_extern_object_aspect_set (Evas_Object *obj, Edje_Aspect_Control aspect, Evas_Coord aw, Evas_Coord ah);
#include "edje.eo.legacy.h"
#include "edje_edit.eo.legacy.h"