efl/src/lib/edje/efl_canvas_layout.eo

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// FIXME: This EO doc needs a direct link to the "edcref" doc
class @beta Efl.Canvas.Layout extends Efl.Canvas.Group implements Efl.File, Efl.Container, Efl.Part,
Efl.Observer, Efl.Ui.I18n, Efl.Layout.Calc,
Efl.Layout.Signal, Efl.Layout.Group,
Efl.Player, Efl.Playable, Efl.Gfx.Color_Class, Efl.Gfx.Text_Class,
Efl.Gfx.Size_Class
{
[[Edje object class
The @Efl.Player.autoplay and @Efl.Player.playback_loop properties both default to $true in this class.
]]
event_c_prefix: efl_layout;
data: Edje;
methods {
@property animated {
[[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.playback_speed to an infinitely high
value.
]]
get {
}
set {
}
values {
on: bool; [[The animation state, $true by default.]]
}
}
access_part_iterate @beta {
[[Iterates over all accessibility-enabled part names.]]
return: iterator<string> @move; [[Part name iterator]]
}
@property seat {
[[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.
]]
get {
return: Efl.Input.Device; [[The seat device or $null if not found.]]
}
keys {
name: stringshare; [[The name's character string.]]
}
}
@property seat_name {
[[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.
]]
get {
return: stringshare; [[The name's character string or $null if not found.]]
}
keys {
device: Efl.Input.Device; [[The seat device]]
}
}
@property layout_load_error {
[[The (last) file loading error for a given object.]]
get {
}
values {
error: Eina.Error; [[The load error code.]]
}
}
content_remove {
[[Unswallow an object from this Edje.]]
params {
@in content: Efl.Gfx.Entity; [[To be removed content.]]
}
return: bool; [[$false if $content was not a child or can not be removed.]]
}
}
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.I18n.mirrored { set; get; }
Efl.Ui.I18n.language { set; get; }
Efl.Gfx.Entity.scale { set; get; }
Efl.File.load;
Efl.File.unload;
Efl.Container.content_iterate;
Efl.Container.content_count;
Efl.Part.part_get; [[Returns @Efl.Canvas.Layout_Part]]
Efl.Observer.update;
Efl.Playable.playable { get; }
@empty Efl.Player.playing { get; set; }
Efl.Player.paused { get; set; }
@empty Efl.Player.playback_position { get; set; }
@empty Efl.Player.playback_progress { get; set; }
Efl.Player.playback_speed { get; set; }
@empty Efl.Player.autoplay { set; get; }
@empty Efl.Player.playback_loop { set; get; }
}
}