efl/src/lib/evas/canvas/evas_canvas.eo

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import efl_input_types;
class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
Efl.Loop.Consumer, Efl.Canvas.Pointer)
{
[[Evas canvas class]]
legacy_prefix: evas;
data: Evas_Public_Data;
methods {
@property image_cache {
set {
[[Set the image cache.
This function sets the image cache of canvas in bytes.
]]
}
get {
[[Get the image cache.
This function returns the image cache size of canvas in bytes.
]]
}
values {
size: int; [[The cache size.]]
}
}
@property event_default_flags {
set {
[[Set the default set of flags an event begins with
Events in evas can have an event_flags member. This starts
out with an initial value (no flags). This lets you set
the default flags that an event begins with to $flags.
@since 1.2
]]
}
get {
[[Get the default set of flags an event begins with
This gets the default event flags events are produced with
when fed in.
@since 1.2
]]
}
values {
flags: Efl.Input.Flags; [[The default flags to use.]]
}
}
@property font_cache {
set {
[[Changes the size of font cache of the given evas.]]
}
get {
[[Get the size of font cache of the given evas in bytes.]]
}
values {
size: int; [[The size in bytes.]]
}
}
@property data_attach {
set {
[[Attaches a specific pointer to the evas for fetching later.]]
}
get {
[[Returns the pointer attached by @.data_attach.set.]]
}
values {
data: void_ptr; [[The attached pointer.]]
}
}
@property focus {
get {
[[Retrieve the object focused by the default seat.
Focused objects will be the ones having key events delivered
to, which the programmer can act upon by means of
\@ref evas_object_event_callback_add usage.
Note: Most users wouldn't be dealing directly with Evas'
focused objects. Instead, they would be using a higher level
library for that (like a toolkit, as Elementary) to handle
focus and who's receiving input for them.
This call returns the object that currently has focus on the
canvas $e or $null, if none.
See also \@ref evas_object_focus_set,
\@ref evas_object_focus_get, \@ref evas_object_key_grab,
\@ref evas_object_key_ungrab, @.seat_focus.get,
@Efl.Canvas.Object.seat_focus_check,
@Efl.Canvas.Object.seat_focus_add,
@Efl.Canvas.Object.seat_focus_del.
]]
/* FIXME-doc
Example:
@dontinclude evas-events.c
@skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN,
@until evas_object_focus_set(d.bg, EINA_TRUE);
@dontinclude evas-events.c
@skip called when our rectangle gets focus
@until }
In this example the $event_info is a pointer to that
focused rectangle. See the full @ref Example_Evas_Events "example".
*/
return: Efl.Canvas.Object @warn_unused; [[The object that has focus
or $null if there is not one.]]
}
}
@property seat_focus {
[[Return the focused object by a given seat. @since 1.19]]
get {}
keys {
seat: Efl.Input.Device;[[The seat to fetch the focused
object or $null for the default seat.]]
}
values {
return: Efl.Canvas.Object; [[The object that has the focus or $null if
the seat has no focused object.]]
}
}
@property object_top {
get {
[[Get the highest (stacked) Evas object on the canvas $e.
This function will take all populated layers in the canvas
into account, getting the highest object for the highest
layer, naturally.
Warning: This function will skip objects parented by smart
objects, acting only on the ones at the "top level", with
regard to object parenting.
See also \@ref evas_object_layer_get,
\@ref evas_object_layer_set, \@ref evas_object_below_get,
\@ref evas_object_above_get.
]]
return: Efl.Canvas.Object @warn_unused; [[A pointer to the highest object
on it (if any) or $null otherwise.]]
}
}
@property pointer_canvas_xy_by_device {
[[This function returns the current known default pointer coordinates. @since 1.19]]
get {}
keys {
dev: Efl.Input.Device; [[The pointer device.]]
}
values {
x: int; [[The pointer to a Evas_Coord to be filled in.]]
y: int; [[The pointer to a Evas_Coord to be filled in.]]
}
}
@property pointer_canvas_xy {
get {
[[This function returns the current known default pointer coordinates
This function returns the current known canvas unit
coordinates of the mouse pointer and sets the contents of
the Evas_Coords pointed to by $x and $y to contain these
coordinates. If $e is not a valid canvas the results of
this function are undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
Evas_Coord mouse_x, mouse_y;
evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
printf("Mouse is at canvas position %d, %d\n", mouse_x, mouse_y);
@endcode
*/
}
values {
x: int; [[The pointer to a Evas_Coord to be filled in.]]
y: int; [[The pointer to a Evas_Coord to be filled in.]]
}
}
@property event_down_count {
get {
[[Get the number of mouse or multi presses currently active.
@since 1.2
]]
return: int; [[Mouse or multi presses currently active]]
}
}
@property smart_objects_calculate_count {
get {
[[This gets the internal counter that counts the number of
smart calculations.
Whenever evas performs smart object calculations on the whole
canvas it increments a counter by 1. This function returns
the value of the smart object calculate counter.
It starts with a value of 0 and will increase (and eventually
wrap around to negative values and so on) by 1 every time
objects are calculated. You can use this counter to ensure
you don't re-do calculations withint the same calculation
generation/run if the calculations maybe cause self-feeding
effects.
@since 1.1
]]
return: int; [[Number of smart calculations]]
}
}
@property focus_state {
get {
[[Get the focus state for the default seat.]]
return: bool; [[$true if focused, $false otherwise]]
}
}
@property seat_focus_state {
[[Get the focus state by a given seat.]]
get {}
keys {
seat: Efl.Input.Device; [[The seat to check the focus state. Use $null for the default seat.]]
}
values {
return: bool; [[$true if the seat has the canvas focus, $false otherwise.]]
}
}
@property changed {
get {
[[Get the changed marker for the canvas.
@since 1.11
]]
return: bool; [[$true if changed, $false otherwise]]
}
}
@property pointer_output_xy_by_device {
[[This function returns the current known pointer coordinates. @since 1.19]]
get {}
keys {
dev: Efl.Input.Device; [[The mouse device.]]
}
values {
x: int; [[The pointer to an integer to be filled in.]]
y: int; [[The pointer to an integer to be filled in.]]
}
}
@property pointer_output_xy {
get {
[[This function returns the current known default pointer coordinates.
This function returns the current known screen/output
coordinates of the mouse pointer and sets the contents of
the integers pointed to by $x and $y to contain these
coordinates. If $e is not a valid canvas the results of
this function are undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
int mouse_x, mouse_y;
evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
printf("Mouse is at screen position %i, %i\n", mouse_x, mouse_y);
@endcode
*/
}
values {
x: int; [[The pointer to an integer to be filled in.]]
y: int; [[The pointer to an integer to be filled in.]]
}
}
@property object_bottom {
get {
[[Get the lowest (stacked) Evas object on the canvas $e.
This function will take all populated layers in the canvas
into account, getting the lowest object for the lowest layer,
naturally.
Warning: This function will skip objects parented by smart
objects, acting only on the ones at the "top level", with
regard to object parenting.
See also \@ref evas_object_layer_get, \@ref evas_object_layer_set,
\@ref evas_object_below_get, \@ref evas_object_below_set.
]]
return: Efl.Canvas.Object @warn_unused; [[
A pointer to the lowest object on it, if any, or $null
otherwise.
]]
}
}
@property pointer_button_down_mask_by_device {
[[Returns a bitmask with the mouse buttons currently pressed,
set to 1.]]
keys {
dev: Efl.Input.Device; [[The mouse device.]]
}
get {}
values {
mask: uint; [[A bitmask of the currently depressed buttons on the canvas.]]
}
}
@property pointer_button_down_mask {
get {
[[Returns a bitmask with the default mouse buttons currently pressed,
set to 1.
Calling this function will return a 32-bit integer with the
appropriate bits set to 1, which correspond to a mouse button
being depressed. This limits Evas to a mouse devices with a
maximum of 32 buttons, but that is generally in excess of
any host system's pointing device abilities.
A canvas by default begins with no mouse buttons being
pressed and only pointer move events can alter that.
The least significant bit corresponds to the first mouse
button (button 1) and the most significant bit corresponds
to the last mouse button (button 32).
If $e is not a valid canvas, the return value is undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
unsigned int button_mask;
int i;
button_mask = evas_pointer_button_down_mask_get(evas);
printf("Buttons currently pressed:\n");
for (i = 0; i < 32; i++)
{
if ((button_mask & (1u << i)) != 0) printf("Button %i\n", i + 1);
}
@endcode
*/
return: uint @warn_unused; [[A bitmask of the currently depressed buttons on the canvas.]]
}
}
tree_objects_at_xy_get {
[[Retrieve a list of Evas objects lying over 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. It will enter the smart objects.
It will not append to the list pass events as hidden objects.
Call eina_list_free on the returned list after usage.
]]
return: list<Efl.Canvas.Object> @warn_unused; [[List of objects]]
params {
@in stop: Efl.Canvas.Object; [[An Evas Object where to stop searching.]]
@in x: int; [[The horizontal coordinate of the position.]]
@in y: int; [[The vertical coordinate of the position.]]
}
}
key_lock_on {
[[Enables or turns on programmatically the lock key with name
$keyname for the default seat.
The effect will be as if the key was put on its active state
after this call.
See also @.key_lock_add, @.key_lock_del, @.key_lock_del,
@.key_lock_off, @.seat_key_lock_on, @.seat_key_lock_off.
]]
params {
@in keyname: string @nonull; [[The name of the lock to enable.]]
}
}
seat_key_lock_on {
[[Enables or turns on programmatically the lock key with name
$keyname for a give seat.
The effect will be as if the key was put on its active state
after this call.
See also @.key_lock_add, @.key_lock_del, @.key_lock_del,
@.key_lock_off, @.key_lock_on, @.seat_key_lock_off.
@since 1.19
]]
params {
@in keyname: string @nonull; [[The name of the lock to enable.]]
@in seat: Efl.Input.Device; [[The seat to enable the keylock. A $null seat repesents the default seat.]]
}
}
seat_key_lock_off {
[[Disables or turns off programmatically the lock key with name
$keyname for a given seat.
The effect will be as if the key was put on its inactive state
after this call.
See also @.key_lock_on, @.seat_key_lock_on, @.key_lock_off.
@since 1.19
]]
params {
@in keyname: string @nonull; [[The name of the lock to enable.]]
@in seat: Efl.Input.Device; [[The seat to disable the keylock. A $null seat repesents the default seat.]]
}
}
key_modifier_add {
[[Adds the $keyname key to the current list of modifier keys.
Modifiers are keys like shift, alt and ctrl, i.e. keys which
are meant to be pressed together with others, altering the
behavior of the second keys pressed. Evas is so that
these keys can be user defined.
This call allows custom modifiers to be added to the Evas system
at run time. It is then possible to set and unset modifier keys
programmatically for other parts of the program to check and act
on. Programmers using Evas would check for modifier keys on key
event callbacks using \@ref evas_key_modifier_is_set.
Note: If the programmer instantiates the canvas by means of the
\@ref ecore_evas_new family of helper functions, Ecore will take
care of registering on it all standard modifiers: "Shift",
"Control", "Alt", "Meta", "Hyper", "Super".
]]
params {
@in keyname: string @nonull; [[
The name of the modifier key to add to the list of
Evas modifiers.
]]
}
}
key_modifier_off {
[[Disables or turns off programmatically the modifier key with
name $keyname for the default seat.
See also @.key_modifier_add, \@ref evas_key_modifier_get,
@.key_modifier_on, @.seat_key_modifier_off,
@.seat_key_modifier_off, \@ref evas_key_modifier_is_set, \@ref evas_seat_key_modifier_is_set.
]]
params {
@in keyname: string @nonull; [[The name of the modifier to disable.]]
}
}
render_async {
[[Render the given Evas canvas asynchronously.
This function only returns $true when a frame will be rendered.
If the previous frame is still rendering, $false will be
returned so the users know not to wait for the updates
callback and just return to their main loop.
If a $func callback is given, a list of updated areas will be
generated and the function will be called from the main thread
after the rendered frame is flushed to the screen. The resulting
list should be freed with \@ref evas_render_updates_free.
The list is given in the $event_info parameter of the callback
function.
@since 1.8
]]
return: bool; [[$true if the canvas will render, $false otherwise.]]
}
render2 {
[[Render the given Evas canvas using the new rendering infra.
This is experimental and will change over time until noted here.
This function only returns $true when a frame will be rendered.
If the previous frame is still rendering, $false will be
returned so the users know not to wait for the updates
callback and just return to their main loop.
@since 1.14
]]
return: bool; [[$true if the canvas will render, $false otherwise.]]
}
render2_updates {
[[Render the given Evas canvas using the new rendering infra.
This is experimental and will change over time until noted here.
@since 1.15
]]
return: list<ptr(Eina.Rect)> @owned @warn_unused; [[
A newly allocated list of updated rectangles of the canvas
($Eina.Rect structs). Free this list with
\@ref evas_render_updates_free.
]]
}
focus_out {
[[Inform the evas that it lost the focus from the default seat.]]
}
norender {
[[Update the canvas internal objects but not triggering immediate
renderization.
This function updates the canvas internal objects not triggering
renderization. To force renderization function @.render
should be used.
]]
}
nochange_pop {
[[Pop the nochange flag down 1.
This tells evas, that while the nochange flag is greater than 0,
do not mark objects as "changed" when making changes.
Warning: Do not use this function unless you know what Evas
exactly works with "changed" state.
]]
}
key_lock_off {
[[Disables or turns off programmatically the lock key with name
$keyname for the default seat.
The effect will be as if the key was put on its inactive state
after this call.
See also @.key_lock_on, @.seat_key_lock_on, @.seat_key_lock_off.
]]
params {
@in keyname: string @nonull; [[The name of the lock to disable.]]
}
}
nochange_push {
[[Push the nochange flag up 1
This tells evas, that while the nochange flag is greater than 0,
do not mark objects as "changed" when making changes.
Warning: Do not use this function unless you know what Evas
exactly works with "changed" state.
]]
}
font_cache_flush {
[[Force the given evas and associated engine to flush its font cache.]]
}
key_modifier_on {
[[Enables or turns on programmatically the modifier key with name
$keyname for the default seat.
The effect will be as if the key was pressed for the whole time
between this call and a matching evas_key_modifier_off().
See also @.key_modifier_off, @.seat_key_modifier_on,
@.seat_key_modifier_off.
]]
params {
@in keyname: string @nonull; [[The name of the modifier to enable.]]
}
}
seat_key_modifier_on {
[[Enables or turns on programmatically the modifier key with name
$keyname for a given seat.
The effect will be as if the key was pressed for the whole time
between this call and a matching @.seat_key_modifier_off.
See also @.key_modifier_off, @.seat_key_modifier_on,
@.seat_key_modifier_off.
@since 1.19
]]
params {
@in keyname: string @nonull; [[The name of the lock to enable.]]
@in seat: Efl.Input.Device; [[The seat to enable the modifier. A $null seat repesents the default seat.]]
}
}
seat_key_modifier_off {
[[Disables or turns off programmatically the modifier key with
name $keyname for a given seat.
See also @.key_modifier_add, \@ref evas_key_modifier_get,
@.key_modifier_on, @.seat_key_modifier_off,
@.seat_key_modifier_off, \@ref evas_key_modifier_is_set, \@ref evas_seat_key_modifier_is_set.
@since 1.19
]]
params {
@in keyname: string @nonull; [[The name of the lock to enable.]]
@in seat: Efl.Input.Device; [[The seat to disable the modifier. A $null seat repesents the default seat.]]
}
}
font_available_list @const {
[[List of available font descriptions known or found by this evas.
The list depends on Evas compile time configuration, such as
fontconfig support, and the paths provided at runtime as
explained in \@ref Evas_Font_Path_Group.
]]
return: list<string> @warn_unused; [[
A newly allocated list of strings. Do not change the
strings. Be sure to call \@ref evas_font_available_list_free
after you're done.
]]
}
object_name_find @const {
[[Retrieves the object on the given evas with the given name.
This looks for the evas object given a name by
\@ref evas_object_name_set. If the name is not unique
canvas-wide, then which one of the many objects with that
name is returned is undefined, so only use this if you can
ensure the object name is unique.
]]
return: Efl.Canvas.Object @warn_unused; [[
If successful, the Evas object with the given name. Otherwise,
$null.
]]
params {
@in name: string; [[The given name.]]
}
}
font_path_append {
[[Appends a font path to the list of font paths used by the
given evas.
]]
params {
@in path: string @nonull; [[The new font path.]]
}
}
font_path_clear {
[[Removes all font paths loaded into memory for the given evas.]]
}
/* FIXME: The below function is only for efl.ui.win */
touch_point_list_nth_xy_get {
[[This function returns the nth touch point's coordinates.
Touch point's coordinates is updated whenever moving that point
on the canvas.
]]
params {
@in n: uint; [[The number of the touched point (0 being the first).]]
@out x: double; [[Last known X position in window coordinates]]
@out y: double; [[Last known Y position in window coordinates]]
}
/* Legacy uses int. */
legacy: null;
}
key_lock_del {
[[Removes the $keyname key from the current list of lock keys on
canvas $e.
]]
params {
@in keyname: string @nonull; [[The name of the key to remove from the locks list.]]
}
}
damage_rectangle_add {
[[Add a damage rectangle.
This is the function by which one tells evas that a part of the
canvas has to be repainted.
Note: All newly created Evas rectangles get the default color
values of 255 255 255 255 (opaque white).
]]
params {
@in x: int; [[The rectangle's left position.]]
@in y: int; [[The rectangle's top position.]]
@in w: int; [[The rectangle's width.]]
@in h: int; [[The rectangle's height.]]
}
}
sync {
[[Sync evas canvas]]
}
font_path_list @const {
[[Retrieves the list of font paths used by the given evas.]]
return: const(list<string>) @warn_unused; [[The list of font paths used.]]
}
image_cache_reload {
[[Reload the image cache.
This function reloads the image cache of canvas.
]]
}
coord_world_x_to_screen @const {
[[Convert/scale a canvas coordinate into output screen
coordinates.
This function takes in a horizontal coordinate as the $x
parameter and converts it into output units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
int screen_x;
extern Evas_Coord canvas_x;
screen_x = evas_coord_world_x_to_screen(evas, canvas_x);
@endcode
*/
return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
params {
@in x: int; [[The canvas X coordinate.]]
}
}
render_updates {
[[Force immediate renderization of the given Evas canvas.
This function forces an immediate renderization update of
the given canvas $e.
Note: This is a very low level function, which most of Evas'
users wouldn't care about. You might use it, for instance, to
grab an Evas' canvas update regions and paint them back, using
the canvas' pixmap, on a displaying system working below Evas.
Note: Evas is a stateful canvas. If no operations changing its
state took place since the last rendering action, you won't see
any changes and this call will be a no-op.
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip add an obscured
@until d.obscured = !d.obscured;
See the full @ref Example_Evas_Events "example".
*/
return: list<ptr(Eina.Rect)> @owned @warn_unused; [[
A newly allocated list of updated rectangles of the canvas
($Eina.Rect structs). Free this list with
\@ref evas_render_updates_free.
]]
}
image_cache_flush {
[[Flush the image cache of the canvas.
This function flushes image cache of canvas.
]]
}
coord_screen_y_to_world @const {
[[Convert/scale an output screen coordinate into canvas
coordinates.
This function takes in a vertical coordinate as the $y parameter
and converts it into canvas units, accounting for output size,
viewport size and location, returning it as the function return
value. If $e is invalid, the results are undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
extern int screen_y;
Evas_Coord canvas_y;
canvas_y = evas_coord_screen_y_to_world(evas, screen_y);
@endcode
*/
return: int @warn_unused; [[The screen coordinate translated to canvas unit coordinates.]]
params {
@in y: int; [[The screen/output y coordinate.]]
}
}
key_modifier_del {
[[Removes the $keyname key from the current list of modifier keys
on canvas $e.
See also @.key_modifier_add.
]]
params {
@in keyname: string @nonull; [[The name of the key to remove from the modifiers list.]]
}
}
focus_in {
[[Inform to the evas that it got the focus from the default seat.]]
}
seat_focus_in {
[[Inform to the evas that it got the focus from a given seat. @since 1.19]]
legacy: null;
params {
@in seat: Efl.Input.Device; [[The seat or $null for the default seat.]]
}
}
seat_focus_out {
[[Inform to the evas that it lost the focus from a given seat. @since 1.19]]
legacy: null;
params {
@in seat: Efl.Input.Device; [[The seat or $null for the default seat.]]
}
}
obscured_rectangle_add {
[[Add an "obscured region" to an Evas canvas.
This is the function by which one tells an Evas canvas that a
part of it must not be repainted. The region must be rectangular
and its coordinates inside the canvas viewport are passed in the
call. After this call, the region specified won't participate
in any form in Evas' calculations and actions during its
rendering updates, having its displaying content frozen as
it was just after this function took place.
We call it "obscured region" because the most common use case
for this rendering (partial) freeze is something else (most
probably other canvas) being on top of the specified rectangular
region, thus shading it completely from the user's final scene
in a display. To avoid unnecessary processing, one should
indicate to the obscured canvas not to bother about the
non-important area.
The majority of users won't have to worry about this function,
as they'll be using just one canvas in their applications, with
nothing inset or on top of it in any form.
To make this region one that has to be repainted again, call the
function \@ref evas_obscured_clear.
Note: This is a very low level function, which most of
Evas' users wouldn't care about.
Note: This function does not flag the canvas as having its state
changed. If you want to re-render it afterwards expecting new
contents, you have to add "damage" regions yourself (see
\@ref evas_damage_rectangle_add).
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip add an obscured
@until evas_obscured_clear(evas);
In that example, pressing the "Ctrl" and "o" keys will impose or
remove an obscured region in the middle of the canvas. You'll get
the same contents at the time the key was pressed, if toggling it
on, until you toggle it off again (make sure the animation is
running on to get the idea better). See the full @ref
Example_Evas_Events "example".
*/
params {
@in x: int; [[The rectangle's top left corner's horizontal coordinate.]]
@in y: int; [[The rectangle's top left corner's vertical coordinate.]]
@in w: int; [[The rectangle's width.]]
@in h: int; [[The rectangle's height.]]
}
}
render_dump {
[[Make the canvas discard as much data as possible used by the
engine at runtime.
This function will unload images, delete textures and much more
where possible. You may also want to call @.render_idle_flush
immediately prior to this to perhaps discard a little more,
though this function should implicitly delete most of what
@.render_idle_flush might discard too.
]]
}
render {
[[Force renderization of the given canvas.]]
}
font_path_prepend {
[[Prepends a font path to the list of font paths used by the
given evas.
]]
params {
@in path: string @nonull; [[The new font path.]]
}
}
obscured_clear {
[[Remove all "obscured regions" from an Evas canvas.
This function removes all the rectangles from the obscured
regions list of the canvas $e. It takes obscured areas added
with @.obscured_rectangle_add and make them again a regions
that have to be repainted on rendering updates.
Note: This is a very low level function, which most of
Evas' users wouldn't care about.
Note: This function does not flag the canvas as having its state
changed. If you want to re-render it afterwards expecting new
contents, you have to add "damage" regions yourself (see
@.damage_rectangle_add).
]]
}
coord_screen_x_to_world @const {
[[Convert/scale an output screen coordinate into canvas
coordinates.
This function takes in a horizontal coordinate as the $x
parameter and converts it into canvas units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
extern int screen_x;
Evas_Coord canvas_x;
canvas_x = evas_coord_screen_x_to_world(evas, screen_x);
@endcode
*/
return: int @warn_unused; [[
The screen coordinate translated to canvas unit coordinates.
]]
params {
@in x: int; [[The screen/output x coordinate.]]
}
}
key_lock_add {
[[Adds the $keyname key to the current list of lock keys.
Locks are keys like caps lock, num lock or scroll lock, i.e.,
keys which are meant to be pressed once -- toggling a binary
state which is bound to it -- and thus altering the behavior
of all subsequently pressed keys somehow, depending on its
state. Evas is so that these keys can be defined by the user.
This allows custom locks to be added to the evas system at run
time. It is then possible to set and unset lock keys
programmatically for other parts of the program to check and act
on. Programmers using Evas would check for lock keys on key
event callbacks using \@ref evas_key_lock_is_set.
Note: If the programmer instantiates the canvas by means of the
ecore_evas_new() family of helper functions, Ecore will take
care of registering on it all standard lock keys: "Caps_Lock",
"Num_Lock", "Scroll_Lock".
]]
params {
@in keyname: string @nonull; [[The name of the key to add to the locks list.]]
}
}
render_idle_flush {
[[Make the canvas discard internally cached data used for
rendering.
This function flushes the arrays of delete, active and render
objects. Other things it may also discard are: shared memory
segments, temporary scratch buffers, cached data to avoid
re-compute of that data etc.
]]
}
@property default_device {
[[Return the default device of a given type.
Note: Currently EFL only creates a seat, mouse and keyboard.
@since 1.19
]]
get {}
keys {
type: Efl.Input.Device.Type; [[The class of the default device to fetch.]]
}
values {
seat: Efl.Input.Device; [[The default device or $null on error.]]
}
}
coord_world_y_to_screen @const {
[[Convert/scale a canvas coordinate into output screen
coordinates.
This function takes in a vertical coordinate as the $x
parameter and converts it into output units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
int screen_y;
extern Evas_Coord canvas_y;
screen_y = evas_coord_world_y_to_screen(evas, canvas_y);
@endcode
*/
return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
params {
@in y: int; [[The canvas y coordinate.]]
}
}
}
implements {
Efl.Object.constructor;
Efl.Object.destructor;
Efl.Object.event_thaw;
Efl.Object.event_freeze;
Efl.Object.provider_find;
Efl.Loop.Consumer.loop { get; }
//Efl.Canvas.seats;
Efl.Canvas.Pointer.pointer_inside { get; }
Efl.Canvas.device { get; }
Efl.Canvas.seat { get; }
Efl.Canvas.image_max_size { get; }
Efl.Canvas.objects_at_xy_get;
Efl.Canvas.object_top_at_xy_get;
Efl.Canvas.objects_in_rectangle_get;
Efl.Canvas.object_top_in_rectangle_get;
Efl.Canvas.smart_objects_calculate;
Efl.Canvas.smart_objects_calculating { get; }
}
}