edje: clean up part basic APIs

This commit is contained in:
Jee-Yong Um 2016-08-11 10:34:53 +09:00 committed by Jean-Philippe Andre
parent c772bb0390
commit 080d5cef11
1 changed files with 57 additions and 46 deletions

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@ -845,62 +845,73 @@ class Edje.Object (Efl.Canvas.Group.Clipped, Efl.File, Efl.Container, Efl.Part)
group]]
}
}
part_object_get @const {
[[Get a handle to the Evas object implementing a given Edje
part, in an Edje object.
@property part_object {
get {
[[Get a handle to the Evas object implementing a given Edje
part, in an Edje object.
This function gets a pointer of the Evas object corresponding to a
given part in the obj object's group.
This function gets a pointer of the Evas object corresponding to a
given part in the obj object's group.
You should never modify the state of the returned object (with
\@ref evas_object_move() or \@ref evas_object_hide() for example),
because it's meant to be managed by Edje, solely. You are safe to
query information about its current state (with
evas_object_visible_get() or \@ref evas_object_color_get() for
example), though.
You should never modify the state of the returned object (with
\@ref evas_object_move() or \@ref evas_object_hide() for example),
because it's meant to be managed by Edje, solely. You are safe to
query information about its current state (with
evas_object_visible_get() or \@ref evas_object_color_get() for
example), though.
Note: If the type of Edje part is GROUP, SWALLOW or EXTERNAL,
returned handle by this function will indicate nothing or transparent
rectangle for events. Use $.part_swallow_get() in that case.]]
return: const(Efl.Canvas.Object); [[A pointer to the Evas object implementing the given part,
or $null on failure (e.g. the given part doesn't exist)]]
params {
@in part: string; [[The Edje part's name]]
Note: If the type of Edje part is GROUP, SWALLOW or EXTERNAL,
returned handle by this function will indicate nothing or transparent
rectangle for events. Use $.part_swallow_get() in that case.]]
}
keys {
part: string; [[The Edje part's name]]
}
values {
o: const(Efl.Canvas.Object); [[A pointer to the Evas object implementing the given part,
$null on failure (e.g. the given part doesn't exist)]]
}
}
part_state_get @const {
[[Returns the state of the Edje part.]]
return: string; [[The part state:
"default" for the default state
"" for other states]]
params {
@in part: string; [[The part name]]
@out val_ret: double;
@property part_state {
get {
[[Returns the state of the Edje part.]]
return: string; [[The part state:
"default" for the default state
"" for other states]]
}
keys {
part: string; [[The part name]]
}
values {
val_ret: double;
}
}
part_geometry_get @const {
[[Retrieve the geometry of a given Edje part, in a given Edje
object's group definition, relative to the object's area.
@property part_geometry {
get {
[[Retrieve the geometry of a given Edje part, in a given Edje
object's group definition, relative to the object's area.
This function gets the geometry of an Edje part within its
group. The x and y coordinates are relative to the top left
corner of the whole obj object's area.
This function gets the geometry of an Edje part within its
group. The x and y coordinates are relative to the top left
corner of the whole obj object's area.
Note: Use $null pointers on the geometry components you're not
interested in: they'll be ignored by the function.
Note: Use $null pointers on the geometry components you're not
interested in: they'll be ignored by the function.
Note: On failure, this function will make all non-$null geometry
pointers' pointed variables be set to zero.]]
return: bool;
params {
@in part: string; [[The Edje part's name]]
@out x: Evas.Coord; [[A pointer to a variable where to store the part's x
coordinate]]
@out y: Evas.Coord; [[A pointer to a variable where to store the part's y
coordinate]]
@out w: Evas.Coord; [[A pointer to a variable where to store the part's width]]
@out h: Evas.Coord; [[A pointer to a variable where to store the part's height]]
Note: On failure, this function will make all non-$null geometry
pointers' pointed variables be set to zero.]]
return: bool;
}
keys {
part: string; [[The Edje part's name]]
}
values {
x: Evas.Coord; [[A pointer to a variable where to store the part's x
coordinate]]
y: Evas.Coord; [[A pointer to a variable where to store the part's y
coordinate]]
w: Evas.Coord; [[A pointer to a variable where to store the part's width]]
h: Evas.Coord; [[A pointer to a variable where to store the part's height]]
}
}
part_drag_step_set {