forked from enlightenment/efl
evas object: partial doc conversion
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@ -109,18 +109,19 @@ abstract Evas.Object (Eo.Base, Evas.Common_Interface, Efl.Gfx.Base, Efl.Gfx.Stac
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}
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@property size_hint_min {
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set {
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/*@
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Sets the hints for an object's minimum size.
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[[Sets the hints for an object's minimum size.
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This is not a size enforcement in any way, it's just a hint that
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should be used whenever appropriate.
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This is not a size enforcement in any way, it's just a hint
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that should be used whenever appropriate.
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Values @c 0 will be treated as unset hint components, when queried
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by managers.
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@note Smart objects(such as elementary) can have their own size hint
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policy. So calling this API may or may not affect the size of smart objects.
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Values 0 will be treated as unset hint components, when
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queried by managers.
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Note: Smart objects(such as elementary) can have their own
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size hint policy. So calling this API may or may not affect
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the size of smart objects.
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]]
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/* FIXME-doc
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Example:
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@dontinclude evas-hints.c
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@skip evas_object_size_hint_min_set
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@ -129,131 +130,118 @@ abstract Evas.Object (Eo.Base, Evas.Common_Interface, Efl.Gfx.Base, Efl.Gfx.Stac
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In this example the minimum size hints change the behavior of an
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Evas box when layouting its children. See the full @ref
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Example_Evas_Size_Hints "example".
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@see evas_object_size_hint_min_get() */
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*/
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}
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get {
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/*@
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Retrieves the hints for an object's minimum size.
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[[Retrieves the hints for an object's minimum size.
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These are hints on the minimum sizes @p obj should have. This is
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not a size enforcement in any way, it's just a hint that should be
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used whenever appropriate.
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These are hints on the minimum sizes $obj should have. This
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is not a size enforcement in any way, it's just a hint that
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should be used whenever appropriate.
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@note Use $null pointers on the hint components you're not
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interested in: they'll be ignored by the function.
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@see evas_object_size_hint_min_set() for an example */
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Note: Use $null pointers on the hint components you're not
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interested in: they'll be ignored by the function.
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]]
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}
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values {
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w: Evas.Coord; /*@ Integer to use as the minimum width hint. */
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h: Evas.Coord; /*@ Integer to use as the minimum height hint. */
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w: Evas.Coord; [[Integer to use as the minimum width hint.]]
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h: Evas.Coord; [[Integer to use as the minimum height hint.]]
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}
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}
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@property pointer_mode {
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set {
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/*@
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Set pointer behavior.
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[[Set pointer behavior.
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This function has direct effect on event callbacks related to
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mouse.
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This function has direct effect on event callbacks related to
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mouse.
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If @p setting is EVAS_OBJECT_POINTER_MODE_AUTOGRAB, then when mouse
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is down at this object, events will be restricted to it as source,
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mouse moves, for example, will be emitted even if outside this
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object area.
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If $setting is EVAS_OBJECT_POINTER_MODE_AUTOGRAB, then when
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mouse is down at this object, events will be restricted to
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it as source, mouse moves, for example, will be emitted even
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if outside this object area.
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If @p setting is EVAS_OBJECT_POINTER_MODE_NOGRAB, then events will
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be emitted just when inside this object area.
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If $setting is EVAS_OBJECT_POINTER_MODE_NOGRAB, then events
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will be emitted just when inside this object area.
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The default value is EVAS_OBJECT_POINTER_MODE_AUTOGRAB.
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@ingroup Evas_Object_Group_Extras */
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The default value is EVAS_OBJECT_POINTER_MODE_AUTOGRAB.
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]]
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}
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get {
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/*@
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Determine how pointer will behave.
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@return pointer behavior.
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@ingroup Evas_Object_Group_Extras */
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[[Determine how pointer will behave.]]
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}
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values {
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pointer_mode: Evas.Object_Pointer_Mode; /*@ desired behavior. */
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pointer_mode: Evas.Object_Pointer_Mode; [[Desired behavior.]]
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}
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}
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@property render_op {
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set {
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/*@
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Sets the render_op to be used for rendering the Evas object.
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@ingroup Evas_Object_Group_Extras */
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[[Sets the render_op to be used for rendering the Evas object.]]
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}
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get {
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/*@
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Retrieves the current value of the operation used for rendering the Evas object.
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@return one of the enumerated values in Evas_Render_Op.
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@ingroup Evas_Object_Group_Extras */
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[[Retrieves the current value of the operation used for
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rendering the Evas object.
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]]
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}
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values {
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render_op: Evas.Render_Op; /*@ one of the Evas_Render_Op values. */
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render_op: Evas.Render_Op; [[One of the Evas_Render_Op values.]]
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}
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}
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@property freeze_events {
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set {
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/*@
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Set whether an Evas object is to freeze (discard) events.
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[[Set whether an Evas object is to freeze (discard) events.
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If @p freeze is $true, it will make events on @p obj to be @b
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discarded. Unlike evas_object_pass_events_set(), events will not be
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passed to @b next lower object. This API can be used for blocking
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events while @p obj is on transiting.
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If $freeze is $true, it will make events on $obj to be
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discarded. Unlike @.pass_events.set, events will not be
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passed to next lower object. This API can be used for
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blocking events while $obj is on transiting.
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If @p freeze is $false, events will be processed on that
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object as normal.
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If $freeze is $false, events will be processed on that
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object as normal.
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@warning If you block only key/mouse up events with this API, we won't
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guarantee the state of the object, that only had key/mouse down
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events, will be.
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Warning: If you block only key/mouse up events with this API,
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we won't guarantee the state of the object, that only had
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key/mouse down events, will be.
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@see evas_object_freeze_events_get()
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@see evas_object_pass_events_set()
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@see evas_object_repeat_events_set()
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@see evas_object_propagate_events_set()
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@since 1.1 */
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@since 1.1
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]]
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}
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get {
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/*@
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Determine whether an object is set to freeze (discard) events.
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[[Determine whether an object is set to freeze (discard) events.
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@return freeze whether @p obj is set to freeze events ($true) or
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not ($false)
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@see evas_object_freeze_events_set()
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@see evas_object_pass_events_get()
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@see evas_object_repeat_events_get()
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@see evas_object_propagate_events_get()
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@since 1.1 */
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@since 1.1
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]]
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}
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values {
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freeze: bool; /*@ pass whether @p obj is to freeze events ($true) or not
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($false) */
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freeze: bool; [[Pass when $obj is to freeze events ($true)
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or not ($false).]]
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}
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}
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@property map {
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set {
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/*@
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Set current object transformation map.
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[[Set current object transformation map.
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This sets the map on a given object. It is copied from the @p map pointer,
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so there is no need to keep the @p map object if you don't need it anymore.
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This sets the map on a given object. It is copied from the
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$map pointer, so there is no need to keep the $map object if
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you don't need it anymore.
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A map is a set of 4 points which have canvas x, y coordinates per point,
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with an optional z point value as a hint for perspective correction, if it
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is available. As well each point has u and v coordinates. These are like
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"texture coordinates" in OpenGL in that they define a point in the source
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image that is mapped to that map vertex/point. The u corresponds to the x
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coordinate of this mapped point and v, the y coordinate. Note that these
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coordinates describe a bounding region to sample. If you have a 200x100
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source image and want to display it at 200x100 with proper pixel
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precision, then do:
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A map is a set of 4 points which have canvas x, y coordinates
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per point, with an optional z point value as a hint for
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perspective correction, if it is available. As well each
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point has u and v coordinates. These are like "texture
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coordinates" in OpenGL in that they define a point in the
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source image that is mapped to that map vertex/point. The u
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corresponds to the x coordinate of this mapped point and v,
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the y coordinate. Note that these coordinates describe a
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bounding region to sample.
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Note: The map points a uv coordinates match the image geometry.
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If the $map parameter is $null, the stored map will be freed
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and geometry prior to enabling/setting a map will be restored.
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]]
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/* FIXME-doc
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If you have a 200x100 source
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image and want to display it at 200x100 with proper pixel
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precision, then do:
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@code
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Evas_Map *m = evas_map_new(4);
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@ -268,21 +256,19 @@ abstract Evas.Object (Eo.Base, Evas.Common_Interface, Efl.Gfx.Base, Efl.Gfx.Stac
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evas_object_map_set(obj, m);
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evas_map_free(m);
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@endcode
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Note that the map points a uv coordinates match the image geometry. If
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the @p map parameter is NULL, the stored map will be freed and geometry
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prior to enabling/setting a map will be restored.
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@see evas_map_new() */
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*/
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}
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get {
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/*@
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Get current object transformation map.
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[[Get current object transformation map.
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This returns the current internal map set on the indicated object. It is
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intended for read-only access and is only valid as long as the object is
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not deleted or the map on the object is not changed. If you wish to modify
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the map and set it back do the following:
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This returns the current internal map set on the indicated
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object. It is intended for read-only access and is only
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valid as long as the object is not deleted or the map on
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the object is not changed.
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]]
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/* FIXME-doc
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If you wish to modify the map
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and set it back do the following:
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@code
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const Evas_Map *m = evas_object_map_get(obj);
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@ -291,14 +277,10 @@ abstract Evas.Object (Eo.Base, Evas.Common_Interface, Efl.Gfx.Base, Efl.Gfx.Stac
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evas_object_map_set(obj, m2);
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evas_map_free(m2);
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@endcode
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@return map reference to map in use. This is an internal data structure, so
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do not modify it.
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@see evas_object_map_set() */
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*/
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}
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values {
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map: const(Evas.Map)*; /*@ new map to use */
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map: const(Evas.Map)*; [[The map.]]
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}
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}
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@property size_hint_aspect {
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@ -1221,86 +1203,78 @@ abstract Evas.Object (Eo.Base, Evas.Common_Interface, Efl.Gfx.Base, Efl.Gfx.Stac
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}
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}
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clip_unset {
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/*@
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Disable/cease clipping on a clipped @p obj object.
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[[Disable/cease clipping on a clipped $obj object.
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This function disables clipping for the object @p obj, if it was
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already clipped, i.e., its visibility and color get detached from
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the previous clipper. If it wasn't, this has no effect. The object
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@p obj must be a valid .Evas_Object.
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See also evas_object_clip_set() (for an example),
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evas_object_clipees_get() and evas_object_clip_get(). */
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This function disables clipping for the object $obj, if it was
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already clipped, i.e., its visibility and color get detached from
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the previous clipper. If it wasn't, this has no effect. The
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object $obj must be a valid Evas_Object.
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See also @.clip.set, @.clipees.get and @.clip.get.
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]]
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}
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smart_move_children_relative {
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/*@
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Moves all children objects of a given smart object relative to a
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given offset.
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[[Moves all children objects of a given smart object relative to a
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given offset.
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This will make each of @p obj object's children to move, from where
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they before, with those delta values (offsets) on both directions.
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This will make each of $obj object's children to move, from where
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they before, with those delta values (offsets) on both directions.
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@note This is most useful on custom smart @c move() functions.
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@note Clipped smart objects already make use of this function on
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their @c move() smart function definition. */
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Note: This is most useful on custom smart $move functions.
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Note: Clipped smart objects already make use of this function on
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their $move smart function definition.
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]]
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params {
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@in dx: Evas.Coord; /*@ horizontal offset (delta). */
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@in dy: Evas.Coord; /*@ vertical offset (delta). */
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@in dx: Evas.Coord; [[Horizontal offset (delta).]]
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@in dy: Evas.Coord; [[Vertical offset (delta).]]
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}
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}
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smart_type_check_ptr @const {
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/*@
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Checks whether a given smart object or any of its smart object
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parents is of a given smart class, <b>using pointer comparison</b>.
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@return $true, if @a obj or any of its parents is of type @a
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type, $false otherwise
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@see evas_object_smart_type_check() for more details
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@see eo_isa
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@ingroup Evas_Smart_Object_Group */
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return: bool @warn_unused;
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[[Checks whether a given smart object or any of its smart object
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parents is of a given smart class, using pointer comparison.
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]]
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return: bool @warn_unused; [[$true if $obj or any of its parents
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is of type $type, $false otherwise.]]
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params {
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@in type: const(char)* @nonull; /*@ The type (name string) to check for. Must be the name */
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@in type: const(char)* @nonull; [[The type (name string) to check for. Must be the name.]]
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}
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}
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@property no_render {
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get {
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/*@
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Returns the state of the "no-render" flag, which means, when true,
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that an object should never be rendered on the canvas.
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[[Returns the state of the "no-render" flag, which means, when
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true, that an object should never be rendered on the canvas.
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This flag can be used to avoid rendering visible clippers on the
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canvas, even if they currently don't clip any object.
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This flag can be used to avoid rendering visible clippers on
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the canvas, even if they currently don't clip any object.
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@since 1.15 */
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@since 1.15
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]]
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legacy: null;
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}
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set {
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/*@
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Disable all rendering on the canvas.
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[[Disable all rendering on the canvas.
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This flag will be used to indicate to Evas that this object should
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never be rendered on the canvas under any circurmstances. In
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particular, this is useful to avoid drawing clipper objects (or masks)
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even when they don't clip any object. This can also be used to replace
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the old source_visible flag with proxy objects.
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This flag will be used to indicate to Evas that this object
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should never be rendered on the canvas under any
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circurmstances. In particular, this is useful to avoid
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drawing clipper objects (or masks) even when they don't
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clip any object. This can also be used to replace the old
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source_visible flag with proxy objects.
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This is different to the visible property, as even visible objects
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marked as "no-render" will never appear on screen. But those objects
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can still be used as proxy sources or clippers. When hidden, all
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"no-render" objects will completely disappear from the canvas, and
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hide their clippees or be invisible when used as proxy sources.
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This is different to the visible property, as even visible
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objects marked as "no-render" will never appear on screen.
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But those objects can still be used as proxy sources or
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clippers. When hidden, all "no-render" objects will
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completely disappear from the canvas, and hide their
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clippees or be invisible when used as proxy sources.
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@since 1.15 */
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@since 1.15
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]]
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legacy: null;
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}
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values {
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enable: bool; /*@ Enable "no-render" mode. */
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enable: bool; [[Enable "no-render" mode.]]
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}
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}
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}
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