docs: Update elementary eo files for grammar and readability

Author: Nate Drake
This commit is contained in:
Andy Williams 2018-01-04 12:16:23 +00:00
parent deef737067
commit 345c59ad3b
34 changed files with 253 additions and 253 deletions

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@ -120,7 +120,7 @@ enum Efl.Access.Role
enum Efl.Access.State_Type
{
[[Describes a possible states of an object visible to accessibility clients.]]
[[Describes the possible states for an object visible to accessibility clients.]]
legacy: efl_access_state;
invalid, [[State: invalid]]
active, [[State: active]]
@ -168,7 +168,7 @@ enum Efl.Access.State_Type
enum Efl.Access.Relation_Type
{
[[Describes relation between two objects.]]
[[Describes the relationship between two objects.]]
legacy: efl_access_relation;
null, [[No relation]]
label_for, [[Label for relation]]
@ -397,15 +397,15 @@ mixin Efl.Access (Efl.Interface, Efl.Object)
[[The translation domain of "name" and "description"
properties.
Translation domain should be set if application wants to support i18n
Translation domain should be set if the application wants to support i18n
for accessibily "name" and "description" properties.
When translation domain is set values of "name" and "description"
properties will be translated with dgettext function using
current translation domain as "domainname" parameter.
When translation domain is set, values of "name" and "description"
properties will be translated with the dgettext function using the
current translation domain as the "domainname" parameter.
It is application developer responsibility to ensure that
translation files are loaded and binded to translation domain
It is the application developer's responsibility to ensure that
translation files are loaded and bound to the translation domain
when accessibility is enabled.]]
get {
}
@ -428,7 +428,7 @@ mixin Efl.Access (Efl.Interface, Efl.Object)
relationship_append @beta {
[[Defines the relationship between two accessible objects.
Adds unique relation between source object and relation_object of a
Adds a unique relationship between source object and relation_object of a
given type.
Relationships can be queried by Assistive Technology clients to
@ -448,7 +448,7 @@ mixin Efl.Access (Efl.Interface, Efl.Object)
[[Removes the relationship between two accessible objects.
If relation_object is NULL function removes all relations
of given type.
of the given type.
]]
params {
@in type: Efl.Access.Relation_Type; [[Relation type]]
@ -471,13 +471,13 @@ mixin Efl.Access (Efl.Interface, Efl.Object)
Efl.Object.destructor;
}
events {
property,changed: string; [[Called when roperty has changed]]
property,changed: string; [[Called when property has changed]]
children,changed: Efl.Access.Event.Children_Changed.Data; [[Called when children have changed]]
state,changed: Efl.Access.Event.State_Changed.Data; [[Called when tate has changed]]
bounds,changed: Efl.Access.Event.Geometry_Changed.Data; [[Called when bounds have changed]]
state,changed: Efl.Access.Event.State_Changed.Data; [[Called when state has changed]]
bounds,changed: Efl.Access.Event.Geometry_Changed.Data; [[Called when boundaries have changed]]
visible,data,changed; [[Called when visibility has changed]]
active,descendant,changed; [[Called when active state of descendant has changed]]
added; [[Called when item was added]]
removed; [[Called when item was removed]]
added; [[Called when item is added]]
removed; [[Called when item is removed]]
}
}

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@ -8,7 +8,7 @@ mixin Efl.Access.Image ()
get @pure_virtual {
}
keys {
screen_coords: bool; [[$true if we got the screen coordinates, $false otherwise]]
screen_coords: bool; [[$true if we have the screen coordinates, otherwise $false]]
}
values {
x: int; [[X coordinate]]

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@ -8,7 +8,7 @@ interface Efl.Access.Value ()
[[Gets value displayed by a accessible widget.]]
}
set {
return: bool; [[$true if setting widgets value has succeed, $false otherwise.]]
return: bool; [[$true if setting widgets value has succeeded, otherwise $false .]]
}
values {
value: double; [[Value of widget casted to floating point number.]]

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@ -2,8 +2,8 @@ interface Efl.Ui.Bg (Efl.Interface, Efl.Gfx, Efl.Image, Efl.File)
{
[[The bg (background) widget is used for setting (solid) background decorations
to a window (unless it has transparency enabled) or to any container object. It
works just like an image, but has some properties useful to a background, like
in a window (unless it has transparency enabled) or on any container object. It
works just like an image but has some properties useful for backgrounds, such as
setting it to tiled, centered, scaled or stretched.
]]
}

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@ -2,8 +2,8 @@ class Efl.Ui.Bg_Widget (Efl.Ui.Layout, Efl.Ui.Bg, Efl.Image.Load)
{
[[The bg (background) widget is used for setting (solid) background decorations
to a window (unless it has transparency enabled) or to any container object. It
works just like an image, but has some properties useful to a background, like
for a window (unless it has transparency enabled) or for any container object. It
works just like an image, but has some properties useful for backgrounds, such as
setting it to tiled, centered, scaled or stretched.
]]
legacy_prefix: elm_bg;

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@ -189,12 +189,12 @@ class Efl.Ui.Clock (Efl.Ui.Layout)
set {
[[Set a field to be visible or not.
Setting this API to $true does not ensure that the field is
visible, apart from this, the field's format must be present
in clock overall format. If a field's visibility is set
Setting this API to $true in itself doen't ensure that the field is
visible. The field's format also must be present
in the overall clock format. If a field's visibility is set
to $false then it won't appear even though its format is
present in overall format. So if and only if this API is
set true and the corresponding field's format is present
present. In summary, if this API is
set to true and the corresponding field's format is present
in clock format, the field is visible.
By default the field visibility is set to $true.
@ -204,10 +204,10 @@ class Efl.Ui.Clock (Efl.Ui.Layout)
[[ Get the field limits of a field.
Limits can be set to individual fields, independently, except
for AM/PM field. Any field can display the values only in between
for the AM/PM field. Any field can display the values only in between
these minimum and maximum limits unless the corresponding time
value is restricted from MinTime to MaxTime. That is, min/max
field limits always works under the limitations of mintime/maxtime.
field limits always work under the limitations of mintime/maxtime.
There is no provision to set the limits of AM/PM field.
]]

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@ -6,17 +6,17 @@ interface Efl.Ui.Cursor ()
The Elementary cursor is an internal smart object used to customize the
mouse cursor displayed over objects (or widgets). In the most common
scenario, the cursor decoration comes from the graphical engine Elementary
is running on. Those engines may provide different decorations for cursors,
and Elementary provides functions to choose them (think of X11 cursors, as
an example).
is running on. These engines may provide different decorations for cursors,
and Elementary provides functions to choose them for instance
X11 cursors.
By default, Elementary searches cursors only from engine. There's also the
possibility of, besides using engine provided cursors, also use the ones
By default, Elementary searches cursors only from the engine. Besides
using cursors provided by the you can also use those
coming from Edje theme files. Both globally and per widget, Elementary
makes it possible for one to make the cursors lookup to be held on engines
only or on Elementary's theme file, too. To set cursor's hot spot, two data
items should be added to cursor's theme: "hot_x" and "hot_y", that are the
offset from upper-left corner of the cursor (coordinates 0,0).
can help you store cursors in engines
only or in Elementary's theme file. To set cursor's hot spot two data
items must be added to the cursor's theme: "hot_x" and "hot_y" are the
offset from the upper-left corner of the cursor (coordinates 0,0).
]]
legacy_prefix: elm_object;
methods {
@ -24,7 +24,7 @@ interface Efl.Ui.Cursor ()
[[The cursor to be shown when mouse is over the object
This is the cursor that will be displayed when mouse is over the
object. The object can have only one cursor set to it, so if
object. The object can have only one cursor set to it so if
@.cursor.set is called twice for an object, the previous set
will be unset.

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@ -105,7 +105,7 @@ class Efl.Ui.Flip (Elm.Widget, Efl.Pack.Linear, Efl.Part)
By default all directions are disabled, so you may want to
enable the desired directions for flipping if you need
interactive flipping. You must call this function once for
each direction that should be enabled.
each direction that's enabled.
You can also set the appropriate hit area size by calling
@.interaction_direction_hitsize_set. By default, a minimum
@ -132,8 +132,8 @@ class Efl.Ui.Flip (Elm.Widget, Efl.Pack.Linear, Efl.Part)
This effectively hides the currently visible content and shows
the hidden one.
There a number of possible animations to use for the flipping,
these being #ELM_FLIP_ROTATE_X_CENTER_AXIS (rotate the currently
There a number of possible animations to use for flipping,
namely #ELM_FLIP_ROTATE_X_CENTER_AXIS (rotate the currently
visible content around a horizontal axis in the middle of its
height, the other content is shown as the other side of the flip),
#ELM_FLIP_ROTATE_Y_CENTER_AXIS (rotate the currently visible
@ -146,22 +146,22 @@ class Efl.Ui.Flip (Elm.Widget, Efl.Pack.Linear, Efl.Part)
content around a diagonal axis in the middle of its height, the
other content is hown as the other side of the flip).
#ELM_FLIP_CUBE_LEFT (rotate the currently visible content to the
left as if the flip was a cube, the other content is show as the
left as if the flip was a cube, the other content is shown as the
right face of the cube), #ELM_FLIP_CUBE_RIGHT (rotate the
currently visible content to the right as if the flip was a
cube, the other content is show as the left face of the cube),
cube, the other content is shown as the left face of the cube),
#ELM_FLIP_CUBE_UP (rotate the currently visible content up as if
the flip was a cube, the other content is show as the bottom face
the flip was a cube, the other content is shown as the bottom face
of the cube), #ELM_FLIP_CUBE_DOWN (rotate the currently visible
content down as if the flip was a cube, the other content is show
content down as if the flip was a cube, the other content is shown
as the upper face of the cube), #ELM_FLIP_PAGE_LEFT (move the
currently visible content to the left as if the flip was a book,
the other content is shown as the page below that),
#ELM_FLIP_PAGE_RIGHT (move the currently visible content to the
right s if the flip was a book, the other content is shown as the
page below that), #ELM_FLIP_PAGE_UP (move the currently visible
right as if the flip was a book, the other content is shown as the
page below it), #ELM_FLIP_PAGE_UP (move the currently visible
content up as if the flip was a book, the other content is shown
as the page below that), #ELM_FLIP_PAGE_DOWN (move the
as the page below it), #ELM_FLIP_PAGE_DOWN (move the
currently visible content down as if the flip was a book, the
other content is shown as the page below that) and #ELM_FLIP_CROSS_FADE
(fade out the currently visible content, while fading in the
@ -182,8 +182,8 @@ class Efl.Ui.Flip (Elm.Widget, Efl.Pack.Linear, Efl.Part)
This effectively hides the currently visible content and shows
he hidden one.
There a number of possible animations to use for the flipping,
these being #ELM_FLIP_ROTATE_X_CENTER_AXIS (rotate the currently
There a number of possible animations to use for flipping,
namely #ELM_FLIP_ROTATE_X_CENTER_AXIS (rotate the currently
visible content around a horizontal axis in the middle of its
height, the other content is shown as the other side of the flip),
#ELM_FLIP_ROTATE_Y_CENTER_AXIS (rotate the currently visible
@ -194,24 +194,24 @@ class Efl.Ui.Flip (Elm.Widget, Efl.Pack.Linear, Efl.Part)
other content is shown as the other side of the flip),
#ELM_FLIP_ROTATE_YZ_CENTER_AXIS (rotate the currently visible
content around a diagonal axis in the middle of its height, the
other content is hown as the other side of the flip).
other content is shown as the other side of the flip).
#ELM_FLIP_CUBE_LEFT (rotate the currently visible content to the
left as if the flip was a cube, the other content is show as the
right face of the cube), #ELM_FLIP_CUBE_RIGHT (rotate the
currently visible content to the right as if the flip was a
cube, the other content is show as the left face of the cube),
#ELM_FLIP_CUBE_UP (rotate the currently visible content up as if
the flip was a cube, the other content is show as the bottom face
the flip was a cube, the other content is shown as the bottom face
of the cube), #ELM_FLIP_CUBE_DOWN (rotate the currently visible
content down as if the flip was a cube, the other content is show
content down as if the flip was a cube, the other content is shown
as the upper face of the cube), #ELM_FLIP_PAGE_LEFT (move the
currently visible content to the left as if the flip was a book,
the other content is shown as the page below that),
#ELM_FLIP_PAGE_RIGHT (move the currently visible content to the
right s if the flip was a book, the other content is shown as the
page below that), #ELM_FLIP_PAGE_UP (move the currently visible
right as if the flip was a book, the other content is shown as the
page below it), #ELM_FLIP_PAGE_UP (move the currently visible
content up as if the flip was a book, the other content is shown
as the page below that) and #ELM_FLIP_PAGE_DOWN (move the
as the page below it) and #ELM_FLIP_PAGE_DOWN (move the
currently visible content down as if the flip was a book, the
other content is shown as the page below that).
]]

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@ -1,19 +1,19 @@
mixin Efl.Ui.Focus.Composition (Efl.Interface, Elm.Widget ) {
[[This defines the inheriting widget as Composition widget.
A composition widget is a widget that is just the logical parent of a other set of widgets thet can be used as interaction.
A composition widget is a widget that's the logical parent of another set of widgets which can be used for interaction.
]]
methods {
@property composition_elements @protected {
[[Set the order of elements that will be used for composition
Elements of the list can be either A Elm.Widget, A Efl.Ui.Focus.Object, or a Efl.Gfx.
Elements of the list can be either an Elm.Widget, an Efl.Ui.Focus.Object or an Efl.Gfx.
If the element is a Efl.Gfx, then the geometry is used as focus geomtry, the focus property is redirected to the evas focus property. The mixin will take care of reistering.
If the element is an Efl.Gfx, then the geometry is used as focus geometry, the focus property is redirected to the evas focus property. The mixin will take care of registration.
If the element is a Efl.Ui.Focus.Object, then the mixin will take care of registering the element.
If the element is an Efl.Ui.Focus.Object, then the mixin will take care of registering the element.
For the case that the element is a Elm.Widget nothing is done and the widget is just part of the order.
If the element is a Elm.Widget nothing is done and the widget is simply part of the order.
]]
values {
logical_order : list<Efl.Gfx> @owned; [[The order to use]]

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@ -1,9 +1,9 @@
mixin Efl.Ui.Focus.Layer (Efl.Interface, Elm.Widget, Efl.Gfx, Efl.Ui.Focus.Manager) {
[[This defines the inheriting widget as focus layer
A focus layer is a layer that will, for the time of existance or visibility, be the upper most layer that gets input, and handles all focus related events, its NOT possible to escape this layer with focus movement.
A focus layer is the uppermost one which received input and handles all focus related events for as long as it exists and is visible. It's NOT possible to escape this layer with focus movement.
Once the object is hidden or destructed the focus will go back to the mainwindow, where it has been before.
Once the object is hidden or destroyed the focus will go back to the mainwindow, where it was before.
]]
methods {
@property enable @protected {
@ -15,7 +15,7 @@ mixin Efl.Ui.Focus.Layer (Efl.Interface, Elm.Widget, Efl.Gfx, Efl.Ui.Focus.Manag
@property behaviour @protected {
[[Constructor for setting the behaviour of the layer]]
values {
enable_on_visible : bool; [[$true means layer will set itself once the inheriting widget gets visible, $false means the layer does not get enabled automatically]]
enable_on_visible : bool; [[$true means layer will set itself once the inheriting widget becomes visible, $false means the layer isn't enabled automatically]]
cycle : bool; [[If $true the focus will cycle in the layer, if $false]]
}
}

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@ -1,8 +1,8 @@
class Efl.Ui.Focus.Manager.Calc (Efl.Object, Efl.Ui.Focus.Manager) {
[[Calculates the directions of Efl.Ui.Focus.Direction
Each registered item will get a other registered object into each
direction, you can get those items for the currently focused item if
Each registered item will get an other registered object in each
direction. You can get items for the currently focused item if
you call request move.
@since 1.20
@ -26,10 +26,10 @@ class Efl.Ui.Focus.Manager.Calc (Efl.Object, Efl.Ui.Focus.Manager) {
return : bool; [[$true if successful, $false otherwise]]
}
register_logical {
[[Register a new item just for the logical parent.
[[Register a new item only for the logical parent.
The item can never get focus, it just helps to build a tree out
of the items that are getting focus.
of the items that are.
]]
params {
child : Efl.Ui.Focus.Object @nonull; [[The object to register]]
@ -48,7 +48,7 @@ class Efl.Ui.Focus.Manager.Calc (Efl.Object, Efl.Ui.Focus.Manager) {
]]
params {
child : Efl.Ui.Focus.Object @nonull; [[The child to update]]
redirect : Efl.Ui.Focus.Manager; [[Once $child got focused this
redirect : Efl.Ui.Focus.Manager; [[Once $child is focused this
element will be set as redirect]]
}
return : bool; [[$true if successful, $false otherwise]]
@ -73,7 +73,7 @@ class Efl.Ui.Focus.Manager.Calc (Efl.Object, Efl.Ui.Focus.Manager) {
update_order {
[[Give the given order to the parent's child.
Children from the list which are no real children are ignored.
Children from the list which are not true children are ignored.
]]
params {
parent : Efl.Ui.Focus.Object @nonull; [[the parent to update]]

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@ -8,7 +8,7 @@ mixin Efl.Ui.Focus.Object
]]
methods {
@property focus_geometry {
[[The geometry to use to calculate the relations to other objects.]]
[[The geometry used to calculate relationships between other objects.]]
get {
}
@ -17,13 +17,13 @@ mixin Efl.Ui.Focus.Object
}
}
@property focus {
[[This gets called by the manager and should never be called by
someone else.
[[This is called by the manager and should never be called by
anyone else.
It can be used by an implementation of a focus object to adapt to
changes that are needed.
It can be used by configuring a focus object to adapt to
any changes that are required.
The function is emitting the focus state events, if focus is
The function emits the focus state events, if focus is
different to the previous state.
]]
get {
@ -37,9 +37,9 @@ mixin Efl.Ui.Focus.Object
}
}
prepare_logical {
[[Tells the object that the children of it will be queried soon by the given manager.
[[Tells the object that its children will be queried soon by the given manager.
Deleting items in the manager in this call will result in undefied behaviour and may crash. Dont do that!
Deleting manager items in this call will result in undefied behaviour and may cause your system to crash.
]]
}
}

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@ -7,8 +7,8 @@ interface Efl.Ui.Focus.User {
@property focus_manager {
[[Describes which manager is used to register.
If a instance of this interface is the root of a manager this instance should not have the manager where it is root as this property. This other manager then this instance will be set as focused in the other manager.
This instance should be regiered there with it own manager as redirect.
If an instance of this interface is the root of a manager, this instance should not have a manager where as root of this property. The other manager in this instance will be set as focused in the corresponding manager.
This instance should be registered with its own manager as redirect.
]]
get {}
values {

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@ -44,7 +44,7 @@ class Efl.Ui.Image (Elm.Widget, Efl.Ui.Clickable, Efl.Ui.Draggable,
}
}
@property align {
[[Control how the internal image is positioned inside an image object.
[[Controls how the internal image is positioned inside an image object.
@since 1.18]]
values {
@ -57,12 +57,12 @@ class Efl.Ui.Image (Elm.Widget, Efl.Ui.Clickable, Efl.Ui.Draggable,
[[Set the image by icon standards names.
For example, freedesktop.org defines standard icon names such
as "home", "network", etc. There can be different icon sets to
as "home" and "network". There can be different icon sets to
match those icon keys. The "name" given as parameter is one of
these "keys", and will be used to look in the freedesktop.org
these "keys" and will be used to look in the freedesktop.org
paths and elementary theme.
If name is not found in any of the expected locations and it is
If the name is not found in any of the expected locations and is
the absolute path of an image file, this image will be used.
Lookup order used by @.icon.set can be set using "icon_theme" in config.

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@ -1,8 +1,8 @@
class Efl.Ui.Internal.Text.Interactive (Efl.Canvas.Text, Efl.Ui.Text.Interactive)
{
[[An internal object that is in charge of the interactive aspect of the text widget
[[An internal object in charge of the interactive aspect of the text widget.
This object is in charge of processing input, moving the text caret and etc.
This object is in charge of processing inputs, moving the text caret and so on.
]]
implements {
Efl.Object.constructor;

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@ -3,7 +3,7 @@ class Efl.Ui.Layout.Part.Box (Efl.Object, Efl.Pack.Linear,
{
[[Represents a Box created as part of a layout.
Can not be deleted, this is only a representation of an internal object
Cannot be deleted. This is only a representation of an internal object
of an EFL layout.
]]
data: Efl_Ui_Layout_Box_Data;

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@ -2,7 +2,7 @@ class Efl.Ui.Layout.Part.Table (Efl.Object, Efl.Pack.Table)
{
[[Represents a Table created as part of a layout.
Can not be deleted, this is only a representation of an internal object
Cannot be deleted. This is only a representation of an internal object
of an EFL layout.
]]
data: Efl_Ui_Layout_Table_Data;

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@ -10,7 +10,7 @@ class Efl.Ui.List.Pan (Efl.Ui.Pan)
Efl.Canvas.Group.group_calculate;
}
events {
item,focused; [[Called when item got focus]]
item,unfocused; [[Called when item lost focus]]
item,focused; [[Called when item is focused.]]
item,unfocused; [[Called when item has lost focus.]]
}
}

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@ -132,10 +132,10 @@ class Efl.Ui.Multibuttonentry (Efl.Ui.Layout, Efl.Ui.Clickable, Efl.Ui.Format)
item_filter_append {
[[Append an item filter function for text inserted in the Multibuttonentry
Append the given callback to the list. This functions will be called
Append the given callback to a list. This function is called
whenever any text is inserted into the Multibuttonentry, with the text to be inserted
as a parameter. The callback function is free to alter the text in any way
it wants, but it must remember to free the given pointer and update it.
it wants but must free the given pointer and update it.
If the new text is to be discarded, the function can free it and set it text
parameter to NULL. This will also prevent any following filters from being
called.]]

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@ -4,8 +4,8 @@ class Efl.Ui.Panes.Part (Efl.Ui.Layout.Part_Content)
data: null;
methods {
@property hint_min_allow {
[[Allow user to set size hints to be respected and ignore combined
min size. If this flag is set, the minimum size set by
[[Allows the user to set size hints to be respected and ignored combined
with a minimum size. If this flag is set, the minimum size set by
@Efl.Gfx.Size.Hint.hint_min.set is respected forcefully.
]]
values {

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@ -8,15 +8,15 @@ class Efl.Ui.Popup_Alert_Scroll(Efl.Ui.Popup_Alert)
set {
[[Set the expandable max size of popup.
If the given max_size is -1, then popup appears with its size.
However, if the given max_size is bigger than 0, then popup size is upto the given max_size. If popup content's min size is bigger than the given max_size, then scroller appears in the popup content area.
If the given max_size is -1, then a popup appears with its size.
However, if the given max_size is bigger than 0 the popup size is up to the given max_size. If popup content's min size is bigger than the given max_size the scroller appears in the popup content area.
]]
}
get {
[[Get the expandable max size of popup.
If the given max_size is -1, then popup appears with its size.
However, if the given max_size is bigger than 0, then popup size is upto the given max_size. If popup content's min size is bigger than the given max_size, then scroller appears in the popup content area.
However, if the given max_size is bigger than 0 the popup size is up to the given max_size. If popup content's min size is bigger than the given max_size the scroller appears in the popup content area.
]]
}
values {

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@ -8,9 +8,9 @@ class Efl.Ui.Popup_Alert_Text(Efl.Ui.Popup_Alert, Efl.Text)
set {
[[Set the expandable of popup.
If the contents of the popup has min size, popup will be increased by min size to the y direction.
If max hint is set, it will be increased to value of max hint,
and then scrolling will occur.
If the contents of the popup has min size, the popup will be increased by min size along the Y axis.
If max hint is set it will be increased to the value of max hint
and scrolling will occur.
]]
}
values {

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@ -4,9 +4,9 @@ class Efl.Ui.Popup_Anchor(Efl.Ui.Popup)
methods {
@property anchor {
set {
[[Set anchor popup follows the anchor object.
[[Set anchor popup to follow an anchor object.
If anchor object is moved or parent window is resized, the anchor popup moves to the new position.
If anchor object is set NULL, the anchor popup stop to following anchor object.
If anchor object is set to NULL, the anchor popup stops following the anchor object.
When the popup is moved by using gfx_position_set, anchor is set NULL.
]]
}

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@ -6,15 +6,15 @@ class Efl.Ui.Progressbar (Efl.Ui.Layout, Efl.Ui.Range, Efl.Ui.Format,
@property pulse_mode {
[[Control whether a given progress bar widget is at "pulsing mode" or not.
By default, progress bars will display values from the low to
high value boundaries. There are, though, contexts in which the
progress of a given task is unknown. For such cases,
one can set a progress bar widget to a "pulsing state", to give
the user an idea that some computation is being held, but
without exact progress values. In the default theme, it will
animate its bar with the contents filling in constantly and back
to non-filled, in a loop. To start and stop this pulsing
animation, one has to explicitly call elm_progressbar_pulse().
By default progress bars display values from low to
high boundaries. There are situations however in which the
progress of a given task is unknown. In these cases,
you can set a progress bar widget to a "pulsing state" to give
the user an idea that some computation is being done
without showing the precise progress rate. In the default theme, it will
animate the bar with content, switching constantly between filling it and back
to non-filled in a loop. To start and stop this pulsing
animation you need to explicitly call elm_progressbar_pulse().
@since 1.20
]]

View File

@ -5,30 +5,30 @@ class Efl.Ui.Radio (Efl.Ui.Check, Efl.Access.Widget.Action, Efl.Content)
methods {
@property state_value {
set {
[[Set the integer value that this radio object represents
[[Set the integer value that this radio object represents.
This sets the value of the radio.
]]
}
get {
[[Get the integer value that this radio object represents
[[Get the integer value that this radio object represents.
This gets the value of the radio.
]]
}
values {
value: int; [[The value to use if this radio object is selected]]
value: int; [[The value to use if this radio object is selected.]]
}
}
@property value_pointer {
set {
[[Set a convenience pointer to a integer to change when radio group
[[Set a convenience pointer to an integer, which changes when radio group
value changes.
This sets a pointer to a integer, that, in addition to the radio
objects state will also be modified directly. To stop setting the
object pointed to simply use NULL as the valuep argument. If
valuep is not NULL, then when this is called, the radio objects
This sets a pointer to an integer that in addition to the radio
object state will also be modified directly. To stop setting the
object pointed to, simply use NULL as the valuep argument. If
valuep is not NULL then when called, the radio object
state will also be modified to reflect the value of the integer
valuep points to, just like calling elm_radio_value_set().
]]

View File

@ -10,10 +10,10 @@ class Efl.Ui.Slider (Efl.Ui.Layout, Efl.Ui.Range, Efl.Ui.Direction,
set {
[[Set the step by which slider indicator will move.
This value is used when draggable object is moved automatically
i.e., in case of key event when up/down/left/right key is pressed
or in case when accessibility is set and flick event is used to
inc/dec slider values. By default step value is equal to 0.05.
This value is used when a draggable object is moved automatically
such as when key events like the up/down/left/right key are pressed
or in case accessibility is set and flick event is used to
inc/dec slider values. By default step value is 0.05.
@since 1.8
]]

View File

@ -4,7 +4,7 @@ class Efl.Ui.Spin (Efl.Ui.Layout, Efl.Ui.Range, Efl.Ui.Format,
[[A Spin.
This is a widget which allows the user to increase or decrease numeric values
using user interactions. It's base type of widget to picking a value and showing value.
using user interactions. It's a basic type of widget for choosing and displaying values.
@since 1.21
]]

View File

@ -4,8 +4,8 @@ class Efl.Ui.Spin_Button (Efl.Ui.Spin, Efl.Ui.Focus.Composition,
[[A Button Spin.
This is a widget which allows the user to increase or decrease
numeric values using arrow buttons, or edit values directly, clicking
over it and typing the new value.
numeric values using the arrow buttons or to edit values directly by clicking
over them and inputting new ones.
@since 1.21
]]
@ -14,17 +14,17 @@ class Efl.Ui.Spin_Button (Efl.Ui.Spin, Efl.Ui.Focus.Composition,
[[Control whether the spin should circulate value when it reaches its minimum or maximum value.
Disabled by default. If disabled, when the user tries to increment the
value,
value
but displayed value plus step value is bigger than maximum value,
the new value will be the maximum value.
The same happens when the user tries to decrement it,
The same happens when the user tries to decrement it
but the value less step is less than minimum value. In this case,
the new displayed value will be the minimum value.
When this is enabled, when the user tries to increment the value,
If enabled, when the user tries to increment the value
but displayed value plus step value is bigger than maximum value,
the new value will be the minimum value. When the the user tries to
decrement it, but the value less step is less than minimum value,
the new value will become the minimum value. When the the user tries to
decrement it, if the value minus step is less than minimum value,
the new displayed value will be the maximum value.
E.g.:
@ -33,8 +33,8 @@ class Efl.Ui.Spin_Button (Efl.Ui.Spin, Efl.Ui.Focus.Composition,
$step = 20
$displayed = 20
When the user decrement value (using left or bottom arrow), it will
displays $50.]]
When the user decrements the value (using left or bottom arrow), it will
display $50.]]
set {
}
get {
@ -44,15 +44,15 @@ class Efl.Ui.Spin_Button (Efl.Ui.Spin, Efl.Ui.Focus.Composition,
}
}
@property editable {
[[Control whether the spin can be directly edited by the user or not.
[[Control whether the spin can be directly edited by the user.
Spin objects can have edition disabled, in which state they will
be changed only by arrows.
Useful for contexts
where you don't want your users to interact with it writing the value.
Specially
when using special values, the user can see real value instead
of special label on edition.]]
Spin objects can have editing disabled, in which case they can only
be changed by using arrows.
This is useful for situations
where you don't want your users to write their own value.
It's especially useful
when using special values. The user can see the real values instead
of special label when editing.]]
set {
}
get {
@ -75,6 +75,6 @@ class Efl.Ui.Spin_Button (Efl.Ui.Spin, Efl.Ui.Focus.Composition,
Efl.Access.Widget.Action.elm_actions { get; }
}
events {
delay,changed; [[Called when spin delay changed]]
delay,changed; [[Called when spin delay is changed.]]
}
}

View File

@ -27,7 +27,7 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
}
@property input_panel_show_on_demand {
set {
[[Set the attribute to show the input panel in case of only an user's explicit Mouse Up event.
[[Set the attribute to show the input panel in case of only a user's explicit Mouse Up event.
It doesn't request to show the input panel even though it has focus.
@since 1.9
@ -63,8 +63,8 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
[[Control pasting of text and images for the widget.
Normally the entry allows both text and images to be pasted.
By setting cnp_mode to be #ELM_CNP_MODE_NO_IMAGE, this prevents images from being copy or past.
By setting cnp_mode to be #ELM_CNP_MODE_PLAINTEXT, this remove all tags in text .
By setting cnp_mode to be #ELM_CNP_MODE_NO_IMAGE this prevents images from being copied or pasted.
By setting cnp_mode to be #ELM_CNP_MODE_PLAINTEXT this remove all tags in text .
Note: This only changes the behaviour of text.
]]
@ -96,7 +96,7 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
}
@property selection_handler_disabled {
set {
[[This disabled the entry's selection handlers.]]
[[This disables the entry's selection handlers.]]
}
get {
[[This returns whether the entry's selection handlers are disabled.]]
@ -138,8 +138,8 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
set {
[[Sets the entry to password mode.
In password mode, entries are implicitly single line and the display of
any text in them is replaced with asterisks (*).
In password mode entries are implicitly single line and the display of
any text inside them is replaced with asterisks (*).
]]
}
get {
@ -163,13 +163,13 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
}
@property prediction_allow {
set {
[[Set whether the entry should allow to use the text prediction.]]
[[Set whether the entry should allow predictive text.]]
}
get {
[[Get whether the entry should allow to use the text prediction.]]
[[Get whether the entry allows predictive text.]]
}
values {
prediction: bool; [[Whether the entry should allow to use the text prediction.]]
prediction: bool; [[Whether the entry should allow predictive text.]]
}
}
@property input_hint {
@ -223,7 +223,7 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
set {
[[Set whether the return key on the input panel is disabled automatically when entry has no text.
If $enabled is $true, The return key on input panel is disabled when the entry has no text.
If $enabled is $true, the return key on input panel is disabled when the entry has no text.
The return key on the input panel is automatically enabled when the entry has text.
The default value is $false.
]]
@ -242,7 +242,7 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
}
}
input_panel_show {
[[Show the input panel (virtual keyboard) based on the input panel property of entry such as layout, autocapital types, and so on.
[[Show the input panel (virtual keyboard) based on the input panel property of entry such as layout, autocapital types and so on.
Note that input panel is shown or hidden automatically according to the focus state of entry widget.
This API can be used in the case of manually controlling by using @.input_panel_enabled.set(en, $false).
@ -284,7 +284,7 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
input_panel_imdata_get @const {
[[Get the specific data of the current input panel.]]
params {
@inout data: void; [[The specific data to be got from the input panel.]]
@inout data: void; [[The specific data to be obtained from the input panel.]]
@out len: int; [[The length of data.]]
}
}
@ -325,11 +325,11 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
context_menu_item_add {
[[This adds an item to the entry's contextual menu.
A longpress on an entry will make the contextual menu show up, if this
hasn't been disabled with @.context_menu_disabled.set.
By default, this menu provides a few options like enabling selection mode,
which is useful on embedded devices that need to be explicit about it,
and when a selection exists it also shows the copy and cut actions.
A longpress on an entry will make the contextual menu show up unless this
has been disabled with @.context_menu_disabled.set.
By default this menu provides a few options like enabling selection mode,
which is useful on embedded devices that need to be explicit about it.
When a selection exists it also shows the copy and cut actions.
With this function, developers can add other options to this menu to
perform any action they deem necessary.
@ -393,21 +393,21 @@ class Efl.Ui.Text (Efl.Ui.Layout, Elm.Interface_Scrollable, Efl.Ui.Clickable,
Efl.Ui.Text.Interactive.editable { set; }
}
events {
activated; [[Called when entry got activated]]
changed; [[Called when entry changed]]
activated; [[Called when entry is activated]]
changed; [[Called when entry changes]]
changed,user: Efl.Ui.Text.Change_Info;
[[The text object has changed due to user interaction]]
validate; [[Called when validating]]
context,open; [[Called when context menu was opened]]
anchor,clicked; [[Called when anchor was clicked]]
rejected; [[Called when entry was rejected]]
anchor,clicked; [[Called when anchor is clicked]]
rejected; [[Called when entry is rejected]]
maxlength,reached; [[Called when maximum entry length has been reached]]
preedit,changed; [[Called when entry preedit changed]]
press; [[Called when entry pressed]]
redo,request; [[Called when redo was requested]]
undo,request; [[Called when undo was requested]]
redo,request; [[Called when redo is requested]]
undo,request; [[Called when undo is requested]]
text,set,done; [[Called when text set finished]]
aborted; [[Called when entry was aborted]]
aborted; [[Called when entry is aborted]]
anchor,down; [[Called on anchor down]]
anchor,hover,opened; [[Called when hover opened]]
anchor,in; [[Called on anchor in]]

View File

@ -16,7 +16,7 @@ interface Efl.Ui.Text.Interactive (Efl.Text, Efl.Text.Font,
@property selection_cursors {
[[The cursors used for selection handling.
If the cursors are equal, there is
If the cursors are equal there's
no selection.
You are allowed to retain and modify them. Modifying them modifies
@ -31,8 +31,8 @@ interface Efl.Ui.Text.Interactive (Efl.Text, Efl.Text.Font,
@property editable {
[[Whether the entry is editable.
By default text interactives are editable. However, setting this
property to $false will make it so key input will be disregarded.
By default text interactives are editable. However setting this
property to $false will make it so that key input will be disregarded.
]]
set {
}

View File

@ -2,15 +2,15 @@ interface Efl.Ui.Translatable
{
[[Interface for all translatable text APIs.
This is intended for translation of human readable on-screen text strings,
This is intended for translation of human readable on-screen text strings
but may also be used in text-to-speech situations.
]]
methods {
@property translatable_text {
[[A unique string to be translated.
Often this will be a human-readable string (eg. in English) but it
might as well be a unique string identifier that must then be
Often this will be a human-readable string (e.g. in English) but it
can also be a unique string identifier that must then be
translated to the current locale with $dgettext() or any similar
mechanism.
@ -39,12 +39,12 @@ interface Efl.Ui.Translatable
[[Requests this object to update its text strings for the current
locale.
For the moment, strings are translated with $dgettext, so support for
Currently strings are translated with $dgettext, so support for
this function may depend on the platform. It is up to the application
to provide their own translation data.
to provide its own translation data.
This function is a hook meant to be implemented by any object that
supports translation. This might be called whenever a new object is
supports translation. This can be called whenever a new object is
created or when the current locale changes, for instance. This should
only trigger further calls to @.translation_update to children
objects.

View File

@ -2,7 +2,7 @@ enum Efl.Ui.Win.Type
{
[[Defines the types of window that can be created
These are hints set on the window so that a running Window Manager knows
These are hints set on a window so that a running Window Manager knows
how the window should be handled and/or what kind of decorations it
should have.
@ -50,7 +50,7 @@ enum Efl.Ui.Win.Keyboard_Mode
{
[[The different layouts that can be requested for the virtual keyboard.
When the application window is being managed by Illume, it may request
When the application window is being managed by Illume it may request
any of the following layouts for the virtual keyboard.
]]
legacy: efl_ui_win_keyboard;
@ -79,14 +79,14 @@ enum Efl.Ui.Win.Indicator_Mode
legacy: efl_ui_win_indicator;
off, [[Request to deactivate the indicator]]
bg_opaque, [[The icon of indicator is opaque, the background of indicator is also opaque.
The content of window is located the end of indicator.
bg_opaque, [[The indicator icon is opaque, as is the indicator background.
The content of window is located at the end of the indicator.
The area of indicator and window content are not overlapped]]
bg_transparent, [[The icon of indicator is opaque, but the background is transparent.
The content of window is located under the indicator in Z-order.
The area of indicator and window content are overlapped]]
hidden [[The indicator is hidden, So user can see only the content of window like the video mode.
If user flicks the upper side of window, the incator is shown temporarily.]]
hidden [[The indicator is hidden so user can see only the content of window such as in video mode.
If user flicks the upper side of window, the indicator is shown temporarily.]]
}
enum Efl.Ui.Win.Keygrab_Mode
@ -96,15 +96,15 @@ enum Efl.Ui.Win.Keygrab_Mode
legacy: efl_ui_win_keygrab;
unknown = 0, [[Unknown keygrab mode]]
shared = (1 << 8), [[Getting the grabbed-key together with the other client
shared = (1 << 8), [[Get the grabbed-key together with the other client
windows]]
topmost = (1 << 9), [[Getting the grabbed-key only when window is top of the
topmost = (1 << 9), [[Get the grabbed-key only when window is top of the
stack]]
exclusive = (1 << 10), [[Getting the grabbed-key exclusively regardless of
exclusive = (1 << 10), [[Get the grabbed-key exclusively regardless of
window's position]]
override_exclusive = (1 << 11) [[Getting the grabbed-key exclusively
regardless of window's position. Being
overrided the grab by the other client
override_exclusive = (1 << 11) [[Get the grabbed-key exclusively
regardless of window's position. This is
overrided by grabs from the other client
window]]
}
@ -131,11 +131,11 @@ enum Efl.Ui.Win.Move_Resize_Mode
[[Define the move or resize mode of window.
The user can request the display server to start moving or resizing
the window by combining these modes. However, only limited combinations
the window by combining these modes. However only limited combinations
are allowed.
Currently, only the following 9 combinations are allowed, and possibly
more combinations may be added in the future:
Currently, only the following 9 combinations are permitted.
More combinations may be added in future:
1. move,
2. top,
3. bottom,
@ -169,14 +169,14 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
event_prefix: efl_ui_win;
methods {
@property indicator_mode {
[[In some environments, like phones, you may have an indicator that
[[In some environments you may have an indicator that
shows battery status, reception, time etc. This is the indicator.
Sometimes you don't want it because you provide the same functionality
Sometimes you don't want this because you provide the same functionality
inside your app, so this will request that the indicator is disabled in
this circumstance. The default is depend on the environments.
For example, like phones, default is to enable the indicator.
But like TV, default is to disable the indicator.
such circumstances. The default settings depends on the environment.
For example, on phones, the default is to enable the indicator.
The indicator is disabled on devices like televisions however.
@since 1.18
]]
@ -237,7 +237,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
@property screen_constrain {
set {
[[Constrain the maximum width and height of a window to the
width and height of its screen.
width and height of the screen.
When $constrain is $true, $obj will never resize larger than
the screen.
@ -245,7 +245,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
}
get {
[[Get the constraints on the maximum width and height of a
window relative to the width and height of its screen.
window relative to the width and height of the screen.
When this function returns $true, $obj will never resize
larger than the screen.
@ -260,7 +260,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
[[Set the window to be skipped by keyboard focus.
This sets the window to be skipped by normal keyboard input.
This means a window manager will be asked to not focus this
This means a window manager will be asked not to focus this
window as well as omit it from things like the taskbar, pager,
"alt-tab" list etc. etc.
@ -268,8 +268,8 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
the first time, otherwise it may have no effect.
Use this for windows that have only output information or
might only be interacted with by the mouse or fingers, and
never for typing input. Be careful that this may have
might only be interacted with by the mouse or touchscreen,
never for typing. This may have
side-effects like making the window non-accessible in
some cases unless the window is specially handled. Use
this with care.
@ -290,7 +290,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
When this property is set to $true, the window will be automatically
hidden when this event occurs, after the signal is emitted. If this
property is $false, nothing will happen, beyond the event emission.
property is $false nothing will happen, beyond the event emission.
C applications can use this option along with the quit policy
$ELM_POLICY_QUIT_LAST_WINDOW_HIDDEN which allows exiting EFL's main
@ -311,10 +311,10 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
This sets an image to be used as the icon for the given
window, in the window manager decoration part. The exact
pixel dimensions of the object (not object size) will be
used, and the image pixels will be used as-is when this
used and the image pixels will be used as-is when this
function is called. If the image object has been updated,
then call this function again to source the image pixels
and put them on the window's icon. Note that only objects of
and place them in the window's icon. Note that only objects of
type @Efl.Canvas.Image or @Efl.Ui.Image are allowed.
]]
values {
@ -415,7 +415,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
[[Set the noblank property of a window.
The "noblank" property is a way to request the display on
which the window is shown does not blank, screensave or
which the window is shown does not blank, go to screensaver or
otherwise hide or obscure the window. It is intended for
uses such as media playback on a television where a user
may not want to be interrupted by an idle screen. The
@ -439,7 +439,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
set {
[[Set the borderless state of a window.
This function requests the Window Manager to not draw any
This function requests the Window Manager not to draw any
decoration around the window.
]]
}
@ -482,7 +482,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
The window name is a construction property that can only be set at
creation time, before finalize. In C this means inside $efl_add().
Note: Once set, it can NOT be modified afterward.
Note: Once set, it cannot be modified afterwards.
]]
set {
[[Name can on be set before finalize.]]
@ -504,7 +504,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
The window type is a construction property that can only be set at
creation time, before finalize. In C this means inside $efl_add().
Note: Once set, it can NOT be modified afterward.
Note: Once set, it cannot be modified afterward.
]]
set {
[[Type can on be set before finalize.]]
@ -521,7 +521,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
@property accel_preference {
[[The hardware acceleration preference for this window.
This is a constructor function, and can only be called before
This is a constructor function and can only be called before
@Efl.Object.finalize.
This property overrides the global EFL configuration option
@ -529,15 +529,15 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
syntax.
The $accel string is a freeform C string that indicates
what kind of acceleration is preferred. Here "acceleration" majorly
means to rendering and which hardware unit application renders GUIs
with. This may or may not be honored, but a best attempt will
what kind of acceleration is preferred. Here "acceleration" generally
refers to rendering and the hardware with which the unit application renders GUIs.
This may or may not be honored but a best attempt will
be made. Known strings are as follows:
"gl", "opengl" - try use OpenGL.
"3d" - try and use a 3d acceleration unit.
"3d" - try to use a 3d acceleration unit.
"hw", "hardware", "accel" - try any acceleration unit (best possible)
"none" - use no acceleration. try use software (since 1.16)
"none" - use no acceleration but software instead (since 1.16)
Since 1.14, it is also possible to specify some GL properties for the GL
window surface. This allows applications to use GLView with depth, stencil
@ -581,7 +581,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
If $alpha is true, the alpha channel of the canvas will be
enabled possibly making parts of the window completely or
partially transparent. This is also subject to the underlying
system supporting it, like for example, running under a
system supporting it, for example a system using a
compositing manager.
Note: Alpha window can be enabled automatically by window
@ -604,19 +604,19 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
[[Get the stack ID string of the window as an opaque string.
This ID is immutable and can never be modified. It will be
an opaque string that has no specific desfined format or
content other than it being a string (no character with a
an opaque string that has no specific defined format or
content other than being a string (no character with a
value of 0).
This string is intended for use as a stack master ID to be
use by other windows to make this window part of a stack
of windows to be placed on top of eachother as if they are
a series of dialogs or questions one after the other and
that you may go back through history.]]
of windows to be placed on top of each other as if they are
a series of dialogs or questions one after the other, allowing
you to go back through history.]]
}
values {
id: string; [[An opaque string that has no specific format,
but identified a specific unique window on the
id: string; [[An opaque string that has no specific format
but identifies a specific unique window on the
display.]]
}
}
@ -627,14 +627,14 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
This sets the ID string to be used as the master top-level
window as the base of a stack of windows. This must be set
before the first time the window is shown and should never
be changed after that point in time ever again.]]
be changed afterwards.]]
}
get {
[[Get the stack master Id that has been set.]]
}
values {
id: string; [[An opaque string that has no specific format,
but identified a specific unique window on the
but identifies a specific unique window on the
display.]]
}
}
@ -643,11 +643,11 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
This is a boolean flag that determines if this window will
become the base of a stack at all. You must enable this
on a base (bottom of a window stack for things to work
on a base (the bottom of a window stack) for things to work
correctly.
This state should be set before a window is shown for the
first time and never changed again after that.]]
first time and never changed afterwards.]]
set {}
get {}
@ -671,18 +671,18 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
Note: This is just a request that a Window Manager may ignore,
so calling this function does not ensure in any way that the
window will be the active one after it.
window will be the active one afterwards.
]]
}
center {
[[Center a window on its screen.
[[Center a window on the screen.
This function centers window $obj horizontally and/or vertically
based on the values of $h and $v.
Note: This is just a request that a Window Manager may ignore,
so calling this function does not ensure in any way that the
window will be centered after it.
window will be centered afterwards.
]]
params {
@in h: bool; [[If $true, center horizontally. If $false, do not change horizontal location.]]
@ -756,7 +756,7 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
8. @Efl.Ui.Win.Move_Resize_Mode.bottom | @Efl.Ui.Win.Move_Resize_Mode.left
9. @Efl.Ui.Win.Move_Resize_Mode.bottom | @Efl.Ui.Win.Move_Resize_Mode.right
In particular move and resize can not happen simultaneously.
In particular move and resize cannot happen simultaneously.
Note: the result of this API can only guarantee that the request has
been forwarded to the server, but there is no guarantee that the
@ -831,24 +831,24 @@ class Efl.Ui.Win (Elm.Widget, Efl.Canvas, Efl.Canvas.Pointer, Efl.Access.Window,
.accel_preference;
}
events {
delete,request; [[Called when the window got a delete request]]
withdrawn; [[Called when window was withdrawn]]
iconified; [[Called when window was iconified]]
normal; [[Called when window got into normal state]]
stick; [[Called when window was set sticky]]
unstick; [[Called when window is no longer set sticky]]
fullscreen; [[Called when window was set fullscreen]]
unfullscreen; [[Called when window is no longer set fullscreen]]
maximized; [[Called when window is set maximized]]
unmaximized; [[Called when window is no longer set maximized]]
delete,request; [[Called when the window receives a delete request]]
withdrawn; [[Called when window is withdrawn]]
iconified; [[Called when window is iconified]]
normal; [[Called when window is set to normal state]]
stick; [[Called when window is set as sticky]]
unstick; [[Called when window is no longer set as sticky]]
fullscreen; [[Called when window is set to fullscreen]]
unfullscreen; [[Called when window is no longer set to fullscreen]]
maximized; [[Called when window is set to maximized]]
unmaximized; [[Called when window is no longer set to maximized]]
ioerr; [[Called on input output error]] /*FIXME Better explanation needed */
indicator,prop,changed; [[Called when indicator property changed]]
rotation,changed; [[Called when window rotation changed]]
profile,changed; [[Called when profile changed]]
wm,rotation,changed; [[Called when window manager rotation changed]]
theme,changed; [[Called when theme changed]]
elm,action,block_menu; [[Called when elementary block menu action happened]]
pause; [[Called when the window is going not be displayed for some time]]
resume; [[Called before a window get rendered after a pause event]]
indicator,prop,changed; [[Called when indicator is property changed]]
rotation,changed; [[Called when window rotation is changed]]
profile,changed; [[Called when profile is changed]]
wm,rotation,changed; [[Called when window manager rotation is changed]]
theme,changed; [[Called when theme is changed]]
elm,action,block_menu; [[Called when elementary block menu action occurs]]
pause; [[Called when the window is not going be displayed for some time]]
resume; [[Called before a window is rendered after a pause event]]
}
}

View File

@ -4,9 +4,9 @@ class Efl.Ui.Win_Inlined (Efl.Ui.Win)
The window is rendered onto an image buffer. No actual window is created,
instead the window and all of its contents will be rendered to an image
buffer. This allows to have children window inside a parent one just like
any other object would be, and do other things like applying map effects
to it. This window must have a valid @Efl.Canvas.Object parent.
buffer. This allows child windows inside a parent just like
any other object. You can also do other things like apply map effects.
This window must have a valid @Efl.Canvas.Object parent.
]]
methods {
@property inlined_parent {

View File

@ -18,10 +18,10 @@ class Efl.Ui.Win_Socket (Efl.Ui.Win)
@in svcnum: int; [[A number (any value, 0 being the common default)
to differentiate multiple instances of services
with the same name.]]
@in svcsys: bool; [[A boolean that if true, specifies to create a
system-wide service all users can connect to,
@in svcsys: bool; [[A boolean which when true specifies the creation of a
system-wide service to which all users can connect,
otherwise the service is private to the user
id that created the service.]]
id that created it.]]
}
}
}