/** * @brief In some environments, like phones, 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 * inside your app, so this will request that the indicator is hidden in this * circumstance. The default is depend on the environments. For example, like * phones, default is to have the indicator shown. But like TV, default is to * have the indicator hidden. * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_INDICATOR_UNKNOWN = 0, /** Unknown indicator state */ ELM_WIN_INDICATOR_HIDE, /** Hides the indicator */ ELM_WIN_INDICATOR_SHOW /** Shows the indicator */ } Elm_Win_Indicator_Mode; /** Defines the opacity modes of indicator that can be shown * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_INDICATOR_OPACITY_UNKNOWN = 0, /** Unknown indicator opacity mode */ ELM_WIN_INDICATOR_OPAQUE, /** Opacifies the indicator */ ELM_WIN_INDICATOR_TRANSLUCENT, /** Be translucent the indicator */ ELM_WIN_INDICATOR_TRANSPARENT /** Transparentizes the indicator */ } Elm_Win_Indicator_Opacity_Mode; /** * @brief Available commands that can be sent to the Illume manager. * * When running under an Illume session, a window may send commands to the * Illume manager to perform different actions. * * @ingroup Elm */ typedef enum { ELM_ILLUME_COMMAND_FOCUS_BACK = 0, /** Reverts focus to the previous window */ ELM_ILLUME_COMMAND_FOCUS_FORWARD, /** Sends focus to the next window in the * list */ ELM_ILLUME_COMMAND_FOCUS_HOME, /** Hides all windows to show the Home screen */ ELM_ILLUME_COMMAND_CLOSE /** Closes the currently active window */ } Elm_Illume_Command; /** * @brief Defines the types of window that can be created * * 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. * * Currently, only the X11 backed engines use them. * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_UNKNOWN = -1 /* +1 */, /**< Default, unknown, type */ ELM_WIN_BASIC, /**< A normal window. Indicates a normal, top-level window. * Almost every window will be created with this type. */ ELM_WIN_DIALOG_BASIC, /**< Used for simple dialog windows. */ ELM_WIN_DESKTOP, /**< For special desktop windows, like a background window * holding desktop icons. */ ELM_WIN_DOCK, /**< The window is used as a dock or panel. Usually would be * kept on top of any other window by the Window Manager. */ ELM_WIN_TOOLBAR, /**< The window is used to hold a floating toolbar, or * similar. */ ELM_WIN_MENU, /**< Similar to @.toolbar. */ ELM_WIN_UTILITY, /**< A persistent utility window, like a toolbox or * palette. */ ELM_WIN_SPLASH, /**< Splash window for a starting up application. */ ELM_WIN_DROPDOWN_MENU, /**< The window is a dropdown menu, as when an * entry in a menubar is clicked. This hint exists * for completion only, as the EFL way of * implementing a menu would not normally use a * separate window for its contents. */ ELM_WIN_POPUP_MENU, /**< Like @.dropdown_menu, but for the menu triggered * by right-clicking an object. */ ELM_WIN_TOOLTIP, /**< The window is a tooltip. A short piece of explanatory * text that typically appear after the mouse cursor * hovers over an object for a while. Typically not very * commonly used in the EFL. */ ELM_WIN_NOTIFICATION, /**< A notification window, like a warning about * battery life or a new E-Mail received. */ ELM_WIN_COMBO, /**< A window holding the contents of a combo box. Not * usually used in the EFL. */ /** * Used to indicate the window is a representation of an object being * dragged across different windows, or even applications. Typically * used with elm_win_override_set(). */ ELM_WIN_DND, ELM_WIN_INLINED_IMAGE, /**< The window is an image. */ ELM_WIN_SOCKET_IMAGE, /**< The window is an image received through a socket. */ ELM_WIN_FAKE, /**< See elm_win_fake_add(). @since 1.13 */ ELM_WIN_NAVIFRAME_BASIC, /**< Used for naviframe style replacement with * a back button instead of a close button. * * @since 1.19 */ } Elm_Win_Type; /** * @brief The different layouts that can be requested for the virtual keyboard. * * When the application window is being managed by Illume it may request any of * the following layouts for the virtual keyboard. * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_KEYBOARD_UNKNOWN = 0, /**< Unknown keyboard state */ ELM_WIN_KEYBOARD_OFF, /**< Request to deactivate the keyboard */ ELM_WIN_KEYBOARD_ON, /**< Enable keyboard with default layout */ ELM_WIN_KEYBOARD_ALPHA, /**< Alpha (a-z) keyboard layout */ ELM_WIN_KEYBOARD_NUMERIC, /**< Numeric keyboard layout */ ELM_WIN_KEYBOARD_PIN, /**< PIN keyboard layout */ ELM_WIN_KEYBOARD_PHONE_NUMBER, /**< Phone keyboard layout */ ELM_WIN_KEYBOARD_HEX, /**< Hexadecimal numeric keyboard layout */ ELM_WIN_KEYBOARD_TERMINAL, /**< Full (QWERTY) keyboard layout */ ELM_WIN_KEYBOARD_PASSWORD, /**< Password keyboard layout */ ELM_WIN_KEYBOARD_IP, /**< IP keyboard layout */ ELM_WIN_KEYBOARD_HOST, /**< Host keyboard layout */ ELM_WIN_KEYBOARD_FILE, /**< File keyboard layout */ ELM_WIN_KEYBOARD_URL, /**< URL keyboard layout */ ELM_WIN_KEYBOARD_KEYPAD, /**< Keypad layout */ ELM_WIN_KEYBOARD_J2ME /**< J2ME keyboard layout */ } Elm_Win_Keyboard_Mode; /** Define the keygrab modes of window. A window may send commands to the * Keyrouter according this mode, and perform different actions. * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_KEYGRAB_UNKNOWN = 0, /**< Unknown keygrab mode */ ELM_WIN_KEYGRAB_SHARED = 256 /* 1 >> 8 */, /**< Get the grabbed-key * together with the other * client windows */ ELM_WIN_KEYGRAB_TOPMOST = 512 /* 1 >> 9 */, /**< Get the grabbed-key only * when window is top of the * stack */ ELM_WIN_KEYGRAB_EXCLUSIVE = 1024 /* 1 >> 10 */, /**< Get the grabbed-key * exclusively regardless * of window's position */ ELM_WIN_KEYGRAB_OVERRIDE_EXCLUSIVE = 2048 /* 1 >> 11 */ /**< Get the grabbed-key exclusively * regardless of window's position. * This is overrided by grabs from the * other client window */ } Elm_Win_Keygrab_Mode; /** * @brief 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 are * allowed. * * Currently, only the following 9 combinations are permitted. More * combinations may be added in future: 1. move, 2. top, 3. bottom, 4. left, 5. * right, 6. top | left, 7. top | right, 8. bottom | left, 9. bottom | right. * * @since 1.19 * * @ingroup Elm_Win_Group */ typedef enum { ELM_WIN_MOVE_RESIZE_MOVE = 1, /**< Start moving window */ ELM_WIN_MOVE_RESIZE_TOP = 2 /* 1 >> 1 */, /**< Start resizing window to the * top */ ELM_WIN_MOVE_RESIZE_BOTTOM = 4 /* 1 >> 2 */, /**< Start resizing window to * the bottom */ ELM_WIN_MOVE_RESIZE_LEFT = 8 /* 1 >> 3 */, /**< Start resizing window to * the left */ ELM_WIN_MOVE_RESIZE_RIGHT = 16 /* 1 >> 4 */ /**< Start resizing window to * the right */ } Elm_Win_Move_Resize_Mode; /** * Adds a window object. If this is the first window created, pass NULL as * @p parent. * * @param parent Parent object to add the window to, or NULL * @param name The name of the window * @param type The window type, one of #Elm_Win_Type. * * The @p parent parameter can be @c NULL for every window @p type * except #ELM_WIN_INLINED_IMAGE, which needs a parent to retrieve the * canvas on which the image object will be created. * * @return The created object, or @c NULL on failure * * @ingroup Elm_Win_Group */ EAPI Evas_Object *elm_win_add(Evas_Object *parent, const char *name, Elm_Win_Type type); typedef Evas_Object Elm_Win; /** * Creates a fake window object using a pre-existing canvas. * * @param ee The Ecore_Evas to use * * The returned window widget will not manage or modify the canvas; * this canvas must continue to be managed externally. * * Do not use this function if you are not writing a window manager. * @warning Exact behaviors of this function are not guaranteed. * * @return The created object, or @c NULL on failure * * @ingroup Elm_Win_Group * * @since 1.13 */ EAPI Evas_Object *elm_win_fake_add(Ecore_Evas *ee); /** * Adds a window object with standard setup * * @param name The name of the window * @param title The title for the window * * This creates a window like elm_win_add() but also puts in a standard * background with elm_bg_add(), as well as setting the window title to * @p title. The window type created is of type ELM_WIN_BASIC, with @c NULL * as the parent widget. * * @return The created object, or @c NULL on failure * * @see elm_win_add() * * @ingroup Elm_Win_Group */ EAPI Evas_Object *elm_win_util_standard_add(const char *name, const char *title); /** * Adds a window object with dialog setup * * @param parent The parent window * @param name The name of the window * @param title The title for the window * * This creates a window like elm_win_add() but also puts in a standard * background with elm_bg_add(), as well as setting the window title to * @p title. The window type created is of type ELM_WIN_DIALOG_BASIC. * This type of window will be handled in special mode by window managers * with regards of it's @p parent window. * * @return The created object, or @c NULL on failure * * @see elm_win_add() * * @ingroup Elm_Win_Group * @since 1.13 */ EAPI Evas_Object *elm_win_util_dialog_add(Evas_Object *parent, const char *name, const char *title); /** * @brief Set the window's autodel state. * * When closing the window in any way outside of the program control, like * pressing the X button in the titlebar or using a command from the Window * Manager, a "delete,request" signal is emitted to indicate that this event * occurred and the developer can take any action, which may include, or not, * destroying the window object. * * When the @c autodel parameter is set, the window will be automatically * destroyed when this event occurs, after the signal is emitted. If @c autodel * is @c false, then the window will not be destroyed and is up to the program * to do so when it's required. * * @param[in] obj The object. * @param[in] autodel If @c true, the window will automatically delete itself * when closed. * * @ingroup Elm_Win_Group */ EAPI void elm_win_autodel_set(Evas_Object *obj, Eina_Bool autodel); /** * @brief Get the window's autodel state. * * @param[in] obj The object. * * @return If @c true, the window will automatically delete itself when closed. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_autodel_get(const Evas_Object *obj); /** * Set the floating mode of a window. * * @param obj The window object * @param floating If true, the window is floating mode * * The floating mode can be used on mobile environment. For example, if the * video-player window sets the floating mode, then e (enlightenment window * manager) changes its geometry and handles it like a popup. This is similar to * a multi window concept in a mobile phone. The way of handling floating mode * window is decided by enlightenment window manager. * * @ingroup Elm_Win_Group * @see elm_win_floating_mode_get() * @since 1.8 */ EAPI void elm_win_floating_mode_set(Evas_Object *obj, Eina_Bool floating); /** * Get the floating mode of a window. * * @param obj The window object * @return If true, the window is floating mode * * @ingroup Elm_Win_Group * @see elm_win_floating_mode_set() * @since 1.8 */ EAPI Eina_Bool elm_win_floating_mode_get(const Evas_Object *obj); /** * This pushes (increments) the norender counter on the window * * @param obj The window object * * There are some occasions where you wish to suspend rendering on a window. * You may be "sleeping" and have nothing to update and do not want animations * or other theme side-effects causing rendering to the window while "asleep". * You can push (and pop) the norender mode to have this work. * * If combined with evas_render_dump(), evas_image_cache_flush() and * evas_font_cache_flush() (and maybe edje_file_cache_flush() and * edje_collection_cache_flush()), you can minimize memory footprint * significantly while "asleep", and the pausing of rendering ensures * evas does not re-load data into memory until needed. When rendering is * resumed, data will be re-loaded as needed, which may result in some * lag, but does save memory. * * @see elm_win_norender_pop() * @see elm_win_norender_get() * @see elm_win_render() * @ingroup Elm_Win_Group * @since 1.7 */ EAPI void elm_win_norender_push(Evas_Object *obj); /** * This pops (decrements) the norender counter on the window * * @param obj The window object * * Once norender has gone back to 0, then automatic rendering will continue * in the given window. If it is already at 0, this will have no effect. * * @see elm_win_norender_push() * @see elm_win_norender_get() * @see elm_win_render() * @ingroup Elm_Win_Group * @since 1.7 */ EAPI void elm_win_norender_pop(Evas_Object *obj); /** * The returns how many times norender has been pushed on the window * @param obj The window object * @return The number of times norender has been pushed * * @see elm_win_norender_push() * @see elm_win_norender_pop() * @see elm_win_render() * @ingroup Elm_Win_Group * @since 1.7 */ EAPI int elm_win_norender_get(const Evas_Object *obj); /** * This manually asks evas to render the window now * * @param obj The window object * * You should NEVER call this unless you really know what you are doing and * why. Never call this unless you are asking for performance degradation * and possibly weird behavior. Windows get automatically rendered when the * application goes into the idle enter state so there is never a need to call * this UNLESS you have enabled "norender" mode. * * @see elm_win_norender_push() * @see elm_win_norender_pop() * @see elm_win_norender_get() * @ingroup Elm_Win_Group * @since 1.7 */ EAPI void elm_win_render(Evas_Object *obj); /* Wayland specific call - returns NULL on non-Wayland engines */ /** * Get the Ecore_Wl_Window of an Evas_Object * * Do not use this function if you'd like your application/library be portable. * You have been warned. * * @param obj the object * * @return The Ecore_Wl_Window of @p obj * * @ingroup Elm_Win_Group */ EAPI Ecore_Wl2_Window *elm_win_wl_window_get(const Evas_Object *obj); /* Windows specific call - returns NULL on non-Windows engines */ /** * Get the Ecore_Win32_Window of an Evas_Object * * Do not use this function if you'd like your application/library be portable. * You have been warned. * * @param obj the object * * @return The Ecore_Win32_Window of @p obj * * @ingroup Elm_Win_Group * * @since 1.16 */ EAPI Ecore_Win32_Window *elm_win_win32_window_get(const Evas_Object *obj); /** * Set the preferred rotation value. * * This function is used to set the orientation of window @p obj to specific angle fixed. * * @param obj The window object * @param rotation The preferred rotation of the window in degrees (0-360), * counter-clockwise. * * @see elm_win_wm_rotation_preferred_rotation_get() * * @ingroup Elm_Win_Group * @since 1.9 */ EAPI void elm_win_wm_rotation_preferred_rotation_set(Evas_Object *obj, int rotation); /** * @brief Add @c subobj as a resize object of window @c obj. * * Setting an object as a resize object of the window means that the @c subobj * child's size and position will be controlled by the window directly. That * is, the object will be resized to match the window size and should never be * moved or resized manually by the developer. * * In addition, resize objects of the window control what the minimum size of * it will be, as well as whether it can or not be resized by the user. * * For the end user to be able to resize a window by dragging the handles or * borders provided by the Window Manager, or using any other similar * mechanism, all of the resize objects in the window should have their @ref * evas_object_size_hint_weight_set set to EVAS_HINT_EXPAND. * * Also notice that the window can get resized to the current size of the * object if the EVAS_HINT_EXPAND is set after the call to this. So if the * object should get resized to the size of the window, set this hint before * adding it as a resize object (this happens because the size of the window * and the object are evaluated as soon as the object is added to the window). * * @param[in] subobj The resize object to add. * * @ingroup Elm_Win_Group */ EAPI void elm_win_resize_object_add(Evas_Object *obj, Evas_Object *subobj); /** * @brief Delete @c subobj as a resize object of window @c obj. * * This function removes the object @c subobj from the resize objects of the * window @c obj. It will not delete the object itself, which will be left * unmanaged and should be deleted by the developer, manually handled or set as * child of some other container. * * @param[in] subobj The resize object to add. * * @ingroup Elm_Win_Group */ EAPI void elm_win_resize_object_del(Evas_Object *obj, Evas_Object *subobj); /** Get the Ecore_X_Window of an Evas_Object. * * @ingroup Elm_Win_Group */ EAPI Ecore_X_Window elm_win_xwindow_get(const Evas_Object *obj); /** * @brief Get the Ecore_Wl2_Window of an Evas_Object. * * @return The Ecore_Wl2_Window of @c obj. * * @ingroup Elm_Win_Group */ EAPI Ecore_Wl2_Window *elm_win_wl_window_get(const Evas_Object *obj); /** * @brief Get the Ecore_Win32_Window of an Evas_Object * * @return The Ecore_Win32_Window of @c obj. * * @since 1.17 * * @ingroup Elm_Win_Group */ EAPI Ecore_Win32_Window *elm_win_win32_window_get(const Evas_Object *obj); /** * @brief Get the Ecore_Cocoa_Window of an Efl.Canvas.Object. * * @return The Ecore_Cocoa_Window of @c obj. * * @since 1.17 * * @ingroup Elm_Win_Group */ EAPI Ecore_Cocoa_Window *elm_win_cocoa_window_get(const Evas_Object *obj); /** * @brief Get the trap data associated with a window. * * @return The trap data of the window. * * @since 1.12 * * @ingroup Elm_Win_Group */ EAPI void *elm_win_trap_data_get(const Evas_Object *obj); /** * @brief Set the override state of a window. * * A window with @c override set to true will not be managed by the Window * Manager. This means that no decorations of any kind will be shown for it, * moving and resizing must be handled by the application, as well as the * window visibility. * * This should not be used for normal windows, and even for not so normal ones, * it should only be used when there's a good reason and with a lot of care. * Mishandling override windows may result situations that disrupt the normal * workflow of the end user. * * @param[in] override If true, the window is overridden. * * @ingroup Elm_Win_Group */ EAPI void elm_win_override_set(Evas_Object *obj, Eina_Bool override); /** * @brief Get the override state of a window. * * @return If true, the window is overridden. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_override_get(const Evas_Object *obj); /** * @brief Lower a window object. * * Places the window pointed by @c obj at the bottom of the stack, so that no * other window is covered by it. * * If @ref elm_win_override_set is not set, the Window Manager may ignore this * request. * * @ingroup Elm_Win_Group */ EAPI void elm_win_lower(Evas_Object *obj); /** * @brief Set a window to be an illume quickpanel window. * * By default window objects are not quickpanel windows. * * @param[in] quickpanel The quickpanel flag. * * @ingroup Elm_Win_Group */ EAPI void elm_win_quickpanel_set(Evas_Object *obj, Eina_Bool quickpanel); /** * @brief Get if this window is a quickpanel or not. * * @return The quickpanel flag. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_quickpanel_get(const Evas_Object *obj); /** * @brief Set which zone this quickpanel should appear in. * * @param[in] zone The requested zone for this quickpanel. * * @ingroup Elm_Win_Group */ EAPI void elm_win_quickpanel_zone_set(Evas_Object *obj, int zone); /** * @brief Get which zone this quickpanel should appear in. * * @return The requested zone for this quickpanel. * * @ingroup Elm_Win_Group */ EAPI int elm_win_quickpanel_zone_get(const Evas_Object *obj); /** * @brief Set the major priority of a quickpanel window. * * @param[in] priority The major priority for this quickpanel or -1. * * @ingroup Elm_Win_Group */ EAPI void elm_win_quickpanel_priority_major_set(Evas_Object *obj, int priority); /** * @brief Get the major priority of a quickpanel window. * * @return The major priority for this quickpanel or -1. * * @ingroup Elm_Win_Group */ EAPI int elm_win_quickpanel_priority_major_get(const Evas_Object *obj); /** * @brief Set the minor priority of a quickpanel window. * * @param[in] priority The minor priority for this quickpanel. * * @ingroup Elm_Win_Group */ EAPI void elm_win_quickpanel_priority_minor_set(Evas_Object *obj, int priority); /** * @brief Get the minor priority of a quickpanel window. * * @return The minor priority for this quickpanel. * * @ingroup Elm_Win_Group */ EAPI int elm_win_quickpanel_priority_minor_get(const Evas_Object *obj); /** * @brief Sets the indicator mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Indicator_Mode. * * @ingroup Elm_Win_Group */ EAPI void elm_win_indicator_mode_set(Evas_Object *obj, Elm_Win_Indicator_Mode mode); /** * @brief Get the indicator mode of the window. * * @return The mode, one of #Elm_Win_Indicator_Mode. * * @ingroup Elm_Win_Group */ EAPI Elm_Win_Indicator_Mode elm_win_indicator_mode_get(const Evas_Object *obj); /** * @brief Sets the indicator opacity mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Indicator_Opacity_Mode. * * @ingroup Elm_Win_Group */ EAPI void elm_win_indicator_opacity_set(Evas_Object *obj, Elm_Win_Indicator_Opacity_Mode mode); /** * @brief Get the indicator opacity mode of the window. * * @return The mode, one of #Elm_Win_Indicator_Opacity_Mode. * * @ingroup Elm_Win_Group */ EAPI Elm_Win_Indicator_Opacity_Mode elm_win_indicator_opacity_get(const Evas_Object *obj); /** * @brief Sets whether the window is a keyboard. * * @param[in] is_keyboard If true, the window is a virtual keyboard.. * * @ingroup Elm_Win_Group */ EAPI void elm_win_keyboard_win_set(Evas_Object *obj, Eina_Bool is_keyboard); /** * @brief Get whether the window is a keyboard * * @return The mode, If true, the window is a virtual keyboard.. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_keyboard_win_get(const Evas_Object *obj); /** * @brief Set if this window is an illume conformant window. * * @param[in] conformant The conformant flag. * * @ingroup Elm_Win_Group */ EAPI void elm_win_conformant_set(Evas_Object *obj, Eina_Bool conformant); /** * @brief Get if this window is an illume conformant window. * * @return The conformant flag. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_conformant_get(const Evas_Object *obj); /** * @brief Set the manual rotation done mode. * * This function is used to set or reset the manual rotation done mode. the * message of rotation done is sent to WM after rendering its canvas in * Ecore_Evas. but if set the manual rotation done mode, it's disabled and user * should call this explicitly to sends the message. * * @param[in] set @c true to set manual rotation done mode, @c false otherwise. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI void elm_win_wm_rotation_manual_rotation_done_set(Evas_Object *obj, Eina_Bool set); /** * @brief Get the state of manual rotation done mode. * * This function is used to get the state of manual rotation done mode. * * @return @c true to set manual rotation done mode, @c false otherwise. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_wm_rotation_manual_rotation_done_get(const Evas_Object *obj); /** * @brief To notify the rotation done to WM manually. * * This function is used to notify the rotation done to WM manually. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI void elm_win_wm_rotation_manual_rotation_done(Evas_Object *obj); /** * @brief Set the rotation of the window. * * Most engines only work with multiples of 90. * * This function is used to set the orientation of the window @c obj to match * that of the screen. The window itself will be resized to adjust to the new * geometry of its contents. If you want to keep the window size, see * @ref elm_win_rotation_with_resize_set. * * @param[in] rotation The rotation of the window, in degrees (0-360), * counter-clockwise. * * @ingroup Elm_Win_Group */ EAPI void elm_win_rotation_set(Evas_Object *obj, int rotation); /** * @brief Get the rotation of the window. * * @return The rotation of the window, in degrees (0-360), counter-clockwise. * * @ingroup Elm_Win_Group */ EAPI int elm_win_rotation_get(const Evas_Object *obj); /** * @brief Rotates the window and resizes it. * * Like @ref elm_win_rotation_set, but it also resizes the window's contents so * that they fit inside the current window geometry. * * @param[in] rotation The rotation of the window in degrees (0-360), * counter-clockwise. * * @ingroup Elm_Win_Group */ EAPI void elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation); /** * @brief Query whether window manager supports window rotation or not. * * The window manager rotation allows the WM to controls the rotation of * application windows. It is designed to support synchronized rotation for the * multiple application windows at same time. * * See also @ref elm_win_wm_rotation_preferred_rotation_get, * @ref elm_win_wm_rotation_available_rotations_get. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_wm_rotation_supported_get(const Evas_Object *obj); /** * @brief Get the preferred rotation value. * * This function is used to get the preferred rotation value. * * @return The preferred rotation of the window in degrees (0-360), * counter-clockwise. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI int elm_win_wm_rotation_preferred_rotation_get(const Evas_Object *obj); /** * @brief Get the screen position of a window. * * @param[out] x The int to store the x coordinate to. * @param[out] y The int to store the y coordinate to. * * @ingroup Elm_Win_Group */ EAPI void elm_win_screen_position_get(const Evas_Object *obj, int *x, int *y); /** * @brief Get screen geometry details for the screen that a window is on. * * @param[out] x Where to return the horizontal offset value. May be @c null. * @param[out] y Where to return the vertical offset value. May be @c null. * @param[out] w Where to return the width value. May be @c null. * @param[out] h Where to return the height value. May be @c null. * * @ingroup Elm_Win_Group */ EAPI void elm_win_screen_size_get(const Evas_Object *obj, int *x, int *y, int *w, int *h); /** * @brief Get screen dpi for the screen that a window is on. * * @param[out] xdpi Pointer to value to store return horizontal dpi. May be * @c null. * @param[out] ydpi Pointer to value to store return vertical dpi. May be * @c null. * * @since 1.7 * * @ingroup Elm_Win_Group */ EAPI void elm_win_screen_dpi_get(const Evas_Object *obj, int *xdpi, int *ydpi); /** * @brief Set the icon name of the window. * * @param[in] icon_name The icon name to set. * * @ingroup Elm_Win_Group */ EAPI void elm_win_icon_name_set(Evas_Object *obj, const char *icon_name); /** * @brief Get the icon name of the window. * * The returned string is an internal one and should not be freed or modified. * It will also be invalid if a new icon name is set or if the window is * destroyed. * * @return The icon name to set. * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_icon_name_get(const Evas_Object *obj); /** * @brief Set the withdrawn state of a window. * * @param[in] withdrawn If true, the window is withdrawn. * * @ingroup Elm_Win_Group */ EAPI void elm_win_withdrawn_set(Evas_Object *obj, Eina_Bool withdrawn); /** * @brief Get the withdrawn state of a window. * * @return If true, the window is withdrawn. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_withdrawn_get(const Evas_Object *obj); /** * @brief Set the urgent state of a window. * * @param[in] urgent If true, the window is urgent. * * @ingroup Elm_Win_Group */ EAPI void elm_win_urgent_set(Evas_Object *obj, Eina_Bool urgent); /** * @brief Get the urgent state of a window. * * @return If true, the window is urgent. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_urgent_get(const Evas_Object *obj); /** * @brief Set the demand_attention state of a window. * * @param[in] demand_attention If true, the window is demand_attention. * * @ingroup Elm_Win_Group */ EAPI void elm_win_demand_attention_set(Evas_Object *obj, Eina_Bool demand_attention); /** * @brief Get the demand_attention state of a window. * * @return If true, the window is demand_attention. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_demand_attention_get(const Evas_Object *obj); /** * @brief Set the modal state of a window. * * @param[in] modal If true, the window is modal. * * @ingroup Elm_Win_Group */ EAPI void elm_win_modal_set(Evas_Object *obj, Eina_Bool modal); /** * @brief Get the modal state of a window. * * @return If true, the window is modal. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_modal_get(const Evas_Object *obj); /** * @brief Set the shaped state of a window. * * Shaped windows, when supported, will render the parts of the window that has * no content, transparent. * * If @c shaped is false, then it is strongly advised to have some background * object or cover the entire window in any other way, or the parts of the * canvas that have no data will show framebuffer artifacts. * * @param[in] shaped If @c true, the window is shaped. * * @ingroup Elm_Win_Group */ EAPI void elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped); /** * @brief Get the shaped state of a window. * * @return If @c true, the window is shaped. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_shaped_get(const Evas_Object *obj); /** * @brief Set the title of the window. * * @param[in] title The title. * * @ingroup Elm_Win_Group */ EAPI void elm_win_title_set(Evas_Object *obj, const char *title); /** * @brief Get the title of the window. * * The returned string is an internal one and should not be freed or modified. * It will also be invalid if a new title is set or if the window is destroyed. * * @return The title. * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_title_get(const Evas_Object *obj); /** * @brief Set the base window size used with stepping calculation * * Base size + stepping is what is calculated for window sizing restrictions. * * @param[in] w The base width. * @param[in] h The base height. * * @since 1.7 * * @ingroup Elm_Win_Group */ EAPI void elm_win_size_base_set(Evas_Object *obj, int w, int h); /** * @brief Get the base size of a window. * * @param[out] w The base width. * @param[out] h The base height. * * @since 1.7 * * @ingroup Elm_Win_Group */ EAPI void elm_win_size_base_get(const Evas_Object *obj, int *w, int *h); /** * @brief Set the window stepping used with sizing calculation. * * Base size + stepping is what is calculated for window sizing restrictions. * * @param[in] w The stepping width (0 disables). * @param[in] h The stepping height (0 disables). * * @since 1.7 * * @ingroup Elm_Win_Group */ EAPI void elm_win_size_step_set(Evas_Object *obj, int w, int h); /** * @brief Get the stepping of a window. * * @param[out] w The stepping width (0 disables). * @param[out] h The stepping height (0 disables). * * @since 1.7 * * @ingroup Elm_Win_Group */ EAPI void elm_win_size_step_get(const Evas_Object *obj, int *w, int *h); /** * @brief Send a command to the windowing environment * * This is intended to work in touchscreen or small screen device environments * where there is a more simplistic window management policy in place. This * uses the window object indicated to select which part of the environment to * control (the part that this window lives in), and provides a command and an * optional parameter structure (use NULL for this if not needed). * * @param[in] params Optional parameters for the command. * * @ingroup Elm_Win_Group */ EAPI void elm_win_illume_command_send(Evas_Object *obj, Elm_Illume_Command command, void *params); /** * @brief Set the profile of a window. * * @param[in] profile The string value of a window profile. * * @since 1.8 * * @ingroup Elm_Win_Group */ EAPI void elm_win_profile_set(Evas_Object *obj, const char *profile); /** * @brief Get the profile of a window. * * @return The string value of a window profile. * * @since 1.8 * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_profile_get(const Evas_Object *obj); /** * @brief Set the layer of the window. * * What this means exactly will depend on the underlying engine used. * * In the case of X11 backed engines, the value in @c layer has the following * meanings - less than 3 means that the window will be placed below all * others, more than 5 means that the window will be placed above all others, * and anything else means that the window will be placed in the default layer. * * @param[in] layer The layer of the window. * * @ingroup Elm_Win_Group */ EAPI void elm_win_layer_set(Evas_Object *obj, int layer); /** * @brief Get the layer of the window. * * @return The layer of the window. * * @ingroup Elm_Win_Group */ EAPI int elm_win_layer_get(const Evas_Object *obj); /** * @brief Get the inlined image object handle * * When you create a window with elm_win_add() of type #ELM_WIN_INLINED_IMAGE, * then the window is in fact an evas image object inlined in the parent * canvas. You can get this object (be careful to not manipulate it as it is * under control of elementary), and use it to do things like get pixel data, * save the image to a file, etc. * * @return The inlined image object or @c null if none exists. * * @ingroup Elm_Win_Group */ EAPI Evas_Object *elm_win_inlined_image_object_get(const Evas_Object *obj); /** * @brief Internal. Used to complete the fake window type. * * @param[in] oee * * @ingroup Elm_Win_Group * * @deprecated */ EAPI void elm_win_fake_canvas_set(Evas_Object *obj, Ecore_Evas *oee) EINA_DEPRECATED; /** * Get the Ecore_Window of an Evas_Object * * When Elementary is using a Wayland engine, this function will return the surface id of the elm window's surface. * * @param obj The window object * @return The Ecore_Window of an Evas_Object * * @ingroup Elm_Win_Group * @since 1.8 * @note Unless you are getting the window id for the purpose of communicating between client<->compositor over dbus, * this is definitely not the function you are looking for. */ EAPI Ecore_Window elm_win_window_id_get(const Evas_Object *obj); /** * @brief Get the Main Menu of a window. * * @return The Main Menu of the window ($null on error). * * @ingroup Elm_Win_Group */ EAPI Evas_Object *elm_win_main_menu_get(Evas_Object *obj); /** * @brief Sets the keyboard mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Keyboard_Mode. * * @ingroup Elm_Win_Group */ EAPI void elm_win_keyboard_mode_set(Elm_Win *obj, Elm_Win_Keyboard_Mode mode); /** * @brief Get the keyboard mode of the window. * * @return The mode, one of #Elm_Win_Keyboard_Mode. * * @ingroup Elm_Win_Group */ EAPI Elm_Win_Keyboard_Mode elm_win_keyboard_mode_get(const Elm_Win *obj); /** * @brief Set the aspect ratio of a window. * * @param[in] aspect If 0, the window has no aspect limits, otherwise it is * width divided by height. */ EAPI void elm_win_aspect_set(Elm_Win *obj, double aspect); /** * @brief Get the aspect ratio of a window. * * @return If 0, the window has no aspect limits, otherwise it is width divided * by height. */ EAPI double elm_win_aspect_get(const Elm_Win *obj); /** * @brief Set keygrab value of the window * * This function grabs the @c key of window using @c grab_mode. * * @param[in] key This string is the keyname to grab. * @param[in] modifiers A combination of modifier keys that must be present to * trigger the event. Not supported yet. * @param[in] not_modifiers A combination of modifier keys that must not be * present to trigger the event. Not supported yet. * @param[in] priority Not supported yet. * @param[in] grab_mode Describes how the key should be grabbed, wrt. focus and * stacking. * * @return @c true on success, @c false otherwise */ EAPI Eina_Bool elm_win_keygrab_set(Elm_Win *obj, const char *key, Evas_Modifier_Mask modifiers, Evas_Modifier_Mask not_modifiers, int priority, Elm_Win_Keygrab_Mode grab_mode); /** * @brief Unset keygrab value of the window * * This function unset keygrab value. Ungrab @c key of window. * * @param[in] key This string is the keyname to grab. * @param[in] modifiers A combination of modifier keys that must be present to * trigger the event. Not supported yet. * @param[in] not_modifiers A combination of modifier keys that must not be * present to trigger the event. Not supported yet. * * @return @c true on success, @c false otherwise */ EAPI Eina_Bool elm_win_keygrab_unset(Elm_Win *obj, const char *key, Evas_Modifier_Mask modifiers, Evas_Modifier_Mask not_modifiers); /** * @brief Get the elm_win object from any child object * * @return The elm_win, or @c NULL on failure * @since 1.20 */ EAPI Evas_Object *elm_win_get(Evas_Object *obj); /** * @brief Create a socket to provide the service for Plug widget. * * @param[in] svcname The name of the service to be advertised. Eensure that it * is unique (when combined with @c svcnum) otherwise creation may fail. * @param[in] svcnum A number (any value, 0 being the common default) to * differentiate multiple instances of services with the same name. * @param[in] svcsys A boolean that if true, specifies to create a system-wide * service all users can connect to, otherwise the service is private to the * user id that created the service. * * @return @c true on success, @c false otherwise * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_socket_listen(Elm_Win *obj, const char *svcname, int svcnum, Eina_Bool svcsys); /** * @brief Get whether a window has focus. * * @return @c true if window has focus, @c false otherwise * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_focus_get(const Elm_Win *obj); /** * @brief Raise a window object. * * Places the window pointed by @c obj at the top of the stack, so that it's * not covered by any other window. * * @ingroup Elm_Win_Group */ EAPI void elm_win_raise(Elm_Win *obj); /** * @brief Set the array of available profiles to a window. * * @param[in] profiles The string array of available profiles. * @param[in] count The number of members in profiles. * * @since 1.8 * * @ingroup Elm_Win_Group */ EAPI void elm_win_available_profiles_set(Elm_Win *obj, const char **profiles, unsigned int count); /** * @brief Get the array of available profiles of a window. * * @param[out] profiles The string array of available profiles. * @param[out] count The number of members in profiles. * * @return @c true on success, @c false otherwise * * @since 1.8 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_available_profiles_get(const Elm_Win *obj, char ***profiles, unsigned int *count); /** * @brief Set the array of available window rotations. * * This function is used to set the available rotations to give the hints to * WM. WM will refer this hints and set the orientation window properly. * * @param[in] obj The object. * @param[in] rotations The array of rotation value. * @param[in] count The size of the rotations array. * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI void elm_win_wm_rotation_available_rotations_set(Elm_Win *obj, const int *rotations, unsigned int count); /** * @brief Get the array of available window rotations. * * This function is used to get the available rotations. * * @param[in] obj The object. * @param[out] rotations The array of rotation value. * @param[out] count The size of the rotations array. * * @return @c true on success, @c false otherwise * * @since 1.9 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_wm_rotation_available_rotations_get(const Elm_Win *obj, int **rotations, unsigned int *count); /** * @brief Constrain the maximum width and height of a window to the width and * height of the screen. * * When @c constrain is @c true, @c obj will never resize larger than the * screen. * * @param[in] obj The object. * @param[in] constrain @c true to restrict the window's maximum size. * * @ingroup Elm_Win_Group */ EAPI void elm_win_screen_constrain_set(Evas_Object *obj, Eina_Bool constrain); /** * @brief Get the constraints on the maximum width and height of a window * relative to the width and height of the screen. * * When this function returns @c true, @c obj will never resize larger than the * screen. * * @param[in] obj The object. * * @return @c true to restrict the window's maximum size. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_screen_constrain_get(const Evas_Object *obj); /** * @brief 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 not to focus this window as well as omit it * from things like the taskbar, pager, "alt-tab" list etc. etc. * * Call this and enable it on a window BEFORE you show it for 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 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. * * @param[in] obj The object. * @param[in] skip The skip flag state ($true if it is to be skipped). * * @ingroup Elm_Win_Group */ EAPI void elm_win_prop_focus_skip_set(Evas_Object *obj, Eina_Bool skip); /** * @brief Window's autohide state. * * When closing the window in any way outside of the program control, like * pressing the X button in the titlebar or using a command from the Window * Manager, a "delete,request" signal is emitted to indicate that this event * occurred and the developer can take any action, which may include, or not, * destroying the window object. * * When this property is set to @c true, the window will be automatically * hidden when this event occurs, after the signal is emitted. If this property * is @c false nothing will happen, beyond the event emission. * * C applications can use this option along with the quit policy * @c ELM_POLICY_QUIT_LAST_WINDOW_HIDDEN which allows exiting EFL's main loop * when all the windows are hidden. * * @note @c autodel and @c autohide are not mutually exclusive. The window will * be deleted if both are set to @c true. * * @param[in] obj The object. * @param[in] autohide If @c true, the window will automatically hide itself * when closed. * * @ingroup Elm_Win_Group */ EAPI void elm_win_autohide_set(Evas_Object *obj, Eina_Bool autohide); /** * @brief Window's autohide state. * * When closing the window in any way outside of the program control, like * pressing the X button in the titlebar or using a command from the Window * Manager, a "delete,request" signal is emitted to indicate that this event * occurred and the developer can take any action, which may include, or not, * destroying the window object. * * When this property is set to @c true, the window will be automatically * hidden when this event occurs, after the signal is emitted. If this property * is @c false nothing will happen, beyond the event emission. * * C applications can use this option along with the quit policy * @c ELM_POLICY_QUIT_LAST_WINDOW_HIDDEN which allows exiting EFL's main loop * when all the windows are hidden. * * @note @c autodel and @c autohide are not mutually exclusive. The window will * be deleted if both are set to @c true. * * @param[in] obj The object. * * @return If @c true, the window will automatically hide itself when closed. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_autohide_get(const Evas_Object *obj); /** * @brief Set a window object's icon. * * 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 function is called. If the image object has been updated, then call * this function again to source the image pixels and place them in the * window's icon. Note that only objects of type @ref Efl_Canvas_Image or * @ref Efl_Ui_Image are allowed. * * @param[in] obj The object. * @param[in] icon The image object to use for an icon. * * @ingroup Elm_Win_Group */ EAPI void elm_win_icon_object_set(Evas_Object *obj, Evas_Object *icon); /** * @brief Get the icon object used for the window. * * The object returns is the one marked by @ref elm_win_icon_object_set as the * object to use for the window icon. * * @param[in] obj The object. * * @return The Evas image object to use for an icon. * * @ingroup Elm_Win_Group */ EAPI const Evas_Object *elm_win_icon_object_get(const Evas_Object *obj); /** * @brief Set the iconified state of a window. * * @param[in] obj The object. * @param[in] iconified If @c true, the window is iconified. * * @ingroup Elm_Win_Group */ EAPI void elm_win_iconified_set(Evas_Object *obj, Eina_Bool iconified); /** * @brief Get the iconified state of a window. * * @param[in] obj The object. * * @return If @c true, the window is iconified. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_iconified_get(const Evas_Object *obj); /** * @brief Set the maximized state of a window. * * @param[in] obj The object. * @param[in] maximized If @c true, the window is maximized. * * @ingroup Elm_Win_Group */ EAPI void elm_win_maximized_set(Evas_Object *obj, Eina_Bool maximized); /** * @brief Get the maximized state of a window. * * @param[in] obj The object. * * @return If @c true, the window is maximized. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_maximized_get(const Evas_Object *obj); /** * @brief Set the fullscreen state of a window. * * @param[in] obj The object. * @param[in] fullscreen If @c true, the window is fullscreen. * * @ingroup Elm_Win_Group */ EAPI void elm_win_fullscreen_set(Evas_Object *obj, Eina_Bool fullscreen); /** * @brief Get the fullscreen state of a window. * * @param[in] obj The object. * * @return If @c true, the window is fullscreen. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_fullscreen_get(const Evas_Object *obj); /** * @brief Set the sticky state of the window. * * Hints the Window Manager that the window in @c obj should be left fixed at * its position even when the virtual desktop it's on moves or changes. * * @param[in] obj The object. * @param[in] sticky If @c true, the window's sticky state is enabled. * * @ingroup Elm_Win_Group */ EAPI void elm_win_sticky_set(Evas_Object *obj, Eina_Bool sticky); /** * @brief Get the sticky state of the window. * * @param[in] obj The object. * * @return If @c true, the window's sticky state is enabled. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_sticky_get(const Evas_Object *obj); /** * @brief 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, 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 noblank * property may have no effect if the window is iconified/minimized or hidden. * * @param[in] obj The object. * @param[in] noblank If @c true, the window is set to noblank. * * @since 1.11 * * @ingroup Elm_Win_Group */ EAPI void elm_win_noblank_set(Evas_Object *obj, Eina_Bool noblank); /** * @brief Get the noblank property of a window. * * @param[in] obj The object. * * @return If @c true, the window is set to noblank. * * @since 1.11 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_noblank_get(const Evas_Object *obj); /** * @brief Set the borderless state of a window. * * This function requests the Window Manager not to draw any decoration around * the window. * * @param[in] obj The object. * @param[in] borderless If @c true, the window is borderless. * * @ingroup Elm_Win_Group */ EAPI void elm_win_borderless_set(Evas_Object *obj, Eina_Bool borderless); /** * @brief Get the borderless state of a window. * * @param[in] obj The object. * * @return If @c true, the window is borderless. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_borderless_get(const Evas_Object *obj); /** * @brief The role of the window. * * It is a hint of how the Window Manager should handle it. Unlike * @ref elm_win_type_get and @ref elm_win_name_get this can be changed at * runtime. * * Set the role of the window. * * @param[in] obj The object. * @param[in] role The role to set. * * @ingroup Elm_Win_Group */ EAPI void elm_win_role_set(Evas_Object *obj, const char *role); /** * @brief The role of the window. * * It is a hint of how the Window Manager should handle it. Unlike * @ref elm_win_type_get and @ref elm_win_name_get this can be changed at * runtime. * * Get the role of the window. * * The returned string is an internal one and should not be freed or modified. * It will also be invalid if a new role is set or if the window is destroyed. * * @param[in] obj The object. * * @return The role to set. * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_role_get(const Evas_Object *obj); /** * @brief The window name. * * The meaning of name depends on the underlying windowing system. * * The window name is a construction property that can only be set at creation * time, before finalize. In C this means inside @c efl_add(). * * @note Once set, it cannot be modified afterwards. * * No description supplied. * * @param[in] obj The object. * * @return Window name * * @since 1.18 * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_name_get(const Evas_Object *obj); /** * @brief The type of the window. * * It is a hint of how the Window Manager should handle it. * * The window type is a construction property that can only be set at creation * time, before finalize. In C this means inside @c efl_add(). * * @note Once set, it cannot be modified afterward. * * If the object is not window object, returns @c unknown. * * @param[in] obj The object. * * @return Window type * * @ingroup Elm_Win_Group */ EAPI Elm_Win_Type elm_win_type_get(const Evas_Object *obj); /** * @brief The hardware acceleration preference for this window. * * This is a constructor function and can only be called before * @ref Efl.Object.finalize. * * This property overrides the global EFL configuration option * "accel_preference" for this single window, and accepts the same syntax. * * The @c accel string is a freeform C string that indicates 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 to use a 3d acceleration unit. * "hw", "hardware", "accel" - try any acceleration unit (best possible) "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 * and MSAA buffers with direct rendering. The new accel preference string * format is thus "{HW Accel}[:depth{value}[:stencil{value}[:msaa{str}$]$]$]". * * Accepted values for depth are for instance "depth", "depth16", "depth24". * Accepted values for stencil are "stencil", "stencil1", "stencil8". For MSAA, * only predefined strings are accepted: "msaa", "msaa_low", "msaa_mid" and * "msaa_high". The selected configuration is not guaranteed and is only valid * in case of GL acceleration. Only the base acceleration string will be saved * (e.g. "gl" or "hw"). * * Full examples include: * * "gl", - try to use OpenGL "hw:depth:stencil", - use HW acceleration with * default depth and stencil buffers "opengl:depth24:stencil8:msaa_mid" - use * OpenGL with 24-bit depth, 8-bit stencil and a medium number of MSAA samples * in the backbuffer. * * Note that this option may be overriden by environment variables or the * configuration option "accel_preference_override". * * This will return the value of "accel_preference" when the window was * created. * * @param[in] obj The object. * * @return Acceleration * * @since 1.18 * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_accel_preference_get(const Evas_Object *obj); /** * @brief Set the alpha channel state of a window. * * If @c 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, for example a * system using a compositing manager. * * @note Alpha window can be enabled automatically by window theme style's * property. If "alpha" data.item is "1" or "true" in window style(eg. * elm/win/base/default), the window is switched to alpha automatically without * the explicit api call. * * @param[in] obj The object. * @param[in] alpha @c true if the window alpha channel is enabled, @c false * otherwise. * * @ingroup Elm_Win_Group */ EAPI void elm_win_alpha_set(Evas_Object *obj, Eina_Bool alpha); /** * @brief Get the alpha channel state of a window. * * @param[in] obj The object. * * @return @c true if the window alpha channel is enabled, @c false otherwise. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_alpha_get(const Evas_Object *obj); /** * @brief Activate a window object. * * This function sends a request to the Window Manager to activate the window * pointed by @c obj. If honored by the WM, the window will receive the * keyboard focus. * * @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 afterwards. * @param[in] obj The object. * * @ingroup Elm_Win_Group */ EAPI void elm_win_activate(Evas_Object *obj); /** * @brief Center a window on the screen. * * This function centers window @c obj horizontally and/or vertically based on * the values of @c h and @c 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 * afterwards. * * @param[in] obj The object. * @param[in] h If @c true, center horizontally. If @c false, do not change * horizontal location. * @param[in] v If @c true, center vertically. If @c false, do not change * vertical location. * * @ingroup Elm_Win_Group */ EAPI void elm_win_center(Evas_Object *obj, Eina_Bool h, Eina_Bool v); /** * @brief Start moving or resizing the window. * * The user can request the display server to start moving or resizing the * window by combining modes from @ref Efl_Ui_Win_Move_Resize_Mode. This API * can only be called if none of the following conditions is true: * * 1. Called in the absence of a pointer down event, 2. Called more than once * before a pointer up event, 3. Called when the window is already being * resized or moved, 4. Called with an unsupported combination of modes. * * Right usage: 1. Pointer (mouse or touch) down event, 2. * @ref elm_win_move_resize_start called only once with a supported mode, 3. * Pointer (mouse or touch) up event. * * If a pointer up event occurs after calling the function, it automatically * ends the window move and resize operation. * * Currently, only the following 9 combinations are allowed, and possibly more * combinations may be added in the future: 1. @ref ELM_WIN_MOVE_RESIZE_MOVE * 2. @ref ELM_WIN_MOVE_RESIZE_TOP 3. @ref ELM_WIN_MOVE_RESIZE_BOTTOM 4. * @ref ELM_WIN_MOVE_RESIZE_LEFT 5. @ref ELM_WIN_MOVE_RESIZE_RIGHT 6. * @ref ELM_WIN_MOVE_RESIZE_TOP | @ref ELM_WIN_MOVE_RESIZE_LEFT 7. * @ref ELM_WIN_MOVE_RESIZE_TOP | @ref ELM_WIN_MOVE_RESIZE_RIGHT 8. * @ref ELM_WIN_MOVE_RESIZE_BOTTOM | @ref ELM_WIN_MOVE_RESIZE_LEFT 9. * @ref ELM_WIN_MOVE_RESIZE_BOTTOM | @ref ELM_WIN_MOVE_RESIZE_RIGHT * * 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 request can be * processed by the display server. * * @param[in] obj The object. * @param[in] mode The requested move or resize mode. * * @return @c true if the request was successfully sent to the display server, * @c false in case of error. * * @since 1.19 * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_move_resize_start(Evas_Object *obj, Elm_Win_Move_Resize_Mode mode); /** * @brief Set the animate status for the focus highlight for this window. * * This function will enable or disable the animation of focus highlight only * for the given window, regardless of the global setting for it. * * @param[in] animate The enabled value for the highlight animation. * * @ingroup Elm_Win_Group */ EAPI void elm_win_focus_highlight_animate_set(Elm_Win *obj, Eina_Bool animate); /** * @brief Get the animate value of the focus highlight for this window. * * @return The enabled value for the highlight animation. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_focus_highlight_animate_get(const Elm_Win *obj); /** * @brief Set the enabled status for the focus highlight in a window. * * This function will enable or disable the focus highlight only for the given * window, regardless of the global setting for it. * * @param[in] enabled The enabled value for the highlight. * * @ingroup Elm_Win_Group */ EAPI void elm_win_focus_highlight_enabled_set(Elm_Win *obj, Eina_Bool enabled); /** * @brief Get the enabled value of the focus highlight for this window. * * @return The enabled value for the highlight. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_focus_highlight_enabled_get(const Elm_Win *obj); /** * @brief Set the style for the focus highlight on this window. * * Sets the style to use for theming the highlight of focused objects on the * given window. If @c style is NULL, the default will be used. * * @param[in] style The style or @c null if none. * * @ingroup Elm_Win_Group */ EAPI Eina_Bool elm_win_focus_highlight_style_set(Elm_Win *obj, const char *style); /** * @brief Get the style set for the focus highlight object. * * @return The style or @c null if none. * * @ingroup Elm_Win_Group */ EAPI const char *elm_win_focus_highlight_style_get(const Elm_Win *obj);