class Evas (Eo_Base, Evas_Common_Interface) { eo_prefix: evas_canvas; data: Evas_Public_Data; properties { output_framespace { set { /*@ Sets the output framespace size of the render engine of the given evas. The framespace size is used in the Wayland engines to denote space where the output is not drawn. This is mainly used in ecore_evas to draw borders The units used for @p w and @p h depend on the engine used by the evas. @ingroup Evas_Output_Size @since 1.1 */ } get { /*@ Get the render engine's output framespace co-ordinates in canvas units. @ingroup Evas_Output_Size @since 1.1 */ } values { Evas_Coord x; /*@ The left coordinate in output units, usually pixels. */ Evas_Coord y; /*@ The top coordinate in output units, usually pixels. */ Evas_Coord w; /*@ The width in output units, usually pixels. */ Evas_Coord h; /*@ The height in output units, usually pixels. */ } } output_viewport { set { /*@ Sets the output viewport of the given evas in evas units. The output viewport is the area of the evas that will be visible to the viewer. The viewport will be stretched to fit the output target of the evas when rendering is performed. @note The coordinate values do not have to map 1-to-1 with the output target. However, it is generally advised that it is done for ease of use. @ingroup Evas_Output_Size */ } get { /*@ Get the render engine's output viewport co-ordinates in canvas units. Calling this function writes the current canvas output viewport size and location values into the variables pointed to by @p x, @p y, @p w and @p h. On success the variables have the output location and size values written to them in canvas units. Any of @p x, @p y, @p w or @p h that are @c NULL will not be written to. If @p e is invalid, the results are undefined. Example: @code extern Evas *evas; Evas_Coord x, y, width, height; evas_output_viewport_get(evas, &x, &y, &w, &h); @endcode */ } values { Evas_Coord x; /*@ The top-left corner x value of the viewport. */ Evas_Coord y; /*@ The top-left corner y value of the viewport. */ Evas_Coord w; /*@ The width of the viewport. Must be greater than 0. */ Evas_Coord h; /*@ The height of the viewport. Must be greater than 0. */ } } image_cache { set { /*@ Set the image cache. This function sets the image cache of canvas in bytes. */ } get { /*@ Get the image cache This function returns the image cache size of canvas in bytes. */ } values { int size; /*@ The cache size. */ } } event_default_flags { set { /*@ Set the default set of flags an event begins with Events in evas can have an event_flags member. This starts out with and initial value (no flags). This lets you set the default flags that an event begins with to be @p flags @since 1.2 */ } get { /*@ Get the default set of flags an event begins with @return The default event flags for that canvas This gets the default event flags events are produced with when fed in. @see evas_event_default_flags_set() @since 1.2 */ } values { Evas_Event_Flags flags; /*@ The default flags to use */ } } output_method { set { /*@ Sets the output engine for the given evas. Once the output engine for an evas is set, any attempt to change it will be ignored. The value for @p render_method can be found using @ref evas_render_method_lookup . @attention it is mandatory that one calls evas_init() before setting the output method. @ingroup Evas_Output_Method */ } get { /*@ Retrieves the number of the output engine used for the given evas. @return The ID number of the output engine being used. @c 0 is returned if there is an error. @ingroup Evas_Output_Method */ } values { int render_method; /*@ The numeric engine value to use. */ } } font_cache { set { /*@ Changes the size of font cache of the given evas. @ingroup Evas_Font_Group */ } get { /*@ Changes the size of font cache of the given evas. @return The size, in bytes. @ingroup Evas_Font_Group */ } values { int size; /*@ The size, in bytes. */ } } output_size { set { /*@ Sets the output size of the render engine of the given evas. The evas will render to a rectangle of the given size once this function is called. The output size is independent of the viewport size. The viewport will be stretched to fill the given rectangle. The units used for @p w and @p h depend on the engine used by the evas. @ingroup Evas_Output_Size */ } get { /*@ Retrieve the output size of the render engine of the given evas. The output size is given in whatever the output units are for the engine. If either @p w or @p h is @c NULL, then it is ignored. If @p e is invalid, the returned results are undefined. @ingroup Evas_Output_Size */ } values { int w; /*@ The width in output units, usually pixels. */ int h; /*@ The height in output units, usually pixels. */ } } data_attach { set { /*@ Attaches a specific pointer to the evas for fetching later @ingroup Evas_Canvas */ } get { /*@ Returns the pointer attached by evas_data_attach_set() @return The pointer attached @ingroup Evas_Canvas */ } values { void *data; /*@ The pointer to attach */ } } font_hinting { set { /*@ Changes the font hinting for the given evas. #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE. @ingroup Evas_Font_Group */ } get { /*@ Retrieves the font hinting used by the given evas. @return The hinting in use, one of #EVAS_FONT_HINTING_NONE, #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE. @ingroup Evas_Font_Group */ } values { Evas_Font_Hinting_Flags hinting; /*@ The hinting to use, one of #EVAS_FONT_HINTING_NONE, */ } } engine_info { set { /*@ Applies the engine settings for the given evas from the given @c Evas_Engine_Info structure. To get the Evas_Engine_Info structure to use, call @ref evas_engine_info_get . Do not try to obtain a pointer to an @c Evas_Engine_Info structure in any other way. You will need to call this function at least once before you can create objects on an evas or render that evas. Some engines allow their settings to be changed more than once. Once called, the @p info pointer should be considered invalid. @return @c EINA_TRUE if no error occurred, @c EINA_FALSE otherwise. @ingroup Evas_Output_Method */ return Eina_Bool; } get { /*@ Retrieves the current render engine info struct from the given evas. The returned structure is publicly modifiable. The contents are valid until either @ref evas_engine_info_set or @ref evas_render are called. This structure does not need to be freed by the caller. @return A pointer to the Engine Info structure. @c NULL is returned if an engine has not yet been assigned. @ingroup Evas_Output_Method */ } values { Evas_Engine_Info *info; /*@ The pointer to the Engine Info to use */ } } focus { get { /*@ Retrieve the object that currently has focus. @return The object that has focus or @c NULL if there is not one. Evas can have (at most) one of its objects focused at a time. Focused objects will be the ones having key events delivered to, which the programmer can act upon by means of evas_object_event_callback_add() usage. @note Most users wouldn't be dealing directly with Evas' focused objects. Instead, they would be using a higher level library for that (like a toolkit, as Elementary) to handle focus and who's receiving input for them. This call returns the object that currently has focus on the canvas @p e or @c NULL, if none. @see evas_object_focus_set @see evas_object_focus_get @see evas_object_key_grab @see evas_object_key_ungrab Example: @dontinclude evas-events.c @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN, @until evas_object_focus_set(d.bg, EINA_TRUE); @dontinclude evas-events.c @skip called when our rectangle gets focus @until } In this example the @c event_info is exactly a pointer to that focused rectangle. See the full @ref Example_Evas_Events "example". @ingroup Evas_Object_Group_Find */ return Evas_Object * @warn_unused; } } object_top { get { /*@ Get the highest (stacked) Evas object on the canvas @p e. @return a pointer to the highest object on it, if any, or @c NULL, otherwise This function will take all populated layers in the canvas into account, getting the highest object for the highest layer, naturally. @see evas_object_layer_get() @see evas_object_layer_set() @see evas_object_below_get() @see evas_object_above_get() @warning This function will @b skip objects parented by smart objects, acting only on the ones at the "top level", with regard to object parenting. */ return Evas_Object * @warn_unused; } } key_lock { get { /*@ Returns a handle to the list of lock keys registered in the canvas @p e. This is required to check for which locks are set at a given time with the evas_key_lock_is_set() function. @see evas_key_lock_add @see evas_key_lock_del @see evas_key_lock_on @see evas_key_lock_off @see evas_key_lock_is_set @return An ::Evas_Lock handle to query Evas' keys subsystem with evas_key_lock_is_set(), or @c NULL on error. */ return const Evas_Lock * @warn_unused; } } pointer_canvas_xy { get { /*@ This function returns the current known pointer co-ordinates This function returns the current known canvas unit co-ordinates of the mouse pointer and sets the contents of the Evas_Coords pointed to by @p x and @p y to contain these co-ordinates. If @p e is not a valid canvas the results of this function are undefined. Example: @code extern Evas *evas; Evas_Coord mouse_x, mouse_y; evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y); printf("Mouse is at canvas position %d, %d\n", mouse_x, mouse_y); @endcode */ } values { Evas_Coord x; /*@ The pointer to a Evas_Coord to be filled in */ Evas_Coord y; /*@ The pointer to a Evas_Coord to be filled in @ingroup Evas_Pointer_Group */ } } event_down_count { get { /*@ Get the number of mouse or multi presses currently active @p e The given canvas pointer. @return The number of presses (0 if none active). @since 1.2 */ return int; } } smart_objects_calculate_count { get { /*@ This gets the internal counter that counts the number of smart calculations Whenever evas performs smart object calculations on the whole canvas it increments a counter by 1. This is the smart object calculate counter that this function returns the value of. It starts at the value of 0 and will increase (and eventually wrap around to negative values and so on) by 1 every time objects are calculated. You can use this counter to ensure you don't re-do calculations withint the same calculation generation/run if the calculations maybe cause self-feeding effects. @ingroup Evas_Smart_Object_Group @since 1.1 */ return int; } } focus_state { get { /*@ Get the focus state known by the given evas @return @c EINA_TRUE if it got the focus, @c EINA_FALSE otherwise. @ingroup Evas_Canvas */ return Eina_Bool; } } pointer_output_xy { get { /*@ This function returns the current known pointer co-ordinates This function returns the current known screen/output co-ordinates of the mouse pointer and sets the contents of the integers pointed to by @p x and @p y to contain these co-ordinates. If @p e is not a valid canvas the results of this function are undefined. Example: @code extern Evas *evas; int mouse_x, mouse_y; evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y); printf("Mouse is at screen position %i, %i\n", mouse_x, mouse_y); @endcode */ } values { int x; /*@ The pointer to an integer to be filled in */ int y; /*@ The pointer to an integer to be filled in @ingroup Evas_Pointer_Group */ } } pointer_inside { get { /*@ Returns whether the mouse pointer is logically inside the canvas @return An integer that is 1 if the mouse is inside the canvas, 0 otherwise @ingroup Evas_Pointer_Group When this function is called it will return a value of either 0 or 1, depending on if evas_event_feed_mouse_in(), evas_event_feed_mouse_in_data(), or evas_event_feed_mouse_out(), evas_event_feed_mouse_out_data() have been called to feed in a mouse enter event into the canvas. A return value of 1 indicates the mouse is logically inside the canvas, and 0 implies it is logically outside the canvas. A canvas begins with the mouse being assumed outside (0). If @p e is not a valid canvas, the return value is undefined. Example: @code extern Evas *evas; if (evas_pointer_inside_get(evas)) printf("Mouse is in!\n"); else printf("Mouse is out!\n"); @endcode */ return Eina_Bool @warn_unused; } } image_max_size { get { /*@ Get the maximum image size evas can possibly handle This function returns the larges image or surface size that evas can handle in pixels, and if there is one, returns @c EINA_TRUE. It returns @c EINA_FALSE if no extra constraint on maximum image size exists. You still should check the return values of @p maxw and @p maxh as there may still be a limit, just a much higher one. @since 1.1 */ return Eina_Bool; } values { int maxw; /*@ Pointer to hold the return value in pixels of the maximum width */ int maxh; /*@ Pointer to hold the return value in pixels of the maximum height */ } } object_bottom { get { /*@ Get the lowest (stacked) Evas object on the canvas @p e. @return a pointer to the lowest object on it, if any, or @c NULL, otherwise This function will take all populated layers in the canvas into account, getting the lowest object for the lowest layer, naturally. @see evas_object_layer_get() @see evas_object_layer_set() @see evas_object_below_get() @see evas_object_above_get() @warning This function will @b skip objects parented by smart objects, acting only on the ones at the "top level", with regard to object parenting. */ return Evas_Object * @warn_unused; } } key_modifier { get { /*@ Returns a handle to the list of modifier keys registered in the canvas @p e. This is required to check for which modifiers are set at a given time with the evas_key_modifier_is_set() function. @see evas_key_modifier_add @see evas_key_modifier_del @see evas_key_modifier_on @see evas_key_modifier_off @see evas_key_modifier_is_set @return An ::Evas_Modifier handle to query Evas' keys subsystem with evas_key_modifier_is_set(), or @c NULL on error. */ return const Evas_Modifier * @warn_unused; } } pointer_button_down_mask { get { /*@ Returns a bitmask with the mouse buttons currently pressed, set to 1 @return A bitmask of the currently depressed buttons on the canvas @ingroup Evas_Pointer_Group Calling this function will return a 32-bit integer with the appropriate bits set to 1 that correspond to a mouse button being depressed. This limits Evas to a mouse devices with a maximum of 32 buttons, but that is generally in excess of any host system's pointing device abilities. A canvas by default begins with no mouse buttons being pressed and only calls to evas_event_feed_mouse_down(), evas_event_feed_mouse_down_data(), evas_event_feed_mouse_up() and evas_event_feed_mouse_up_data() will alter that. The least significant bit corresponds to the first mouse button (button 1) and the most significant bit corresponds to the last mouse button (button 32). If @p e is not a valid canvas, the return value is undefined. Example: @code extern Evas *evas; int button_mask, i; button_mask = evas_pointer_button_down_mask_get(evas); printf("Buttons currently pressed:\n"); for (i = 0; i < 32; i++) { if ((button_mask & (1 << i)) != 0) printf("Button %i\n", i + 1); } @endcode */ return int @warn_unused; } } } methods { tree_objects_at_xy_get { /*@ Retrieve a list of Evas objects lying over a given position in a canvas. This function will traverse all the layers of the given canvas, from top to bottom, querying for objects with areas covering the given position. It will enter the smart objects. It will not append to the list pass events as hidden objects. Call eina_list_free on the returned list after usage. */ return Eina_List * @warn_unused; params { @in Evas_Object *stop; /*@ An Evas Object where to stop searching. */ @in int x; /*@ The horizontal coordinate of the position. */ @in int y; /*@ The vertical coordinate of the position. */ } } event_feed_mouse_wheel { /*@ Mouse wheel event feed. This function will set some evas properties that is necessary when the mouse wheel is scrolled up or down. It prepares information to be treated by the callback function. */ params { @in int direction; /*@ The wheel mouse direction. */ @in int z; /*@ How much mouse wheel was scrolled up or down. */ @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } key_lock_on { /*@ Enables or turns on programmatically the lock key with name @p keyname. The effect will be as if the key was put on its active state after this call. @see evas_key_lock_get @see evas_key_lock_add @see evas_key_lock_del @see evas_key_lock_off */ params { @in const char *keyname @nonull; /*@ The name of the lock to enable. */ } } event_feed_key_down { /*@ Key down event feed This function will set some evas properties that is necessary when a key is pressed. It prepares information to be treated by the callback function. */ params { @in const char *keyname; /*@ Name of the key */ @in const char *key; /*@ The key pressed. */ @in const char *string; /*@ A String */ @in const char *compose; /*@ The compose string */ @in unsigned int timestamp; /*@ Timestamp of the mouse up event */ @in const void *data; /*@ Data for canvas. */ } } key_modifier_mask_get { /*@ Creates a bit mask from the @p keyname @b modifier key. Values returned from different calls to it may be ORed together, naturally. @returns the bit mask or 0 if the @p keyname key wasn't registered as a modifier for canvas @p e. This function is meant to be using in conjunction with evas_object_key_grab()/evas_object_key_ungrab(). Go check their documentation for more information. @see evas_key_modifier_add @see evas_key_modifier_get @see evas_key_modifier_on @see evas_key_modifier_off @see evas_key_modifier_is_set @see evas_object_key_grab @see evas_object_key_ungrab */ const; return Evas_Modifier_Mask @warn_unused; params { @in const char *keyname @nonull; /*@ The name of the modifier key to create the mask for. */ } } key_modifier_add { /*@ Adds the @p keyname key to the current list of modifier keys. Modifiers are keys like shift, alt and ctrl, i.e., keys which are meant to be pressed together with others, altering the behavior of the secondly pressed keys somehow. Evas is so that these keys can be user defined. This call allows custom modifiers to be added to the Evas system at run time. It is then possible to set and unset modifier keys programmatically for other parts of the program to check and act on. Programmers using Evas would check for modifier keys on key event callbacks using evas_key_modifier_is_set(). @see evas_key_modifier_del @see evas_key_modifier_get @see evas_key_modifier_on @see evas_key_modifier_off @see evas_key_modifier_is_set @note If the programmer instantiates the canvas by means of the ecore_evas_new() family of helper functions, Ecore will take care of registering on it all standard modifiers: "Shift", "Control", "Alt", "Meta", "Hyper", "Super". */ params { @in const char *keyname @nonull; /*@ The name of the modifier key to add to the list of Evas modifiers. */ } } key_modifier_off { /*@ Disables or turns off programmatically the modifier key with name @p keyname. @see evas_key_modifier_add @see evas_key_modifier_get @see evas_key_modifier_on @see evas_key_modifier_is_set */ params { @in const char *keyname @nonull; /*@ The name of the modifier to disable. */ } } event_feed_hold { /*@ Hold event feed This function makes the object to stop sending events. */ params { @in int hold; /*@ The hold. */ @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } event_feed_mouse_move { /*@ Mouse move event feed. This function will set some evas properties that is necessary when the mouse is moved from its last position. It prepares information to be treated by the callback function. */ params { @in int x; /*@ The horizontal position of the mouse pointer. */ @in int y; /*@ The vertical position of the mouse pointer. */ @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } event_feed_key_up { /*@ Key up event feed This function will set some evas properties that is necessary when a key is released. It prepares information to be treated by the callback function. */ params { @in const char *keyname; /*@ Name of the key */ @in const char *key; /*@ The key released. */ @in const char *string; /*@ string */ @in const char *compose; /*@ compose */ @in unsigned int timestamp; /*@ Timestamp of the mouse up event */ @in const void *data; /*@ Data for canvas. */ } } event_feed_mouse_out { /*@ Mouse out event feed. This function will set some evas properties that is necessary when the mouse out event happens. It prepares information to be treated by the callback function. */ params { @in unsigned int timestamp; /*@ Timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } event_input_multi_move { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in unsigned int timestamp; @in const void *data; } } objects_at_xy_get { /*@ Retrieve a list of Evas objects lying over a given position in a canvas @return The list of Evas objects that are over the given position in @p e This function will traverse all the layers of the given canvas, from top to bottom, querying for objects with areas covering the given position. The user can remove from query objects which are hidden and/or which are set to pass events. @warning This function will @b skip objects parented by smart objects, acting only on the ones at the "top level", with regard to object parenting. */ const; return Eina_List * @warn_unused; params { @in Evas_Coord x; /*@ The horizontal coordinate of the position */ @in Evas_Coord y; /*@ The vertical coordinate of the position */ @in Eina_Bool include_pass_events_objects; /*@ Boolean flag to include or not objects which pass events in this calculation */ @in Eina_Bool include_hidden_objects; /*@ Boolean flag to include or not hidden objects in this calculation */ } } event_input_multi_up { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in Evas_Button_Flags flags; @in unsigned int timestamp; @in const void *data; } } event_feed_multi_down { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in Evas_Button_Flags flags; @in unsigned int timestamp; @in const void *data; } } render_async { /*@ Render the given Evas canvas asynchronously. @return EINA_TRUE if the canvas will render, EINA_FALSE otherwise. This function only returns EINA_TRUE when a frame will be rendered. If the previous frame is still rendering, EINA_FALSE will be returned so the users know not to wait for the updates callback and just return to their main loop. If a @p func callback is given, a list of updated areas will be generated and the function will be called from the main thread after the rendered frame is flushed to the screen. The resulting list should be freed with @f evas_render_updates_free(). The list is given in the @p event_info parameter of the callback function. @ingroup Evas_Canvas @since 1.8 */ return Eina_Bool; } focus_out { /*@ Inform to the evas that it lost the focus. @ingroup Evas_Canvas */ } event_input_mouse_move { /*@ Mouse move event feed from input. Similar to the evas_event_feed_mouse_move(), this function will inform Evas about mouse move events which were received by the input system, relative to the 0,0 of the window, not to the canvas 0,0. It will take care of doing any special transformation like adding the framespace offset to the mouse event. @since 1.8 @see evas_event_feed_mouse_move */ params { @in int x; /*@ The horizontal position of the mouse pointer relative to the 0,0 of the window/surface. */ @in int y; /*@ The vertical position of the mouse pointer relative to the 0,0 of the window/surface. */ @in unsigned int timestamp; /*@ The timestamp of the mouse move event. */ @in const void *data; /*@ The data for canvas. */ } } norender { /*@ Update the canvas internal objects but not triggering immediate renderization. This function updates the canvas internal objects not triggering renderization. To force renderization function evas_render() should be used. @see evas_render. @ingroup Evas_Canvas */ } touch_point_list_count { /*@ Get the number of touched point in the evas. @return The number of touched point on the evas. New touched point is added to the list whenever touching the evas and point is removed whenever removing touched point from the evas. Example: @code extern Evas *evas; int count; count = evas_touch_point_list_count(evas); printf("The count of touch points: %i\n", count); @endcode @see evas_touch_point_list_nth_xy_get() @see evas_touch_point_list_nth_id_get() @see evas_touch_point_list_nth_state_get() */ return unsigned int; } event_input_multi_down { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in Evas_Button_Flags flags; @in unsigned int timestamp; @in const void *data; } } nochange_pop { /*@ Pop the nochange flag down 1 This tells evas, that while the nochange flag is greater than 0, do not mark objects as "changed" when making changes. @ingroup Evas_Canvas */ } key_lock_off { /*@ Disables or turns off programmatically the lock key with name @p keyname. The effect will be as if the key was put on its inactive state after this call. @see evas_key_lock_get @see evas_key_lock_add @see evas_key_lock_del @see evas_key_lock_on */ params { @in const char *keyname @nonull; /*@ The name of the lock to disable. */ } } nochange_push { /*@ Push the nochange flag up 1 This tells evas, that while the nochange flag is greater than 0, do not mark objects as "changed" when making changes. @ingroup Evas_Canvas */ } font_cache_flush { /*@ Force the given evas and associated engine to flush its font cache. @ingroup Evas_Font_Group */ } font_hinting_can_hint { /*@ Checks if the font hinting is supported by the given evas. #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE. @return @c EINA_TRUE if it is supported, @c EINA_FALSE otherwise. @ingroup Evas_Font_Group */ const; return Eina_Bool @warn_unused; params { @in Evas_Font_Hinting_Flags hinting; /*@ The hinting to use, one of #EVAS_FONT_HINTING_NONE, */ } } object_top_at_xy_get { /*@ Retrieve the Evas object stacked at the top of a given position in a canvas @return The Evas object that is over all other objects at the given position. This function will traverse all the layers of the given canvas, from top to bottom, querying for objects with areas covering the given position. The user can remove from the query objects which are hidden and/or which are set to pass events. @warning This function will @b skip objects parented by smart objects, acting only on the ones at the "top level", with regard to object parenting. */ const; return Evas_Object * @warn_unused; params { @in Evas_Coord x; /*@ The horizontal coordinate of the position */ @in Evas_Coord y; /*@ The vertical coordinate of the position */ @in Eina_Bool include_pass_events_objects; /*@ Boolean flag to include or not objects which pass events in this calculation */ @in Eina_Bool include_hidden_objects; /*@ Boolean flag to include or not hidden objects in this calculation */ } } key_modifier_on { /*@ Enables or turns on programmatically the modifier key with name @p keyname. The effect will be as if the key was pressed for the whole time between this call and a matching evas_key_modifier_off(). @see evas_key_modifier_add @see evas_key_modifier_get @see evas_key_modifier_off @see evas_key_modifier_is_set */ params { @in const char *keyname @nonull; /*@ The name of the modifier to enable. */ } } event_feed_mouse_up { /*@ Mouse up event feed. This function will set some evas properties that is necessary when the mouse button is released. It prepares information to be treated by the callback function. */ params { @in int b; /*@ The button number. */ @in Evas_Button_Flags flags; /*@ evas button flags. */ @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } event_feed_mouse_down { /*@ Mouse down event feed. This function will set some evas properties that is necessary when the mouse button is pressed. It prepares information to be treated by the callback function. */ params { @in int b; /*@ The button number. */ @in Evas_Button_Flags flags; /*@ The evas button flags. */ @in unsigned int timestamp; /*@ The timestamp of the mouse down event. */ @in const void *data; /*@ The data for canvas. */ } } event_refeed_event { /*@ Re feed event. This function re-feeds the event pointed by event_copy This function call evas_event_feed_* functions, so it can cause havoc if not used wisely. Please use it responsibly. */ params { @in void *event_copy; /*@ the event to refeed */ @in Evas_Callback_Type event_type; /*@ Event type */ } } font_available_list { /*@ List of available font descriptions known or found by this evas. The list depends on Evas compile time configuration, such as fontconfig support, and the paths provided at runtime as explained in @ref Evas_Font_Path_Group. @return a newly allocated list of strings. Do not change the strings. Be sure to call evas_font_available_list_free() after you're done. @ingroup Evas_Font_Group */ const; return Eina_List * @warn_unused; } objects_in_rectangle_get { const; return Eina_List * @warn_unused; params { @in Evas_Coord x; @in Evas_Coord y; @in Evas_Coord w; @in Evas_Coord h; @in Eina_Bool include_pass_events_objects; @in Eina_Bool include_hidden_objects; } } object_name_find { /*@ Retrieves the object on the given evas with the given name. @return If successful, the Evas object with the given name. Otherwise, @c NULL. This looks for the evas object given a name by evas_object_name_set(). If the name is not unique canvas-wide, then which one of the many objects with that name is returned is undefined, so only use this if you can ensure the object name is unique. @ingroup Evas_Object_Group_Find */ const; return Evas_Object * @warn_unused; params { @in const char *name; /*@ The given name. */ } } font_path_append { /*@ Appends a font path to the list of font paths used by the given evas. @ingroup Evas_Font_Path_Group */ params { @in const char *path @nonull; /*@ The new font path. */ } } touch_point_list_nth_id_get { /*@ This function returns the @p id of nth touch point. @return id of nth touch point, if the call succeeded, -1 otherwise. The point which comes from Mouse Event has @p id 0 and The point which comes from Multi Event has @p id that is same as Multi Event's device id. Example: @code extern Evas *evas; int id; if (evas_touch_point_list_count(evas)) { id = evas_touch_point_nth_id_get(evas, 0); printf("The first touch point's id: %i\n", id); } @endcode @see evas_touch_point_list_count() @see evas_touch_point_list_nth_xy_get() @see evas_touch_point_list_nth_state_get() */ return int; params { @in unsigned int n; /*@ The number of the touched point (0 being the first). */ } } font_path_clear { /*@ Removes all font paths loaded into memory for the given evas. @ingroup Evas_Font_Path_Group */ } smart_objects_calculate { /*@ Call user-provided @c calculate() smart functions and unset the flag signalling that the object needs to get recalculated to @b all smart objects in the canvas. @see evas_object_smart_need_recalculate_set() @ingroup Evas_Smart_Object_Group */ } touch_point_list_nth_xy_get { /*@ This function returns the nth touch point's co-ordinates. Touch point's co-ordinates is updated whenever moving that point on the canvas. Example: @code extern Evas *evas; Evas_Coord x, y; if (evas_touch_point_list_count(evas)) { evas_touch_point_nth_xy_get(evas, 0, &x, &y); printf("The first touch point's co-ordinate: (%i, %i)\n", x, y); } @endcode @see evas_touch_point_list_count() @see evas_touch_point_list_nth_id_get() @see evas_touch_point_list_nth_state_get() */ params { @in unsigned int n; /*@ The number of the touched point (0 being the first). */ @out Evas_Coord x; /*@ The pointer to a Evas_Coord to be filled in. */ @out Evas_Coord y; /*@ The pointer to a Evas_Coord to be filled in. */ } } key_lock_del { /*@ Removes the @p keyname key from the current list of lock keys on canvas @p e. @see evas_key_lock_get @see evas_key_lock_add @see evas_key_lock_on @see evas_key_lock_off */ params { @in const char *keyname @nonull; /*@ The name of the key to remove from the locks list. */ } } damage_rectangle_add { /*@ Add a damage rectangle. This is the function by which one tells evas that a part of the canvas has to be repainted. @note All newly created Evas rectangles get the default color values of 255 255 255 255 (opaque white). @ingroup Evas_Canvas */ params { @in int x; /*@ The rectangle's left position. */ @in int y; /*@ The rectangle's top position. */ @in int w; /*@ The rectangle's width. */ @in int h; /*@ The rectangle's height. */ } } sync { /*@ No description supplied by the EAPI. */ } font_path_list { /*@ Retrieves the list of font paths used by the given evas. @return The list of font paths used. @ingroup Evas_Font_Path_Group */ const; return const Eina_List * @warn_unused; } image_cache_reload { /*@ Reload the image cache This function reloads the image cache of canvas. */ } coord_world_x_to_screen { /*@ Convert/scale a canvas co-ordinate into output screen co-ordinates @return The output/screen co-ordinate translated to output co-ordinates @ingroup Evas_Coord_Mapping_Group This function takes in a horizontal co-ordinate as the @p x parameter and converts it into output units, accounting for output size, viewport size and location, returning it as the function return value. If @p e is invalid, the results are undefined. Example: @code extern Evas *evas; int screen_x; extern Evas_Coord canvas_x; screen_x = evas_coord_world_x_to_screen(evas, canvas_x); @endcode */ const; return int @warn_unused; params { @in Evas_Coord x; /*@ The canvas x co-ordinate */ } } event_feed_multi_move { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in unsigned int timestamp; @in const void *data; } } render_updates { /*@ Force immediate renderization of the given Evas canvas. @return A newly allocated list of updated rectangles of the canvas (@c Eina_Rectangle structs). Free this list with evas_render_updates_free(). This function forces an immediate renderization update of the given canvas @p e. @note This is a very low level function, which most of Evas' users wouldn't care about. One would use it, for example, to grab an Evas' canvas update regions and paint them back, using the canvas' pixmap, on a displaying system working below Evas. @note Evas is a stateful canvas. If no operations changing its state took place since the last rendering action, you won't see no changes and this call will be a no-op. Example code follows. @dontinclude evas-events.c @skip add an obscured @until d.obscured = !d.obscured; See the full @ref Example_Evas_Events "example". @ingroup Evas_Canvas */ return Eina_List * @warn_unused; } image_cache_flush { /*@ Flush the image cache of the canvas. This function flushes image cache of canvas. */ } coord_screen_y_to_world { /*@ Convert/scale an output screen co-ordinate into canvas co-ordinates @return The screen co-ordinate translated to canvas unit co-ordinates @ingroup Evas_Coord_Mapping_Group This function takes in a vertical co-ordinate as the @p y parameter and converts it into canvas units, accounting for output size, viewport size and location, returning it as the function return value. If @p e is invalid, the results are undefined. Example: @code extern Evas *evas; extern int screen_y; Evas_Coord canvas_y; canvas_y = evas_coord_screen_y_to_world(evas, screen_y); @endcode */ const; return Evas_Coord @warn_unused; params { @in int y; /*@ The screen/output y co-ordinate */ } } key_modifier_del { /*@ Removes the @p keyname key from the current list of modifier keys on canvas @p e. @see evas_key_modifier_add @see evas_key_modifier_get @see evas_key_modifier_on @see evas_key_modifier_off @see evas_key_modifier_is_set */ params { @in const char *keyname @nonull; /*@ The name of the key to remove from the modifiers list. */ } } touch_point_list_nth_state_get { /*@ This function returns the @p state of nth touch point. @return @p state of nth touch point, if the call succeeded, EVAS_TOUCH_POINT_CANCEL otherwise. The point's @p state is EVAS_TOUCH_POINT_DOWN when pressed, EVAS_TOUCH_POINT_STILL when the point is not moved after pressed, EVAS_TOUCH_POINT_MOVE when moved at least once after pressed and EVAS_TOUCH_POINT_UP when released. Example: @code extern Evas *evas; Evas_Touch_Point_State state; if (evas_touch_point_list_count(evas)) { state = evas_touch_point_nth_state_get(evas, 0); printf("The first touch point's state: %i\n", state); } @endcode @see evas_touch_point_list_count() @see evas_touch_point_list_nth_xy_get() @see evas_touch_point_list_nth_id_get() */ return Evas_Touch_Point_State; params { @in unsigned int n; /*@ The number of the touched point (0 being the first). */ } } focus_in { /*@ Inform to the evas that it got the focus. @ingroup Evas_Canvas */ } obscured_rectangle_add { /*@ Add an "obscured region" to an Evas canvas. This is the function by which one tells an Evas canvas that a part of it must not be repainted. The region must be rectangular and its coordinates inside the canvas viewport are passed in the call. After this call, the region specified won't participate in any form in Evas' calculations and actions during its rendering updates, having its displaying content frozen as it was just after this function took place. We call it "obscured region" because the most common use case for this rendering (partial) freeze is something else (most probably other canvas) being on top of the specified rectangular region, thus shading it completely from the user's final scene in a display. To avoid unnecessary processing, one should indicate to the obscured canvas not to bother about the non-important area. The majority of users won't have to worry about this function, as they'll be using just one canvas in their applications, with nothing inset or on top of it in any form. To make this region one that @b has to be repainted again, call the function evas_obscured_clear(). @note This is a very low level function, which most of Evas' users wouldn't care about. @note This function does @b not flag the canvas as having its state changed. If you want to re-render it afterwards expecting new contents, you have to add "damage" regions yourself (see evas_damage_rectangle_add()). @see evas_obscured_clear() @see evas_render_updates() Example code follows. @dontinclude evas-events.c @skip add an obscured @until evas_obscured_clear(evas); In that example, pressing the "Ctrl" and "o" keys will impose or remove an obscured region in the middle of the canvas. You'll get the same contents at the time the key was pressed, if toggling it on, until you toggle it off again (make sure the animation is running on to get the idea better). See the full @ref Example_Evas_Events "example". @ingroup Evas_Canvas */ params { @in int x; /*@ The rectangle's top left corner's horizontal coordinate. */ @in int y; /*@ The rectangle's top left corner's vertical coordinate */ @in int w; /*@ The rectangle's width. */ @in int h; /*@ The rectangle's height. */ } } render_dump { /*@ Make the canvas discard as much data as possible used by the engine at runtime. This function will unload images, delete textures and much more, where possible. You may also want to call evas_render_idle_flush() immediately prior to this to perhaps discard a little more, though evas_render_dump() should implicitly delete most of what evas_render_idle_flush() might discard too. @ingroup Evas_Canvas */ } event_feed_mouse_in { /*@ Mouse in event feed. This function will set some evas properties that is necessary when the mouse in event happens. It prepares information to be treated by the callback function. */ params { @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } object_top_in_rectangle_get { /*@ Retrieve the Evas object stacked at the top of a given rectangular region in a canvas @return The Evas object that is over all other objects at the given rectangular region. This function will traverse all the layers of the given canvas, from top to bottom, querying for objects with areas overlapping with the given rectangular region inside @p e. The user can remove from the query objects which are hidden and/or which are set to pass events. @warning This function will @b skip objects parented by smart objects, acting only on the ones at the "top level", with regard to object parenting. */ const; return Evas_Object * @warn_unused; params { @in Evas_Coord x; /*@ The top left corner's horizontal coordinate for the rectangular region */ @in Evas_Coord y; /*@ The top left corner's vertical coordinate for the rectangular region */ @in Evas_Coord w; /*@ The width of the rectangular region */ @in Evas_Coord h; /*@ The height of the rectangular region */ @in Eina_Bool include_pass_events_objects; /*@ Boolean flag to include or not objects which pass events in this calculation */ @in Eina_Bool include_hidden_objects; /*@ Boolean flag to include or not hidden objects in this calculation */ } } render { /*@ Force renderization of the given canvas. @ingroup Evas_Canvas */ } event_feed_multi_up { /*@ No description supplied by the EAPI. */ params { @in int d; @in int x; @in int y; @in double rad; @in double radx; @in double rady; @in double pres; @in double ang; @in double fx; @in double fy; @in Evas_Button_Flags flags; @in unsigned int timestamp; @in const void *data; } } font_path_prepend { /*@ Prepends a font path to the list of font paths used by the given evas. @ingroup Evas_Font_Path_Group */ params { @in const char *path @nonull; /*@ The new font path. */ } } obscured_clear { /*@ Remove all "obscured regions" from an Evas canvas. This function removes all the rectangles from the obscured regions list of the canvas @p e. It takes obscured areas added with evas_obscured_rectangle_add() and make them again a regions that @b have to be repainted on rendering updates. @note This is a very low level function, which most of Evas' users wouldn't care about. @note This function does @b not flag the canvas as having its state changed. If you want to re-render it afterwards expecting new contents, you have to add "damage" regions yourself (see evas_damage_rectangle_add()). @see evas_obscured_rectangle_add() for an example @see evas_render_updates() @ingroup Evas_Canvas */ } event_feed_mouse_cancel { /*@ Mouse cancel event feed. This function will call evas_event_feed_mouse_up() when a mouse cancel event happens. */ params { @in unsigned int timestamp; /*@ The timestamp of the mouse up event. */ @in const void *data; /*@ The data for canvas. */ } } coord_screen_x_to_world { /*@ Convert/scale an output screen co-ordinate into canvas co-ordinates @return The screen co-ordinate translated to canvas unit co-ordinates @ingroup Evas_Coord_Mapping_Group This function takes in a horizontal co-ordinate as the @p x parameter and converts it into canvas units, accounting for output size, viewport size and location, returning it as the function return value. If @p e is invalid, the results are undefined. Example: @code extern Evas *evas; extern int screen_x; Evas_Coord canvas_x; canvas_x = evas_coord_screen_x_to_world(evas, screen_x); @endcode */ const; return Evas_Coord @warn_unused; params { @in int x; /*@ The screen/output x co-ordinate */ } } key_lock_add { /*@ Adds the @p keyname key to the current list of lock keys. Locks are keys like caps lock, num lock or scroll lock, i.e., keys which are meant to be pressed once -- toggling a binary state which is bound to it -- and thus altering the behavior of all subsequently pressed keys somehow, depending on its state. Evas is so that these keys can be defined by the user. This allows custom locks to be added to the evas system at run time. It is then possible to set and unset lock keys programmatically for other parts of the program to check and act on. Programmers using Evas would check for lock keys on key event callbacks using evas_key_lock_is_set(). @see evas_key_lock_get @see evas_key_lock_del @see evas_key_lock_on @see evas_key_lock_off @see evas_key_lock_is_set @note If the programmer instantiates the canvas by means of the ecore_evas_new() family of helper functions, Ecore will take care of registering on it all standard lock keys: "Caps_Lock", "Num_Lock", "Scroll_Lock". */ params { @in const char *keyname @nonull; /*@ The name of the key to add to the locks list. */ } } render_idle_flush { /*@ Make the canvas discard internally cached data used for rendering. This function flushes the arrays of delete, active and render objects. Other things it may also discard are: shared memory segments, temporary scratch buffers, cached data to avoid re-compute of that data etc. @ingroup Evas_Canvas */ } coord_world_y_to_screen { /*@ Convert/scale a canvas co-ordinate into output screen co-ordinates @return The output/screen co-ordinate translated to output co-ordinates @ingroup Evas_Coord_Mapping_Group This function takes in a vertical co-ordinate as the @p x parameter and converts it into output units, accounting for output size, viewport size and location, returning it as the function return value. If @p e is invalid, the results are undefined. Example: @code extern Evas *evas; int screen_y; extern Evas_Coord canvas_y; screen_y = evas_coord_world_y_to_screen(evas, canvas_y); @endcode */ const; return int @warn_unused; params { @in Evas_Coord y; /*@ The canvas y co-ordinate */ } } event_feed_key_down_with_keycode { /*@ Key down event feed with keycode This function will set some evas properties that is necessary when a key is pressed. It prepares information to be treated by the callback function. @since 1.10 */ params { @in const char *keyname; /*@ Name of the key */ @in const char *key; /*@ The key pressed. */ @in const char *string; /*@ A String */ @in const char *compose; /*@ The compose string */ @in unsigned int timestamp; /*@ Timestamp of the mouse up event */ @in const void *data; /*@ Data for canvas. */ @in unsigned int keycode; /*@ Key scan code numeric value for canvas. */ } } event_feed_key_up_with_keycode { /*@ Key up event feed with keycode This function will set some evas properties that is necessary when a key is released. It prepares information to be treated by the callback function. @since 1.10 */ params { @in const char *keyname; /*@ Name of the key */ @in const char *key; /*@ The key released. */ @in const char *string; /*@ string */ @in const char *compose; /*@ compose */ @in unsigned int timestamp; /*@ Timestamp of the mouse up event */ @in const void *data; /*@ Data for canvas. */ @in unsigned int keycode; /*@ Key scan code numeric value for canvas. */ } } } implements { Eo_Base::constructor; Eo_Base::destructor; Evas_Common_Interface::evas::get; } }