efl/src/lib/efl/interfaces/efl_ui_scrollable.eo

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import eina_types;
import efl_ui_layout_orientable;
interface Efl.Ui.Scrollable
{
[[Interface for widgets capable of displaying content through a viewport, which might be smaller
than the actual content.
This interface does not control how the content is added. This is typically done through @Efl.Content.
When the content does not fit inside the viewport, typically @Efl.Ui.Scrollbar widgets will be used,
but this is beyond the scope of this interface.
@since 1.23
]]
event_c_prefix: efl_ui;
methods {
@property content_pos {
[[Position of the content inside the scroller.]]
set {
}
get {
}
values {
pos: Eina.Position2D; [[The position is a virtual value, where $[0,0] means the top-left corner.]]
}
}
@property content_size {
[[Current size of the content, for convenience.]]
get {
}
values {
size: Eina.Size2D; [[The content size in pixels.]]
}
}
@property viewport_geometry {
[[Current position and size of the viewport (or scroller window), for convenience.
This is the viewport through which the content is displayed.
]]
get {
}
values {
rect: Eina.Rect; [[It is absolute geometry.]]
}
}
@property bounce_enabled {
[[When scrolling, the scroller may "bounce" when reaching the edge of the
content object. This is a visual way to indicate the end has been reached.
This is enabled by default for both axes. This property determines if bouncing is enabled
in each axis.
When bouncing is disabled, scrolling just stops upon reaching the end of the content.
]]
set {
}
get {
}
values {
horiz: bool; [[Horizontal bouncing is enabled.]]
vert: bool; [[Vertical bouncing is enabled.]]
}
}
@property scroll_freeze {
[[Freezes scrolling movement (by input of a user).
Unlike @.movement_block, this property freezes bidirectionally.
If you want to freeze in only one direction,
see @.movement_block.
]]
get {
}
set {
}
values {
freeze: bool; [[$true if freeze.]]
}
}
@property scroll_hold {
[[When hold turns on, it only scrolls by holding action.]]
get {
}
set {
}
values {
hold: bool; [[$true if hold.]]
}
}
@property looping {
[[Controls infinite looping for a scroller.]]
set {
}
get {
}
values {
loop_h: bool; [[Scroll horizontal looping is enabled.]]
loop_v: bool; [[Scroll vertical looping is enabled.]]
}
}
@property movement_block {
[[Blocking of scrolling (per axis).
This function will block scrolling movement (by input of a user) in
a given direction. You can disable movements in the X axis, the Y
axis or both.
The default value is @Efl.Ui.Layout_Orientation.default meaning that movements are
allowed in both directions.
]]
set {
}
get {
}
values {
block: Efl.Ui.Layout_Orientation(Efl.Ui.Layout_Orientation.default); [[Which axis (or axes) to block.]]
}
}
@property gravity {
[[Control scrolling gravity on the scrollable.
The gravity defines how the scroller will adjust its view
when the size of the scroller contents increases.
The scroller will adjust the view to glue itself as follows:
$[x=0.0] to stay where it is relative to the left edge of the content.
$[x=1.0] to stay where it is relative to the right edge of the content.
$[y=0.0] to stay where it is relative to the top edge of the content.
$[y=1.0] to stay where it is relative to the bottom edge of the content.
]]
set {
}
get {
}
values {
x: double(0.0); [[Horizontal scrolling gravity.]]
y: double(0.0); [[Vertical scrolling gravity.]]
}
}
@property match_content {
[[Prevent the scrollable from being smaller than the minimum size of the content.
By default the scroller will be as small as its design allows,
irrespective of its content. This will make the scroller minimum size the
right size horizontally and/or vertically to perfectly fit its content in
that direction.]]
set {
}
values {
w: bool; [[Whether to limit the minimum horizontal size.]]
h: bool; [[Whether to limit the minimum vertical size.]]
}
}
@property step_size {
[[Amount to scroll in response to cursor key presses.]]
set {
}
get {
}
values {
step: Eina.Position2D; [[The step size in pixels.]]
}
}
scroll {
[[Show a specific virtual region within the scroller content object.
This will ensure all (or part if it does not fit) of the designated
region in the virtual content object ($[0,0] starting at the top-left of the
virtual content object) is shown within the scroller. This allows the scroller to "smoothly slide"
to this location (if configuration in general calls for transitions). It
may not jump immediately to the new location and make take a while and
show other content along the way.
]]
params {
@in rect: Eina.Rect; [[The position where to scroll and the size user want to see.]]
@in animation: bool; [[Whether to scroll with animation or not.]]
}
}
}
events {
scroll,started: void; [[Called when scroll operation starts.]]
scroll,changed: void; [[Called when scrolling.]]
scroll,finished: void; [[Called when scroll operation finishes.]]
scroll,up: void; [[Called when scrolling upwards.]]
scroll,down: void; [[Called when scrolling downwards.]]
scroll,left: void; [[Called when scrolling left.]]
scroll,right: void; [[Called when scrolling right.]]
edge,up: void; [[Called when hitting the top edge.]]
edge,down: void; [[Called when hitting the bottom edge.]]
edge,left: void; [[Called when hitting the left edge.]]
edge,right: void; [[Called when hitting the right edge.]]
scroll,anim,started: void; [[Called when scroll animation starts.]]
scroll,anim,finished: void; [[Called when scroll animation finishes.]]
scroll,drag,started: void; [[Called when scroll drag starts.]]
scroll,drag,finished: void; [[Called when scroll drag finishes.]]
}
}