forked from enlightenment/efl
137 lines
4.6 KiB
Plaintext
137 lines
4.6 KiB
Plaintext
enum Efl.Gfx.Colorspace {
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argb8888 = 0, [[ARGB 32 bits per pixel, high-byte is Alpha, accessed one 32-bit word at a time]]
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gry8 = 4, [[8-bit gray image, or alpha only]]
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}
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enum Efl.Gfx.Render_Op {
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blend = 0, [[Alpha blending onto destination (default); d = d*(1-sa) + s]]
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copy = 1, [[Copy source to destination; d = s]]
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last
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}
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interface Efl.Gfx.Base {
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legacy_prefix: null;
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eo_prefix: efl_gfx;
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methods {
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@property position {
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set {
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[[Move the given Evas object to the given location inside its
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canvas' viewport.
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]]
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}
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get {
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[[Retrieves the position of the given Evas object.]]
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}
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values {
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x: int;
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y: int;
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}
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}
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@property size {
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set {
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[[Changes the size of the given Evas object.]]
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}
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get {
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[[Retrieves the (rectangular) size of the given Evas object.]]
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}
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values {
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w: int;
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h: int;
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}
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}
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@property color {
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set {
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[[Sets the general/main color of the given Evas object to the given
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one.
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See also @.color.get (for an example)
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These color values are expected to be premultiplied by alpha.
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]]
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}
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get {
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[[Retrieves the general/main color of the given Evas object.
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Retrieves the main color's RGB component (and alpha channel)
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values, which range from 0 to 255. For the alpha channel,
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which defines the object's transparency level, 0 means totally
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transparent, while 255 means opaque. These color values are
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premultiplied by the alpha value.
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Usually youll use this attribute for text and rectangle objects,
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where the main color is their unique one. If set for objects
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which themselves have colors, like the images one, those colors
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get modulated by this one.
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All newly created Evas rectangles get the default color
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values of 255 255 255 255 (opaque white).
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Use null pointers on the components you're not interested
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in: they'll be ignored by the function.
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See the full \@ref Example_Evas_Object_Manipulation "example".
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]]
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}
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values {
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r: int; [[The red component of the given color.]]
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g: int; [[The green component of the given color.]]
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b: int; [[The blue component of the given color.]]
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a: int; [[The alpha component of the given color.]]
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}
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}
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@property color_part {
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set {
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[[Sets a specifc color of the given Efl.Gfx.Base object to the
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given one.
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See also @.color.get (for an example)
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These color values are expected to be premultiplied by alpha.
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]]
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return: bool;
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}
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get {
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[[Retrieves a specific color of the given Evas object.
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Retrieves a specific color's RGB component (and alpha channel)
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values, which range from 0 to 255. For the alpha channel,
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which defines the object's transparency level, 0 means totally
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transparent, while 255 means opaque. These color values are
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premultiplied by the alpha value.
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The main color being mapped to null.
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Usually youll use this attribute for text and rectangle objects,
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where the main color is their unique one. If set for objects
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which themselves have colors, like the images one, those colors
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get modulated by this one.
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Use null pointers on the components you're not interested
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in: they'll be ignored by the function.
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]]
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return: bool;
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}
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keys {
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part: const (char)*; [[The part you are interested in.]]
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}
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values {
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r: int; [[The red component of the given color.]]
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g: int; [[The green component of the given color.]]
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b: int; [[The blue component of the given color.]]
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a: int; [[The alpha component of the given color.]]
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}
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}
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@property visible {
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set {
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[[Makes the given Evas object visible or invisible.]]
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}
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get {
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[[Retrieves whether or not the given Evas object is visible.]]
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}
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values {
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v: bool; [[true if to make the object visible, false otherwise]]
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}
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}
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}
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}
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