efl/src/lib/elementary/elm_win_legacy.h

1267 lines
37 KiB
C

#include "efl_ui_win.eo.legacy.h"
/**
* @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
*/
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
*/
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;
typedef Efl_Ui_Win_Type Elm_Win_Type;
#define ELM_WIN_UNKNOWN EFL_UI_WIN_UNKNOWN
#define ELM_WIN_BASIC EFL_UI_WIN_BASIC
#define ELM_WIN_DIALOG_BASIC EFL_UI_WIN_DIALOG_BASIC
#define ELM_WIN_DESKTOP EFL_UI_WIN_DESKTOP
#define ELM_WIN_DOCK EFL_UI_WIN_DOCK
#define ELM_WIN_TOOLBAR EFL_UI_WIN_TOOLBAR
#define ELM_WIN_MENU EFL_UI_WIN_MENU
#define ELM_WIN_UTILITY EFL_UI_WIN_UTILITY
#define ELM_WIN_SPLASH EFL_UI_WIN_SPLASH
#define ELM_WIN_DROPDOWN_MENU EFL_UI_WIN_DROPDOWN_MENU
#define ELM_WIN_POPUP_MENU EFL_UI_WIN_POPUP_MENU
#define ELM_WIN_TOOLTIP EFL_UI_WIN_TOOLTIP
#define ELM_WIN_NOTIFICATION EFL_UI_WIN_NOTIFICATION
#define ELM_WIN_COMBO EFL_UI_WIN_COMBO
/**
* 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().
*/
#define ELM_WIN_DND 13
#define ELM_WIN_INLINED_IMAGE 14
#define ELM_WIN_SOCKET_IMAGE 15
#define ELM_WIN_FAKE 16 /**< See elm_win_fake_add(). @since 1.13 */
#define ELM_WIN_NAVIFRAME_BASIC EFL_UI_WIN_NAVIFRAME_BASIC
typedef Efl_Ui_Win_Keyboard_Mode Elm_Win_Keyboard_Mode;
#define ELM_WIN_KEYBOARD_UNKNOWN EFL_UI_WIN_KEYBOARD_UNKNOWN
#define ELM_WIN_KEYBOARD_OFF EFL_UI_WIN_KEYBOARD_OFF
#define ELM_WIN_KEYBOARD_ON EFL_UI_WIN_KEYBOARD_ON
#define ELM_WIN_KEYBOARD_ALPHA EFL_UI_WIN_KEYBOARD_ALPHA
#define ELM_WIN_KEYBOARD_NUMERIC EFL_UI_WIN_KEYBOARD_NUMERIC
#define ELM_WIN_KEYBOARD_PIN EFL_UI_WIN_KEYBOARD_PIN
#define ELM_WIN_KEYBOARD_PHONE_NUMBER EFL_UI_WIN_KEYBOARD_PHONE_NUMBER
#define ELM_WIN_KEYBOARD_HEX EFL_UI_WIN_KEYBOARD_HEX
#define ELM_WIN_KEYBOARD_TERMINAL EFL_UI_WIN_KEYBOARD_TERMINAL
#define ELM_WIN_KEYBOARD_PASSWORD EFL_UI_WIN_KEYBOARD_PASSWORD
#define ELM_WIN_KEYBOARD_IP EFL_UI_WIN_KEYBOARD_IP
#define ELM_WIN_KEYBOARD_HOST EFL_UI_WIN_KEYBOARD_HOST
#define ELM_WIN_KEYBOARD_FILE EFL_UI_WIN_KEYBOARD_FILE
#define ELM_WIN_KEYBOARD_URL EFL_UI_WIN_KEYBOARD_URL
#define ELM_WIN_KEYBOARD_KEYPAD EFL_UI_WIN_KEYBOARD_KEYPAD
#define ELM_WIN_KEYBOARD_J2ME EFL_UI_WIN_KEYBOARD_J2ME
typedef Efl_Ui_Win_Keygrab_Mode Elm_Win_Keygrab_Mode;
#define ELM_WIN_KEYGRAB_UNKNOWN EFL_UI_WIN_KEYGRAB_UNKNOWN
#define ELM_WIN_KEYGRAB_SHARED EFL_UI_WIN_KEYGRAB_SHARED
#define ELM_WIN_KEYGRAB_TOPMOST EFL_UI_WIN_KEYGRAB_TOPMOST
#define ELM_WIN_KEYGRAB_EXCLUSIVE EFL_UI_WIN_KEYGRAB_EXCLUSIVE
#define ELM_WIN_KEYGRAB_OVERRIDE_EXCLUSIVE EFL_UI_WIN_KEYGRAB_OVERRIDE_EXCLUSIVE
/**
* 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
*/
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
*
* @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
*/
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
* @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
*/
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
*/
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
* @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
* @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
* @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
* @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
* @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
* @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
*/
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
*
* @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
* @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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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] mode If true, the window is a virtual keyboard..
*
* @ingroup Elm_Win
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*
* @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
* @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
*/
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
*/
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
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
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 Efl_Ui_Win
*/
EAPI Eina_Bool elm_win_wm_rotation_available_rotations_get(const Elm_Win *obj, int **rotations, unsigned int *count);