efl/src/lib/evas/canvas/evas_canvas.eo

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import evas_types;
class Evas.Canvas (Eo.Base, Evas.Common_Interface, Efl.Animator)
{
legacy_prefix: evas;
data: Evas_Public_Data;
methods {
@property 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 in the viewport which is occupied by the window
frame. This is mainly used in ecore_evas to draw borders.
The units used for $w and $h depend on the engine used by the
evas.
@since 1.1
]]
}
get {
[[Get the render engine's output framespace coordinates in
canvas units.
@since 1.1
]]
}
values {
x: Evas.Coord; [[The left coordinate in output units, usually pixels.]]
y: Evas.Coord; [[The top coordinate in output units, usually pixels.]]
w: Evas.Coord; [[The width in output units, usually pixels.]]
h: Evas.Coord; [[The height in output units, usually pixels.]]
}
}
@property 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.
]]
}
get {
[[Get the render engine's output viewport coordinates in
canvas units.
Calling this function writes the current canvas output
viewport size and location values into the variables pointed
to by $x, $y, $w and $h. On success the variables have the
output location and size values written to them in canvas
units. Any of $x, $y, $w or $h that are $null will not be
written to. If $e is invalid, the results are undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
Evas_Coord x, y, width, height;
evas_output_viewport_get(evas, &x, &y, &w, &h);
@endcode
*/
}
values {
x: Evas.Coord; [[The top-left corner x value of the viewport.]]
y: Evas.Coord; [[The top-left corner y value of the viewport.]]
w: Evas.Coord; [[The width of the viewport. Must be greater than 0.]]
h: Evas.Coord; [[The height of the viewport. Must be greater than 0.]]
}
}
@property 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 {
size: int; [[The cache size.]]
}
}
@property 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 $flags.
@since 1.2
]]
}
get {
[[Get the default set of flags an event begins with
This gets the default event flags events are produced with
when fed in.
@since 1.2
]]
}
values {
flags: Evas.Event_Flags; [[The default flags to use.]]
}
}
@property 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 $render_method can
be found using \@ref evas_render_method_lookup.
Note: it is mandatory that one calls \@ref evas_init before
setting the output method.
]]
}
get {
[[Retrieves the number of the output engine used for the given
evas.
]]
}
values {
render_method: int; [[The numeric engine value to use.]]
}
}
@property font_cache {
set {
[[Changes the size of font cache of the given evas.]]
}
get {
[[Get the size of font cache of the given evas in bytes.]]
}
values {
size: int; [[The size in bytes.]]
}
}
@property 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 $w and $h depend on the engine used by the
evas.
]]
}
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 $w or $h is $null, then it is ignored. If $e is
invalid, the returned results are undefined.
]]
}
values {
w: int; [[The width in output units, usually pixels.]]
h: int; [[The height in output units, usually pixels.]]
}
}
@property data_attach {
set {
[[Attaches a specific pointer to the evas for fetching later.]]
}
get {
[[Returns the pointer attached by @.data_attach.set.]]
}
values {
data: void *; [[The attached pointer.]]
}
}
@property font_hinting {
set {
[[Changes the font hinting for the given evas.
#EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
]]
}
get {
[[Retrieves the font hinting used by the given evas.]]
}
values {
hinting: Evas.Font.Hinting_Flags; [[
The used hinting, one of #EVAS_FONT_HINTING_NONE,
#EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
]]
}
}
@property engine_info {
set {
[[Applies the engine settings for the given evas from the
given $Evas_Engine_Info structure.
To get the Evas_Engine_Info structure to use, call
@.engine_info.get. Do not try to obtain a pointer to an
$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 $info pointer should be considered invalid.
]]
return: bool; [[$true if no error occurred, $false otherwise.]]
}
get {
[[Retrieves the current render engine info struct from the given
evas.
The returned structure is publicly modifiable. The contents
are valid until either @.engine_info.set or @.render are called.
This structure does not need to be freed by the caller.
]]
}
values {
info: Evas.Engine_Info *; [[The pointer to the engine info to use.]]
}
}
@property focus {
get {
[[Retrieve the object that currently has focus.
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
\@ref 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 $e or $null, if none.
See also \@ref evas_object_focus_set,
\@ref evas_object_focus_get, \@ref evas_object_key_grab,
\@ref evas_object_key_ungrab.
]]
/* FIXME-doc
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 $event_info is exactly a pointer to that
focused rectangle. See the full @ref Example_Evas_Events "example".
*/
return: Evas.Object * @warn_unused; [[The object that has focus
or $null if there is not one.]]
}
}
@property object_top {
get {
[[Get the highest (stacked) Evas object on the canvas $e.
This function will take all populated layers in the canvas
into account, getting the highest object for the highest
layer, naturally.
Warning: This function will skip objects parented by smart
objects, acting only on the ones at the "top level", with
regard to object parenting.
See also \@ref evas_object_layer_get,
\@ref evas_object_layer_set, \@ref evas_object_below_get,
\@ref evas_object_above_get.
]]
return: Evas.Object * @warn_unused; [[A pointer to the highest object
on it (if any) or $null otherwise.]]
}
}
@property key_lock {
get {
[[Returns a handle to the list of lock keys registered in the
canvas $e.
This is required to check for which locks are set at a given
time with the \@ref evas_key_lock_is_set function.
]]
return: const(Evas.Lock)* @warn_unused; [[
An Evas_Lock handle to query Evas' keys subsystem with
\@ref evas_key_lock_is_set, or $null on error.
]]
}
}
@property pointer_canvas_xy {
get {
[[This function returns the current known pointer coordinates
This function returns the current known canvas unit
coordinates of the mouse pointer and sets the contents of
the Evas_Coords pointed to by $x and $y to contain these
coordinates. If $e is not a valid canvas the results of
this function are undefined.
]]
/* FIXME-doc
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 {
x: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
y: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
}
}
@property event_down_count {
get {
[[Get the number of mouse or multi presses currently active.
@since 1.2
]]
return: int;
}
}
@property 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.
@since 1.1
]]
return: int;
}
}
@property focus_state {
get {
[[Get the focus state known by the given evas.]]
return: bool;
}
}
@property changed {
get {
[[Get the changed marker for the canvas.
@since 1.11
]]
return: bool;
}
}
@property pointer_output_xy {
get {
[[This function returns the current known pointer coordinates.
This function returns the current known screen/output
coordinates of the mouse pointer and sets the contents of
the integers pointed to by $x and $y to contain these
coordinates. If $e is not a valid canvas the results of
this function are undefined.
]]
/* FIXME-doc
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 {
x: int; [[The pointer to an integer to be filled in.]]
y: int; [[The pointer to an integer to be filled in.]]
}
}
@property pointer_inside {
get {
[[Returns whether the mouse pointer is logically inside the
canvas.
When this function is called it will return a value of either
$false or $true, depending on if @.event_feed_mouse_in or
@.event_feed_mouse_out have been called to feed in a mouse
enter event into the canvas.
A return value of $true indicates the mouse is logically
inside the canvas, and $false implies it is logically
outside the canvas.
A canvas begins with the mouse being assumed outside ($false).
If $e is not a valid canvas, the return value is undefined.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
if (evas_pointer_inside_get(evas)) printf("Mouse is in!\n");
else printf("Mouse is out!\n");
@endcode
*/
return: bool @warn_unused;
}
}
@property image_max_size {
get {
[[Get the maximum image size evas can possibly handle.
This function returns the largest image or surface size that
evas can handle in pixels, and if there is one, returns $true.
It returns $false if no extra constraint on maximum image
size exists. You still should check the return values of
$maxw and $maxh as there may still be a limit, just a
much higher one.
@since 1.1
]]
return: bool;
}
values {
maxw: int; [[Pointer to hold the return value in pixels of the maximum width.]]
maxh: int; [[Pointer to hold the return value in pixels of the maximum height.]]
}
}
@property object_bottom {
get {
[[Get the lowest (stacked) Evas object on the canvas $e.
This function will take all populated layers in the canvas
into account, getting the lowest object for the lowest layer,
naturally.
Warning: This function will skip objects parented by smart
objects, acting only on the ones at the "top level", with
regard to object parenting.
See also \@ref evas_object_layer_get, \@ref evas_object_layer_set,
\@ref evas_object_below_get, \@ref evas_object_below_set.
]]
return: Evas.Object * @warn_unused; [[
A pointer to the lowest object on it, if any, or $null
otherwise.
]]
}
}
@property key_modifier {
get {
[[Returns a handle to the list of modifier keys registered in
the canvas $e.
This is required to check for which modifiers are set at a
given time with the \@ref evas_key_modifier_is_set function.
See also @.key_modifier_add, @.key_modifier_del,
@.key_modifier_on, @.key_modifier_off.
]]
return: const(Evas.Modifier)* @warn_unused; [[
An Evas_Modifier handle to query Evas' keys subsystem
with \@ref evas_key_modifier_is_set, or $null on error.
]]
}
}
@property pointer_button_down_mask {
get {
[[Returns a bitmask with the mouse buttons currently pressed,
set to 1.
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 @.event_feed_mouse_down
and @.event_feed_mouse_up 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 $e is not a valid canvas, the return value is undefined.
]]
/* FIXME-doc
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; [[A bitmask of the currently depressed buttons on the canvas.]]
}
}
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: list<Evas.Object *> * @warn_unused;
params {
@in stop: Evas.Object *; [[An Evas Object where to stop searching.]]
@in x: int; [[The horizontal coordinate of the position.]]
@in y: int; [[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 direction: int; [[The wheel mouse direction.]]
@in z: int; [[How much mouse wheel was scrolled up or down.]]
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[The data for canvas.]]
}
}
key_lock_on {
[[Enables or turns on programmatically the lock key with name
$keyname.
The effect will be as if the key was put on its active state
after this call.
See also @.key_lock_add, @.key_lock_del, @.key_lock_del,
@.key_lock_off.
]]
params {
@in keyname: const(char)* @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 keyname: const(char)*; [[Name of the key.]]
@in key: const(char)*; [[The key pressed.]]
@in string: const(char)*; [[A string.]]
@in compose: const(char)*; [[The compose string.]]
@in timestamp: uint; [[Timestamp of the mouse up event.]]
@in data: const(void)*; [[Data for canvas.]]
}
}
key_modifier_mask_get @const {
[[Creates a bit mask from the $keyname modifier key. Values
returned from different calls to it may be ORed together,
naturally.
This function is meant to be using in conjunction with
\@ref evas_object_key_grab/\@ref evas_object_key_ungrab.
Go check their documentation for more information.
See also @.key_modifier_add, \@ref evas_key_modifier_get,
@.key_modifier_on, @.key_modifier_off,
\@ref evas_key_modifier_is_set.
]]
return: Evas.Modifier_Mask @warn_unused; [[
The bit mask or 0 if the $keyname key wasn't registered as a
modifier for canvas $e.
]]
params {
@in keyname: const(char)* @nonull; [[The name of the modifier key to create the mask for.]]
}
}
key_modifier_add {
[[Adds the $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 \@ref evas_key_modifier_is_set.
Note: If the programmer instantiates the canvas by means of the
\@ref 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 keyname: const(char)* @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 $keyname.
See also @.key_modifier_add, \@ref evas_key_modifier_get,
@.key_modifier_on, @.key_modifier_mask_get,
\@ref evas_key_modifier_is_set.
]]
params {
@in keyname: const(char)* @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 hold: int; [[The hold.]]
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[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 x: int; [[The horizontal position of the mouse pointer.]]
@in y: int; [[The vertical position of the mouse pointer.]]
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[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 keyname: const(char)*; [[Name of the key.]]
@in key: const(char)*; [[The key released.]]
@in string: const(char)*; [[A string.]]
@in compose: const(char)*; [[Compose.]]
@in timestamp: uint; [[Timestamp of the mouse up event.]]
@in data: const(void)*; [[Data for canvas.]]
}
}
event_feed_mouse_out {
[[Mouse out event feed.
This function will set some evas properties that is necessar
when the mouse out event happens. It prepares information to
be treated by the callback function.
]]
params {
@in timestamp: uint; [[Timestamp of the mouse up event.]]
@in data: const(void)*; [[The data for canvas.]]
}
}
event_input_multi_move {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in timestamp: uint;
@in data: const(void)*;
}
}
objects_at_xy_get @const {
[[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. The user can remove from query objects which are
hidden and/or which are set to pass events.
Warning: This function will skip objects parented by smart
objects, acting only on the ones at the "top level", with
regard to object parenting.
]]
return: list<Evas.Object *> * @warn_unused; [[
The list of Evas objects that are over the given position in $e.
]]
params {
@in x: Evas.Coord; [[The horizontal coordinate of the position.]]
@in y: Evas.Coord; [[The vertical coordinate of the position.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
event_input_multi_up {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in flags: Evas.Button_Flags;
@in timestamp: uint;
@in data: const(void)*;
}
}
event_feed_multi_down {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in flags: Evas.Button_Flags;
@in timestamp: uint;
@in data: const(void)*;
}
}
render_async {
[[Render the given Evas canvas asynchronously.
This function only returns $true when a frame will be rendered.
If the previous frame is still rendering, $false will be
returned so the users know not to wait for the updates
callback and just return to their main loop.
If a $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 \@ref evas_render_updates_free.
The list is given in the $event_info parameter of the callback
function.
@since 1.8
]]
return: bool; [[$true if the canvas will render, $false otherwise.]]
}
render2 {
[[Render the given Evas canvas using the new rendering infra.
This is experimental and will change over time until noted here.
This function only returns $true when a frame will be rendered.
If the previous frame is still rendering, $false will be
returned so the users know not to wait for the updates
callback and just return to their main loop.
@since 1.14
]]
return: bool; [[$true if the canvas will render, $false otherwise.]]
}
render2_updates {
[[Render the given Evas canvas using the new rendering infra.
This is experimental and will change over time until noted here.
@since 1.15
]]
return: free(own(list<Eina.Rectangle *> *), evas_render_updates_free)
@warn_unused; [[
A newly allocated list of updated rectangles of the canvas
($Eina.Rectangle structs). Free this list with
\@ref evas_render_updates_free.
]]
}
focus_out {
[[Inform to the evas that it lost the focus.]]
}
event_input_mouse_move {
[[Mouse move event feed from input.
Similar to the @.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
]]
params {
@in x: int; [[The horizontal position of the mouse pointer
relative to the 0,0 of the window/surface.]]
@in y: int; [[The vertical position of the mouse pointer
relative to the 0,0 of the window/surface.]]
@in timestamp: uint; [[The timestamp of the mouse move event.]]
@in data: const(void)*; [[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 @.render
should be used.
]]
}
touch_point_list_count {
[[Get the number of touched point in 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.
]]
/* FIXME-doc
Example:
@code
extern Evas *evas;
int count;
count = evas_touch_point_list_count(evas);
printf("The count of touch points: %i\n", count);
@endcode
*/
return: uint; [[The number of touched point on the evas.]]
}
event_input_multi_down {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in flags: Evas.Button_Flags;
@in timestamp: uint;
@in data: const(void)*;
}
}
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.
Warning: Do not use this function unless you know what Evas
exactly works with "changed" state.
]]
}
key_lock_off {
[[Disables or turns off programmatically the lock key with name
$keyname.
The effect will be as if the key was put on its inactive state
after this call.
See also @.key_lock_on.
]]
params {
@in keyname: const(char)* @nonull; [[The name of the lock to disable.]]
}
}
nochange_push {
[[Push the nochange flag up 1
This tells evas, that while the nochange flag is greater than 0,
do not mark objects as "changed" when making changes.
Warning: Do not use this function unless you know what Evas
exactly works with "changed" state.
]]
}
font_cache_flush {
[[Force the given evas and associated engine to flush its font cache.]]
}
font_hinting_can_hint @const {
[[Checks if the font hinting is supported by the given evas.
One of #EVAS_FONT_HINTING_NONE, #EVAS_FONT_HINTING_AUTO,
#EVAS_FONT_HINTING_BYTECODE.
]]
return: bool @warn_unused; [[$true if it is supported, $false otherwise.]]
params {
@in hinting: Evas.Font.Hinting_Flags; [[The hinting to use.]]
}
}
object_top_at_xy_get @const {
[[Retrieve the Evas object stacked at the top of 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. The user can remove from the query
objects which are hidden and/or which are set to pass events.
Warning: This function will 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; [[The Evas object that is over all other objects at the given position.]]
params {
@in x: Evas.Coord; [[The horizontal coordinate of the position.]]
@in y: Evas.Coord; [[The vertical coordinate of the position.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
key_modifier_on {
[[Enables or turns on programmatically the modifier key with name
$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 also @.key_modifier_off.
]]
params {
@in keyname: const(char)* @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 b: int; [[The button number.]]
@in flags: Evas.Button_Flags; [[Evas button flags.]]
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[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 b: int; [[The button number.]]
@in flags: Evas.Button_Flags; [[Evas button flags.]]
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[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 event_copy: void *; [[The event to refeed.]]
@in event_type: Evas.Callback_Type; [[Event type.]]
}
}
font_available_list @const {
[[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: list<const(char) *> * @warn_unused; [[
A newly allocated list of strings. Do not change the
strings. Be sure to call \@ref evas_font_available_list_free
after you're done.
]]
}
objects_in_rectangle_get @const {
return: list<Evas.Object *> * @warn_unused;
params {
@in x: Evas.Coord;
@in y: Evas.Coord;
@in w: Evas.Coord;
@in h: Evas.Coord;
@in include_pass_events_objects: bool;
@in include_hidden_objects: bool;
}
}
object_name_find @const {
[[Retrieves the object on the given evas with the given name.
This looks for the evas object given a name by
\@ref 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.
]]
return: Evas.Object * @warn_unused; [[
If successful, the Evas object with the given name. Otherwise,
$null.
]]
params {
@in name: const(char)*; [[The given name.]]
}
}
font_path_append {
[[Appends a font path to the list of font paths used by the
given evas.
]]
params {
@in path: const(char)* @nonull; [[The new font path.]]
}
}
touch_point_list_nth_id_get {
[[This function returns the $id of nth touch point.
The point which comes from Mouse Event has $id 0 and The point
which comes from Multi Event has $id that is same as Multi
Event's device id.
]]
/* FIXME-doc
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
*/
return: int; [[id of nth touch point, if the call succeeded, -1 otherwise.]]
params {
@in n: uint; [[The number of the touched point (0 being the first).]]
}
}
font_path_clear {
[[Removes all font paths loaded into memory for the given evas.]]
}
smart_objects_calculate {
[[Call user-provided $calculate smart functions and unset the
flag signalling that the object needs to get recalculated to
all smart objects in the canvas.
]]
}
touch_point_list_nth_xy_get {
[[This function returns the nth touch point's coordinates.
Touch point's coordinates is updated whenever moving that point
on the canvas.
]]
/* FIXME-doc
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 coordinate: (%i, %i)\n", x, y);
}
@endcode
*/
params {
@in n: uint; [[The number of the touched point (0 being the first).]]
@out x: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
@out y: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
}
}
key_lock_del {
[[Removes the $keyname key from the current list of lock keys on
canvas $e.
]]
params {
@in keyname: const(char)* @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).
]]
params {
@in x: int; [[The rectangle's left position.]]
@in y: int; [[The rectangle's top position.]]
@in w: int; [[The rectangle's width.]]
@in h: int; [[The rectangle's height.]]
}
}
sync {
}
font_path_list @const {
[[Retrieves the list of font paths used by the given evas.]]
return: const(list<const(char) *>)* @warn_unused; [[The list of font paths used.]]
}
image_cache_reload {
[[Reload the image cache.
This function reloads the image cache of canvas.
]]
}
coord_world_x_to_screen @const {
[[Convert/scale a canvas coordinate into output screen
coordinates.
This function takes in a horizontal coordinate as the $x
parameter and converts it into output units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
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
*/
return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
params {
@in x: Evas.Coord; [[The canvas x coordinate.]]
}
}
event_feed_multi_move {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in timestamp: uint;
@in data: const(void)*;
}
}
render_updates {
[[Force immediate renderization of the given Evas canvas.
This function forces an immediate renderization update of
the given canvas $e.
Note: This is a very low level function, which most of Evas'
users wouldn't care about. One would use it, for example, to
grab an Evas' canvas update regions and paint them back, using
the canvas' pixmap, on a displaying system working below Evas.
Note: Evas is a stateful canvas. If no operations changing its
state took place since the last rendering action, you won't see
no changes and this call will be a no-op.
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip add an obscured
@until d.obscured = !d.obscured;
See the full @ref Example_Evas_Events "example".
*/
return: free(own(list<Eina.Rectangle *> *), evas_render_updates_free)
@warn_unused; [[
A newly allocated list of updated rectangles of the canvas
($Eina.Rectangle structs). Free this list with
\@ref evas_render_updates_free.
]]
}
image_cache_flush {
[[Flush the image cache of the canvas.
This function flushes image cache of canvas.
]]
}
coord_screen_y_to_world @const {
[[Convert/scale an output screen coordinate into canvas
coordinates.
This function takes in a vertical coordinate as the $y parameter
and converts it into canvas units, accounting for output size,
viewport size and location, returning it as the function return
value. If $e is invalid, the results are undefined.
]]
/* FIXME-doc
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
*/
return: Evas.Coord @warn_unused; [[The screen coordinate translated to canvas unit coordinates.]]
params {
@in y: int; [[The screen/output y coordinate.]]
}
}
key_modifier_del {
[[Removes the $keyname key from the current list of modifier keys
on canvas $e.
See also @.key_modifier_add.
]]
params {
@in keyname: const(char)* @nonull; [[The name of the key to remove from the modifiers list.]]
}
}
touch_point_list_nth_state_get {
[[This function returns the $state of nth touch point.
The point's $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.
]]
/* FIXME-doc
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
*/
return: Evas.Touch_Point_State; [[
$state of nth touch point, if the call succeeded,
EVAS_TOUCH_POINT_CANCEL otherwise.
]]
params {
@in n: uint; [[The number of the touched point (0 being the first).]]
}
}
focus_in {
[[Inform to the evas that it got the focus.]]
}
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 has to be repainted again, call the
function \@ref evas_obscured_clear.
Note: This is a very low level function, which most of
Evas' users wouldn't care about.
Note: This function does 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
\@ref evas_damage_rectangle_add).
]]
/* FIXME-doc
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".
*/
params {
@in x: int; [[The rectangle's top left corner's horizontal coordinate.]]
@in y: int; [[The rectangle's top left corner's vertical coordinate.]]
@in w: int; [[The rectangle's width.]]
@in h: int; [[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 @.render_idle_flush
immediately prior to this to perhaps discard a little more,
though this function should implicitly delete most of what
@.render_idle_flush might discard too.
]]
}
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 timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[The data for canvas.]]
}
}
object_top_in_rectangle_get @const {
[[Retrieve the Evas object stacked at the top of a given
rectangular region in a canvas
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 $e. The user can remove
from the query objects which are hidden and/or which are set to
pass events.
Warning: This function will 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; [[
The Evas object that is over all other objects at the given
rectangular region.
]]
params {
@in x: Evas.Coord; [[
The top left corner's horizontal coordinate for the
rectangular region.
]]
@in y: Evas.Coord; [[
The top left corner's vertical coordinate for the
rectangular region.
]]
@in w: Evas.Coord; [[The width of the rectangular region.]]
@in h: Evas.Coord; [[The height of the rectangular region.]]
@in include_pass_events_objects: bool; [[
Boolean flag to include or not objects which pass events
in this calculation.
]]
@in include_hidden_objects: bool; [[
Boolean flag to include or not hidden objects in this
calculation.
]]
}
}
render {
[[Force renderization of the given canvas.]]
}
event_feed_multi_up {
params {
@in d: int;
@in x: int;
@in y: int;
@in rad: double;
@in radx: double;
@in rady: double;
@in pres: double;
@in ang: double;
@in fx: double;
@in fy: double;
@in flags: Evas.Button_Flags;
@in timestamp: uint;
@in data: const(void)*;
}
}
font_path_prepend {
[[Prepends a font path to the list of font paths used by the
given evas.
]]
params {
@in path: const(char)* @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 $e. It takes obscured areas added
with @.obscured_rectangle_add and make them again a regions
that 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 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
@.damage_rectangle_add).
]]
}
event_feed_mouse_cancel {
[[Mouse cancel event feed.
This function will call @.event_feed_mouse_up when a
mouse cancel event happens.
]]
params {
@in timestamp: uint; [[The timestamp of the mouse up event.]]
@in data: const(void)*; [[The data for canvas.]]
}
}
coord_screen_x_to_world @const {
[[Convert/scale an output screen coordinate into canvas
coordinates.
This function takes in a horizontal coordinate as the $x
parameter and converts it into canvas units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
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
*/
return: Evas.Coord @warn_unused; [[
The screen coordinate translated to canvas unit coordinates.
]]
params {
@in x: int; [[The screen/output x coordinate.]]
}
}
key_lock_add {
[[Adds the $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 \@ref 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 keyname: const(char)* @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.
]]
}
coord_world_y_to_screen @const {
[[Convert/scale a canvas coordinate into output screen
coordinates.
This function takes in a vertical coordinate as the $x
parameter and converts it into output units, accounting for
output size, viewport size and location, returning it as the
function return value. If $e is invalid, the results are
undefined.
]]
/* FIXME-doc
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
*/
return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
params {
@in y: Evas.Coord; [[The canvas y coordinate.]]
}
}
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 keyname: const(char)*; [[Name of the key.]]
@in key: const(char)*; [[The key released.]]
@in string: const(char)*; [[A string.]]
@in compose: const(char)*; [[Compose.]]
@in timestamp: uint; [[Timestamp of the mouse up event.]]
@in data: const(void)*; [[Data for canvas.]]
@in keycode: uint; [[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 keyname: const(char)*; [[Name of the key.]]
@in key: const(char)*; [[The key released.]]
@in string: const(char)*; [[A string.]]
@in compose: const(char)*; [[Compose.]]
@in timestamp: uint; [[Timestamp of the mouse up event.]]
@in data: const(void)*; [[Data for canvas.]]
@in keycode: uint; [[Key scan code numeric value for canvas.]]
}
}
event_feed_axis_update {
[[Input device axis update event feed.
This function will set some evas properties that is necessary
when an e.g. stylus axis is updated. It prepares information
to be treated by the callback function.
@since 1.13
]]
params {
@in timestamp: uint; [[Timestamp of the axis event.]]
@in device: int; [[System-provided device identifier.]]
@in toolid: int; [[Type of tool currently being used.]]
@in naxes: int; [[Number of elements in the \p axis array.]]
@in axis: const(Evas.Axis)*; [[Array containing the current value of all updated axes.]]
@in data: const(void)*; [[Data for canvas.]]
}
}
}
implements {
Eo.Base.constructor;
Eo.Base.destructor;
Eo.Base.event_thaw;
Eo.Base.event_freeze;
Evas.Common_Interface.evas.get;
}
events {
focus,in;
focus,out;
object,focus,in;
object,focus,out;
render,pre;
render,post;
render,flush,pre;
render,flush,post;
device,changed;
axis,update;
viewport,resize;
}
}