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

657 lines
24 KiB
Plaintext

import efl_text_types;
abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Stack, Efl.Animator,
Efl.Input.Interface, Efl.Gfx.Size.Hint,
Efl.Gfx.Map, Efl.Loop_User)
{
[[Efl canvas object abstract class]]
legacy_prefix: evas_object;
data: Evas_Object_Protected_Data;
methods {
legacy_ctor @protected @beta {
[[Internal function. Do not use.]]
}
@property type @protected {
set {
[[Sets the legacy type name of this Evas object.]]
legacy: null;
}
values {
type: string; [[The type of the object.]]
}
}
@property pointer_mode_by_device {
[[Low-level pointer behaviour by device.
See @.pointer_mode.get and @.pointer_mode.set for more explanation.
@since 1.19
]]
keys {
dev: Efl.Input.Device; [[The pointer device to set/get the mode. Use $null for the default pointer.]]
}
values {
pointer_mode: Efl.Input.Object_Pointer_Mode; [[The pointer mode]]
}
set {
return: bool;
legacy: null;
}
get {
legacy: null;
}
}
@property pointer_mode {
[[Low-level pointer behaviour.
This function has a direct effect on event callbacks related to
pointers (mouse, ...).
If the value is @Efl.Input.Object_Pointer_Mode.auto_grab (default),
then when mouse is pressed down over this object, events will be
restricted to it as source, mouse moves, for example, will be
emitted even when the pointer goes outside this objects
geometry.
If the value is @Efl.Input.Object_Pointer_Mode.no_grab, then events
will be emitted just when inside this object area.
The default value is @Efl.Input.Object_Pointer_Mode.auto_grab.
See also: @.pointer_mode_by_device.get and @.pointer_mode_by_device.set
Note: This function will only set/get the mode for the default pointer.
]]
get {
}
set {
return: bool;
}
values {
pointer_mode: Efl.Input.Object_Pointer_Mode; [[Input pointer mode]]
}
}
@property pointer_in {
[[Read-only value indicating whether the main pointer is in the object.
This shall be true between pointer,in and pointer,out events (coming
in matching numbers). Note that group objects may receive multiple
pointer,in in a row. See algo @.pointer_device_in.get
@since 1.19
]]
get {
legacy: null;
}
values {
in: bool; [[If $true the main pointer has entered this object.]]
}
}
@property pointer_device_in {
[[Read-only value indicating whether a pointer is in the object.
This shall be true between pointer,in and pointer,out events (coming
in matching numbers). Note that group objects may receive multiple
pointer,in in a row.
@since 1.19
]]
get {
legacy: null;
}
keys {
pointer: Efl.Input.Device; [[The pointer. Use $null for the defaul pointer]]
}
values {
in: bool; [[If $true the pointer has entered this object.]]
}
}
@property render_op {
[[Render mode to be used for compositing the Evas object.
Only two modes are supported:
- @Efl.Gfx.Render_Op.blend means the object will be merged on
top of objects below it using simple alpha compositing.
- @Efl.Gfx.Render_Op.copy means this object's pixels will replace
everything that is below, making this object opaque.
Please do not assume that @Efl.Gfx.Render_Op.copy mode can be
used to "poke" holes in a window (to see through it), as only the
compositor can ensure that. Copy mode should only be used with
otherwise opaque widgets, or inside non-window surfaces (eg. a
transparent background inside a buffer canvas).
]]
set {
legacy: null;
}
get {
legacy: null;
}
values {
render_op: Efl.Gfx.Render_Op; [[Blend or copy.]]
}
}
@property freeze_events {
set {
[[Set whether an Evas object is to freeze (discard) events.
If $freeze is $true, it will make events on $obj to be
discarded. Unlike @.pass_events.set, events will not be
passed to next lower object. This API can be used for
blocking events while $obj is on transiting.
If $freeze is $false, events will be processed on that
object as normal.
Warning: If you block only key/mouse up events with this API,
we won't guarantee the state of the object, that only had
key/mouse down events, will be.
@since 1.1
]]
}
get {
[[Determine whether an object is set to freeze (discard) events.
@since 1.1
]]
}
values {
freeze: bool; [[Pass when $obj is to freeze events ($true)
or not ($false).]]
}
}
@property clip {
set {
[[Clip one object to another.
This function will clip the object $obj to the area occupied
by the object $clip. This means the object $obj will only be
visible within the area occupied by the clipping object
($clip).
The color of the object being clipped will be multiplied by
the color of the clipping one, so the resulting color for the
former will be "RESULT = (OBJ * CLIP) / (255 * 255)", per color
element (red, green, blue and alpha).
Clipping is recursive, so clipping objects may be clipped by
others, and their color will in term be multiplied. You may
not set up circular clipping lists (i.e. object 1 clips
object 2, which clips object 1): the behavior of Evas is
undefined in this case.
Objects which do not clip others are visible in the canvas as
normal; those that clip one or more objects become invisible
themselves, only affecting what they clip. If an object ceases
to have other objects being clipped by it, it will become
visible again.
The visibility of an object affects the objects that are
clipped by it, so if the object clipping others is not shown
(as in \@ref evas_object_show), the objects clipped by it will
not be shown either.
If $obj was being clipped by another object when this function
is called, it gets implicitly removed from the old clipper's
domain and is made now to be clipped by its new clipper.
If $clip is $null, this call will disable clipping for the object
i.e. its visibility and color get detached from the previous
clipper. If it wasn't, this has no effect.
Note: Only rectangle and image (masks) objects can be used
as clippers. Anything else will result in undefined behaviour.
]]
}
get {
[[Get the object clipping $obj (if any).
This function returns the object clipping $obj. If $obj is
not being clipped at all, $null is returned. The object $obj
must be a valid Evas_Object.
]]
}
values {
clip: Efl.Canvas.Object @nonull; [[The object to clip $obj by.]]
}
}
@property repeat_events {
set {
[[Set whether an Evas object is to repeat events.
If $repeat is $true, it will make events on $obj to also be
repeated for the next lower object in the objects' stack (see
see \@ref evas_object_below_get).
If $repeat is $false, events occurring on $obj will be
processed only on it.
]]
/* FIXME-doc
Example:
@dontinclude evas-stacking.c
@skip if (strcmp(ev->key, "r") == 0)
@until }
See the full @ref Example_Evas_Stacking "example".
*/
}
get {
[[Determine whether an object is set to repeat events.]]
}
values {
repeat: bool; [[Whether $obj is to repeat events ($true) or
not ($false).]]
}
}
@property scale {
set {
[[Sets the scaling factor for an Evas object. Does not affect
all objects.
This will multiply the object's dimension by the given factor,
thus altering its geometry (width and height). Useful when
you want scalable UI elements, possibly at run time.
Note: Only text and textblock objects have scaling change
handlers. Other objects won't change visually on this call.
]]
}
get {
[[Retrieves the scaling factor for the given Evas object.]]
}
values {
scale: double; [[The scaling factor. 1.0 means no scaling,
default size.]]
}
}
@property key_focus {
[[Indicates that this object is the keyboard event receiver on
its canvas.
Changing focus only affects where (key) input events go.
There can be only one object focused at any time. If $focus
is $true, $obj will be set as the currently focused object
and it will receive all keyboard events that are not
exclusive key grabs on other objects.
See also @.seat_focus_check,
@.seat_focus_add, @.seat_focus_del.
]]
set {
legacy: evas_object_focus_set;
}
get {
legacy: evas_object_focus_get;
}
values {
focus: bool; [[$true when set as focused or $false otherwise.]]
}
}
@property seat_focus {
[[
Check if this object is focused.
@since 1.19
]]
get {
legacy: null;
}
values {
focus: bool; [[$true if focused by at least one seat or $false otherwise.]]
}
}
seat_focus_check {
[[ Check if this object is focused by a given seat @since 1.19 ]]
params {
@in seat: Efl.Input.Device; [[The seat to check if the object is focused. Use $null for the default seat.]]
}
legacy: null;
return: bool; [[$true if focused or $false otherwise.]]
}
seat_focus_add {
[[ Add a seat to the focus list.
Evas supports that an Efl.Canvas.Object may be focused by multiple seats
at the same time. This function adds a new seat to the focus list, in other words,
after the seat is added to the list this object will now be also focused by this new seat.
This function generates an \@ref EFL_CANVAS_OBJECT_EVENT_FOCUS_DEVICE_IN event.
\@note The old focus APIs ( \@ref evas_object_focus_get, \@ref evas_object_focus_set,
@.key_grab) will still work, however they will only act on the default seat.
@since 1.19
]]
params {
@in seat: Efl.Input.Device; [[The seat that should be added to the focus list. Use $null for the default seat.]]
}
legacy: null;
return: bool; [[$true if the focus has been set or $false otherwise.]]
}
seat_focus_del {
[[ Remove a seat from the focus list.
Removing an seat from the focus list is an unfocus operation, thus it will generate an
\@ref EFL_CANVAS_OBJECT_EVENT_FOCUS_DEVICE_OUT event.
@since 1.19
]]
params {
@in seat: Efl.Input.Device; [[The seat that should be removed from the focus list. Use $null for the default seat.]]
}
legacy: null;
return: bool; [[$true if the seat was removed from the focus list or $false otherwise.]]
}
@property is_frame_object {
[[If $true the object belongs to the window border decorations.
This will be $false by default, and should be $false for all objects
created by the application, unless swallowed in some very specific
parts of the window.
It is very unlikely that an application needs to call this manually,
as the window will handle this feature automatically.
@since 1.2
]]
values {
is_frame: bool; [[$true if the object is a frame, $false otherwise]]
}
}
@property precise_is_inside {
set {
[[Set whether to use precise (usually expensive) point collision
detection for a given Evas object.
Use this function to make Evas treat objects' transparent
areas as not belonging to it with regard to mouse pointer
events. By default, all of the object's boundary rectangle
will be taken in account for them.
Warning: By using precise point collision detection you'll be
making Evas more resource intensive.
]]
/* FIXME-doc
Example code follows.
@dontinclude evas-events.c
@skip if (strcmp(ev->key, "p") == 0)
@until }
See the full example @ref Example_Evas_Events "here".
*/
}
get {
[[Determine whether an object is set to use precise point
collision detection.
]]
}
values {
precise: bool; [[Whether to use precise point collision
detection or not. The default value is false.]]
}
}
@property propagate_events {
set {
[[Set whether events on a smart object's member should get
propagated up to its parent.
This function has no effect if $obj is not a member of a
smart object.
If $prop is $true, events occurring on this object will be
propagated on to the smart object of which $obj is a member.
If $prop is $false, events occurring on this object will not
be propagated on to the smart object of which $obj is a
member. The default value is $true.
See also @.repeat_events.set, @.pass_events.set,
@.freeze_events.set.
]]
}
get {
[[Retrieve whether an Evas object is set to propagate events.
See also @.repeat_events.get, @.pass_events.get,
@.freeze_events.get.
]]
}
values {
propagate: bool; [[Whether to propagate events ($true) or not
($false).]]
}
}
@property pass_events {
set {
[[Set whether an Evas object is to pass (ignore) events.
If $pass is $true, it will make events on $obj to be ignored.
They will be triggered on the next lower object (that is not
set to pass events), instead (see \@ref evas_object_below_get).
If $pass is $false, events will be processed on that object
as normal.
See also @.repeat_events.set, @.propagate_events.set,
@.freeze_events.set.
]]
}
get {
[[Determine whether an object is set to pass (ignore) events.
See also @.repeat_events.get, @.propagate_events.get,
@.freeze_events.get.
]]
/* FIXME-doc
Example:
@dontinclude evas-stacking.c
@skip if (strcmp(ev->key, "p") == 0)
@until }
See the full @ref Example_Evas_Stacking "example".
*/
}
values {
pass: bool; [[Whether $obj is to pass events ($true) or not
($false).]]
}
}
@property anti_alias {
set {
[[Sets whether or not the given Evas object is to be drawn
anti-aliased.
]]
}
get {
[[Retrieves whether or not the given Evas object is to be drawn
anti_aliased.
]]
}
values {
anti_alias: bool; [[$true if the object is to be anti_aliased,
$false otherwise.]]
}
}
@property clipees {
get {
[[Return a list of objects currently clipped by $obj.
This returns the internal list handle that contains all
objects clipped by the object $obj. If none are clipped by
it, the call returns $null. This list is only valid until
the clip list is changed and should be fetched again with
another call to this function if any objects being clipped
by this object are unclipped, clipped by a new object,
deleted or get the clipper deleted. These operations will
invalidate the list returned, so it should not be used
anymore after that point. Any use of the list after this
may have undefined results, possibly leading to crashes.
See also @.clip.
]]
legacy: null;
return: iterator<Efl.Canvas.Object> @warn_unused; [[An iterator over the
list of objects clipped by $obj.]]
}
}
@property render_parent @protected {
[[Gets the parent smart object of a given Evas object, if it has one.
This can be different from @Efl.Object.parent because this one is
used internally for rendering and the normal parent is what the
user expects to be the parent.
@since 1.18
]]
get {
legacy: evas_object_smart_parent_get;
}
values {
parent: Efl.Canvas.Object; [[The parent smart object of $obj or $null.]]
}
}
@property paragraph_direction {
[[This handles text paragraph direction of the given object.
Even if the given object is not textblock or text, its smart child
objects can inherit the paragraph direction from the given object.
The default paragraph direction is $inherit.
]]
values {
dir: Efl.Text.Bidirectional_Type; [[Paragraph direction for the given object.]]
}
}
clipees_has @const {
[[Test if any object is clipped by $obj.
@since 1.8
]]
return: bool @warn_unused; [[$true if any object is clipped by $obj, $false otherwise]]
}
key_grab {
[[Requests $keyname key events be directed to $obj.
Key grabs allow one or more objects to receive key events for
specific key strokes even if other objects have focus. Whenever
a key is grabbed, only the objects grabbing it will get the
events for the given keys.
$keyname is a platform dependent symbolic name for the key
pressed (see \@ref Evas_Keys for more information).
$modifiers and $not_modifiers are bit masks of all the
modifiers that must and mustn't, respectively, be pressed along
with $keyname key in order to trigger this new key grab.
Modifiers can be things such as Shift and Ctrl as well as
user defined types via \@ref evas_key_modifier_add. Retrieve
them with \@ref evas_key_modifier_mask_get or use 0 for empty
masks.
$exclusive will make the given object the only one permitted to
grab the given key. If given $true, subsequent calls on this
function with different $obj arguments will fail, unless the key
is ungrabbed again.
Warning: Providing impossible modifier sets creates undefined
behavior.
See also @.key_ungrab, @.key_focus.get, @.key_focus.set,
\@ref evas_focus_get, \@ref evas_key_modifier_add.
]]
return: bool @warn_unused; [[$true if the call succeeded, $false otherwise.]]
params {
@in keyname: string @nonull; [[The key to request events for.]]
@in modifiers: Efl.Input.Modifier; [[A combinaison of modifier
keys that must be present to trigger the event.]]
@in not_modifiers: Efl.Input.Modifier; [[A combinaison of modifier
keys that must not be present to trigger the event.]]
@in exclusive: bool; [[Request that the $obj is the only object
receiving the $keyname events.]]
}
legacy: null;
}
key_ungrab {
[[Removes the grab on $keyname key events by $obj.
Removes a key grab on $obj if $keyname, $modifiers, and
$not_modifiers match.
See also @.key_grab, @.key_focus.get, @.key_focus.set,
and the legacy API evas_focus_get.
]]
params {
@in keyname: string @nonull; [[The key the grab is set for.]]
@in modifiers: Efl.Input.Modifier; [[A mask of modifiers that must be
present to trigger the event.]]
@in not_modifiers: Efl.Input.Modifier; [[A mask of modifiers that must
not not be present to trigger
the event.]]
}
legacy: null;
}
@property no_render {
get {
[[Returns the state of the "no-render" flag, which means, when
true, that an object should never be rendered on the canvas.
This flag can be used to avoid rendering visible clippers on
the canvas, even if they currently don't clip any object.
@since 1.15
]]
legacy: null;
}
set {
[[Disable all rendering on the canvas.
This flag will be used to indicate to Evas that this object
should never be rendered on the canvas under any
circurmstances. In particular, this is useful to avoid
drawing clipper objects (or masks) even when they don't
clip any object. This can also be used to replace the old
source_visible flag with proxy objects.
This is different to the visible property, as even visible
objects marked as "no-render" will never appear on screen.
But those objects can still be used as proxy sources or
clippers. When hidden, all "no-render" objects will
completely disappear from the canvas, and hide their
clippees or be invisible when used as proxy sources.
@since 1.15
]]
legacy: null;
}
values {
enable: bool; [[Enable "no-render" mode.]]
}
}
}
constructors {
.legacy_ctor;
.type;
}
implements {
Efl.Object.constructor;
Efl.Object.destructor;
Efl.Object.provider_find;
Efl.Gfx.visible { get; set; }
Efl.Gfx.color { get; set; }
Efl.Gfx.color_part { get; set; }
Efl.Gfx.geometry { get; set; }
Efl.Gfx.position { get; set; }
Efl.Gfx.size { get; set; }
Efl.Gfx.Stack.layer { get; set; }
Efl.Gfx.Stack.below { get; }
Efl.Gfx.Stack.above { get; }
Efl.Gfx.Stack.stack_below;
Efl.Gfx.Stack.stack_above;
Efl.Gfx.Stack.raise;
Efl.Gfx.Stack.lower;
Efl.Gfx.Size.Hint.hint_aspect { get; set; }
Efl.Gfx.Size.Hint.hint_align { get; set; }
Efl.Gfx.Size.Hint.hint_combined_min { get; }
Efl.Gfx.Size.Hint.hint_display_mode { get; set; }
Efl.Gfx.Size.Hint.hint_restricted_min { get; set; }
Efl.Gfx.Size.Hint.hint_min { get; set; }
Efl.Gfx.Size.Hint.hint_max { get; set; }
Efl.Gfx.Size.Hint.hint_margin { get; set; }
Efl.Gfx.Size.Hint.hint_request { get; set; }
Efl.Gfx.Size.Hint.hint_weight { get; set; }
Efl.Input.Interface.seat_event_filter { get; set; }
Efl.Loop_User.loop { get; }
}
}