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

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import eina_types;
import efl_ui_layout_orientable;
interface @beta Efl.Ui.Scrollable
{
[[Efl UI scrollable interface]]
event_prefix: efl_ui;
methods {
@property content_pos {
[[The content position]]
set {
}
get {
}
values {
pos: Eina.Position2D; [[The position is virtual value, (0, 0) starting at the top-left.]]
}
}
@property content_size {
[[The content size]]
get {
}
values {
size: Eina.Size2D; [[The content size in pixels.]]
}
}
@property viewport_geometry {
[[The viewport geometry]]
get {
}
values {
rect: Eina.Rect; [[It is absolute geometry.]]
}
}
@property bounce_enabled {
[[Bouncing behavior
When scrolling, the scroller may "bounce" when reaching the edge of the
content object. This is a visual way to indicate the end has been reached.
This is enabled by default for both axes. This API will determine if it's enabled
for the given axis with the boolean parameters for each one.]]
set {
}
get {
}
values {
horiz: bool; [[Horizontal bounce policy.]]
vert: bool; [[Vertical bounce policy.]]
}
}
@property scroll_freeze {
[[Freeze property
This function will freeze scrolling movement (by input of a user).
Unlike @.movement_block, this function freezes bidirectionally.
If you want to freeze in only one direction,
see @.movement_block.set.
]]
get {
}
set {
}
values {
freeze: bool; [[$true if freeze, $false otherwise]]
}
}
@property scroll_hold {
[[Hold property
When hold turns on, it only scrolls by holding action.
]]
get {
}
set {
}
values {
hold: bool; [[$true if hold, $false otherwise]]
}
}
@property looping {
[[Controls an infinite loop for a scroller.]]
set {
}
get {
}
values {
loop_h: bool; [[The scrolling horizontal loop]]
loop_v: bool; [[The Scrolling vertical loop]]
}
}
@property movement_block {
[[Blocking of scrolling (per axis).
This function will block scrolling movement (by input of a user) in
a given direction. You can disable movements in the X axis, the Y
axis or both.
The default value is @Efl.Ui.Layout_Orientation.default meaning that movements are
allowed in both directions.
]]
set {
}
get {
}
values {
block: Efl.Ui.Layout_Orientation(Efl.Ui.Layout_Orientation.default); [[Which axis (or axes) to block]]
}
}
@property gravity {
[[Control scrolling gravity on the scrollable
The gravity defines how the scroller will adjust its view
when the size of the scroller contents increases.
The scroller will adjust the view to glue itself as follows:
$[x=0.0] to stay where it is relative to the left edge of the content.
$[x=1.0] to stay where it is relative to the right edge of the content.
$[y=0.0] to stay where it is relative to the top edge of the content.
$[y=1.0] to stay where it is relative to the bottom edge of the content.
]]
set {
}
get {
}
values {
x: double(0.0); [[Horizontal scrolling gravity.]]
y: double(0.0); [[Vertical scrolling gravity.]]
}
}
@property match_content {
[[Prevent the scrollable from being smaller than the minimum size of the content.
By default the scroller will be as small as its design allows,
irrespective of its content. This will make the scroller minimum size the
right size horizontally and/or vertically to perfectly fit its content in
that direction.]]
set {
}
values {
w: bool; [[Whether to limit the minimum horizontal size]]
h: bool; [[Whether to limit the minimum vertical size]]
}
}
@property step_size {
[[Control the step size
Use this call to set step size.
This value is used when scroller scroll by arrow key event.]]
set {
}
get {
}
values {
step: Eina.Position2D; [[The step size in pixels]]
}
}
scroll {
[[Show a specific virtual region within the scroller content object.
This will ensure all (or part if it does not fit) of the designated
region in the virtual content object (0, 0 starting at the top-left of the
virtual content object) is shown within the scroller. This allows the scroller to "smoothly slide"
to this location (if configuration in general calls for transitions). It
may not jump immediately to the new location and make take a while and
show other content along the way.
]]
params {
@in rect: Eina.Rect; [[The position where to scroll. and The size user want to see]]
@in animation: bool; [[Whether to scroll with animation or not]]
}
}
}
events {
scroll,started: void; [[Called when scroll operation starts]]
scroll,changed: void; [[Called when scrolling]]
scroll,finished: void; [[Called when scroll operation finishes]]
scroll,up: void; [[Called when scrolling upwards]]
scroll,down: void; [[Called when scrolling downwards]]
scroll,left: void; [[Called when scrolling left]]
scroll,right: void; [[Called when scrolling right]]
edge,up: void; [[Called when hitting the top edge]]
edge,down: void; [[Called when hitting the bottom edge]]
edge,left: void; [[Called when hitting the left edge]]
edge,right: void; [[Called when hitting the right edge]]
scroll,anim,started: void; [[Called when scroll animation starts]]
scroll,anim,finished: void; [[Called when scroll animation finishes]]
scroll,drag,started: void; [[Called when scroll drag starts]]
scroll,drag,finished: void; [[Called when scroll drag finishes]]
}
}