forked from enlightenment/efl
docs: Update evas canvas eo files for grammar and readability
Author: Nate Drake
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@ -93,11 +93,11 @@ mixin Efl.Canvas.Filter.Internal (Efl.Gfx.Filter, Efl.Object)
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b: int; [[Bottom]]
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x: int; [[X offset]]
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y: int; [[Y offset]]
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do_async: bool; [[$true when the operation should be done asynchronous, $false otherwise]]
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do_async: bool; [[$true when the operation should be done asynchronously, $false otherwise]]
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}
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}
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filter_dirty @protected @pure_virtual {
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[[Called when the filter changes must trigger a redraw of the object.
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[[Called when filter changes must trigger a redraw of the object.
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Virtual, to be implemented in the parent class.
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]]
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@ -1,28 +1,28 @@
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class Efl.Canvas.Group (Efl.Canvas.Object)
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{
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[[A group object is a container of other canvas objects. Its children
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move along their parent, are often clipped with a common clipper.
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[[A group object is a container for other canvas objects. Its children
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move along their parent and are often clipped with a common clipper.
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This is part of the legacy smart object concept.
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A group is not necessarily a container (see @Efl.Container), in the
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sense that a standard widget may not have any empty slots for content,
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but is still a group of low-level canvas objects (clipper, raw objects,
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etc...).
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A group is not necessarily a container (see @Efl.Container) in the
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sense that a standard widget may not have any empty slots for content.
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However it's still a group of low-level canvas objects (clipper, raw objects,
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etc.).
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]]
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legacy_prefix: evas_object_smart;
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data: Evas_Smart_Data;
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methods {
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@property group_need_recalculate {
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[[Indicates that the group's layout need to be recalculated.
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[[Indicates that the group's layout needs to be recalculated.
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If this flag is set, then the @.group_calculate function will
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be called, during rendering phase of the canvas. After that,
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this flag will be automatically unset.
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Note: just setting this flag will not make the canvas' whole scene
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dirty, by itself, and evas_render() will have no effect. To
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force that, use @.group_change, that will also call this function
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automatically, with $true as parameter.
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Note: setting this flag alone will not make the canvas' whole scene
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dirty. Using evas_render() will have no effect. To
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force this, use @.group_change, which will also call this function
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automatically, with the parameter set to $true.
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See also @.group_calculate.
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]]
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@ -53,7 +53,7 @@ class Efl.Canvas.Group (Efl.Canvas.Object)
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legacy: evas_object_smart_calculate;
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}
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group_members_iterate @const {
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[[Returns an iterator over the children of this object, that are
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[[Returns an iterator over the children of this object, which are
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canvas objects.
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This returns the list of "smart" children. This might be different
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@ -68,7 +68,7 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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Please do not assume that @Efl.Gfx.Render_Op.copy mode can be
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used to "poke" holes in a window (to see through it), as only the
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compositor can ensure that. Copy mode should only be used with
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otherwise opaque widgets, or inside non-window surfaces (eg. a
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otherwise opaque widgets or inside non-window surfaces (eg. a
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transparent background inside a buffer canvas).
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]]
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set {
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@ -85,17 +85,17 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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set {
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[[Set whether an Evas object is to freeze (discard) events.
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If $freeze is $true, it will make events on $obj to be
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If $freeze is $true, it will force events on $obj to be
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discarded. Unlike @.pass_events.set, events will not be
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passed to next lower object. This API can be used for
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blocking events while $obj is on transiting.
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blocking events while $obj is in transition.
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If $freeze is $false, events will be processed on that
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object as normal.
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Warning: If you block only key/mouse up events with this API,
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we won't guarantee the state of the object, that only had
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key/mouse down events, will be.
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you can't be sure of the state of any objects that have only
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key/mouse down events.
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@since 1.1
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]]
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@ -239,8 +239,8 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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seat_focus_add {
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[[ Add a seat to the focus list.
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Evas supports that an Efl.Canvas.Object may be focused by multiple seats
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at the same time. This function adds a new seat to the focus list, in other words,
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Evas allows the Efl.Canvas.Object to be focused by multiple seats
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at the same time. This function adds a new seat to the focus list. In other words,
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after the seat is added to the list this object will now be also focused by this new seat.
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This function generates an \@ref EFL_CANVAS_OBJECT_EVENT_FOCUS_DEVICE_IN event.
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@ -319,7 +319,7 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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}
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@property propagate_events {
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set {
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[[Set whether events on a smart object's member should get
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[[Set whether events on a smart object's member should be
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propagated up to its parent.
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This function has no effect if $obj is not a member of a
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@ -355,7 +355,7 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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They will be triggered on the next lower object (that is not
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set to pass events), instead (see \@ref evas_object_below_get).
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If $pass is $false, events will be processed on that object
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If $pass is $false events will be processed on that object
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as normal.
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See also @.repeat_events.set, @.propagate_events.set,
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@ -402,7 +402,7 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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get {
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[[Return a list of objects currently clipped by $obj.
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This returns the internal list handle that contains all
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This returns the internal list handle containing all
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objects clipped by the object $obj. If none are clipped by
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it, the call returns $null. This list is only valid until
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the clip list is changed and should be fetched again with
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@ -531,7 +531,7 @@ abstract Efl.Canvas.Object (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, E
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This flag will be used to indicate to Evas that this object
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should never be rendered on the canvas under any
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circurmstances. In particular, this is useful to avoid
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circumstances. In particular, this is useful to avoid
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drawing clipper objects (or masks) even when they don't
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clip any object. This can also be used to replace the old
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source_visible flag with proxy objects.
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@ -12,9 +12,9 @@ class Efl.Canvas.Object.Event.Grabber (Efl.Canvas.Group)
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Child objects are not modified in any way, unlike other types of smart objects.
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It is a user error for any child objects to be stacked above the event
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grabber parent while the event grabber is visible.
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A critical error will be raised if this is detected at any point.
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No child objects should be stacked above the event
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grabber parent while the grabber is visible.
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A critical error will be raised if this is detected.
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@since 1.20
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]]
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@ -25,8 +25,8 @@ class Efl.Canvas.Text (Efl.Canvas.Object, Efl.Text, Efl.Text.Properties,
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visible_range_get {
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[[Returns the currently visible range.
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The given $start and $end cursor act like an out-variables here,
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as these are set to the positions of the start and the end of the
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The given $start and $end cursor act like out-variables here,
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as they are set to the positions of the start and the end of the
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visible range in the text, respectively.
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@since 1.18
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@ -54,7 +54,7 @@ class Efl.Canvas.Text (Efl.Canvas.Object, Efl.Text, Efl.Text.Properties,
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}
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@property bidi_delimiters {
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[[BiDi delimiters are used for in-paragraph separation of bidi
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segments. This is useful for example in recipients fields of
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segments. This is useful, for example, in the recipient fields of
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e-mail clients where bidi oddities can occur when mixing RTL
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and LTR.
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@ -80,7 +80,7 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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This sets alpha flag for map rendering. If the object is a type that
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has its own alpha settings, then this will take precedence. Only
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image objects support this currently (@Efl.Canvas.Image and its
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friends). Setting this off stops alpha blending of the map area,
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friends). Setting this to off stops alpha blending of the map area,
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and is useful if you know the object and/or all sub-objects is 100%
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solid.
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@ -96,8 +96,8 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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This sets/gets the fixed point's coordinate in the map. Note that points
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describe the outline of a quadrangle and are ordered either clockwise
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or counter-clockwise. It is suggested to keep your quadrangles concave and
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non-complex, though these polygon modes may work, they may not render
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or counter-clockwise. Try to keep your quadrangles concave and
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non-complex. Though these polygon modes may work, they may not render
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a desired set of output. The quadrangle will use points 0 and 1 , 1 and 2,
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2 and 3, and 3 and 0 to describe the edges of the quadrangle.
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@ -106,7 +106,7 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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X and Y rendered coordinates. It may be used for calculating fills with
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perspective correct rendering.
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Remember all coordinates are canvas global ones like with move and resize
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Remember all coordinates are canvas global ones as with move and resize
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in the canvas.
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This property can be read to get the 4 points positions on the
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@ -206,8 +206,8 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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rotate_3d {
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[[Rotate the object around 3 axes in 3D.
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This will rotate in 3D and not just around the "Z" axis as the case
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with @.rotate. This will rotate around the X, Y and Z axes. The
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This will rotate in 3D, not just around the "Z" axis as is the case
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with @.rotate. You can rotate around the X, Y and Z axes. The
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Z axis points "into" the screen with low values at the screen and
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higher values further away. The X axis runs from left to right on
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the screen and the Y axis from top to bottom.
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@ -271,7 +271,7 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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}
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}
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lightning_3d {
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[[Apply a lightning effect on the object.
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[[Apply a lighting effect on the object.
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This is used to apply lighting calculations (from a single light
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source) to a given mapped object. The R, G and B values of each
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@ -310,7 +310,7 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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mapping between spatial coordinates and screen coordinates. Any points
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on this z value will not have their X and Y values modified in the transform.
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Those further away (Z value higher) will shrink into the distance, and
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those less than this value will expand and become bigger. The $foc value
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those under this value will expand and become bigger. The $foc value
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determines the "focal length" of the camera. This is in reality the distance
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between the camera lens plane itself (at or closer than this rendering
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results are undefined) and the "z0" z value. This allows for some "depth"
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@ -411,12 +411,12 @@ mixin Efl.Gfx.Map (Efl.Interface, Efl.Object)
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}
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}
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lightning_3d_absolute {
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[[Apply a lightning effect on the object.
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[[Apply a lighting effect to the object.
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This is used to apply lighting calculations (from a single light
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source) to a given mapped object. The R, G and B values of each
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source) to a given mapped object. The RGB values of each
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vertex will be modified to reflect the lighting based on the light
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point coordinates, the light color and the ambient color, and at
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point coordinates, the light color, the ambient color and at
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what angle the map is facing the light source. A surface should have
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its points be declared in a clockwise fashion if the face is
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"facing" towards you (as opposed to away from you) as faces have a
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@ -8,17 +8,17 @@ abstract Efl.VG (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, Efl.Duplicat
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methods {
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@property name {
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set {
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[[Set an unique name from the parent point of view. $null means
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[[Set an unique name from the parent's point of view. $null means
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no name.
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@since 1.16
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]]
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}
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get {
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[[Get an unique name from the parent point of view.
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[[Get an unique name from the parent's point of view.
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$null means no name. When set a parent after the name what
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defined, it might be forced back to $null if the parent
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$null means no name. When setting a parent after a name has
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already been defined, it might be forced back to $null if the parent
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already has a node of that name.
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@since 1.16
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@ -47,14 +47,14 @@ abstract Efl.VG (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, Efl.Duplicat
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}
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@property origin {
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set {
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[[Sets the origin position of this node object.
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[[Sets the origin position of the node object.
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This origin position affects to node transformation.
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This origin position affects node transformation.
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@since 1.14]]
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}
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get {
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[[Gets the origin position of this node object.
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[[Gets the origin position of the node object.
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@since 1.14]]
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}
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@ -83,9 +83,9 @@ abstract Efl.VG (Efl.Object, Efl.Gfx, Efl.Gfx.Color, Efl.Gfx.Stack, Efl.Duplicat
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}
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} */
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bounds_get @pure_virtual {
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[[Give the bounding box in screen coordinate as being drawn.
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[[Give the bounding box in screen coordinates as being drawn.
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It will start as the control box until it is refined once the shape
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It will start as the control box until it is refined, once the shape
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is computed.
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@since 1.14]]
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@ -615,7 +615,7 @@ class Evas.Box (Efl.Canvas.Group)
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box.
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In a flow horizontal box, the box's child elements are placed in
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rows (think of text as an analogy). A row has as much elements as
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rows (think of text as an analogy). A row has as many elements as
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can fit into the box's width. The box's overall behavior is
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controlled by its properties, which are set by the
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evas_object_box_{h,v}_{align,padding}_set family of
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@ -631,7 +631,7 @@ class Evas.Box (Efl.Canvas.Group)
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justified horizontally. $align_v controls the vertical alignment
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of the entire set of rows ($0.0 to top, $1.0 to bottom). A
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value of $-1.0 to $align_v makes the box to justify the rows
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vertically. The padding between them, in this case, is corrected so
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vertically. The padding between them in this case is corrected so
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that the first row touches the top border and the last one touches
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the bottom border (even if they must overlap). $padding_v has no
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influence on the layout.
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@ -29,8 +29,8 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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[[Set the default set of flags an event begins with
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Events in evas can have an event_flags member. This starts
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out with and initial value (no flags). This lets you set
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the default flags that an event begins with to be $flags.
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out with an initial value (no flags). This lets you set
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the default flags that an event begins with to $flags.
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@since 1.2
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]]
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@ -102,7 +102,7 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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@skip called when our rectangle gets focus
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@until }
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In this example the $event_info is exactly a pointer to that
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In this example the $event_info is a pointer to that
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focused rectangle. See the full @ref Example_Evas_Events "example".
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*/
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return: Efl.Canvas.Object @warn_unused; [[The object that has focus
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@ -193,9 +193,9 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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smart calculations.
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Whenever evas performs smart object calculations on the whole
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canvas it increments a counter by 1. This is the smart object
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calculate counter that this function returns the value of.
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It starts at the value of 0 and will increase (and eventually
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canvas it increments a counter by 1. This function returns
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the value of the smart object calculate counter.
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It starts with a value of 0 and will increase (and eventually
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wrap around to negative values and so on) by 1 every time
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objects are calculated. You can use this counter to ensure
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you don't re-do calculations withint the same calculation
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@ -327,7 +327,7 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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set to 1.
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Calling this function will return a 32-bit integer with the
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appropriate bits set to 1 that correspond to a mouse button
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appropriate bits set to 1, which correspond to a mouse button
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being depressed. This limits Evas to a mouse devices with a
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maximum of 32 buttons, but that is generally in excess of
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any host system's pointing device abilities.
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@ -425,9 +425,9 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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key_modifier_add {
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[[Adds the $keyname key to the current list of modifier keys.
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Modifiers are keys like shift, alt and ctrl, i.e., keys which
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Modifiers are keys like shift, alt and ctrl, i.e. keys which
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are meant to be pressed together with others, altering the
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behavior of the secondly pressed keys somehow. Evas is so that
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behavior of the second keys pressed. Evas is so that
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these keys can be user defined.
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This call allows custom modifiers to be added to the Evas system
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@ -537,7 +537,7 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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]]
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}
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focus_out {
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[[Inform to the evas that it lost the focus from the default seat.]]
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[[Inform the evas that it lost the focus from the default seat.]]
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}
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norender {
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[[Update the canvas internal objects but not triggering immediate
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@ -808,13 +808,13 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
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the given canvas $e.
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Note: This is a very low level function, which most of Evas'
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users wouldn't care about. One would use it, for example, to
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users wouldn't care about. You might use it, for instance, to
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grab an Evas' canvas update regions and paint them back, using
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the canvas' pixmap, on a displaying system working below Evas.
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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.
|
||||
any changes and this call will be a no-op.
|
||||
]]
|
||||
/* FIXME-doc
|
||||
Example code follows.
|
||||
|
@ -945,7 +945,7 @@ class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
|
|||
[[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,
|
||||
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
|
||||
|
|
|
@ -22,7 +22,7 @@ class Evas.Canvas3D.Node (Evas.Canvas3D.Object)
|
|||
[[Add a member node to the given node.
|
||||
|
||||
Nodes can be constructed into N-ary tree structure like other ordinary scene
|
||||
graph. Basically a node inherit transforms from its parent.
|
||||
graphs. A node inherit transforms from its parent.
|
||||
|
||||
See also @Evas.Canvas3D.Node.parent_get.]]
|
||||
|
||||
|
@ -238,7 +238,7 @@ class Evas.Canvas3D.Node (Evas.Canvas3D.Object)
|
|||
[[Set the position inheritance flag of the given node.
|
||||
|
||||
When inheritance is enabled, a node's world space position is determined by
|
||||
adding the parent node's world position and the node's position, otherwise,
|
||||
adding the parent node's world position and the node's position. Otherwise
|
||||
the node's position will be the world space position.]]
|
||||
}
|
||||
get {
|
||||
|
@ -257,7 +257,7 @@ class Evas.Canvas3D.Node (Evas.Canvas3D.Object)
|
|||
|
||||
When inheritance is enabled, a node's world space orientation is determined
|
||||
by multiplying the parent node's world orientation and the node's
|
||||
orientation, otherwise, the node's orientation will be the world space
|
||||
orientation. Otherwise the node's orientation will be the world space
|
||||
orientation.]]
|
||||
}
|
||||
get {
|
||||
|
@ -275,7 +275,7 @@ class Evas.Canvas3D.Node (Evas.Canvas3D.Object)
|
|||
[[Set the scale inheritance flag of the given node.
|
||||
|
||||
When inheritance is enabled, a node's world space scale is determined by
|
||||
multiplying the parent node's world scale and the node's scale, otherwise,
|
||||
multiplying the parent node's world scale and the node's scale. Otherwise
|
||||
the node's scale will be the world space scale.]]
|
||||
}
|
||||
get {
|
||||
|
|
|
@ -33,11 +33,11 @@ class Evas.Canvas3D.Primitive (Evas.Canvas3D.Object)
|
|||
|
||||
Mode defines which function will be chosen to set data to mesh
|
||||
on call of evas_canvas3d_mesh_primitive_set. It helps to choose
|
||||
alternative algorithm for primitive with given form
|
||||
(like cone without base or sphere textured in alternative way).
|
||||
an alternative algorithm for primitives with a given form,
|
||||
such as a cone without a base or sphere textured in alternative way.
|
||||
|
||||
Now available next mods of primitives are
|
||||
witout base (bases) (supported for cylinder and cone) and
|
||||
Mods of primitives are now available
|
||||
without base (bases) (supported for cylinder and cone) and
|
||||
with alternative UV (supported by sphere).
|
||||
|
||||
Default form is EVAS_CANVAS3D_PRIMITIVE_MODE_DEFAULT.]]
|
||||
|
@ -55,11 +55,11 @@ class Evas.Canvas3D.Primitive (Evas.Canvas3D.Object)
|
|||
set {
|
||||
[[Set the ratio of the given primitive.
|
||||
|
||||
Now ratio uses only in torus as the ratio of the
|
||||
Ratio is used only in torus as the ratio of the
|
||||
major radius and minor radius. For this usage
|
||||
Available values is from 1.0 to infinity.
|
||||
If ratio for torus has a bad value,
|
||||
will be used 3.0 as ratio. Like ratio of usual doughnut.
|
||||
3.0 will be used as the ratio.
|
||||
|
||||
Default ratio is 3.0.]]
|
||||
}
|
||||
|
@ -76,11 +76,11 @@ class Evas.Canvas3D.Primitive (Evas.Canvas3D.Object)
|
|||
set {
|
||||
[[Set the precision of the given primitive.
|
||||
|
||||
Precision uses in all non tabulated primitives and defines
|
||||
precision of created primitives.
|
||||
Available values is from 3 to infinity.
|
||||
But if value will be more than 100, should be a warning
|
||||
about possibility of incorrect or slow work.
|
||||
Precision is used in all non tabulated primitives and defines
|
||||
the precision of created primitives.
|
||||
Available values range from 3 to infinity.
|
||||
If the value is more than 100, you may see a warning
|
||||
about possibility of incorrect values or slow processing.
|
||||
|
||||
Default ratio is 10.]]
|
||||
}
|
||||
|
@ -97,14 +97,14 @@ class Evas.Canvas3D.Primitive (Evas.Canvas3D.Object)
|
|||
set {
|
||||
[[Set the surface of the given primitive.
|
||||
|
||||
Surface uses only in surface primitive and defines
|
||||
equation of filling mesh data on call of
|
||||
Surface is used only in surface primitives and defines
|
||||
the equation of filling mesh data on call of
|
||||
evas_canvas3d_mesh_primitive_set.
|
||||
|
||||
It gives possibility to create customers primitives like
|
||||
This allows you to create customers primitives like
|
||||
shell, heart, hyperbolic paraboloid etc. See _shell_func in
|
||||
examples/evas/evas-3d-visual-test.c or _perlin_terrain in
|
||||
modules/evas/primitives/surfaces/terrain.c as an example of usage.
|
||||
modules/evas/primitives/surfaces/terrain.c for usage examples.
|
||||
|
||||
Default surface is $null]]
|
||||
}
|
||||
|
|
|
@ -8,8 +8,8 @@ class Evas.Canvas3D.Scene (Evas.Canvas3D.Object)
|
|||
size_set {
|
||||
[[Set the resolution of a scene.
|
||||
|
||||
A scene should be rendered to be displayed through an image
|
||||
objects. The resolution defines size of the internal surface
|
||||
A scene should be rendered to be displayed through image
|
||||
objects. The resolution defines the size of the internal surface
|
||||
holding the rendered result.
|
||||
]]
|
||||
params {
|
||||
|
@ -29,9 +29,9 @@ class Evas.Canvas3D.Scene (Evas.Canvas3D.Object)
|
|||
background_color_set {
|
||||
[[Set the background color of a scene.
|
||||
|
||||
Background color defines initial color of pixels before a scene
|
||||
Background color defines the initial color of pixels before a scene
|
||||
is rendered. If you want to display a scene with background evas
|
||||
objects are still remaining as if it was the background, set
|
||||
objects as if they're part of the background, set
|
||||
the alpha term to 0.0.
|
||||
|
||||
Default background color is (0.0, 0.0, 0.0, 0.0).
|
||||
|
|
|
@ -10,10 +10,10 @@ class Evas.Canvas3D.Texture (Evas.Canvas3D.Object, Efl.File)
|
|||
[[Set the visibility flag of the source evas object of the given
|
||||
texture.
|
||||
|
||||
Recommend to call \@ref evas_object_show on the source object
|
||||
Call \@ref evas_object_show on the source object
|
||||
and control the visibility using this function.
|
||||
|
||||
By default, source object is visible.
|
||||
By default the source object is visible.
|
||||
|
||||
See also @.source_set.
|
||||
]]
|
||||
|
@ -31,9 +31,9 @@ class Evas.Canvas3D.Texture (Evas.Canvas3D.Object, Efl.File)
|
|||
set {
|
||||
[[Set enable flag to generation texture unit with support atlas.
|
||||
|
||||
Use this flag only in case not normalize texture coordinates.
|
||||
Use this flag only when you cannot normalize texture coordinates.
|
||||
|
||||
By default, is enabled.
|
||||
By default it is enabled.
|
||||
]]
|
||||
}
|
||||
get {
|
||||
|
@ -61,7 +61,7 @@ class Evas.Canvas3D.Texture (Evas.Canvas3D.Object, Efl.File)
|
|||
[[Set the data of the given texture from an evas object.
|
||||
|
||||
Evas 3D support using existing evas object as a texture source.
|
||||
This feature make it possible using any exisiting evas object
|
||||
This feature make it possible using any existing evas object
|
||||
inside 3D scene.
|
||||
|
||||
See also @.source_visible.set.
|
||||
|
@ -88,8 +88,8 @@ class Evas.Canvas3D.Texture (Evas.Canvas3D.Object, Efl.File)
|
|||
size_get @const {
|
||||
[[Get the size of the given texture.
|
||||
|
||||
If the texture has source object, the size of the source object
|
||||
will be returned. Otherwise, the size of the data (or image file)
|
||||
If the texture has a source object, the size of the source object
|
||||
will be returned. Otherwise the size of the data (or image file)
|
||||
will be returned.
|
||||
|
||||
See also @.data_set, @Efl.File.file.set, @.source_set.
|
||||
|
|
|
@ -174,8 +174,8 @@ class Evas.Table (Efl.Canvas.Group)
|
|||
@in child: Efl.Canvas.Object; [[The child object to add.]]
|
||||
@out col: ushort; [[Pointer to store relative-horizontal position to place child.]]
|
||||
@out row: ushort; [[Pointer to store relative-vertical position to place child.]]
|
||||
@out colspan: ushort; [[Pointer to store how many relative-horizontal position to use for this child.]]
|
||||
@out rowspan: ushort; [[Pointer to store how many relative-vertical position to use for this child.]]
|
||||
@out colspan: ushort; [[Pointer to store how many relative-horizontal positions to use for this child.]]
|
||||
@out rowspan: ushort; [[Pointer to store how many relative-vertical positions to use for this child.]]
|
||||
}
|
||||
}
|
||||
pack {
|
||||
|
@ -192,8 +192,8 @@ class Evas.Table (Efl.Canvas.Group)
|
|||
@in child: Efl.Canvas.Object @nonull; [[The child object to add.]]
|
||||
@in col: ushort; [[Relative-horizontal position to place child.]]
|
||||
@in row: ushort; [[Relative-vertical position to place child.]]
|
||||
@in colspan: ushort; [[How many relative-horizontal position to use for this child.]]
|
||||
@in rowspan: ushort; [[How many relative-vertical position to use for this child.]]
|
||||
@in colspan: ushort; [[How many relative-horizontal positions to use for this child.]]
|
||||
@in rowspan: ushort; [[How many relative-vertical positions to use for this child.]]
|
||||
}
|
||||
}
|
||||
unpack {
|
||||
|
|
Loading…
Reference in New Issue