*/
EAPI Eina_Bool elm_object_tree_unfocusable_get(const Evas_Object *obj); EINA_ARG_NONNULL(1);
+ /**
+ * @defgroup Scrolling Scrolling
+ *
+ * These are functions setting how scrollable views in Elementary
+ * widgets should behave on user interaction.
+ *
+ * @{
+ */
+
+ /**
+ * Get whether scrollers should bounce when they reach their
+ * viewport's edge during a scroll.
+ *
+ * @return the thumb scroll bouncing state
+ *
+ * This is the default behavior for touch screens, in general.
+ * @ingroup Scrolling
+ */
EAPI Eina_Bool elm_scroll_bounce_enabled_get(void);
+
+ /**
+ * Set whether scrollers should bounce when they reach their
+ * viewport's edge during a scroll.
+ *
+ * @param enabled the thumb scroll bouncing state
+ *
+ * @see elm_thumbscroll_bounce_enabled_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bounce_enabled_set(Eina_Bool enabled);
+
+ /**
+ * Set whether scrollers should bounce when they reach their
+ * viewport's edge during a scroll, for all Elementary application
+ * windows.
+ *
+ * @param enabled the thumb scroll bouncing state
+ *
+ * @see elm_thumbscroll_bounce_enabled_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bounce_enabled_all_set(Eina_Bool enabled);
+
+ /**
+ * Get the amount of inertia a scroller will impose at bounce
+ * animations.
+ *
+ * @return the thumb scroll bounce friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_bounce_friction_get(void);
+
+ /**
+ * Set the amount of inertia a scroller will impose at bounce
+ * animations.
+ *
+ * @param friction the thumb scroll bounce friction
+ *
+ * @see elm_thumbscroll_bounce_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bounce_friction_set(double friction);
+
+ /**
+ * Set the amount of inertia a scroller will impose at bounce
+ * animations, for all Elementary application windows.
+ *
+ * @param friction the thumb scroll bounce friction
+ *
+ * @see elm_thumbscroll_bounce_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bounce_friction_all_set(double friction);
+
+ /**
+ * Get the amount of inertia a <b>paged</b> scroller will impose at
+ * page fitting animations.
+ *
+ * @return the page scroll friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_page_scroll_friction_get(void);
+
+ /**
+ * Set the amount of inertia a <b>paged</b> scroller will impose at
+ * page fitting animations.
+ *
+ * @param friction the page scroll friction
+ *
+ * @see elm_thumbscroll_page_scroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_page_scroll_friction_set(double friction);
+
+ /**
+ * Set the amount of inertia a <b>paged</b> scroller will impose at
+ * page fitting animations, for all Elementary application windows.
+ *
+ * @param friction the page scroll friction
+ *
+ * @see elm_thumbscroll_page_scroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_page_scroll_friction_all_set(double friction);
+
+ /**
+ * Get the amount of inertia a scroller will impose at region bring
+ * animations.
+ *
+ * @return the bring in scroll friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_bring_in_scroll_friction_get(void);
+
+ /**
+ * Set the amount of inertia a scroller will impose at region bring
+ * animations.
+ *
+ * @param friction the bring in scroll friction
+ *
+ * @see elm_thumbscroll_bring_in_scroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bring_in_scroll_friction_set(double friction);
+
+ /**
+ * Set the amount of inertia a scroller will impose at region bring
+ * animations, for all Elementary application windows.
+ *
+ * @param friction the bring in scroll friction
+ *
+ * @see elm_thumbscroll_bring_in_scroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_bring_in_scroll_friction_all_set(double friction);
+
+ /**
+ * Get the amount of inertia scrollers will impose at animations
+ * triggered by Elementary widgets' zooming API.
+ *
+ * @return the zoom friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_zoom_friction_get(void);
+
+ /**
+ * Set the amount of inertia scrollers will impose at animations
+ * triggered by Elementary widgets' zooming API.
+ *
+ * @param friction the zoom friction
+ *
+ * @see elm_thumbscroll_zoom_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_zoom_friction_set(double friction);
+
+ /**
+ * Set the amount of inertia scrollers will impose at animations
+ * triggered by Elementary widgets' zooming API, for all Elementary
+ * application windows.
+ *
+ * @param friction the zoom friction
+ *
+ * @see elm_thumbscroll_zoom_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_zoom_friction_all_set(double friction);
+
+ /**
+ * Get whether scrollers should be draggable from any point in their
+ * views.
+ *
+ * @return the thumb scroll state
+ *
+ * @note This is the default behavior for touch screens, in general.
+ * @note All other functions namespaced with "thumbscroll" will only
+ * have effect if this mode is enabled.
+ *
+ * @ingroup Scrolling
+ */
EAPI Eina_Bool elm_scroll_thumbscroll_enabled_get(void);
+
+ /**
+ * Set whether scrollers should be draggable from any point in their
+ * views.
+ *
+ * @param enabled the thumb scroll state
+ *
+ * @see elm_thumbscroll_enabled_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_enabled_set(Eina_Bool enabled);
+
+ /**
+ * Set whether scrollers should be draggable from any point in their
+ * views, for all Elementary application windows.
+ *
+ * @param enabled the thumb scroll state
+ *
+ * @see elm_thumbscroll_enabled_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_enabled_all_set(Eina_Bool enabled);
+
+ /**
+ * Get the number of pixels one should travel while dragging a
+ * scroller's view to actually trigger scrolling.
+ *
+ * @return the thumb scroll threshould
+ *
+ * One would use higher values for touch screens, in general, because
+ * of their inherent imprecision.
+ * @ingroup Scrolling
+ */
EAPI unsigned int elm_scroll_thumbscroll_threshold_get(void);
+
+ /**
+ * Set the number of pixels one should travel while dragging a
+ * scroller's view to actually trigger scrolling.
+ *
+ * @param threshold the thumb scroll threshould
+ *
+ * @see elm_thumbscroll_threshould_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_threshold_set(unsigned int threshold);
+
+ /**
+ * Set the number of pixels one should travel while dragging a
+ * scroller's view to actually trigger scrolling, for all Elementary
+ * application windows.
+ *
+ * @param threshold the thumb scroll threshould
+ *
+ * @see elm_thumbscroll_threshould_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_threshold_all_set(unsigned int threshold);
+
+ /**
+ * Get the minimum speed of mouse cursor movement which will trigger
+ * list self scrolling animation after a mouse up event
+ * (pixels/second).
+ *
+ * @return the thumb scroll momentum threshould
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_thumbscroll_momentum_threshold_get(void);
+
+ /**
+ * Set the minimum speed of mouse cursor movement which will trigger
+ * list self scrolling animation after a mouse up event
+ * (pixels/second).
+ *
+ * @param threshold the thumb scroll momentum threshould
+ *
+ * @see elm_thumbscroll_momentum_threshould_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_momentum_threshold_set(double threshold);
+
+ /**
+ * Set the minimum speed of mouse cursor movement which will trigger
+ * list self scrolling animation after a mouse up event
+ * (pixels/second), for all Elementary application windows.
+ *
+ * @param threshold the thumb scroll momentum threshould
+ *
+ * @see elm_thumbscroll_momentum_threshould_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_momentum_threshold_all_set(double threshold);
+
+ /**
+ * Get the amount of inertia a scroller will impose at self scrolling
+ * animations.
+ *
+ * @return the thumb scroll friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_thumbscroll_friction_get(void);
+
+ /**
+ * Set the amount of inertia a scroller will impose at self scrolling
+ * animations.
+ *
+ * @param friction the thumb scroll friction
+ *
+ * @see elm_thumbscroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_friction_set(double friction);
+
+ /**
+ * Set the amount of inertia a scroller will impose at self scrolling
+ * animations, for all Elementary application windows.
+ *
+ * @param friction the thumb scroll friction
+ *
+ * @see elm_thumbscroll_friction_get()
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_friction_all_set(double friction);
+
+ /**
+ * Get the amount of lag between your actual mouse cursor dragging
+ * movement and a scroller's view movement itself, while pushing it
+ * into bounce state manually.
+ *
+ * @return the thumb scroll border friction
+ *
+ * @ingroup Scrolling
+ */
EAPI double elm_scroll_thumbscroll_border_friction_get(void);
+
+ /**
+ * Set the amount of lag between your actual mouse cursor dragging
+ * movement and a scroller's view movement itself, while pushing it
+ * into bounce state manually.
+ *
+ * @param friction the thumb scroll border friction. @c 0.0 for
+ * perfect synchrony between two movements, @c 1.0 for maximum
+ * lag.
+ *
+ * @see elm_thumbscroll_border_friction_get()
+ * @note parameter value will get bound to 0.0 - 1.0 interval, always
+ *
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_border_friction_set(double friction);
+
+ /**
+ * Set the amount of lag between your actual mouse cursor dragging
+ * movement and a scroller's view movement itself, while pushing it
+ * into bounce state manually, for all Elementary application windows.
+ *
+ * @param friction the thumb scroll border friction. @c 0.0 for
+ * perfect synchrony between two movements, @c 1.0 for maximum
+ * lag.
+ *
+ * @see elm_thumbscroll_border_friction_get()
+ * @note parameter value will get bound to 0.0 - 1.0 interval, always
+ *
+ * @ingroup Scrolling
+ */
EAPI void elm_scroll_thumbscroll_border_friction_all_set(double friction);
/**
* @}
*/
+ /**
+ * @defgroup Scrollhints Scrollhints
+ *
+ * Objects when inside a scroller can scroll, but this may not always be
+ * desirable in certain situations. This allows an object to hint to itself
+ * and parents to "not scroll" in one of 2 ways. If any child object of a
+ * scroller has pushed a scroll freeze or hold then it affects all parent
+ * scrollers until all children have released them.
+ *
+ * 1. To hold on scrolling. This means just flicking and dragging may no
+ * longer scroll, but pressing/dragging near an edge of the scroller will
+ * still scroll. This is automatically used by the entry object when
+ * selecting text.
+ *
+ * 2. To totally freeze scrolling. This means it stops. until
+ * popped/released.
+ *
+ * @{
+ */
+
+ /**
+ * Push the scroll hold by 1
+ *
+ * This increments the scroll hold count by one. If it is more than 0 it will
+ * take effect on the parents of the indicated object.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_hold_push(Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Pop the scroll hold by 1
+ *
+ * This decrements the scroll hold count by one. If it is more than 0 it will
+ * take effect on the parents of the indicated object.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_hold_pop(Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Push the scroll freeze by 1
+ *
+ * This increments the scroll freeze count by one. If it is more
+ * than 0 it will take effect on the parents of the indicated
+ * object.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_freeze_push(Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Pop the scroll freeze by 1
+ *
+ * This decrements the scroll freeze count by one. If it is more
+ * than 0 it will take effect on the parents of the indicated
+ * object.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_freeze_pop(Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Lock the scrolling of the given widget (and thus all parents)
+ *
+ * This locks the given object from scrolling in the X axis (and implicitly
+ * also locks all parent scrollers too from doing the same).
+ *
+ * @param obj The object
+ * @param lock The lock state (1 == locked, 0 == unlocked)
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_lock_x_set(Evas_Object *obj, Eina_Bool lock) EINA_ARG_NONNULL(1);
+
+ /**
+ * Lock the scrolling of the given widget (and thus all parents)
+ *
+ * This locks the given object from scrolling in the Y axis (and implicitly
+ * also locks all parent scrollers too from doing the same).
+ *
+ * @param obj The object
+ * @param lock The lock state (1 == locked, 0 == unlocked)
+ * @ingroup Scrollhints
+ */
EAPI void elm_object_scroll_lock_y_set(Evas_Object *obj, Eina_Bool lock) EINA_ARG_NONNULL(1);
+
+ /**
+ * Get the scrolling lock of the given widget
+ *
+ * This gets the lock for X axis scrolling.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI Eina_Bool elm_object_scroll_lock_x_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Get the scrolling lock of the given widget
+ *
+ * This gets the lock for X axis scrolling.
+ *
+ * @param obj The object
+ * @ingroup Scrollhints
+ */
EAPI Eina_Bool elm_object_scroll_lock_y_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * @}
+ */
+
+ /**
+ * Send a signal to the widget edje object.
+ *
+ * This function sends a signal to the edje object of the obj. An
+ * edje program can respond to a signal by specifying matching
+ * 'signal' and 'source' fields.
+ *
+ * @param obj The object
+ * @param emission The signal's name.
+ * @param source The signal's source.
+ * @ingroup General
+ */
EAPI void elm_object_signal_emit(Evas_Object *obj, const char *emission, const char *source) EINA_ARG_NONNULL(1);
EAPI void elm_object_signal_callback_add(Evas_Object *obj, const char *emission, const char *source, void (*func) (void *data, Evas_Object *o, const char *emission, const char *source), void *data) EINA_ARG_NONNULL(1, 4);
EAPI void *elm_object_signal_callback_del(Evas_Object *obj, const char *emission, const char *source, void (*func) (void *data, Evas_Object *o, const char *emission, const char *source)) EINA_ARG_NONNULL(1, 4);
+ /**
+ * Add a callback for a signal emitted by widget edje object.
+ *
+ * This function connects a callback function to a signal emitted by the
+ * edje object of the obj.
+ * Globs can occur in either the emission or source name.
+ *
+ * @param obj The object
+ * @param emission The signal's name.
+ * @param source The signal's source.
+ * @param func The callback function to be executed when the signal is
+ * emitted.
+ * @param data A pointer to data to pass in to the callback function.
+ * @ingroup General
+ */
+ EAPI void elm_object_signal_callback_add(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func, void *data) EINA_ARG_NONNULL(1, 4);
+
+ /**
+ * Remove a signal-triggered callback from a widget edje object.
+ *
+ * This function removes a callback, previoulsy attached to a
+ * signal emitted by the edje object of the obj. The parameters
+ * emission, source and func must match exactly those passed to a
+ * previous call to elm_object_signal_callback_add(). The data
+ * pointer that was passed to this call will be returned.
+ *
+ * @param obj The object
+ * @param emission The signal's name.
+ * @param source The signal's source.
+ * @param func The callback function to be executed when the signal is
+ * emitted.
+ * @return The data pointer
+ * @ingroup General
+ */
+ EAPI void *elm_object_signal_callback_del(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func) EINA_ARG_NONNULL(1, 4);
+
+ /**
+ * Add a callback for input events (key up, key down, mouse wheel)
+ * on a given Elementary widget
+ *
+ * @param obj The widget to add an event callback on
+ * @param func The callback function to be executed when the event
+ * happens
+ * @param data Data to pass in to @p func
+ *
+ * Every widget in an Elementary interface set to receive focus,
+ * with elm_object_focus_allow_set(), will propagate @b all of its
+ * key up, key down and mouse wheel input events up to its parent
+ * object, and so on. All of the focusable ones in this chain which
+ * had an event callback set, with this call, will be able to treat
+ * those events. There are two ways of making the propagation of
+ * these event upwards in the tree of widgets to @b cease:
+ * - Just return @c EINA_TRUE on @p func. @c EINA_FALSE will mean
+ * the event was @b not processed, so the propagation will go on.
+ * - The @c event_info pointer passed to @p func will contain the
+ * event's structure and, if you OR its @c event_flags inner
+ * value to @c EVAS_EVENT_FLAG_ON_HOLD, you're telling Elementary
+ * one has already handled it, thus killing the event's
+ * propagation, too.
+ *
+ * @note Your event callback will be issued on those events taking
+ * place only if no other child widget of @obj has consumed the
+ * event already.
+ *
+ * @note Not to be confused with @c
+ * evas_object_event_callback_add(), which will add event callbacks
+ * per type on general Evas objects (no event propagation
+ * infrastructure taken in account).
+ *
+ * @note Not to be confused with @c
+ * elm_object_signal_callback_add(), which will add callbacks to @b
+ * signals coming from a widget's theme, not input events.
+ *
+ * @note Not to be confused with @c
+ * edje_object_signal_callback_add(), which does the same as
+ * elm_object_signal_callback_add(), but directly on an Edje
+ * object.
+ *
+ * @note Not to be confused with @c
+ * evas_object_smart_callback_add(), which adds callbacks to smart
+ * objects' <b>smart events</b>, and not input events.
+ *
+ * @see elm_object_event_callback_del()
+ *
+ * @ingroup General
+ */
EAPI void elm_object_event_callback_add(Evas_Object *obj, Elm_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
+
+ /**
+ * Remove an event callback from a widget.
+ *
+ * This function removes a callback, previoulsy attached to event emission
+ * by the @p obj.
+ * The parameters func and data must match exactly those passed to
+ * a previous call to elm_object_event_callback_add(). The data pointer that
+ * was passed to this call will be returned.
+ *
+ * @param obj The object
+ * @param func The callback function to be executed when the event is
+ * emitted.
+ * @param data Data to pass in to the callback function.
+ * @return The data pointer
+ * @ingroup General
+ */
EAPI void *elm_object_event_callback_del(Evas_Object *obj, Elm_Event_Cb func, const void *data) EINA_ARG_NONNULL(1, 2);
/**
*/
EAPI void elm_coords_finger_size_adjust(int times_w, Evas_Coord *w, int times_h, Evas_Coord *h);
+ /**
+ * Get the duration for occuring long press event.
+ *
+ * @return Timeout for long press event
+ * @ingroup Longpress
+ */
EAPI double elm_longpress_timeout_get(void);
+
+ /**
+ * Set the duration for occuring long press event.
+ *
+ * @param lonpress_timeout Timeout for long press event
+ * @ingroup Longpress
+ */
EAPI void elm_longpress_timeout_set(double longpress_timeout);
- /* debug
+ /**
+ * @defgroup Debug Debug
* don't use it unless you are sure
+ *
+ * @{
+ */
+
+ /**
+ * Print Tree object hierarchy in stdout
+ *
+ * @param obj The root object
+ * @ingroup Debug
*/
EAPI void elm_object_tree_dump(const Evas_Object *top);
EAPI void elm_object_tree_dot_dump(const Evas_Object *top, const char *file);
EAPI void elm_autocapitalization_allow_all_set(Eina_Bool autocap);
EAPI void elm_autoperiod_allow_all_set(Eina_Bool autoperiod);
+ /**
+ * Print Elm Objects tree hierarchy in file as dot(graphviz) syntax.
+ *
+ * @param obj The root object
+ * @param file The path of output file
+ * @ingroup Debug
+ */
+ EAPI void elm_object_tree_dot_dump(const Evas_Object *top, const char *file);
+ /**
+ * @}
+ */
- /* theme */
/**
* @defgroup Theme Theme
*
*
* This clears @p th to be empty and then sets it to refer to @p thref
* so @p th acts as an override to @p thref, but where its overrides
- * don't apply, it will fall through to @pthref for configuration.
+ * don't apply, it will fall through to @p thref for configuration.
*/
EAPI void elm_theme_ref_set(Elm_Theme *th, Elm_Theme *thref);
/**
* for more information.
*/
EAPI Elm_Theme *elm_object_theme_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+
+ /**
+ * Get a data item from a theme
+ *
+ * @param th The theme, or NULL for default theme
+ * @param key The data key to search with
+ * @return The data value, or NULL on failure
+ *
+ * This function is used to return data items from edc in @p th, an overlay, or an extension.
+ * It works the same way as edje_file_data_get() except that the return is stringshared.
+ */
+ EAPI const char *elm_theme_data_get(Elm_Theme *th, const char *key) EINA_ARG_NONNULL(2);
/**
* @}
*/
/* win */
+ /** @defgroup Win Win
+ *
+ * @image html img/widget/win/preview-00.png
+ * @image latex img/widget/win/preview-00.eps
+ *
+ * The window class of Elementary. Contains functions to manipulate
+ * windows. The Evas engine used to render the window contents is specified
+ * in the system or user elementary config files (whichever is found last),
+ * and can be overridden with the ELM_ENGINE environment variable for
+ * testing. Engines that may be supported (depending on Evas and Ecore-Evas
+ * compilation setup and modules actually installed at runtime) are (listed
+ * in order of best supported and most likely to be complete and work to
+ * lowest quality).
+ *
+ * @li "x11", "x", "software-x11", "software_x11" (Software rendering in X11)
+ * @li "gl", "opengl", "opengl-x11", "opengl_x11" (OpenGL or OpenGL-ES2
+ * rendering in X11)
+ * @li "shot:..." (Virtual screenshot renderer - renders to output file and
+ * exits)
+ * @li "fb", "software-fb", "software_fb" (Linux framebuffer direct software
+ * rendering)
+ * @li "sdl", "software-sdl", "software_sdl" (SDL software rendering to SDL
+ * buffer)
+ * @li "gl-sdl", "gl_sdl", "opengl-sdl", "opengl_sdl" (OpenGL or OpenGL-ES2
+ * rendering using SDL as the buffer)
+ * @li "gdi", "software-gdi", "software_gdi" (Windows WIN32 rendering via
+ * GDI with software)
+ * @li "dfb", "directfb" (Rendering to a DirectFB window)
+ * @li "x11-8", "x8", "software-8-x11", "software_8_x11" (Rendering in
+ * grayscale using dedicated 8bit software engine in X11)
+ * @li "x11-16", "x16", "software-16-x11", "software_16_x11" (Rendering in
+ * X11 using 16bit software engine)
+ * @li "wince-gdi", "software-16-wince-gdi", "software_16_wince_gdi"
+ * (Windows CE rendering via GDI with 16bit software renderer)
+ * @li "sdl-16", "software-16-sdl", "software_16_sdl" (Rendering to SDL
+ * buffer with 16bit software renderer)
+ * @li "ews" (rendering to EWS - Ecore + Evas Single Process Windowing System)
+ *
+ * All engines use a simple string to select the engine to render, EXCEPT
+ * the "shot" engine. This actually encodes the output of the virtual
+ * screenshot and how long to delay in the engine string. The engine string
+ * is encoded in the following way:
+ *
+ * "shot:[delay=XX][:][repeat=DDD][:][file=XX]"
+ *
+ * Where options are separated by a ":" char if more than one option is
+ * given, with delay, if provided being the first option and file the last
+ * (order is important). The delay specifies how long to wait after the
+ * window is shown before doing the virtual "in memory" rendering and then
+ * save the output to the file specified by the file option (and then exit).
+ * If no delay is given, the default is 0.5 seconds. If no file is given the
+ * default output file is "out.png". Repeat option is for continous
+ * capturing screenshots. Repeat range is from 1 to 999 and filename is
+ * fixed to "out001.png" Some examples of using the shot engine:
+ *
+ * ELM_ENGINE="shot:delay=1.0:repeat=5:file=elm_test.png" elementary_test
+ * ELM_ENGINE="shot:delay=1.0:file=elm_test.png" elementary_test
+ * ELM_ENGINE="shot:file=elm_test2.png" elementary_test
+ * ELM_ENGINE="shot:delay=2.0" elementary_test
+ * ELM_ENGINE="shot:" elementary_test
+ *
+ * Signals that you can add callbacks for are:
+ *
+ * @li "delete,request": the user requested to close the window. See
+ * elm_win_autodel_set().
+ * @li "focus,in": window got focus
+ * @li "focus,out": window lost focus
+ * @li "moved": window that holds the canvas was moved
+ *
+ * Examples:
+ * @li @ref win_example_01
+ *
+ * @{
+ */
+ /**
+ * Defines the types of window that can be created
+ *
+ * These are hints set on the window so that a running Window Manager knows
+ * how the window should be handled and/or what kind of decorations it
+ * should have.
+ *
+ * Currently, only the X11 backed engines use them.
+ */
typedef enum _Elm_Win_Type
{
- ELM_WIN_BASIC,
- ELM_WIN_DIALOG_BASIC,
- ELM_WIN_DESKTOP,
- ELM_WIN_DOCK,
- ELM_WIN_TOOLBAR,
- ELM_WIN_MENU,
- ELM_WIN_UTILITY,
- ELM_WIN_SPLASH,
- ELM_WIN_DROPDOWN_MENU,
- ELM_WIN_POPUP_MENU,
- ELM_WIN_TOOLTIP,
- ELM_WIN_NOTIFICATION,
- ELM_WIN_COMBO,
- ELM_WIN_DND,
- ELM_WIN_INLINED_IMAGE,
+ ELM_WIN_BASIC, /**< A normal window. Indicates a normal, top-level
+ window. Almost every window will be created with this
+ type. */
+ ELM_WIN_DIALOG_BASIC, /**< Used for simple dialog windows/ */
+ ELM_WIN_DESKTOP, /**< For special desktop windows, like a background
+ window holding desktop icons. */
+ ELM_WIN_DOCK, /**< The window is used as a dock or panel. Usually would
+ be kept on top of any other window by the Window
+ Manager. */
+ ELM_WIN_TOOLBAR, /**< The window is used to hold a floating toolbar, or
+ similar. */
+ ELM_WIN_MENU, /**< Similar to #ELM_WIN_TOOLBAR. */
+ ELM_WIN_UTILITY, /**< A persistent utility window, like a toolbox or
+ pallete. */
+ ELM_WIN_SPLASH, /**< Splash window for a starting up application. */
+ ELM_WIN_DROPDOWN_MENU, /**< The window is a dropdown menu, as when an
+ entry in a menubar is clicked. Typically used
+ with elm_win_override_set(). This hint exists
+ for completion only, as the EFL way of
+ implementing a menu would not normally use a
+ separate window for its contents. */
+ ELM_WIN_POPUP_MENU, /**< Like #ELM_WIN_DROPDOWN_MENU, but for the menu
+ triggered by right-clicking an object. */
+ ELM_WIN_TOOLTIP, /**< The window is a tooltip. A short piece of
+ explanatory text that typically appear after the
+ mouse cursor hovers over an object for a while.
+ Typically used with elm_win_override_set() and also
+ not very commonly used in the EFL. */
+ ELM_WIN_NOTIFICATION, /**< A notification window, like a warning about
+ battery life or a new E-Mail received. */
+ ELM_WIN_COMBO, /**< A window holding the contents of a combo box. Not
+ usually used in the EFL. */
+ ELM_WIN_DND, /**< Used to indicate the window is a representation of an
+ object being dragged across different windows, or even
+ applications. Typically used with
+ elm_win_override_set(). */
+ ELM_WIN_INLINED_IMAGE, /**< The window is rendered onto an image
+ buffer. No actual window is created for this
+ type, instead the window and all of its
+ contents will be rendered to an image buffer.
+ This allows to have children window inside a
+ parent one just like any other object would
+ be, and do other things like applying @c
+ Evas_Map effects to it. This is the only type
+ of window that requires the @c parent
+ parameter of elm_win_add() to be a valid @c
+ Evas_Object. */
} Elm_Win_Type;
+ /**
+ * The differents layouts that can be requested for the virtual keyboard.
+ *
+ * When the application window is being managed by Illume, it may request
+ * any of the following layouts for the virtual keyboard.
+ */
typedef enum _Elm_Win_Keyboard_Mode
{
- ELM_WIN_KEYBOARD_UNKNOWN,
- ELM_WIN_KEYBOARD_OFF,
- ELM_WIN_KEYBOARD_ON,
- ELM_WIN_KEYBOARD_ALPHA,
- ELM_WIN_KEYBOARD_NUMERIC,
- ELM_WIN_KEYBOARD_PIN,
- ELM_WIN_KEYBOARD_PHONE_NUMBER,
- ELM_WIN_KEYBOARD_HEX,
- ELM_WIN_KEYBOARD_TERMINAL,
- ELM_WIN_KEYBOARD_PASSWORD,
- ELM_WIN_KEYBOARD_IP,
- ELM_WIN_KEYBOARD_HOST,
- ELM_WIN_KEYBOARD_FILE,
- ELM_WIN_KEYBOARD_URL,
- ELM_WIN_KEYBOARD_KEYPAD,
- ELM_WIN_KEYBOARD_J2ME
+ ELM_WIN_KEYBOARD_UNKNOWN, /**< Unknown keyboard state */
+ ELM_WIN_KEYBOARD_OFF, /**< Request to deactivate the keyboard */
+ ELM_WIN_KEYBOARD_ON, /**< Enable keyboard with default layout */
+ ELM_WIN_KEYBOARD_ALPHA, /**< Alpha (a-z) keyboard layout */
+ ELM_WIN_KEYBOARD_NUMERIC, /**< Numeric keyboard layout */
+ ELM_WIN_KEYBOARD_PIN, /**< PIN keyboard layout */
+ ELM_WIN_KEYBOARD_PHONE_NUMBER, /**< Phone keyboard layout */
+ ELM_WIN_KEYBOARD_HEX, /**< Hexadecimal numeric keyboard layout */
+ ELM_WIN_KEYBOARD_TERMINAL, /**< Full (QUERTY) keyboard layout */
+ ELM_WIN_KEYBOARD_PASSWORD, /**< Password keyboard layout */
+ ELM_WIN_KEYBOARD_IP, /**< IP keyboard layout */
+ ELM_WIN_KEYBOARD_HOST, /**< Host keyboard layout */
+ ELM_WIN_KEYBOARD_FILE, /**< File keyboard layout */
+ ELM_WIN_KEYBOARD_URL, /**< URL keyboard layout */
+ ELM_WIN_KEYBOARD_KEYPAD, /**< Keypad layout */
+ ELM_WIN_KEYBOARD_J2ME /**< J2ME keyboard layout */
} Elm_Win_Keyboard_Mode;
+ /**
+ * Available commands that can be sent to the Illume manager.
+ *
+ * When running under an Illume session, a window may send commands to the
+ * Illume manager to perform different actions.
+ */
typedef enum _Elm_Illume_Command
{
- ELM_ILLUME_COMMAND_FOCUS_BACK,
- ELM_ILLUME_COMMAND_FOCUS_FORWARD,
- ELM_ILLUME_COMMAND_FOCUS_HOME,
- ELM_ILLUME_COMMAND_CLOSE
+ ELM_ILLUME_COMMAND_FOCUS_BACK, /**< Reverts focus to the previous
+ window */
+ ELM_ILLUME_COMMAND_FOCUS_FORWARD, /**< Sends focus to the next window\
+ in the list */
+ ELM_ILLUME_COMMAND_FOCUS_HOME, /**< Hides all windows to show the Home
+ screen */
+ ELM_ILLUME_COMMAND_CLOSE /**< Closes the currently active window */
} Elm_Illume_Command;
+ /**
+ * Adds a window object. If this is the first window created, pass NULL as
+ * @p parent.
+ *
+ * @param parent Parent object to add the window to, or NULL
+ * @param name The name of the window
+ * @param type The window type, one of #Elm_Win_Type.
+ *
+ * The @p parent paramter can be @c NULL for every window @p type except
+ * #ELM_WIN_INLINED_IMAGE, which needs a parent to retrieve the canvas on
+ * which the image object will be created.
+ *
+ * @return The created object, or NULL on failure
+ */
EAPI Evas_Object *elm_win_add(Evas_Object *parent, const char *name, Elm_Win_Type type);
+ /**
+ * Add @p subobj as a resize object of window @p obj.
+ *
+ *
+ * Setting an object as a resize object of the window means that the
+ * @p subobj child's size and position will be controlled by the window
+ * directly. That is, the object will be resized to match the window size
+ * and should never be moved or resized manually by the developer.
+ *
+ * In addition, resize objects of the window control what the minimum size
+ * of it will be, as well as whether it can or not be resized by the user.
+ *
+ * For the end user to be able to resize a window by dragging the handles
+ * or borders provided by the Window Manager, or using any other similar
+ * mechanism, all of the resize objects in the window should have their
+ * evas_object_size_hint_weight_set() set to EVAS_HINT_EXPAND.
+ *
+ * @param obj The window object
+ * @param subobj The resize object to add
+ */
EAPI void elm_win_resize_object_add(Evas_Object *obj, Evas_Object *subobj) EINA_ARG_NONNULL(1);
+ /**
+ * Delete @p subobj as a resize object of window @p obj.
+ *
+ * This function removes the object @p subobj from the resize objects of
+ * the window @p obj. It will not delete the object itself, which will be
+ * left unmanaged and should be deleted by the developer, manually handled
+ * or set as child of some other container.
+ *
+ * @param obj The window object
+ * @param subobj The resize object to add
+ */
EAPI void elm_win_resize_object_del(Evas_Object *obj, Evas_Object *subobj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the title of the window
+ *
+ * @param obj The window object
+ * @param title The title to set
+ */
EAPI void elm_win_title_set(Evas_Object *obj, const char *title) EINA_ARG_NONNULL(1);
+ /**
+ * Get the title of the window
+ *
+ * The returned string is an internal one and should not be freed or
+ * modified. It will also be rendered invalid if a new title is set or if
+ * the window is destroyed.
+ *
+ * @param obj The window object
+ * @return The title
+ */
EAPI const char *elm_win_title_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the window's autodel state.
+ *
+ * When closing the window in any way outside of the program control, like
+ * pressing the X button in the titlebar or using a command from the
+ * Window Manager, a "delete,request" signal is emitted to indicate that
+ * this event occurred and the developer can take any action, which may
+ * include, or not, destroying the window object.
+ *
+ * When the @p autodel parameter is set, the window will be automatically
+ * destroyed when this event occurs, after the signal is emitted.
+ * If @p autodel is @c EINA_FALSE, then the window will not be destroyed
+ * and is up to the program to do so when it's required.
+ *
+ * @param obj The window object
+ * @param autodel If true, the window will automatically delete itself when
+ * closed
+ */
EAPI void elm_win_autodel_set(Evas_Object *obj, Eina_Bool autodel) EINA_ARG_NONNULL(1);
+ /**
+ * Get the window's autodel state.
+ *
+ * @param obj The window object
+ * @return If the window will automatically delete itself when closed
+ *
+ * @see elm_win_autodel_set()
+ */
EAPI Eina_Bool elm_win_autodel_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Activate a window object.
+ *
+ * This function sends a request to the Window Manager to activate the
+ * window pointed by @p obj. If honored by the WM, the window will receive
+ * the keyboard focus.
+ *
+ * @note This is just a request that a Window Manager may ignore, so calling
+ * this function does not ensure in any way that the window will be the
+ * active one after it.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_activate(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Lower a window object.
+ *
+ * Places the window pointed by @p obj at the bottom of the stack, so that
+ * no other window is covered by it.
+ *
+ * If elm_win_override_set() is not set, the Window Manager may ignore this
+ * request.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_lower(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Raise a window object.
+ *
+ * Places the window pointed by @p obj at the top of the stack, so that it's
+ * not covered by any other window.
+ *
+ * If elm_win_override_set() is not set, the Window Manager may ignore this
+ * request.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_raise(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the borderless state of a window.
+ *
+ * This function requests the Window Manager to not draw any decoration
+ * around the window.
+ *
+ * @param obj The window object
+ * @param borderless If true, the window is borderless
+ */
EAPI void elm_win_borderless_set(Evas_Object *obj, Eina_Bool borderless) EINA_ARG_NONNULL(1);
+ /**
+ * Get the borderless state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is borderless
+ */
EAPI Eina_Bool elm_win_borderless_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the shaped state of a window.
+ *
+ * Shaped windows, when supported, will render the parts of the window that
+ * has no content, transparent.
+ *
+ * If @p shaped is EINA_FALSE, then it is strongly adviced to have some
+ * background object or cover the entire window in any other way, or the
+ * parts of the canvas that have no data will show framebuffer artifacts.
+ *
+ * @param obj The window object
+ * @param shaped If true, the window is shaped
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped) EINA_ARG_NONNULL(1);
+ /**
+ * Get the shaped state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is shaped
+ *
+ * @see elm_win_shaped_set()
+ */
EAPI Eina_Bool elm_win_shaped_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the alpha channel state of a window.
+ *
+ * If @p alpha is EINA_TRUE, the alpha channel of the canvas will be enabled
+ * possibly making parts of the window completely or partially transparent.
+ * This is also subject to the underlying system supporting it, like for
+ * example, running under a compositing manager. If no compositing is
+ * available, enabling this option will instead fallback to using shaped
+ * windows, with elm_win_shaped_set().
+ *
+ * @param obj The window object
+ * @param alpha If true, the window has an alpha channel
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_alpha_set(Evas_Object *obj, Eina_Bool alpha) EINA_ARG_NONNULL(1);
+ /**
+ * Get the transparency state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is transparent
+ *
+ * @see elm_win_transparent_set()
+ */
EAPI Eina_Bool elm_win_transparent_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the transparency state of a window.
+ *
+ * Use elm_win_alpha_set() instead.
+ *
+ * @param obj The window object
+ * @param transparent If true, the window is transparent
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_transparent_set(Evas_Object *obj, Eina_Bool transparent) EINA_ARG_NONNULL(1);
+ /**
+ * Get the alpha channel state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window has an alpha channel
+ */
EAPI Eina_Bool elm_win_alpha_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the override state of a window.
+ *
+ * A window with @p override set to EINA_TRUE will not be managed by the
+ * Window Manager. This means that no decorations of any kind will be shown
+ * for it, moving and resizing must be handled by the application, as well
+ * as the window visibility.
+ *
+ * This should not be used for normal windows, and even for not so normal
+ * ones, it should only be used when there's a good reason and with a lot
+ * of care. Mishandling override windows may result situations that
+ * disrupt the normal workflow of the end user.
+ *
+ * @param obj The window object
+ * @param override If true, the window is overridden
+ */
EAPI void elm_win_override_set(Evas_Object *obj, Eina_Bool override) EINA_ARG_NONNULL(1);
+ /**
+ * Get the override state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is overridden
+ *
+ * @see elm_win_override_set()
+ */
EAPI Eina_Bool elm_win_override_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @param fullscreen If true, the window is fullscreen
+ */
EAPI void elm_win_fullscreen_set(Evas_Object *obj, Eina_Bool fullscreen) EINA_ARG_NONNULL(1);
+ /**
+ * Get the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is fullscreen
+ */
EAPI Eina_Bool elm_win_fullscreen_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the maximized state of a window.
+ *
+ * @param obj The window object
+ * @param maximized If true, the window is maximized
+ */
EAPI void elm_win_maximized_set(Evas_Object *obj, Eina_Bool maximized) EINA_ARG_NONNULL(1);
+ /**
+ * Get the maximized state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is maximized
+ */
EAPI Eina_Bool elm_win_maximized_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the iconified state of a window.
+ *
+ * @param obj The window object
+ * @param iconified If true, the window is iconified
+ */
EAPI void elm_win_iconified_set(Evas_Object *obj, Eina_Bool iconified) EINA_ARG_NONNULL(1);
+ /**
+ * Get the iconified state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is iconified
+ */
EAPI Eina_Bool elm_win_iconified_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the layer of the window.
+ *
+ * What this means exactly will depend on the underlying engine used.
+ *
+ * In the case of X11 backed engines, the value in @p layer has the
+ * following meanings:
+ * @li < 3: The window will be placed below all others.
+ * @li > 5: The window will be placed above all others.
+ * @li other: The window will be placed in the default layer.
+ *
+ * @param obj The window object
+ * @param layer The layer of the window
+ */
EAPI void elm_win_layer_set(Evas_Object *obj, int layer) EINA_ARG_NONNULL(1);
+ /**
+ * Get the layer of the window.
+ *
+ * @param obj The window object
+ * @return The layer of the window
+ *
+ * @see elm_win_layer_set()
+ */
EAPI int elm_win_layer_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the rotation of the window.
+ *
+ * Most engines only work with multiples of 90.
+ *
+ * This function is used to set the orientation of the window @p obj to
+ * match that of the screen. The window itself will be resized to adjust
+ * to the new geometry of its contents. If you want to keep the window size,
+ * see elm_win_rotation_with_resize_set().
+ *
+ * @param obj The window object
+ * @param rotation The rotation of the window, in degrees (0-360),
+ * counter-clockwise.
+ */
EAPI void elm_win_rotation_set(Evas_Object *obj, int rotation) EINA_ARG_NONNULL(1);
+ /**
+ * Rotates the window and resizes it.
+ *
+ * Like elm_win_rotation_set(), but it also resizes the window's contents so
+ * that they fit inside the current window geometry.
+ *
+ * @param obj The window object
+ * @param layer The rotation of the window in degrees (0-360),
+ * counter-clockwise.
+ */
EAPI void elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation) EINA_ARG_NONNULL(1);
+ /**
+ * Get the rotation of the window.
+ *
+ * @param obj The window object
+ * @return The rotation of the window in degrees (0-360)
+ *
+ * @see elm_win_rotation_set()
+ * @see elm_win_rotation_with_resize_set()
+ */
EAPI int elm_win_rotation_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the sticky state of the window.
+ *
+ * Hints the Window Manager that the window in @p obj should be left fixed
+ * at its position even when the virtual desktop it's on moves or changes.
+ *
+ * @param obj The window object
+ * @param sticky If true, the window's sticky state is enabled
+ */
EAPI void elm_win_sticky_set(Evas_Object *obj, Eina_Bool sticky) EINA_ARG_NONNULL(1);
+ /**
+ * Get the sticky state of the window.
+ *
+ * @param obj The window object
+ * @return If true, the window's sticky state is enabled
+ *
+ * @see elm_win_sticky_set()
+ */
EAPI Eina_Bool elm_win_sticky_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set if this window is an illume conformant window
+ *
+ * @param obj The window object
+ * @param conformant The conformant flag (1 = conformant, 0 = non-conformant)
+ */
EAPI void elm_win_conformant_set(Evas_Object *obj, Eina_Bool conformant) EINA_ARG_NONNULL(1);
+ /**
+ * Get if this window is an illume conformant window
+ *
+ * @param obj The window object
+ * @return A boolean if this window is illume conformant or not
+ */
EAPI Eina_Bool elm_win_conformant_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set a window to be an illume quickpanel window
+ *
+ * By default window objects are not quickpanel windows.
+ *
+ * @param obj The window object
+ * @param quickpanel The quickpanel flag (1 = quickpanel, 0 = normal window)
+ */
EAPI void elm_win_quickpanel_set(Evas_Object *obj, Eina_Bool quickpanel) EINA_ARG_NONNULL(1);
+ /**
+ * Get if this window is a quickpanel or not
+ *
+ * @param obj The window object
+ * @return A boolean if this window is a quickpanel or not
+ */
EAPI Eina_Bool elm_win_quickpanel_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The major priority for this quickpanel
+ */
EAPI void elm_win_quickpanel_priority_major_set(Evas_Object *obj, int priority) EINA_ARG_NONNULL(1);
+ /**
+ * Get the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The major priority of this quickpanel
+ */
EAPI int elm_win_quickpanel_priority_major_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The minor priority for this quickpanel
+ */
EAPI void elm_win_quickpanel_priority_minor_set(Evas_Object *obj, int priority) EINA_ARG_NONNULL(1);
+ /**
+ * Get the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The minor priority of this quickpanel
+ */
EAPI int elm_win_quickpanel_priority_minor_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @param zone The requested zone for this quickpanel
+ */
EAPI void elm_win_quickpanel_zone_set(Evas_Object *obj, int zone) EINA_ARG_NONNULL(1);
+ /**
+ * Get which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @return The requested zone for this quickpanel
+ */
EAPI int elm_win_quickpanel_zone_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the window to be skipped by keyboard focus
+ *
+ * This sets the window to be skipped by normal keyboard input. This means
+ * a window manager will be asked to not focus this window as well as omit
+ * it from things like the taskbar, pager, "alt-tab" list etc. etc.
+ *
+ * Call this and enable it on a window BEFORE you show it for the first time,
+ * otherwise it may have no effect.
+ *
+ * Use this for windows that have only output information or might only be
+ * interacted with by the mouse or fingers, and never for typing input.
+ * Be careful that this may have side-effects like making the window
+ * non-accessible in some cases unless the window is specially handled. Use
+ * this with care.
+ *
+ * @param obj The window object
+ * @param skip The skip flag state (EINA_TRUE if it is to be skipped)
+ */
EAPI void elm_win_prop_focus_skip_set(Evas_Object *obj, Eina_Bool skip) EINA_ARG_NONNULL(1);
+ /**
+ * Send a command to the windowing environment
+ *
+ * This is intended to work in touchscreen or small screen device
+ * environments where there is a more simplistic window management policy in
+ * place. This uses the window object indicated to select which part of the
+ * environment to control (the part that this window lives in), and provides
+ * a command and an optional parameter structure (use NULL for this if not
+ * needed).
+ *
+ * @param obj The window object that lives in the environment to control
+ * @param command The command to send
+ * @param params Optional parameters for the command
+ */
EAPI void elm_win_illume_command_send(Evas_Object *obj, Elm_Illume_Command command, void *params) EINA_ARG_NONNULL(1);
+ /**
+ * Get the inlined image object handle
+ *
+ * When you create a window with elm_win_add() of type ELM_WIN_INLINED_IMAGE,
+ * then the window is in fact an evas image object inlined in the parent
+ * canvas. You can get this object (be careful to not manipulate it as it
+ * is under control of elementary), and use it to do things like get pixel
+ * data, save the image to a file, etc.
+ *
+ * @param obj The window object to get the inlined image from
+ * @return The inlined image object, or NULL if none exists
+ */
EAPI Evas_Object *elm_win_inlined_image_object_get(Evas_Object *obj);
+ /**
+ * Set the enabled status for the focus highlight in a window
+ *
+ * This function will enable or disable the focus highlight only for the
+ * given window, regardless of the global setting for it
+ *
+ * @param obj The window where to enable the highlight
+ * @param enabled The enabled value for the highlight
+ */
EAPI void elm_win_focus_highlight_enabled_set(Evas_Object *obj, Eina_Bool enabled) EINA_ARG_NONNULL(1);
+ /**
+ * Get the enabled value of the focus highlight for this window
+ *
+ * @param obj The window in which to check if the focus highlight is enabled
+ *
+ * @return EINA_TRUE if enabled, EINA_FALSE otherwise
+ */
EAPI Eina_Bool elm_win_focus_highlight_enabled_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the style for the focus highlight on this window
+ *
+ * Sets the style to use for theming the highlight of focused objects on
+ * the given window. If @p style is NULL, the default will be used.
+ *
+ * @param obj The window where to set the style
+ * @param style The style to set
+ */
EAPI void elm_win_focus_highlight_style_set(Evas_Object *obj, const char *style) EINA_ARG_NONNULL(1);
+ /**
+ * Get the style set for the focus highlight object
+ *
+ * Gets the style set for this windows highilght object, or NULL if none
+ * is set.
+ *
+ * @param obj The window to retrieve the highlights style from
+ *
+ * @return The style set or NULL if none was. Default is used in that case.
+ */
EAPI const char *elm_win_focus_highlight_style_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
EAPI void elm_win_indicator_state_set(Evas_Object *obj, int show_state);
EAPI int elm_win_indicator_state_get(Evas_Object *obj);
* (blank mouse, private mouse obj, defaultmouse)
*
*/
+ /**
+ * Sets the keyboard mode of the window.
+ *
+ * @param obj The window object
+ * @param mode The mode to set, one of #Elm_Win_Keyboard_Mode
+ */
EAPI void elm_win_keyboard_mode_set(Evas_Object *obj, Elm_Win_Keyboard_Mode mode) EINA_ARG_NONNULL(1);
+ /**
+ * Gets the keyboard mode of the window.
+ *
+ * @param obj The window object
+ * @return The mode, one of #Elm_Win_Keyboard_Mode
+ */
EAPI Elm_Win_Keyboard_Mode elm_win_keyboard_mode_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Sets whether the window is a keyboard.
+ *
+ * @param obj The window object
+ * @param is_keyboard If true, the window is a virtual keyboard
+ */
EAPI void elm_win_keyboard_win_set(Evas_Object *obj, Eina_Bool is_keyboard) EINA_ARG_NONNULL(1);
+ /**
+ * Gets whether the window is a keyboard.
+ *
+ * @param obj The window object
+ * @return If the window is a virtual keyboard
+ */
EAPI Eina_Bool elm_win_keyboard_win_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Get the screen position of a window.
+ *
+ * @param obj The window object
+ * @param x The int to store the x coordinate to
+ * @param y The int to store the y coordinate to
+ */
EAPI void elm_win_screen_position_get(const Evas_Object *obj, int *x, int *y) EINA_ARG_NONNULL(1);
+ /**
+ * @}
+ */
+ /**
+ * @defgroup Inwin Inwin
+ *
+ * @image html img/widget/inwin/preview-00.png
+ * @image latex img/widget/inwin/preview-00.eps
+ * @image html img/widget/inwin/preview-01.png
+ * @image latex img/widget/inwin/preview-01.eps
+ * @image html img/widget/inwin/preview-02.png
+ * @image latex img/widget/inwin/preview-02.eps
+ *
+ * An inwin is a window inside a window that is useful for a quick popup.
+ * It does not hover.
+ *
+ * It works by creating an object that will occupy the entire window, so it
+ * must be created using an @ref Win "elm_win" as parent only. The inwin
+ * object can be hidden or restacked below every other object if it's
+ * needed to show what's behind it without destroying it. If this is done,
+ * the elm_win_inwin_activate() function can be used to bring it back to
+ * full visibility again.
+ *
+ * There are three styles available in the default theme. These are:
+ * @li default: The inwin is sized to take over most of the window it's
+ * placed in.
+ * @li minimal: The size of the inwin will be the minimum necessary to show
+ * its contents.
+ * @li minimal_vertical: Horizontally, the inwin takes as much space as
+ * possible, but it's sized vertically the most it needs to fit its\
+ * contents.
+ *
+ * Some examples of Inwin can be found in the following:
+ * @li @ref inwin_example_01
+ *
+ * @{
+ */
+ /**
+ * Adds an inwin to the current window
+ *
+ * The @p obj used as parent @b MUST be an @ref Win "Elementary Window".
+ * Never call this function with anything other than the top-most window
+ * as its parameter, unless you are fond of undefined behavior.
+ *
+ * After creating the object, the widget will set itself as resize object
+ * for the window with elm_win_resize_object_add(), so when shown it will
+ * appear to cover almost the entire window (how much of it depends on its
+ * content and the style used). It must not be added into other container
+ * objects and it needs not be moved or resized manually.
+ *
+ * @param parent The parent object
+ * @return The new object or NULL if it cannot be created
+ */
EAPI Evas_Object *elm_win_inwin_add(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Activates an inwin object, ensuring its visibility
+ *
+ * This function will make sure that the inwin @p obj is completely visible
+ * by calling evas_object_show() and evas_object_raise() on it, to bring it
+ * to the front. It also sets the keyboard focus to it, which will be passed
+ * onto its content.
+ *
+ * The object's theme will also receive the signal "elm,action,show" with
+ * source "elm".
+ *
+ * @param obj The inwin to activate
+ */
EAPI void elm_win_inwin_activate(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the content of an inwin object.
+ *
+ * Once the content object is set, a previously set one will be deleted.
+ * If you want to keep that old content object, use the
+ * elm_win_inwin_content_unset() function.
+ *
+ * @param obj The inwin object
+ * @param content The object to set as content
+ */
EAPI void elm_win_inwin_content_set(Evas_Object *obj, Evas_Object *content) EINA_ARG_NONNULL(1);
+ /**
+ * Get the content of an inwin object.
+ *
+ * Return the content object which is set for this widget.
+ *
+ * The returned object is valid as long as the inwin is still alive and no
+ * other content is set on it. Deleting the object will notify the inwin
+ * about it and this one will be left empty.
+ *
+ * If you need to remove an inwin's content to be reused somewhere else,
+ * see elm_win_inwin_content_unset().
+ *
+ * @param obj The inwin object
+ * @return The content that is being used
+ */
EAPI Evas_Object *elm_win_inwin_content_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Unset the content of an inwin object.
+ *
+ * Unparent and return the content object which was set for this widget.
+ *
+ * @param obj The inwin object
+ * @return The content that was being used
+ */
EAPI Evas_Object *elm_win_inwin_content_unset(Evas_Object *obj) EINA_ARG_NONNULL(1);
- /* available styles:
- * default
- * minimal
- * minimal_vertical
+ /**
+ * @}
*/
/* X specific calls - won't work on non-x engines (return 0) */
+
+ /**
+ * Get the Ecore_X_Window of an Evas_Object
+ *
+ * @param obj The object
+ *
+ * @return The Ecore_X_Window of @p obj
+ *
+ * @ingroup Win
+ */
EAPI Ecore_X_Window elm_win_xwindow_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+
/* smart callbacks called:
* "delete,request" - the user requested to delete the window
* "focus,in" - window got focus
/**
* @defgroup Bg Bg
*
+ * @image html img/widget/bg/preview-00.png
+ * @image latex img/widget/bg/preview-00.eps
+ *
* @brief Background object, used for setting a solid color, image or Edje
* group as background to a window or any container object.
*
* packing into any container object. It works just like an image, but has
* some properties useful to a background, like setting it to tiled,
* centered, scaled or stretched.
+ *
+ * Default contents parts of the bg widget that you can use for are:
+ * @li "elm.swallow.content" - overlay of the bg
*
* Here is some sample code using it:
* @li @ref bg_01_example_page
/* smart callbacks called:
*/
- /* icon */
+ /**
+ * @defgroup Icon Icon
+ *
+ * @image html img/widget/icon/preview-00.png
+ * @image latex img/widget/icon/preview-00.eps
+ *
+ * An object that provides standard icon images (delete, edit, arrows, etc.)
+ * or a custom file (PNG, JPG, EDJE, etc.) used for an icon.
+ *
+ * The icon image requested can be in the elementary theme, or in the
+ * freedesktop.org paths. It's possible to set the order of preference from
+ * where the image will be used.
+ *
+ * This API is very similar to @ref Image, but with ready to use images.
+ *
+ * Default images provided by the theme are described below.
+ *
+ * The first list contains icons that were first intended to be used in
+ * toolbars, but can be used in many other places too:
+ * @li home
+ * @li close
+ * @li apps
+ * @li arrow_up
+ * @li arrow_down
+ * @li arrow_left
+ * @li arrow_right
+ * @li chat
+ * @li clock
+ * @li delete
+ * @li edit
+ * @li refresh
+ * @li folder
+ * @li file
+ *
+ * Now some icons that were designed to be used in menus (but again, you can
+ * use them anywhere else):
+ * @li menu/home
+ * @li menu/close
+ * @li menu/apps
+ * @li menu/arrow_up
+ * @li menu/arrow_down
+ * @li menu/arrow_left
+ * @li menu/arrow_right
+ * @li menu/chat
+ * @li menu/clock
+ * @li menu/delete
+ * @li menu/edit
+ * @li menu/refresh
+ * @li menu/folder
+ * @li menu/file
+ *
+ * And here we have some media player specific icons:
+ * @li media_player/forward
+ * @li media_player/info
+ * @li media_player/next
+ * @li media_player/pause
+ * @li media_player/play
+ * @li media_player/prev
+ * @li media_player/rewind
+ * @li media_player/stop
+ *
+ * Signals that you can add callbacks for are:
+ *
+ * "clicked" - This is called when a user has clicked the icon
+ *
+ * An example of usage for this API follows:
+ * @li @ref tutorial_icon
+ */
+
+ /**
+ * @addtogroup Icon
+ * @{
+ */
+
+ typedef enum _Elm_Icon_Type
+ {
+ ELM_ICON_NONE,
+ ELM_ICON_FILE,
+ ELM_ICON_STANDARD
+ } Elm_Icon_Type;
+ /**
+ * @enum _Elm_Icon_Lookup_Order
+ * @typedef Elm_Icon_Lookup_Order
+ *
+ * Lookup order used by elm_icon_standard_set(). Should look for icons in the
+ * theme, FDO paths, or both?
+ *
+ * @ingroup Icon
+ */
typedef enum _Elm_Icon_Lookup_Order
{
ELM_ICON_LOOKUP_FDO_THEME, /**< icon look up order: freedesktop, theme */
* stack will become visible.
*
* @see also elm_naviframe_content_preserve_on_pop_get()
+ *
+ * @ingroup Naviframe
*/
EAPI Evas_Object *elm_naviframe_item_pop(Evas_Object *obj) EINA_ARG_NONNULL(1);
/**
* @brief Pop the items between the top and the above one on the given item.
*
* @param it The naviframe item
+ *
+ * @ingroup Naviframe
*/
EAPI void elm_naviframe_item_pop_to(Elm_Object_Item *it) EINA_ARG_NONNULL(1);
/**
* So this would not emit any signals for view transitions but just change
* the current view if the given item is a top one.
*
+ * @ingroup Naviframe
*/
EAPI void elm_naviframe_item_del(Elm_Object_Item *it) EINA_ARG_NONNULL(1);
/**
* @param preserve Enable the preserve mode if EINA_TRUE, disable otherwise
*
* @see also elm_naviframe_content_preserve_on_pop_get()
+ *
+ * @ingroup Naviframe
*/
EAPI void elm_naviframe_content_preserve_on_pop_set(Evas_Object *obj, Eina_Bool preserve) EINA_ARG_NONNULL(1);
/**
* @return If @c EINA_TRUE, preserve mode is enabled
*
* @see also elm_naviframe_content_preserve_on_pop_set()
+ *
+ * @ingroup Naviframe
*/
EAPI Eina_Bool elm_naviframe_content_preserve_on_pop_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
/**
* @param obj The naviframe object
* @return The top item on the naviframe stack or @c NULL, if the stack is
* empty
+ *
+ * @ingroup Naviframe
*/
EAPI Elm_Object_Item *elm_naviframe_top_item_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
/**
* @param obj The naviframe object
* @return The bottom item on the naviframe stack or @c NULL, if the stack is
* empty
+ *
+ * @ingroup Naviframe
*/
EAPI Elm_Object_Item *elm_naviframe_bottom_item_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
/**
* @li @c "default"
*
* @see also elm_naviframe_item_style_get()
+ *
+ * @ingroup Naviframe
*/
EAPI void elm_naviframe_item_style_set(Elm_Object_Item *it, const char *item_style) EINA_ARG_NONNULL(1);
/**
* @return The current item style name
*
* @see also elm_naviframe_item_style_set()
+ *
+ * @ingroup Naviframe
*/
EAPI const char *elm_naviframe_item_style_get(const Elm_Object_Item *it) EINA_ARG_NONNULL(1);
/**
* When the title area is invisible, then the controls would be hidden so as * to expand the content area to full-size.
*
* @see also elm_naviframe_item_title_visible_get()
+ *
+ * @ingroup Naviframe
*/
EAPI void elm_naviframe_item_title_visible_set(Elm_Object_Item *it, Eina_Bool visible) EINA_ARG_NONNULL(1);
/**
* @return If @c EINA_TRUE, title area is visible
*
* @see also elm_naviframe_item_title_visible_set()
+ *
+ * @ingroup Naviframe
*/
EAPI Eina_Bool elm_naviframe_item_title_visible_get(const Elm_Object_Item *it) EINA_ARG_NONNULL(1);
+
/**
* @brief Set creating prev button automatically or not
*