- /* 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)
- * @li "gl-cocoa", "gl_cocoa", "opengl-cocoa", "opengl_cocoa" (OpenGL rendering in Cocoa)
- * @li "psl1ght" (PS3 rendering using PSL1GHT)
- *
- * 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, /**< 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.
- */
- // XXX: remove this as it conflicts with input panel
- typedef enum _Elm_Win_Keyboard_Mode
- {
- 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, /**< 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);
-
- /**
- * Adds a window object with standard setup
- *
- * @param name The name of the window
- * @param title The title for the window
- *
- * This creates a window like elm_win_add() but also puts in a standard
- * background with elm_bg_add(), as well as setting the window title to
- * @p title. The window type created is of type ELM_WIN_BASIC, with NULL
- * as the parent widget.
- *
- * @return The created object, or NULL on failure
- *
- * @see elm_win_add()
- */
- EAPI Evas_Object *elm_win_util_standard_add(const char *name, const char *title);
-
- /**
- * 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.
- *
- * Also notice that the window can get resized to the current size of the
- * object if the EVAS_HINT_EXPAND is set @b after the call to
- * elm_win_resize_object_add(). So if the object should get resized to the
- * size of the window, set this hint @b before adding it as a resize object
- * (this happens because the size of the window and the object are evaluated
- * as soon as the object is added to the window).
- *
- * @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);
-
- /**
- * Center a window on its screen
- *
- * This function centers window @p obj horizontally and/or vertically based on the values
- * of @p h and @v.
- * @param obj The window object
- * @param h If true, center horizontally. If false, do not change horizontal location.
- * @param v If true, center vertically. If false, do not change vertical location.
- */
- EAPI void elm_win_center(Evas_Object *obj, Eina_Bool h, Eina_Bool v) 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()
- */
- // XXX: deprecate this
- 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()
- */
- // XXX: deprecate this
- 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);
-
- /**
- * Determine whether a window has focus
- * @param obj The window to query
- * @return EINA_TRUE if the window exists and has focus, else EINA_FALSE
- */
- EAPI Eina_Bool elm_win_focus_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
-
- /**
- * Constrain the maximum width and height of a window to the width and height of its screen
- *
- * When @p constrain is true, @p obj will never resize larger than the screen.
- * @param obj The window object
- * @param constrain EINA_TRUE to restrict the window's maximum size, EINA_FALSE to disable restriction
- */
- EAPI void elm_win_screen_constrain_set(Evas_Object *obj, Eina_Bool constrain) EINA_ARG_NONNULL(1);
-
- /**
- * Retrieve the constraints on the maximum width and height of a window relative to the width and height of its screen
- *
- * When this function returns true, @p obj will never resize larger than the screen.
- * @param obj The window object
- * @return EINA_TRUE to restrict the window's maximum size, EINA_FALSE to disable restriction
- */
- EAPI Eina_Bool elm_win_screen_constrain_get(Evas_Object *obj) EINA_ARG_NONNULL(1);
-
- /**
- * Get screen geometry details for the screen that a window is on
- * @param obj The window to query
- * @param x where to return the horizontal offset value. May be NULL.
- * @param y where to return the vertical offset value. May be NULL.
- * @param w where to return the width value. May be NULL.
- * @param h where to return the height value. May be NULL.
- */
- EAPI void elm_win_screen_size_get(const Evas_Object *obj, int *x, int *y, int *w, int *h) EINA_ARG_NONNULL(1);
-
- /**
- * 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);
-
- /*...
- * ecore_x_icccm_hints_set -> accepts_focus (add to ecore_evas)
- * ecore_x_icccm_hints_set -> window_group (add to ecore_evas)
- * ecore_x_icccm_size_pos_hints_set -> request_pos (add to ecore_evas)
- * ecore_x_icccm_client_leader_set -> l (add to ecore_evas)
- * ecore_x_icccm_window_role_set -> role (add to ecore_evas)
- * ecore_x_icccm_transient_for_set -> forwin (add to ecore_evas)
- * ecore_x_netwm_window_type_set -> type (add to ecore_evas)
- *
- * (add to ecore_x) set netwm argb icon! (add to ecore_evas)
- * (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
- */
- // XXX: deprecate this
- 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
- */
- // XXX: deprecate this
- 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
- */
- // XXX: deprecate this
- 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
- */
- // XXX: deprecate this
- 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
- */
- // XXX: deprecate this
- EAPI Evas_Object *elm_win_inwin_content_unset(Evas_Object *obj) EINA_ARG_NONNULL(1);
-
- /**
- * @}
- */
- /* 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
- * "focus,out" - window lost focus
- * "moved" - window that holds the canvas was moved
- */
+/**
+ * @defgroup Win Win
+ * @ingroup Elementary
+ *
+ * @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)
+ * @li "gl-cocoa", "gl_cocoa", "opengl-cocoa", "opengl_cocoa" (OpenGL rendering in Cocoa)
+ * @li "psl1ght" (PS3 rendering using PSL1GHT)
+ *
+ * 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 continuous
+ * 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
+ * @li "withdrawn": window is still managed normally but removed from view
+ * @li "iconified": window is minimized (perhaps into an icon or taskbar)
+ * @li "normal": window is in a normal state (not withdrawn or iconified)
+ * @li "stick": window has become sticky (shows on all desktops)
+ * @li "unstick": window has stopped being sticky
+ * @li "fullscreen": window has become fullscreen
+ * @li "unfullscreen": window has stopped being fullscreen
+ * @li "maximized": window has been maximized
+ * @li "unmaximized": window has stopped being maximized
+ *
+ * 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_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
+ palette. */
+ 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_SOCKET_IMAGE,/**< The window is rendered onto an image buffer
+ and can be shown other process's plug image object.
+ No actual window is created for this type,
+ instead the window and all of its contents will be
+ rendered to an image buffer and can be shown
+ other process's plug image object*/
+} Elm_Win_Type;
+
+/**
+ * The different 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_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 (QWERTY) 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;
+
+/**
+ * In some environments, like phones, you may have an indicator that
+ * shows battery status, reception, time etc. This is the indicator.
+ *
+ * Sometimes you don't want it because you provide the same functionality
+ * inside your app, so this will request that the indicator is hidden in
+ * this circumstance if you use ELM_ILLUME_INDICATOR_HIDE. The default
+ * is to have the indicator shown.
+ */
+typedef enum
+{
+ ELM_WIN_INDICATOR_UNKNOWN, /**< Unknown indicator state */
+ ELM_WIN_INDICATOR_HIDE, /**< Hides the indicator */
+ ELM_WIN_INDICATOR_SHOW /**< Shows the indicator */
+} Elm_Win_Indicator_Mode;
+
+/**
+ * Defines the opacity modes of indicator that can be shown
+ */
+
+typedef enum
+{
+ ELM_WIN_INDICATOR_OPACITY_UNKNOWN, /**< Unknown indicator opacity mode */
+ ELM_WIN_INDICATOR_OPAQUE, /**< Opacifies the indicator */
+ ELM_WIN_INDICATOR_TRANSLUCENT, /**< Be translucent the indicator */
+ ELM_WIN_INDICATOR_TRANSPARENT /**< Transparentizes the indicator */
+} Elm_Win_Indicator_Opacity_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_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 parameter 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
+ *
+ * @ingroup Win
+ */
+EAPI Evas_Object *elm_win_add(Evas_Object *parent, const char *name, Elm_Win_Type type);
+
+/**
+ * Adds a window object with standard setup
+ *
+ * @param name The name of the window
+ * @param title The title for the window
+ *
+ * This creates a window like elm_win_add() but also puts in a standard
+ * background with elm_bg_add(), as well as setting the window title to
+ * @p title. The window type created is of type ELM_WIN_BASIC, with NULL
+ * as the parent widget.
+ *
+ * @return The created object, or NULL on failure
+ *
+ * @see elm_win_add()
+ *
+ * @ingroup Win
+ */
+EAPI Evas_Object *elm_win_util_standard_add(const char *name, const char *title);
+
+/**
+ * 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.
+ *
+ * Also notice that the window can get resized to the current size of the
+ * object if the EVAS_HINT_EXPAND is set @b after the call to
+ * elm_win_resize_object_add(). So if the object should get resized to the
+ * size of the window, set this hint @b before adding it as a resize object
+ * (this happens because the size of the window and the object are evaluated
+ * as soon as the object is added to the window).
+ *
+ * @param obj The window object
+ * @param subobj The resize object to add
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_resize_object_add(Evas_Object *obj, Evas_Object *subobj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_resize_object_del(Evas_Object *obj, Evas_Object *subobj);
+
+/**
+ * Set the title of the window
+ *
+ * @param obj The window object
+ * @param title The title to set
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_title_set(Evas_Object *obj, const char *title);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI const char *elm_win_title_get(const Evas_Object *obj);
+
+/**
+ * Set the icon name of the window
+ *
+ * @param obj The window object
+ * @param icon_name The icon name to set
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_icon_name_set(Evas_Object *obj, const char *icon_name);
+
+/**
+ * Get the icon name 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 icon name is set or if
+ * the window is destroyed.
+ *
+ * @param obj The window object
+ * @return The icon name
+ *
+ * @ingroup Win
+ */
+EAPI const char *elm_win_icon_name_get(const Evas_Object *obj);
+
+/**
+ * Set the role of the window
+ *
+ * @param obj The window object
+ * @param role The role to set
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_role_set(Evas_Object *obj, const char *role);
+
+/**
+ * Get the role 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 role is set or if
+ * the window is destroyed.
+ *
+ * @param obj The window object
+ * @return The role
+ *
+ * @ingroup Win
+ */
+EAPI const char *elm_win_role_get(const Evas_Object *obj);
+
+/**
+ * Set the object to represent the window icon
+ *
+ * This sets an object that will be used as the icon for the window. The exact
+ * pixel dimensions of the object (not object size) will be used, and the
+ * image pixels will be used as-is when this function is called. If the
+ * image object has been updated, then call this function again to source
+ * the image pixels and put them on the window's icon. This has limitations
+ * as only image objects allowed at this stage. This may be lifted in future.
+ *
+ * @param obj The window object
+ * @param icon The object to use for an icon
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_icon_object_set(Evas_Object *obj, Evas_Object *icon);
+
+/**
+ * Get the icon object used for the window
+ *
+ * The object returns is the one marked by elm_win_icon_object_set() as the
+ * object to use for the window icon.
+ *
+ * @param obj The window object
+ * @return The icon object set
+ *
+ * @ingroup Win
+ */
+EAPI const Evas_Object *elm_win_icon_object_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_autodel_set(Evas_Object *obj, Eina_Bool autodel);
+
+/**
+ * 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()
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_autodel_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_activate(Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_lower(Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_raise(Evas_Object *obj);
+
+/**
+ * Center a window on its screen
+ *
+ * This function centers window @p obj horizontally and/or vertically based on the values
+ * of @p h and @p v.
+ * @param obj The window object
+ * @param h If true, center horizontally. If false, do not change horizontal location.
+ * @param v If true, center vertically. If false, do not change vertical location.
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_center(Evas_Object *obj, Eina_Bool h, Eina_Bool v);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_borderless_set(Evas_Object *obj, Eina_Bool borderless);
+
+/**
+ * Get the borderless state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is borderless
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_borderless_get(const Evas_Object *obj);
+
+/**
+ * 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 advised 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()
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped);
+
+/**
+ * Get the shaped state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is shaped
+ *
+ * @see elm_win_shaped_set()
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_shaped_get(const Evas_Object *obj);
+
+/**
+ * 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()
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_alpha_set(Evas_Object *obj, Eina_Bool alpha);
+
+/**
+ * Get the alpha channel state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window has an alpha channel
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_alpha_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_override_set(Evas_Object *obj, Eina_Bool override);
+
+/**
+ * Get the override state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is overridden
+ *
+ * @see elm_win_override_set()
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_override_get(const Evas_Object *obj);
+
+/**
+ * Set the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @param fullscreen If true, the window is fullscreen
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_fullscreen_set(Evas_Object *obj, Eina_Bool fullscreen);
+
+/**
+ * Get the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is fullscreen
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_fullscreen_get(const Evas_Object *obj);
+
+/**
+ * Set the maximized state of a window.
+ *
+ * @param obj The window object
+ * @param maximized If true, the window is maximized
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_maximized_set(Evas_Object *obj, Eina_Bool maximized);
+
+/**
+ * Get the maximized state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is maximized
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_maximized_get(const Evas_Object *obj);
+
+/**
+ * Set the iconified state of a window.
+ *
+ * @param obj The window object
+ * @param iconified If true, the window is iconified
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_iconified_set(Evas_Object *obj, Eina_Bool iconified);
+
+/**
+ * Get the iconified state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is iconified
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_iconified_get(const Evas_Object *obj);
+
+/**
+ * Set the withdrawn state of a window.
+ *
+ * @param obj The window object
+ * @param withdrawn If true, the window is withdrawn
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_withdrawn_set(Evas_Object *obj, Eina_Bool withdrawn);
+
+/**
+ * Get the withdrawn state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is withdrawn
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_withdrawn_get(const Evas_Object *obj);
+
+/**
+ * Set the urgent state of a window.
+ *
+ * @param obj The window object
+ * @param urgent If true, the window is urgent
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_urgent_set(Evas_Object *obj, Eina_Bool urgent);
+
+/**
+ * Get the urgent state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is urgent
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_urgent_get(const Evas_Object *obj);
+
+/**
+ * Set the demand_attention state of a window.
+ *
+ * @param obj The window object
+ * @param demand_attention If true, the window is demand_attention
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_demand_attention_set(Evas_Object *obj, Eina_Bool demand_attention);
+
+/**
+ * Get the demand_attention state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is demand_attention
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_demand_attention_get(const Evas_Object *obj);
+
+/**
+ * Set the modal state of a window.
+ *
+ * @param obj The window object
+ * @param modal If true, the window is modal
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_modal_set(Evas_Object *obj, Eina_Bool modal);
+
+/**
+ * Get the modal state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is modal
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_modal_get(const Evas_Object *obj);
+
+/**
+ * Set the aspect ratio of a window.
+ *
+ * @param obj The window object
+ * @param aspect If 0, the window has no aspect limits, otherwise it is
+ * width divided by height
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_aspect_set(Evas_Object *obj, double aspect);
+
+/**
+ * Get the aspect ratio of a window.
+ *
+ * @param obj The window object
+ * @return The aspect ratio set (0 by default)
+ *
+ * @ingroup Win
+ */
+EAPI double elm_win_aspect_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_layer_set(Evas_Object *obj, int layer);
+
+/**
+ * Get the layer of the window.
+ *
+ * @param obj The window object
+ * @return The layer of the window
+ *
+ * @see elm_win_layer_set()
+ *
+ * @ingroup Win
+ */
+EAPI int elm_win_layer_get(const Evas_Object *obj);
+
+/**
+ * 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.
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_rotation_set(Evas_Object *obj, int rotation);
+
+/**
+ * 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 rotation The rotation of the window in degrees (0-360),
+ * counter-clockwise.
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation);
+
+/**
+ * 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()
+ *
+ * @ingroup Win
+ */
+EAPI int elm_win_rotation_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_sticky_set(Evas_Object *obj, Eina_Bool sticky);
+
+/**
+ * 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()
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_sticky_get(const Evas_Object *obj);
+
+/**
+ * Set if this window is an illume conformant window
+ *
+ * @param obj The window object
+ * @param conformant The conformant flag (1 = conformant, 0 = non-conformant)
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_conformant_set(Evas_Object *obj, Eina_Bool conformant);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_conformant_get(const Evas_Object *obj);
+
+/**
+ * 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)
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_quickpanel_set(Evas_Object *obj, Eina_Bool quickpanel);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_quickpanel_get(const Evas_Object *obj);
+
+/**
+ * Set the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The major priority for this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_quickpanel_priority_major_set(Evas_Object *obj, int priority);
+
+/**
+ * Get the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The major priority of this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI int elm_win_quickpanel_priority_major_get(const Evas_Object *obj);
+
+/**
+ * Set the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The minor priority for this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_quickpanel_priority_minor_set(Evas_Object *obj, int priority);
+
+/**
+ * Get the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The minor priority of this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI int elm_win_quickpanel_priority_minor_get(const Evas_Object *obj);
+
+/**
+ * Set which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @param zone The requested zone for this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_quickpanel_zone_set(Evas_Object *obj, int zone);
+
+/**
+ * Get which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @return The requested zone for this quickpanel
+ *
+ * @ingroup Win
+ */
+EAPI int elm_win_quickpanel_zone_get(const Evas_Object *obj);
+
+/**
+ * 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)
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_prop_focus_skip_set(Evas_Object *obj, Eina_Bool skip);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_illume_command_send(Evas_Object *obj, Elm_Illume_Command command, void *params);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI Evas_Object *elm_win_inlined_image_object_get(Evas_Object *obj);
+
+/**
+ * Determine whether a window has focus
+ * @param obj The window to query
+ * @return EINA_TRUE if the window exists and has focus, else EINA_FALSE
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_focus_get(const Evas_Object *obj);
+
+/**
+ * Constrain the maximum width and height of a window to the width and height of its screen
+ *
+ * When @p constrain is true, @p obj will never resize larger than the screen.
+ * @param obj The window object
+ * @param constrain EINA_TRUE to restrict the window's maximum size, EINA_FALSE to disable restriction
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_screen_constrain_set(Evas_Object *obj, Eina_Bool constrain);
+
+/**
+ * Retrieve the constraints on the maximum width and height of a window relative to the width and height of its screen
+ *
+ * When this function returns true, @p obj will never resize larger than the screen.
+ * @param obj The window object
+ * @return EINA_TRUE to restrict the window's maximum size, EINA_FALSE to disable restriction
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_screen_constrain_get(Evas_Object *obj);
+
+/**
+ * Get screen geometry details for the screen that a window is on
+ * @param obj The window to query
+ * @param x where to return the horizontal offset value. May be NULL.
+ * @param y where to return the vertical offset value. May be NULL.
+ * @param w where to return the width value. May be NULL.
+ * @param h where to return the height value. May be NULL.
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_screen_size_get(const Evas_Object *obj, int *x, int *y, int *w, int *h);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_focus_highlight_enabled_set(Evas_Object *obj, Eina_Bool enabled);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_focus_highlight_enabled_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_focus_highlight_style_set(Evas_Object *obj, const char *style);
+
+/**
+ * Get the style set for the focus highlight object
+ *
+ * Gets the style set for this windows highlight 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.
+ *
+ * @ingroup Win
+ */
+EAPI const char *elm_win_focus_highlight_style_get(const Evas_Object *obj);
+
+/**
+ * Sets the keyboard mode of the window.
+ *
+ * @param obj The window object
+ * @param mode The mode to set, one of #Elm_Win_Keyboard_Mode
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_keyboard_mode_set(Evas_Object *obj, Elm_Win_Keyboard_Mode mode);
+
+/**
+ * Gets the keyboard mode of the window.
+ *
+ * @param obj The window object
+ * @return The mode, one of #Elm_Win_Keyboard_Mode
+ *
+ * @ingroup Win
+ */
+EAPI Elm_Win_Keyboard_Mode elm_win_keyboard_mode_get(const Evas_Object *obj);
+
+/**
+ * Sets whether the window is a keyboard.
+ *
+ * @param obj The window object
+ * @param is_keyboard If true, the window is a virtual keyboard
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_keyboard_win_set(Evas_Object *obj, Eina_Bool is_keyboard);
+
+/**
+ * Gets whether the window is a keyboard.
+ *
+ * @param obj The window object
+ * @return If the window is a virtual keyboard
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_keyboard_win_get(const Evas_Object *obj);
+
+/**
+ * Sets the indicator mode of the window.
+ *
+ * @param obj The window object
+ * @param mode The mode to set, one of #Elm_Win_Indicator_Mode
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_indicator_mode_set(Evas_Object *obj, Elm_Win_Indicator_Mode mode);
+
+/**
+ * Gets the indicator mode of the window.
+ *
+ * @param obj The window object
+ * @return The mode, one of #Elm_Win_Indicator_Mode
+ *
+ * @ingroup Win
+ */
+EAPI Elm_Win_Indicator_Mode elm_win_indicator_mode_get(const Evas_Object *obj);
+
+/**
+ * Sets the indicator opacity mode of the window.
+ *
+ * @param obj The window object
+ * @param mode The mode to set, one of #Elm_Win_Indicator_Opacity_Mode
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_indicator_opacity_set(Evas_Object *obj, Elm_Win_Indicator_Opacity_Mode mode);
+
+/**
+ * Gets the indicator opacity mode of the window.
+ *
+ * @param obj The window object
+ * @return The mode, one of #Elm_Win_Indicator_Opacity_Mode
+ *
+ * @ingroup Win
+ */
+EAPI Elm_Win_Indicator_Opacity_Mode elm_win_indicator_opacity_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Win
+ */
+EAPI void elm_win_screen_position_get(const Evas_Object *obj, int *x, int *y);
+
+/**
+ * Create a socket to provide the service for Plug widget
+ *
+ * @param obj The window object
+ * @param svcname The name of the service to be advertised. ensure that it is unique (when combined with @p svcnum) otherwise creation may fail.
+ * @param svcnum A number (any value, 0 being the common default) to differentiate multiple instances of services with the same name.
+ * @param svcsys A boolean that if true, specifies to create a system-wide service all users can connect to, otherwise the service is private to the user id that created the service.
+ * @return If socket creation is successful
+ *
+ * @ingroup Win
+ */
+EAPI Eina_Bool elm_win_socket_listen(Evas_Object *obj, const char *svcname, int svcnum, Eina_Bool svcsys);
+
+/* 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);
+
+/**
+ * @}
+ */
+
+/**
+ * @defgroup Inwin Inwin
+ * @ingroup Win
+ *
+ * @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
+ *
+ * @ingroup Inwin
+ */
+EAPI Evas_Object *elm_win_inwin_add(Evas_Object *parent);
+
+/**
+ * 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
+ *
+ * @ingroup Inwin
+ */
+EAPI void elm_win_inwin_activate(Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Inwin
+ */
+EAPI void elm_win_inwin_content_set(Evas_Object *obj, Evas_Object *content);
+
+/**
+ * Get the content of an inwin object.
+ *
+ * Return the content object 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
+ *
+ * @ingroup Inwin
+ */
+EAPI Evas_Object *elm_win_inwin_content_get(const Evas_Object *obj);
+
+/**
+ * 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
+ *
+ * @ingroup Inwin
+ */
+EAPI Evas_Object *elm_win_inwin_content_unset(Evas_Object *obj);
+
+/**
+ * @}
+ */