}
@property size_hint_min {
set {
- /*@
- Sets the hints for an object's minimum size.
-
- This is not a size enforcement in any way, it's just a hint that
- should be used whenever appropriate.
+ [[Sets the hints for an object's minimum size.
- Values @c 0 will be treated as unset hint components, when queried
- by managers.
+ This is not a size enforcement in any way, it's just a hint
+ that should be used whenever appropriate.
- @note Smart objects(such as elementary) can have their own size hint
- policy. So calling this API may or may not affect the size of smart objects.
+ Values 0 will be treated as unset hint components, when
+ queried by managers.
+ Note: Smart objects(such as elementary) can have their own
+ size hint policy. So calling this API may or may not affect
+ the size of smart objects.
+ ]]
+ /* FIXME-doc
Example:
@dontinclude evas-hints.c
@skip evas_object_size_hint_min_set
In this example the minimum size hints change the behavior of an
Evas box when layouting its children. See the full @ref
Example_Evas_Size_Hints "example".
-
- @see evas_object_size_hint_min_get() */
+ */
}
get {
- /*@
- Retrieves the hints for an object's minimum size.
-
- These are hints on the minimum sizes @p obj should have. This is
- not a size enforcement in any way, it's just a hint that should be
- used whenever appropriate.
+ [[Retrieves the hints for an object's minimum size.
- @note Use $null pointers on the hint components you're not
- interested in: they'll be ignored by the function.
+ These are hints on the minimum sizes $obj should have. This
+ is not a size enforcement in any way, it's just a hint that
+ should be used whenever appropriate.
- @see evas_object_size_hint_min_set() for an example */
+ Note: Use $null pointers on the hint components you're not
+ interested in: they'll be ignored by the function.
+ ]]
}
values {
- w: Evas.Coord; /*@ Integer to use as the minimum width hint. */
- h: Evas.Coord; /*@ Integer to use as the minimum height hint. */
+ w: Evas.Coord; [[Integer to use as the minimum width hint.]]
+ h: Evas.Coord; [[Integer to use as the minimum height hint.]]
}
}
@property pointer_mode {
set {
- /*@
- Set pointer behavior.
-
- This function has direct effect on event callbacks related to
- mouse.
+ [[Set pointer behavior.
- If @p setting is EVAS_OBJECT_POINTER_MODE_AUTOGRAB, then when mouse
- is down at this object, events will be restricted to it as source,
- mouse moves, for example, will be emitted even if outside this
- object area.
+ This function has direct effect on event callbacks related to
+ mouse.
- If @p setting is EVAS_OBJECT_POINTER_MODE_NOGRAB, then events will
- be emitted just when inside this object area.
+ If $setting is EVAS_OBJECT_POINTER_MODE_AUTOGRAB, then when
+ mouse is down at this object, events will be restricted to
+ it as source, mouse moves, for example, will be emitted even
+ if outside this object area.
- The default value is EVAS_OBJECT_POINTER_MODE_AUTOGRAB.
+ If $setting is EVAS_OBJECT_POINTER_MODE_NOGRAB, then events
+ will be emitted just when inside this object area.
- @ingroup Evas_Object_Group_Extras */
+ The default value is EVAS_OBJECT_POINTER_MODE_AUTOGRAB.
+ ]]
}
get {
- /*@
- Determine how pointer will behave.
- @return pointer behavior.
- @ingroup Evas_Object_Group_Extras */
+ [[Determine how pointer will behave.]]
}
values {
- pointer_mode: Evas.Object_Pointer_Mode; /*@ desired behavior. */
+ pointer_mode: Evas.Object_Pointer_Mode; [[Desired behavior.]]
}
}
@property render_op {
set {
- /*@
- Sets the render_op to be used for rendering the Evas object.
- @ingroup Evas_Object_Group_Extras */
+ [[Sets the render_op to be used for rendering the Evas object.]]
}
get {
- /*@
- Retrieves the current value of the operation used for rendering the Evas object.
- @return one of the enumerated values in Evas_Render_Op.
- @ingroup Evas_Object_Group_Extras */
+ [[Retrieves the current value of the operation used for
+ rendering the Evas object.
+ ]]
}
values {
- render_op: Evas.Render_Op; /*@ one of the Evas_Render_Op values. */
+ render_op: Evas.Render_Op; [[One of the Evas_Render_Op values.]]
}
}
@property freeze_events {
set {
- /*@
- Set whether an Evas object is to freeze (discard) events.
+ [[Set whether an Evas object is to freeze (discard) events.
- If @p freeze is $true, it will make events on @p obj to be @b
- discarded. Unlike evas_object_pass_events_set(), events will not be
- passed to @b next lower object. This API can be used for blocking
- events while @p obj is on transiting.
+ If $freeze is $true, it will make events on $obj to be
+ discarded. Unlike @.pass_events.set, events will not be
+ passed to next lower object. This API can be used for
+ blocking events while $obj is on transiting.
- If @p freeze is $false, events will be processed on that
- object as normal.
+ If $freeze is $false, events will be processed on that
+ object as normal.
- @warning If you block only key/mouse up events with this API, we won't
- guarantee the state of the object, that only had key/mouse down
- events, will be.
+ Warning: If you block only key/mouse up events with this API,
+ we won't guarantee the state of the object, that only had
+ key/mouse down events, will be.
- @see evas_object_freeze_events_get()
- @see evas_object_pass_events_set()
- @see evas_object_repeat_events_set()
- @see evas_object_propagate_events_set()
- @since 1.1 */
+ @since 1.1
+ ]]
}
get {
- /*@
- Determine whether an object is set to freeze (discard) events.
-
- @return freeze whether @p obj is set to freeze events ($true) or
- not ($false)
+ [[Determine whether an object is set to freeze (discard) events.
- @see evas_object_freeze_events_set()
- @see evas_object_pass_events_get()
- @see evas_object_repeat_events_get()
- @see evas_object_propagate_events_get()
- @since 1.1 */
+ @since 1.1
+ ]]
}
values {
- freeze: bool; /*@ pass whether @p obj is to freeze events ($true) or not
- ($false) */
+ freeze: bool; [[Pass when $obj is to freeze events ($true)
+ or not ($false).]]
}
}
@property map {
set {
- /*@
- Set current object transformation map.
-
- This sets the map on a given object. It is copied from the @p map pointer,
- so there is no need to keep the @p map object if you don't need it anymore.
-
- A map is a set of 4 points which have canvas x, y coordinates per point,
- with an optional z point value as a hint for perspective correction, if it
- is available. As well each point has u and v coordinates. These are like
- "texture coordinates" in OpenGL in that they define a point in the source
- image that is mapped to that map vertex/point. The u corresponds to the x
- coordinate of this mapped point and v, the y coordinate. Note that these
- coordinates describe a bounding region to sample. If you have a 200x100
- source image and want to display it at 200x100 with proper pixel
- precision, then do:
+ [[Set current object transformation map.
+
+ This sets the map on a given object. It is copied from the
+ $map pointer, so there is no need to keep the $map object if
+ you don't need it anymore.
+
+ A map is a set of 4 points which have canvas x, y coordinates
+ per point, with an optional z point value as a hint for
+ perspective correction, if it is available. As well each
+ point has u and v coordinates. These are like "texture
+ coordinates" in OpenGL in that they define a point in the
+ source image that is mapped to that map vertex/point. The u
+ corresponds to the x coordinate of this mapped point and v,
+ the y coordinate. Note that these coordinates describe a
+ bounding region to sample.
+
+ Note: The map points a uv coordinates match the image geometry.
+ If the $map parameter is $null, the stored map will be freed
+ and geometry prior to enabling/setting a map will be restored.
+ ]]
+ /* FIXME-doc
+ If you have a 200x100 source
+ image and want to display it at 200x100 with proper pixel
+ precision, then do:
@code
Evas_Map *m = evas_map_new(4);
evas_object_map_set(obj, m);
evas_map_free(m);
@endcode
-
- Note that the map points a uv coordinates match the image geometry. If
- the @p map parameter is NULL, the stored map will be freed and geometry
- prior to enabling/setting a map will be restored.
-
- @see evas_map_new() */
+ */
}
get {
- /*@
- Get current object transformation map.
+ [[Get current object transformation map.
- This returns the current internal map set on the indicated object. It is
- intended for read-only access and is only valid as long as the object is
- not deleted or the map on the object is not changed. If you wish to modify
- the map and set it back do the following:
+ This returns the current internal map set on the indicated
+ object. It is intended for read-only access and is only
+ valid as long as the object is not deleted or the map on
+ the object is not changed.
+ ]]
+ /* FIXME-doc
+ If you wish to modify the map
+ and set it back do the following:
@code
const Evas_Map *m = evas_object_map_get(obj);
evas_object_map_set(obj, m2);
evas_map_free(m2);
@endcode
-
- @return map reference to map in use. This is an internal data structure, so
- do not modify it.
-
- @see evas_object_map_set() */
+ */
}
values {
- map: const(Evas.Map)*; /*@ new map to use */
+ map: const(Evas.Map)*; [[The map.]]
}
}
@property size_hint_aspect {
}
}
clip_unset {
- /*@
- Disable/cease clipping on a clipped @p obj object.
-
- This function disables clipping for the object @p obj, if it was
- already clipped, i.e., its visibility and color get detached from
- the previous clipper. If it wasn't, this has no effect. The object
- @p obj must be a valid .Evas_Object.
+ [[Disable/cease clipping on a clipped $obj object.
- See also evas_object_clip_set() (for an example),
- evas_object_clipees_get() and evas_object_clip_get(). */
+ This function disables clipping for the object $obj, if it was
+ already clipped, i.e., its visibility and color get detached from
+ the previous clipper. If it wasn't, this has no effect. The
+ object $obj must be a valid Evas_Object.
+ See also @.clip.set, @.clipees.get and @.clip.get.
+ ]]
}
smart_move_children_relative {
- /*@
- Moves all children objects of a given smart object relative to a
- given offset.
+ [[Moves all children objects of a given smart object relative to a
+ given offset.
- This will make each of @p obj object's children to move, from where
- they before, with those delta values (offsets) on both directions.
+ This will make each of $obj object's children to move, from where
+ they before, with those delta values (offsets) on both directions.
- @note This is most useful on custom smart @c move() functions.
-
- @note Clipped smart objects already make use of this function on
- their @c move() smart function definition. */
+ Note: This is most useful on custom smart $move functions.
+ Note: Clipped smart objects already make use of this function on
+ their $move smart function definition.
+ ]]
params {
- @in dx: Evas.Coord; /*@ horizontal offset (delta). */
- @in dy: Evas.Coord; /*@ vertical offset (delta). */
+ @in dx: Evas.Coord; [[Horizontal offset (delta).]]
+ @in dy: Evas.Coord; [[Vertical offset (delta).]]
}
}
smart_type_check_ptr @const {
- /*@
- Checks whether a given smart object or any of its smart object
- parents is of a given smart class, <b>using pointer comparison</b>.
-
- @return $true, if @a obj or any of its parents is of type @a
- type, $false otherwise
-
- @see evas_object_smart_type_check() for more details
- @see eo_isa
-
- @ingroup Evas_Smart_Object_Group */
- return: bool @warn_unused;
+ [[Checks whether a given smart object or any of its smart object
+ parents is of a given smart class, using pointer comparison.
+ ]]
+ return: bool @warn_unused; [[$true if $obj or any of its parents
+ is of type $type, $false otherwise.]]
params {
- @in type: const(char)* @nonull; /*@ The type (name string) to check for. Must be the name */
+ @in type: const(char)* @nonull; [[The type (name string) to check for. Must be the name.]]
}
}
@property no_render {
get {
- /*@
- Returns the state of the "no-render" flag, which means, when true,
- that an object should never be rendered on the canvas.
+ [[Returns the state of the "no-render" flag, which means, when
+ true, that an object should never be rendered on the canvas.
- This flag can be used to avoid rendering visible clippers on the
- canvas, even if they currently don't clip any object.
+ This flag can be used to avoid rendering visible clippers on
+ the canvas, even if they currently don't clip any object.
- @since 1.15 */
+ @since 1.15
+ ]]
legacy: null;
}
set {
- /*@
- Disable all rendering on the canvas.
-
- This flag will be used to indicate to Evas that this object should
- never be rendered on the canvas under any circurmstances. In
- particular, this is useful to avoid drawing clipper objects (or masks)
- even when they don't clip any object. This can also be used to replace
- the old source_visible flag with proxy objects.
-
- This is different to the visible property, as even visible objects
- marked as "no-render" will never appear on screen. But those objects
- can still be used as proxy sources or clippers. When hidden, all
- "no-render" objects will completely disappear from the canvas, and
- hide their clippees or be invisible when used as proxy sources.
-
- @since 1.15 */
+ [[Disable all rendering on the canvas.
+
+ This flag will be used to indicate to Evas that this object
+ should never be rendered on the canvas under any
+ circurmstances. In particular, this is useful to avoid
+ drawing clipper objects (or masks) even when they don't
+ clip any object. This can also be used to replace the old
+ source_visible flag with proxy objects.
+
+ This is different to the visible property, as even visible
+ objects marked as "no-render" will never appear on screen.
+ But those objects can still be used as proxy sources or
+ clippers. When hidden, all "no-render" objects will
+ completely disappear from the canvas, and hide their
+ clippees or be invisible when used as proxy sources.
+
+ @since 1.15
+ ]]
legacy: null;
}
values {
- enable: bool; /*@ Enable "no-render" mode. */
+ enable: bool; [[Enable "no-render" mode.]]
}
}
}