lib/efl/interfaces/efl_vpath_core.eo \
lib/efl/interfaces/efl_vpath_file_core.eo \
lib/efl/interfaces/efl_ui_base.eo \
+ lib/efl/interfaces/efl_ui_direction.eo \
lib/efl/interfaces/efl_ui_drag.eo \
lib/efl/interfaces/efl_ui_spin.eo \
lib/efl/interfaces/efl_ui_range.eo \
#include "interfaces/efl_orientation.eo.h"
#include "interfaces/efl_flipable.eo.h"
#include "interfaces/efl_ui_base.eo.h"
+#include "interfaces/efl_ui_direction.eo.h"
#include "interfaces/efl_ui_drag.eo.h"
#include "interfaces/efl_ui_spin.eo.h"
#include "interfaces/efl_ui_range.eo.h"
*/
Eina_Vector2 cur, prev, raw, norm;
struct {
- Efl_Orient dir;
int z;
+ Eina_Bool horizontal;
} wheel;
Efl_Gfx *source; /* could it be ecore? */
Efl_Input_Device *device;
wheel_delta, [[Delta movement of the wheel in discrete steps (int).
Default: 0.]]
wheel_angle, [[Delta movement of the wheel in radians. Default: 0.]]
- wheel_direction, [[Direction of the wheel (horizontal = 1 or vertical = 0).
- Default: 0. Prefer the property $wheel_direction to read.]]
+ wheel_horizontal, [[Direction of the wheel (horizontal = 1 or vertical = 0).
+ Default: 0. Prefer the property $wheel_horizontal to read.]]
slider, [[Current position of the slider on the tool. Range: [-1, 1].
Default: 0.]]
}
#include "interfaces/efl_orientation.eo.c"
#include "interfaces/efl_flipable.eo.c"
#include "interfaces/efl_ui_base.eo.c"
+#include "interfaces/efl_ui_direction.eo.c"
#include "interfaces/efl_ui_drag.eo.c"
#include "interfaces/efl_ui_spin.eo.c"
#include "interfaces/efl_ui_range.eo.c"
+import efl_ui_direction; // For documentation references
+
enum Efl.Orient
{
- [[Orientation
+ [[An orientation type, to rotate visual objects.
+
+ Not to be confused with @Efl.Ui.Dir which is meant for widgets, rather
+ than images and canvases. This enum is used to rotate images, videos and
+ the like.
- See also @Efl.Orientation
+ See also @Efl.Orientation.
]]
- none = 0, [[Default, same as up]]
- up = 0, [[Orient up]]
- right = 90, [[Orient right]]
- down = 180, [[Orient down]]
- left = 270, [[Orient left]]
+ none = 0, [[Default, same as up]]
+ up = 0, [[Orient up, do not rotate.]]
+ right = 90, [[Orient right, rotate 90 degrees counter clock-wise.]]
+ down = 180, [[Orient down, rotate 180 degrees.]]
+ left = 270, [[Orient left, rotate 90 degrees clock-wise.]]
vertical = 0, [[Orient vertical]]
horizontal = 90 [[Orient horizontal]]
-
}
interface Efl.Orientation
{
[[Efl orientation interface]]
methods {
- @property orientation{
- [[Control the orientation of a given widget
+ @property orientation {
+ [[Control the orientation of a given object.
- Use this function to change how your widget is to be
- disposed: vertically or horizontally or inverted vertically
- or inverted horizontally]]
- set {
- }
- get {
- }
+ This can be used to set the rotation on an image or a window, for
+ instance.
+ ]]
values {
- dir: Efl.Orient; [[Direction]]
+ dir: Efl.Orient(none); [[The rotation angle (CCW), see @Efl.Orient.]]
}
}
}
--- /dev/null
+// FIXME: Documentation lacks proper references due to cyclic imports.
+// FIXME: What about AnyRTL? And other strange directions?
+
+enum Efl.Ui.Dir
+{
+ [[Direction for UI objects and layouts.
+
+ Not to be confused with $Efl.Orient which is for images and canvases. This
+ enum is used to define how widgets should expand and orient themselves,
+ not to rotate images.
+
+ See also @Efl.Ui.Direction.
+ ]]
+ default = 0,[[Default direction. Each widget may have a different default.]]
+ horizontal, [[Horizontal direction, along the X axis. Usually left-to-right,
+ but may be inverted to right-to-left if mirroring is on.]]
+ vertical, [[Vertical direction, along the Y axis. Usually downwards.]]
+ ltr, [[Horizontal, left-to-right direction.]]
+ rtl, [[Horizontal, right-to-left direction.]]
+ down, [[Vertical, top-to-bottom direction.]]
+ up, [[Vertical, bottom-to-top direction.]]
+}
+
+interface Efl.Ui.Direction
+{
+ [[EFL UI object direction interface]]
+ methods {
+ @property direction {
+ [[Control the direction of a given widget.
+
+ Use this function to change how your widget is to be disposed:
+ vertically or horizontally or inverted vertically or inverted
+ horizontally.
+
+ Mirroring as defined in @Efl.Ui.Base can invert the $horizontal
+ direction: it is $ltr by default, but becomes $rtl if the object
+ is mirrored.
+ ]]
+ values {
+ dir: Efl.Ui.Dir; [[Direction of the widget.]]
+ }
+ }
+ }
+}