*/
/* win */
+ /** @defgroup Win Win
+ *
+ * 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)
+ *
+ * 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
+ *
+ * @{
+ */
+ /**
+ * Defines the types of window that can be created
+ *
+ * These are hints set on the window so that a running Window Manager knows
+ * how the window should be handled and/or what kind of decorations it
+ * should have.
+ *
+ * Currently, only the X11 backed engines use them.
+ */
typedef enum _Elm_Win_Type
{
- ELM_WIN_BASIC,
- ELM_WIN_DIALOG_BASIC,
- ELM_WIN_DESKTOP,
- ELM_WIN_DOCK,
- ELM_WIN_TOOLBAR,
- ELM_WIN_MENU,
- ELM_WIN_UTILITY,
- ELM_WIN_SPLASH,
- ELM_WIN_DROPDOWN_MENU,
- ELM_WIN_POPUP_MENU,
- ELM_WIN_TOOLTIP,
- ELM_WIN_NOTIFICATION,
- ELM_WIN_COMBO,
- ELM_WIN_DND,
- ELM_WIN_INLINED_IMAGE,
+ ELM_WIN_BASIC, /**< A normal window. Indicates a normal, top-level
+ window. Almost every window will be created with this
+ type. */
+ ELM_WIN_DIALOG_BASIC, /**< Used for simple dialog windows/ */
+ ELM_WIN_DESKTOP, /**< For special desktop windows, like a background
+ window holding desktop icons. */
+ ELM_WIN_DOCK, /**< The window is used as a dock or panel. Usually would
+ be kept on top of any other window by the Window
+ Manager. */
+ ELM_WIN_TOOLBAR, /**< The window is used to hold a floating toolbar, or
+ similar. */
+ ELM_WIN_MENU, /**< Similar to #ELM_WIN_TOOLBAR. */
+ ELM_WIN_UTILITY, /**< A persistent utility window, like a toolbox or
+ pallete. */
+ ELM_WIN_SPLASH, /**< Splash window for a starting up application. */
+ ELM_WIN_DROPDOWN_MENU, /**< The window is a dropdown menu, as when an
+ entry in a menubar is clicked. Typically used
+ with elm_win_override_set(). This hint exists
+ for completion only, as the EFL way of
+ implementing a menu would not normally use a
+ separate window for its contents. */
+ ELM_WIN_POPUP_MENU, /**< Like #ELM_WIN_DROPDOWN_MENU, but for the menu
+ triggered by right-clicking an object. */
+ ELM_WIN_TOOLTIP, /**< The window is a tooltip. A short piece of
+ explanatory text that typically appear after the
+ mouse cursor hovers over an object for a while.
+ Typically used with elm_win_override_set() and also
+ not very commonly used in the EFL. */
+ ELM_WIN_NOTIFICATION, /**< A notification window, like a warning about
+ battery life or a new E-Mail received. */
+ ELM_WIN_COMBO, /**< A window holding the contents of a combo box. Not
+ usually used in the EFL. */
+ ELM_WIN_DND, /**< Used to indicate the window is a representation of an
+ object being dragged across different windows, or even
+ applications. Typically used with
+ elm_win_override_set(). */
+ ELM_WIN_INLINED_IMAGE, /**< The window is rendered onto an image
+ buffer. No actual window is created for this
+ type, instead the window and all of its
+ contents will be rendered to an image buffer.
+ This allows to have children window inside a
+ parent one just like any other object would
+ be, and do other things like applying @c
+ Evas_Map effects to it. This is the only type
+ of window that requires the @c parent
+ parameter of elm_win_add() to be a valid @c
+ Evas_Object. */
} Elm_Win_Type;
+ /**
+ * The differents layouts that can be requested for the virtual keyboard.
+ *
+ * When the application window is being managed by Illume, it may request
+ * any of the following layouts for the virtual keyboard.
+ */
typedef enum _Elm_Win_Keyboard_Mode
{
- ELM_WIN_KEYBOARD_UNKNOWN,
- ELM_WIN_KEYBOARD_OFF,
- ELM_WIN_KEYBOARD_ON,
- ELM_WIN_KEYBOARD_ALPHA,
- ELM_WIN_KEYBOARD_NUMERIC,
- ELM_WIN_KEYBOARD_PIN,
- ELM_WIN_KEYBOARD_PHONE_NUMBER,
- ELM_WIN_KEYBOARD_HEX,
- ELM_WIN_KEYBOARD_TERMINAL,
- ELM_WIN_KEYBOARD_PASSWORD,
- ELM_WIN_KEYBOARD_IP,
- ELM_WIN_KEYBOARD_HOST,
- ELM_WIN_KEYBOARD_FILE,
- ELM_WIN_KEYBOARD_URL,
- ELM_WIN_KEYBOARD_KEYPAD,
- ELM_WIN_KEYBOARD_J2ME
+ ELM_WIN_KEYBOARD_UNKNOWN, /**< Unknown keyboard state */
+ ELM_WIN_KEYBOARD_OFF, /**< Request to deactivate the keyboard */
+ ELM_WIN_KEYBOARD_ON, /**< Enable keyboard with default layout */
+ ELM_WIN_KEYBOARD_ALPHA, /**< Alpha (a-z) keyboard layout */
+ ELM_WIN_KEYBOARD_NUMERIC, /**< Numeric keyboard layout */
+ ELM_WIN_KEYBOARD_PIN, /**< PIN keyboard layout */
+ ELM_WIN_KEYBOARD_PHONE_NUMBER, /**< Phone keyboard layout */
+ ELM_WIN_KEYBOARD_HEX, /**< Hexadecimal numeric keyboard layout */
+ ELM_WIN_KEYBOARD_TERMINAL, /**< Full (QUERTY) keyboard layout */
+ ELM_WIN_KEYBOARD_PASSWORD, /**< Password keyboard layout */
+ ELM_WIN_KEYBOARD_IP, /**< IP keyboard layout */
+ ELM_WIN_KEYBOARD_HOST, /**< Host keyboard layout */
+ ELM_WIN_KEYBOARD_FILE, /**< File keyboard layout */
+ ELM_WIN_KEYBOARD_URL, /**< URL keyboard layout */
+ ELM_WIN_KEYBOARD_KEYPAD, /**< Keypad layout */
+ ELM_WIN_KEYBOARD_J2ME /**< J2ME keyboard layout */
} Elm_Win_Keyboard_Mode;
+ /**
+ * Available commands that can be sent to the Illume manager.
+ *
+ * When running under an Illume session, a window may send commands to the
+ * Illume manager to perform different actions.
+ */
typedef enum _Elm_Illume_Command
{
- ELM_ILLUME_COMMAND_FOCUS_BACK,
- ELM_ILLUME_COMMAND_FOCUS_FORWARD,
- ELM_ILLUME_COMMAND_FOCUS_HOME,
- ELM_ILLUME_COMMAND_CLOSE
+ ELM_ILLUME_COMMAND_FOCUS_BACK, /**< Reverts focus to the previous
+ window */
+ ELM_ILLUME_COMMAND_FOCUS_FORWARD, /**< Sends focus to the next window\
+ in the list */
+ ELM_ILLUME_COMMAND_FOCUS_HOME, /**< Hides all windows to show the Home
+ screen */
+ ELM_ILLUME_COMMAND_CLOSE /**< Closes the currently active window */
} Elm_Illume_Command;
+ /**
+ * Adds a window object. If this is the first window created, pass NULL as
+ * @p parent.
+ *
+ * @param parent Parent object to add the window to, or NULL
+ * @param name The name of the window
+ * @param type The window type, one of #Elm_Win_Type.
+ *
+ * The @p parent paramter can be @c NULL for every window @p type except
+ * #ELM_WIN_INLINED_IMAGE, which needs a parent to retrieve the canvas on
+ * which the image object will be created.
+ *
+ * For any other type, if @p parent is @c NULL, then the window created
+ * will be independent of any other window in the application. When another
+ * widget is used as the @p parent, the window will visually be the same
+ * as any other, but it would be added as a sub-object of the given parent,
+ * which means that if the parent object is destroyed the window will also
+ * be destroyed.
+ *
+ * @return The created object, or NULL on failure
+ */
EAPI Evas_Object *elm_win_add(Evas_Object *parent, const char *name, Elm_Win_Type type);
+ /**
+ * Add @p subobj as a resize object of window @p obj.
+ *
+ *
+ * Setting an object as a resize object of the window means that the
+ * @p subobj child's size and position will be controlled by the window
+ * directly. That is, the object will be resized to match the window size
+ * and should never be moved or resized manually by the developer.
+ *
+ * In addition, resize objects of the window control what the minimum size
+ * of it will be, as well as whether it can or not be resized by the user.
+ *
+ * For the end user to be able to resize a window by dragging the handles
+ * or borders provided by the Window Manager, or using any other similar
+ * mechanism, all of the resize objects in the window should have their
+ * evas_object_size_hint_weight_set() set to EVAS_HINT_EXPAND.
+ *
+ * @param obj The window object
+ * @param subobj The resize object to add
+ */
EAPI void elm_win_resize_object_add(Evas_Object *obj, Evas_Object *subobj) EINA_ARG_NONNULL(1);
+ /**
+ * Delete @p subobj as a resize object of window @p obj.
+ *
+ * This function removes the object @p subobj from the resize objects of
+ * the window @p obj. It will not delete the object itself, which will be
+ * left unmanaged and should be deleted by the developer, manually handled
+ * or set as child of some other container.
+ *
+ * @param obj The window object
+ * @param subobj The resize object to add
+ */
EAPI void elm_win_resize_object_del(Evas_Object *obj, Evas_Object *subobj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the title of the window
+ *
+ * @param obj The window object
+ * @param title The title to set
+ */
EAPI void elm_win_title_set(Evas_Object *obj, const char *title) EINA_ARG_NONNULL(1);
+ /**
+ * Get the title of the window
+ *
+ * The returned string is an internal one and should not be freed or
+ * modified. It will also be rendered invalid if a new title is set or if
+ * the window is destroyed.
+ *
+ * @param obj The window object
+ * @return The title
+ */
EAPI const char *elm_win_title_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the window's autodel state.
+ *
+ * When closing the window in any way outside of the program control, like
+ * pressing the X button in the titlebar or using a command from the
+ * Window Manager, a "delete,request" signal is emitted to indicate that
+ * this event occurred and the developer can take any action, which may
+ * include, or not, destroying the window object.
+ *
+ * When the @p autodel parameter is set, the window will be automatically
+ * destroyed when this event occurs, after the signal is emitted.
+ * If @p autodel is @c EINA_FALSE, then the window will not be destroyed
+ * and is up to the program to do so when it's required.
+ *
+ * @param obj The window object
+ * @param autodel If true, the window will automatically delete itself when
+ * closed
+ */
EAPI void elm_win_autodel_set(Evas_Object *obj, Eina_Bool autodel) EINA_ARG_NONNULL(1);
+ /**
+ * Get the window's autodel state.
+ *
+ * @param obj The window object
+ * @return If the window will automatically delete itself when closed
+ *
+ * @see elm_win_autodel_set()
+ */
EAPI Eina_Bool elm_win_autodel_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Activate a window object.
+ *
+ * This function sends a request to the Window Manager to activate the
+ * window pointed by @p obj. If honored by the WM, the window will receive
+ * the keyboard focus.
+ *
+ * @note This is just a request that a Window Manager may ignore, so calling
+ * this function does not ensure in any way that the window will be the
+ * active one after it.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_activate(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Lower a window object.
+ *
+ * Places the window pointed by @p obj at the bottom of the stack, so that
+ * no other window is covered by it.
+ *
+ * If elm_win_override_set() is not set, the Window Manager may ignore this
+ * request.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_lower(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Raise a window object.
+ *
+ * Places the window pointed by @p obj at the top of the stack, so that it's
+ * not covered by any other window.
+ *
+ * If elm_win_override_set() is not set, the Window Manager may ignore this
+ * request.
+ *
+ * @param obj The window object
+ */
EAPI void elm_win_raise(Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the borderless state of a window.
+ *
+ * This function requests the Window Manager to not draw any decoration
+ * around the window.
+ *
+ * @param obj The window object
+ * @param borderless If true, the window is borderless
+ */
EAPI void elm_win_borderless_set(Evas_Object *obj, Eina_Bool borderless) EINA_ARG_NONNULL(1);
+ /**
+ * Get the borderless state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is borderless
+ */
EAPI Eina_Bool elm_win_borderless_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the shaped state of a window.
+ *
+ * Shaped windows, when supported, will render the parts of the window that
+ * has no content, transparent.
+ *
+ * If @p shaped is EINA_FALSE, then it is strongly adviced to have some
+ * background object or cover the entire window in any other way, or the
+ * parts of the canvas that have no data will show framebuffer artifacts.
+ *
+ * @param obj The window object
+ * @param shaped If true, the window is shaped
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped) EINA_ARG_NONNULL(1);
+ /**
+ * Get the shaped state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is shaped
+ *
+ * @see elm_win_shaped_set()
+ */
EAPI Eina_Bool elm_win_shaped_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the alpha channel state of a window.
+ *
+ * If @p alpha is EINA_TRUE, the alpha channel of the canvas will be enabled
+ * possibly making parts of the window completely or partially transparent.
+ * This is also subject to the underlying system supporting it, like for
+ * example, running under a compositing manager. If no compositing is
+ * available, enabling this option will instead fallback to using shaped
+ * windows, with elm_win_shaped_set().
+ *
+ * @param obj The window object
+ * @param alpha If true, the window has an alpha channel
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_alpha_set(Evas_Object *obj, Eina_Bool alpha) EINA_ARG_NONNULL(1);
+ /**
+ * Get the transparency state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is transparent
+ *
+ * @see elm_win_transparent_set()
+ */
EAPI Eina_Bool elm_win_transparent_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the transparency state of a window.
+ *
+ * Use elm_win_alpha_set() instead.
+ *
+ * @param obj The window object
+ * @param transparent If true, the window is transparent
+ *
+ * @see elm_win_alpha_set()
+ */
EAPI void elm_win_transparent_set(Evas_Object *obj, Eina_Bool transparent) EINA_ARG_NONNULL(1);
+ /**
+ * Get the alpha channel state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window has an alpha channel
+ */
EAPI Eina_Bool elm_win_alpha_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the override state of a window.
+ *
+ * A window with @p override set to EINA_TRUE will not be managed by the
+ * Window Manager. This means that no decorations of any kind will be shown
+ * for it, moving and resizing must be handled by the application, as well
+ * as the window visibility.
+ *
+ * This should not be used for normal windows, and even for not so normal
+ * ones, it should only be used when there's a good reason and with a lot
+ * of care. Mishandling override windows may result situations that
+ * disrupt the normal workflow of the end user.
+ *
+ * @param obj The window object
+ * @param override If true, the window is overridden
+ */
EAPI void elm_win_override_set(Evas_Object *obj, Eina_Bool override) EINA_ARG_NONNULL(1);
+ /**
+ * Get the override state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is overridden
+ *
+ * @see elm_win_override_set()
+ */
EAPI Eina_Bool elm_win_override_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @param fullscreen If true, the window is fullscreen
+ */
EAPI void elm_win_fullscreen_set(Evas_Object *obj, Eina_Bool fullscreen) EINA_ARG_NONNULL(1);
+ /**
+ * Get the fullscreen state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is fullscreen
+ */
EAPI Eina_Bool elm_win_fullscreen_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the maximized state of a window.
+ *
+ * @param obj The window object
+ * @param maximized If true, the window is maximized
+ */
EAPI void elm_win_maximized_set(Evas_Object *obj, Eina_Bool maximized) EINA_ARG_NONNULL(1);
+ /**
+ * Get the maximized state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is maximized
+ */
EAPI Eina_Bool elm_win_maximized_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the iconified state of a window.
+ *
+ * @param obj The window object
+ * @param iconified If true, the window is iconified
+ */
EAPI void elm_win_iconified_set(Evas_Object *obj, Eina_Bool iconified) EINA_ARG_NONNULL(1);
+ /**
+ * Get the iconified state of a window.
+ *
+ * @param obj The window object
+ * @return If true, the window is iconified
+ */
EAPI Eina_Bool elm_win_iconified_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the layer of the window.
+ *
+ * What this means exactly will depend on the underlying engine used.
+ *
+ * In the case of X11 backed engines, the value in @p layer has the
+ * following meanings:
+ * @li < 3: The window will be placed below all others.
+ * @li > 5: The window will be placed above all others.
+ * @li other: The window will be placed in the default layer.
+ *
+ * @param obj The window object
+ * @param layer The layer of the window
+ */
EAPI void elm_win_layer_set(Evas_Object *obj, int layer) EINA_ARG_NONNULL(1);
+ /**
+ * Get the layer of the window.
+ *
+ * @param obj The window object
+ * @return The layer of the window
+ *
+ * @see elm_win_layer_set()
+ */
EAPI int elm_win_layer_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the rotation of the window.
+ *
+ * Most engines only work with multiples of 90.
+ *
+ * This function is used to set the orientation of the window @p obj to
+ * match that of the screen. The window itself will be resized to adjust
+ * to the new geometry of its contents. If you want to keep the window size,
+ * see elm_win_rotation_with_resize_set().
+ *
+ * @param obj The window object
+ * @param rotation The rotation of the window, in degrees (0-360),
+ * counter-clockwise.
+ */
EAPI void elm_win_rotation_set(Evas_Object *obj, int rotation) EINA_ARG_NONNULL(1);
+ /**
+ * Rotates the window and resizes it.
+ *
+ * Like elm_win_rotation_set(), but it also resizes the window's contents so
+ * that they fit inside the current window geometry.
+ *
+ * @param obj The window object
+ * @param layer The rotation of the window in degrees (0-360),
+ * counter-clockwise.
+ */
EAPI void elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation) EINA_ARG_NONNULL(1);
+ /**
+ * Get the rotation of the window.
+ *
+ * @param obj The window object
+ * @return The rotation of the window in degrees (0-360)
+ *
+ * @see elm_win_rotation_set()
+ * @see elm_win_rotation_with_resize_set()
+ */
EAPI int elm_win_rotation_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the sticky state of the window.
+ *
+ * Hints the Window Manager that the window in @p obj should be left fixed
+ * at its position even when the virtual desktop it's on moves or changes.
+ *
+ * @param obj The window object
+ * @param sticky If true, the window's sticky state is enabled
+ */
EAPI void elm_win_sticky_set(Evas_Object *obj, Eina_Bool sticky) EINA_ARG_NONNULL(1);
+ /**
+ * Get the sticky state of the window.
+ *
+ * @param obj The window object
+ * @return If true, the window's sticky state is enabled
+ *
+ * @see elm_win_sticky_set()
+ */
EAPI Eina_Bool elm_win_sticky_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set if this window is an illume conformant window
+ *
+ * @param obj The window object
+ * @param conformant The conformant flag (1 = conformant, 0 = non-conformant)
+ */
EAPI void elm_win_conformant_set(Evas_Object *obj, Eina_Bool conformant) EINA_ARG_NONNULL(1);
+ /**
+ * Get if this window is an illume conformant window
+ *
+ * @param obj The window object
+ * @return A boolean if this window is illume conformant or not
+ */
EAPI Eina_Bool elm_win_conformant_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set a window to be an illume quickpanel window
+ *
+ * By default window objects are not quickpanel windows.
+ *
+ * @param obj The window object
+ * @param quickpanel The quickpanel flag (1 = quickpanel, 0 = normal window)
+ */
EAPI void elm_win_quickpanel_set(Evas_Object *obj, Eina_Bool quickpanel) EINA_ARG_NONNULL(1);
+ /**
+ * Get if this window is a quickpanel or not
+ *
+ * @param obj The window object
+ * @return A boolean if this window is a quickpanel or not
+ */
EAPI Eina_Bool elm_win_quickpanel_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The major priority for this quickpanel
+ */
EAPI void elm_win_quickpanel_priority_major_set(Evas_Object *obj, int priority) EINA_ARG_NONNULL(1);
+ /**
+ * Get the major priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The major priority of this quickpanel
+ */
EAPI int elm_win_quickpanel_priority_major_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @param priority The minor priority for this quickpanel
+ */
EAPI void elm_win_quickpanel_priority_minor_set(Evas_Object *obj, int priority) EINA_ARG_NONNULL(1);
+ /**
+ * Get the minor priority of a quickpanel window
+ *
+ * @param obj The window object
+ * @return The minor priority of this quickpanel
+ */
EAPI int elm_win_quickpanel_priority_minor_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @param zone The requested zone for this quickpanel
+ */
EAPI void elm_win_quickpanel_zone_set(Evas_Object *obj, int zone) EINA_ARG_NONNULL(1);
+ /**
+ * Get which zone this quickpanel should appear in
+ *
+ * @param obj The window object
+ * @return The requested zone for this quickpanel
+ */
EAPI int elm_win_quickpanel_zone_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the window to be skipped by keyboard focus
+ *
+ * This sets the window to be skipped by normal keyboard input. This means
+ * a window manager will be asked to not focus this window as well as omit
+ * it from things like the taskbar, pager, "alt-tab" list etc. etc.
+ *
+ * Call this and enable it on a window BEFORE you show it for the first time,
+ * otherwise it may have no effect.
+ *
+ * Use this for windows that have only output information or might only be
+ * interacted with by the mouse or fingers, and never for typing input.
+ * Be careful that this may have side-effects like making the window
+ * non-accessible in some cases unless the window is specially handled. Use
+ * this with care.
+ *
+ * @param obj The window object
+ * @param skip The skip flag state (EINA_TRUE if it is to be skipped)
+ */
EAPI void elm_win_prop_focus_skip_set(Evas_Object *obj, Eina_Bool skip) EINA_ARG_NONNULL(1);
+ /**
+ * Send a command to the windowing environment
+ *
+ * This is intended to work in touchscreen or small screen device
+ * environments where there is a more simplistic window management policy in
+ * place. This uses the window object indicated to select which part of the
+ * environment to control (the part that this window lives in), and provides
+ * a command and an optional parameter structure (use NULL for this if not
+ * needed).
+ *
+ * @param obj The window object that lives in the environment to control
+ * @param command The command to send
+ * @param params Optional parameters for the command
+ */
EAPI void elm_win_illume_command_send(Evas_Object *obj, Elm_Illume_Command command, void *params) EINA_ARG_NONNULL(1);
+ /**
+ * Get the inlined image object handle
+ *
+ * When you create a window with elm_win_add() of type ELM_WIN_INLINED_IMAGE,
+ * then the window is in fact an evas image object inlined in the parent
+ * canvas. You can get this object (be careful to not manipulate it as it
+ * is under control of elementary), and use it to do things like get pixel
+ * data, save the image to a file, etc.
+ *
+ * @param obj The window object to get the inlined image from
+ * @return The inlined image object, or NULL if none exists
+ */
EAPI Evas_Object *elm_win_inlined_image_object_get(Evas_Object *obj);
+ /**
+ * Set the enabled status for the focus highlight in a window
+ *
+ * This function will enable or disable the focus highlight only for the
+ * given window, regardless of the global setting for it
+ *
+ * @param obj The window where to enable the highlight
+ * @param enabled The enabled value for the highlight
+ */
EAPI void elm_win_focus_highlight_enabled_set(Evas_Object *obj, Eina_Bool enabled) EINA_ARG_NONNULL(1);
+ /**
+ * Get the enabled value of the focus highlight for this window
+ *
+ * @param obj The window in which to check if the focus highlight is enabled
+ *
+ * @return EINA_TRUE if enabled, EINA_FALSE otherwise
+ */
EAPI Eina_Bool elm_win_focus_highlight_enabled_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
+ /**
+ * Set the style for the focus highlight on this window
+ *
+ * Sets the style to use for theming the highlight of focused objects on
+ * the given window. If @p style is NULL, the default will be used.
+ *
+ * @param obj The window where to set the style
+ * @param style The style to set
+ */
EAPI void elm_win_focus_highlight_style_set(Evas_Object *obj, const char *style) EINA_ARG_NONNULL(1);
+ /**
+ * Get the style set for the focus highlight object
+ *
+ * Gets the style set for this windows highilght object, or NULL if none
+ * is set.
+ *
+ * @param obj The window to retrieve the highlights style from
+ *
+ * @return The style set or NULL if none was. Default is used in that case.
+ */
EAPI const char *elm_win_focus_highlight_style_get(const Evas_Object *obj) EINA_ARG_NONNULL(1);
/*...
* ecore_x_icccm_hints_set -> accepts_focus (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
#include <Elementary.h>
#include "elm_priv.h"
-/**
- * @defgroup Win Win
- *
- * 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).
- *
- * "x11", "x", "software-x11", "software_x11"
- * (Software rendering in X11)
- * "gl", "opengl", "opengl-x11", "opengl_x11"
- * (OpenGL or OpenGL-ES2 rendering in X11)
- * "shot:..."
- * (Virtual screenshot renderer - renders to output file and exits)
- * "fb", "software-fb", "software_fb"
- * (Linux framebuffer direct software rendering)
- * "sdl", "software-sdl", "software_sdl"
- * (SDL software rendering to SDL buffer)
- * "gl-sdl", "gl_sdl", "opengl-sdl", "opengl_sdl"
- * (OpenGL or OpenGL-ES2 rendering using SDL as the buffer)
- * "gdi", "software-gdi", "software_gdi"
- * (Windows WIN32 rendering via GDI with software)
- * "dfb", "directfb"
- * (Rendering to a DirectFB window)
- * "x11-8", "x8", "software-8-x11", "software_8_x11"
- * (Rendering in grayscale using dedicated 8bit software engine in X11)
- * "x11-16", "x16", "software-16-x11", "software_16_x11"
- * (Rendering in X11 using 16bit software engine)
- * "wince-gdi", "software-16-wince-gdi", "software_16_wince_gdi"
- * (Windows CE rendering via GDI with 16bit software renderer)
- * "sdl-16", "software-16-sdl", "software_16_sdl"
- * (Rendering to SDL buffer with 16bit software renderer)
- *
- * 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:
- *
- * "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
- */
-
typedef struct _Elm_Win Elm_Win;
struct _Elm_Win
_win_img_focus_out, win);
}
-/**
- * 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 the following:
- * ELM_WIN_BASIC
- * ELM_WIN_DIALOG_BASIC
- * ELM_WIN_DESKTOP
- * ELM_WIN_DOCK
- * ELM_WIN_TOOLBAR
- * ELM_WIN_MENU
- * ELM_WIN_UTILITY
- * ELM_WIN_SPLASH
- *
- * @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)
{
return win->win_obj;
}
-/**
- * Add @p subobj as a resize object of window @p obj. Note, do not move and
- * resize window and sub object at the same time. It will cause problem.
- *
- * @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)
{
_elm_win_eval_subobjs(obj);
}
-/**
- * Delete @p subobj as a resize object of window @p obj.
- *
- * @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)
{
_elm_win_eval_subobjs(obj);
}
-/**
- * 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)
{
ecore_evas_title_set(win->ee, title);
}
-/**
- * Get the title of the window
- *
- * @param obj The window object
- * @return The title
- *
- * @ingroup Win
- */
EAPI const char *
elm_win_title_get(const Evas_Object *obj)
{
return ecore_evas_title_get(win->ee);
}
-/**
- * Set the window's autodel state.
- *
- * @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)
{
win->autodel = autodel;
}
-/**
- * Get the window's autodel state.
- *
- * @param obj The window object
- * @return If the window will automatically delete itself when closed
- *
- * @ingroup Win
- */
EAPI Eina_Bool
elm_win_autodel_get(const Evas_Object *obj)
{
return win->autodel;
}
-/**
- * Activate a window object.
- *
- * @param obj The window object
- *
- * @ingroup Win
- */
EAPI void
elm_win_activate(Evas_Object *obj)
{
ecore_evas_activate(win->ee);
}
-/**
- * Lower a window object.
- *
- * @param obj The window object
- *
- * @ingroup Win
- */
EAPI void
elm_win_lower(Evas_Object *obj)
{
ecore_evas_lower(win->ee);
}
-/**
- * Raise a window object.
- *
- * @param obj The window object
- *
- * @ingroup Win
- */
EAPI void
elm_win_raise(Evas_Object *obj)
{
ecore_evas_raise(win->ee);
}
-/**
- * Set the borderless state of a 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)
{
#endif
}
-/**
- * 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)
{
return ecore_evas_borderless_get(win->ee);
}
-/**
- * Set the shaped state of a window.
- *
- * @param obj The window object
- * @param shaped If true, the window is shaped
- *
- * @ingroup Win
- */
EAPI void
elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped)
{
#endif
}
-/**
- * Get the shaped state of a window.
- *
- * @param obj The window object
- * @return If true, the window is shaped
- *
- * @ingroup Win
- */
EAPI Eina_Bool
elm_win_shaped_get(const Evas_Object *obj)
{
return ecore_evas_shaped_get(win->ee);
}
-/**
- * Set the alpha channel state of a window.
- *
- * @param obj The window object
- * @param alpha If true, the window has an alpha channel
- *
- * @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)
{
return ecore_evas_alpha_get(win->ee);
}
-/**
- * Set the transparency state of a window.
- *
- * @param obj The window object
- * @param transparent If true, the window is transparent
- *
- * @ingroup Win
- */
EAPI void
elm_win_transparent_set(Evas_Object *obj, Eina_Bool transparent)
{
}
}
-/**
- * Get the transparency state of a window.
- *
- * @param obj The window object
- * @return If true, the window is transparent
- *
- * @ingroup Win
- */
EAPI Eina_Bool
elm_win_transparent_get(const Evas_Object *obj)
{
return ecore_evas_transparent_get(win->ee);
}
-/**
- * Set the override state of a window.
- *
- * @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)
{
#endif
}
-/**
- * Get the override state of a window.
- *
- * @param obj The window object
- * @return If true, the window is overridden
- *
- * @ingroup Win
- */
EAPI Eina_Bool
elm_win_override_get(const Evas_Object *obj)
{
return ecore_evas_override_get(win->ee);
}
-/**
- * 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)
{
#undef ENGINE_COMPARE
}
-/**
- * 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)
{
#undef ENGINE_COMPARE
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return ecore_evas_maximized_get(win->ee);
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return ecore_evas_iconified_get(win->ee);
}
-/**
- * Set the layer of the window.
- *
- * @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)
{
#endif
}
-/**
- * Get the layer of the window.
- *
- * @param obj The window object
- * @return The layer of the window
- *
- * @ingroup Win
- */
EAPI int
elm_win_layer_get(const Evas_Object *obj)
{
return ecore_evas_layer_get(win->ee);
}
-/**
- * Set the rotation of the window.
- *
- * @param obj The window object
- * @param rotation The rotation of the window, in degrees (0-360)
- *
- * @ingroup Win
- */
EAPI void
elm_win_rotation_set(Evas_Object *obj, int rotation)
{
#endif
}
-/**
- * Rotates the window and resizes it
- *
- * @param obj The window object
- * @param layer The rotation of the window in degrees (0-360)
- *
- * @ingroup Win
- */
EAPI void
elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation)
{
#endif
}
-/**
- * Get the rotation of the window.
- *
- * @param obj The window object
- * @return The rotation of the window in degrees (0-360)
- *
- * @ingroup Win
- */
EAPI int
elm_win_rotation_get(const Evas_Object *obj)
{
return win->rot;
}
-/**
- * Set the sticky state of the window.
- *
- * @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)
{
#endif
}
-/**
- * Get the sticky state of the window.
- *
- * @param obj The window object
- * @return If true, the window's sticky state is enabled
- *
- * @ingroup Win
- */
EAPI Eina_Bool
elm_win_sticky_get(const Evas_Object *obj)
{
return ecore_evas_sticky_get(win->ee);
}
-/**
- * Sets the keyboard mode of the window.
- *
- * @param obj The window object
- * @param mode The mode to set; one of:
- * ELM_WIN_KEYBOARD_UNKNOWN
- * ELM_WIN_KEYBOARD_OFF
- * ELM_WIN_KEYBOARD_ON
- * ELM_WIN_KEYBOARD_ALPHA
- * ELM_WIN_KEYBOARD_NUMERIC
- * ELM_WIN_KEYBOARD_PIN
- * ELM_WIN_KEYBOARD_PHONE_NUMBER
- * ELM_WIN_KEYBOARD_HEX
- * ELM_WIN_KEYBOARD_TERMINAL
- * ELM_WIN_KEYBOARD_PASSWORD
- * ELM_WIN_KEYBOARD_IP
- * ELM_WIN_KEYBOARD_HOST
- * ELM_WIN_KEYBOARD_FILE
- * ELM_WIN_KEYBOARD_URL
- * ELM_WIN_KEYBOARD_KEYPAD
- * ELM_WIN_KEYBOARD_J2ME
- *
- * @ingroup Win
- */
EAPI void
elm_win_keyboard_mode_set(Evas_Object *obj, Elm_Win_Keyboard_Mode mode)
{
#endif
}
-/**
- * Gets the keyboard mode of the window.
- *
- * @param obj The window object
- * @return The mode; one of:
- * ELM_WIN_KEYBOARD_UNKNOWN
- * ELM_WIN_KEYBOARD_OFF
- * ELM_WIN_KEYBOARD_ON
- * ELM_WIN_KEYBOARD_ALPHA
- * ELM_WIN_KEYBOARD_NUMERIC
- * ELM_WIN_KEYBOARD_PIN
- * ELM_WIN_KEYBOARD_PHONE_NUMBER
- * ELM_WIN_KEYBOARD_HEX
- * ELM_WIN_KEYBOARD_TERMINAL
- * ELM_WIN_KEYBOARD_PASSWORD
- * ELM_WIN_KEYBOARD_IP
- * ELM_WIN_KEYBOARD_HOST
- * ELM_WIN_KEYBOARD_FILE
- * ELM_WIN_KEYBOARD_URL
- * ELM_WIN_KEYBOARD_KEYPAD
- * ELM_WIN_KEYBOARD_J2ME
- *
- * @ingroup Win
- */
EAPI Elm_Win_Keyboard_Mode
elm_win_keyboard_mode_get(const Evas_Object *obj)
{
return win->kbdmode;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return EINA_FALSE;
}
-/**
- * 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)
{
if (y) *y = win->screen.y;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return EINA_FALSE;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return EINA_FALSE;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return -1;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return -1;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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)
{
return 0;
}
-/**
- * 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)
{
#endif
}
-/**
- * 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 __UNUSED__)
{
#endif
}
-/**
- * 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)
{
return win->img_obj;
}
-/**
- * Set the enabled status for the focus highlight in a window
- *
- * This function will enable or disable the focus highlight only for the
- * given window, regardless of the global setting for it
- *
- * @param obj The window where to enable the highlight
- * @param enabled The enabled value for the highlight
- *
- * @ingroup Win
- */
EAPI void
elm_win_focus_highlight_enabled_set(Evas_Object *obj, Eina_Bool enabled)
{
_elm_win_focus_highlight_shutdown(win);
}
-/**
- * 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)
{
return win->focus_highlight.enabled;
}
-/**
- * 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)
{
_elm_win_focus_highlight_reconfigure_job_start(win);
}
-/**
- * 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.
- *
- * @ingroup Win
- */
EAPI const char *
elm_win_focus_highlight_style_get(const Evas_Object *obj)
{