Please see the @ref authors page for contact details.
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@section intro What is Edje?
Edje is a complex graphical design & layout library.
files, read the @ref edcref.
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@section history Edje History
It's a sequel to "Ebits" which has serviced the needs of Enlightenment
Unlike Ebits, Edje separates the layout and behavior logic.
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@section Edje_Examples Examples on Edje's usage
What follows is a list with various commented examples, covering a great
* If the @p size is less then 0 then the font size will be calculated in the
* percentage. For example, if the @p size is -50, then the font size will be
* scaled to half of the original size and if the @p size is -10 then the font
- * size will be scaled as much as 0.1x.
+ * size will be scaled as much as 0.1x.
*
* @see edje_text_class_get().
*
* This converts the given string @p text to UTF8 assuming it contains HTML
* style escapes like "&" and "©" etc. IF the part is of type TEXT,
* as opposed to TEXTBLOCK.
- *
+ *
* @param obj A valid Evas Object handle
* @param part The part name
* @param text The text string
/**
* @brief Returns the content (char) at the cursor position.
* @see evas_textblock_cursor_content_get
- *
+ *
* You must free the return (if not NULL) after you are done with it.
*
* @param obj A valid Evas_Object handle
/**
* @}
*/
-;;
+
/**
* @defgroup Edje_Text_Entry Edje Text Entry
*
* In Edje it's possible to use a text part as a entry so the user is
* able to make inputs of text. To do so, the text part must be set
* with a input panel taht will work as a virtual keyboard.
- *
+ *
* Some of effects can be applied to the entered text and also plenty
* actions can be performed after any input.
*
* @param obj A valid Evas_Object handle
* @param part The part name
*
- * @return The input method context (Ecore_IMF_Context *) in entry
+ * @return The input method context (Ecore_IMF_Context *) in entry
* @since 1.2.0
*/
EAPI void *edje_object_part_text_imf_context_get (const Evas_Object *obj, const char *part);
* Add a markup filter function for newly inserted text.
*
* Whenever text is inserted (not the same as set) into the given @p part,
- * the list of markup filter functions will be called to decide if and how
+ * the list of markup filter functions will be called to decide if and how
* the new text will be accepted.
- * The text parameter in the @p func filter is always markup. It can be
+ * The text parameter in the @p func filter is always markup. It can be
* modified by the user and it's up to him to free the one passed if he's to
* change the pointer. If doing so, the newly set text should be malloc'ed,
* as once all the filters are called Edje will free it.
* @{
*/
- /* perspective info for maps inside edje objects */
- typedef struct _Edje_Perspective Edje_Perspective;
-
- /**
- * Creates a new perspective in the given canvas.
- *
- * @param e The given canvas (Evas).
- * @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
- *
- * This function creates a perspective object that can be set on an Edje
- * object, or globally to all Edje objects on this canvas.
- *
- * @see edje_perspective_set()
- * @see edje_perspective_free()
- */
- EAPI Edje_Perspective *edje_perspective_new (Evas *e);
- /**
- * Delete the given perspective object.
- *
- * @param ps A valid perspective object, or @c NULL.
- *
- * This function will delete the perspective object. If the perspective
- * effect was being applied to any Edje object or part, this effect won't be
- * applied anymore.
- *
- * @see edje_perspective_new()
- */
- EAPI void edje_perspective_free (Edje_Perspective *ps);
- /**
- * Setup the transform for this perspective object.
- *
- * This sets the parameters of the perspective transformation. X, Y and Z
- * values are used. The px and py points specify the "infinite distance" point
- * in the 3D conversion (where all lines converge to like when artists draw
- * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
- * mapping between spatial coordinates and screen coordinates. Any points
- * on this z value will not have their X and Y values modified in the transform.
- * Those further away (Z value higher) will shrink into the distance, and
- * those less than this value will expand and become bigger. The @p foc value
- * determines the "focal length" of the camera. This is in reality the distance
- * between the camera lens plane itself (at or closer than this rendering
- * results are undefined) and the "z0" z value. This allows for some "depth"
- * control and @p foc must be greater than 0.
- *
- * @param ps The perspective object
- * @param px The perspective distance X coordinate
- * @param py The perspective distance Y coordinate
- * @param z0 The "0" z plane value
- * @param foc The focal distance
- */
- EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
- /**
- * Make this perspective object be global for its canvas.
- *
- * @param ps The given perspective object
- * @param global @c EINA_TRUE if the perspective should be global, @c
- * EINA_FALSE otherwise.
- *
- * The canvas which this perspective object is being set as global is the one
- * given as argument upon the object creation (the @p evas parameter on the
- * function @c edje_perspective_new(evas) ).
- *
- * There can be only one global perspective object set per canvas, and if
- * a perspective object is set to global when there was already another
- * global perspective set, the old one will be set as non-global.
- *
- * A global perspective just affects a part if its Edje object doesn't have a
- * perspective object set to it, and if the part doesn't point to another
- * part to be used as perspective.
- *
- * @see edje_object_perspective_set()
- * @see edje_perspective_global_get()
- * @see edje_perspective_new()
- */
- EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
- /**
- * Get whether the given perspective object is global or not.
- *
- * @param ps The given perspective object.
- * @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
- * otherwise.
- *
- * @see edje_perspective_global_set()
- */
- EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
- /**
- * Get the global perspective object set for this canvas.
- *
- * @param e The given canvas (Evas).
- * @return The perspective object set as global for this canvas. Or @c NULL
- * if there is no global perspective set and on errors.
- *
- * This function will return the perspective object that was set as global
- * with edje_perspective_global_set().
- *
- * @see edje_perspective_global_set()
- * @see edje_perspective_global_get()
- */
- EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
- /**
- * Set the given perspective object on this Edje object.
- *
- * @param obj The Edje object on the perspective will be set.
- * @param ps The perspective object that will be used.
- *
- * Make the given perspective object be the default perspective for this Edje
- * object.
- *
- * There can be only one perspective object per Edje object, and if a
- * previous one was set, it will be removed and the new perspective object
- * will be used.
- *
- * An Edje perspective will only affect a part if it doesn't point to another
- * part to be used as perspective.
- *
- * @see edje_object_perspective_new()
- * @see edje_object_perspective_get()
- * @see edje_perspective_set()
- */
- EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
- /**
- * Get the current perspective used on this Edje object.
- *
- * @param obj the given Edje object.
- * @return The perspective object being used on this Edje object. Or @c NULL
- * if there was none, and on errors.
- *
- * @see edje_object_perspective_set()
- */
- EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
+/* perspective info for maps inside edje objects */
+typedef struct _Edje_Perspective Edje_Perspective;
+
+/**
+ * Creates a new perspective in the given canvas.
+ *
+ * @param e The given canvas (Evas).
+ * @return An @ref Edje_Perspective object for this canvas, or @c NULL on errors.
+ *
+ * This function creates a perspective object that can be set on an Edje
+ * object, or globally to all Edje objects on this canvas.
+ *
+ * @see edje_perspective_set()
+ * @see edje_perspective_free()
+ */
+EAPI Edje_Perspective *edje_perspective_new (Evas *e);
+/**
+ * Delete the given perspective object.
+ *
+ * @param ps A valid perspective object, or @c NULL.
+ *
+ * This function will delete the perspective object. If the perspective
+ * effect was being applied to any Edje object or part, this effect won't be
+ * applied anymore.
+ *
+ * @see edje_perspective_new()
+ */
+EAPI void edje_perspective_free (Edje_Perspective *ps);
+/**
+ * Setup the transform for this perspective object.
+ *
+ * This sets the parameters of the perspective transformation. X, Y and Z
+ * values are used. The px and py points specify the "infinite distance" point
+ * in the 3D conversion (where all lines converge to like when artists draw
+ * 3D by hand). The @p z0 value specifies the z value at which there is a 1:1
+ * mapping between spatial coordinates and screen coordinates. Any points
+ * on this z value will not have their X and Y values modified in the transform.
+ * Those further away (Z value higher) will shrink into the distance, and
+ * those less than this value will expand and become bigger. The @p foc value
+ * determines the "focal length" of the camera. This is in reality the distance
+ * between the camera lens plane itself (at or closer than this rendering
+ * results are undefined) and the "z0" z value. This allows for some "depth"
+ * control and @p foc must be greater than 0.
+ *
+ * @param ps The perspective object
+ * @param px The perspective distance X coordinate
+ * @param py The perspective distance Y coordinate
+ * @param z0 The "0" z plane value
+ * @param foc The focal distance
+ */
+EAPI void edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc);
+/**
+ * Make this perspective object be global for its canvas.
+ *
+ * @param ps The given perspective object
+ * @param global @c EINA_TRUE if the perspective should be global, @c
+ * EINA_FALSE otherwise.
+ *
+ * The canvas which this perspective object is being set as global is the one
+ * given as argument upon the object creation (the @p evas parameter on the
+ * function @c edje_perspective_new(evas) ).
+ *
+ * There can be only one global perspective object set per canvas, and if
+ * a perspective object is set to global when there was already another
+ * global perspective set, the old one will be set as non-global.
+ *
+ * A global perspective just affects a part if its Edje object doesn't have a
+ * perspective object set to it, and if the part doesn't point to another
+ * part to be used as perspective.
+ *
+ * @see edje_object_perspective_set()
+ * @see edje_perspective_global_get()
+ * @see edje_perspective_new()
+ */
+EAPI void edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global);
+/**
+ * Get whether the given perspective object is global or not.
+ *
+ * @param ps The given perspective object.
+ * @return @c EINA_TRUE if this perspective object is global, @c EINA_FALSE
+ * otherwise.
+ *
+ * @see edje_perspective_global_set()
+ */
+EAPI Eina_Bool edje_perspective_global_get (const Edje_Perspective *ps);
+/**
+ * Get the global perspective object set for this canvas.
+ *
+ * @param e The given canvas (Evas).
+ * @return The perspective object set as global for this canvas. Or @c NULL
+ * if there is no global perspective set and on errors.
+ *
+ * This function will return the perspective object that was set as global
+ * with edje_perspective_global_set().
+ *
+ * @see edje_perspective_global_set()
+ * @see edje_perspective_global_get()
+ */
+EAPI const Edje_Perspective *edje_evas_global_perspective_get(const Evas *e);
+/**
+ * Set the given perspective object on this Edje object.
+ *
+ * @param obj The Edje object on the perspective will be set.
+ * @param ps The perspective object that will be used.
+ *
+ * Make the given perspective object be the default perspective for this Edje
+ * object.
+ *
+ * There can be only one perspective object per Edje object, and if a
+ * previous one was set, it will be removed and the new perspective object
+ * will be used.
+ *
+ * An Edje perspective will only affect a part if it doesn't point to another
+ * part to be used as perspective.
+ *
+ * @see edje_object_perspective_new()
+ * @see edje_object_perspective_get()
+ * @see edje_perspective_set()
+ */
+EAPI void edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps);
+/**
+ * Get the current perspective used on this Edje object.
+ *
+ * @param obj the given Edje object.
+ * @return The perspective object being used on this Edje object. Or @c NULL
+ * if there was none, and on errors.
+ *
+ * @see edje_object_perspective_set()
+ */
+EAPI const Edje_Perspective *edje_object_perspective_get (const Evas_Object *obj);
/**
* @}