import eina_types;
-interface @beta Efl.Layout.Calc
+interface Efl.Layout.Calc
{
[[This interface defines a common set of APIs used to trigger calculations
with layout objects.
import eina_types;
-interface @beta Efl.Layout.Group
+interface Efl.Layout.Group
{
[[APIs representing static data from a group in an edje file.
}
};
-interface @beta Efl.Layout.Signal
+interface Efl.Layout.Signal
{
[[Layouts asynchronous messaging and signaling interface.
import efl_input_device;
-interface @beta Efl.Canvas.Pointer
+interface Efl.Canvas.Pointer
{
[[Efl Canvas Pointer interface]]
methods {
- @property pointer_inside {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property pointer_inside @beta {
get {
[[Returns whether the mouse pointer is logically inside the
canvas.
import efl_input_device;
import efl_gfx_types;
-interface @beta Efl.Canvas.Scene
+interface Efl.Canvas.Scene
{
[[Interface containing basic canvas-related methods and events.]]
methods {
]]
}
}
- seats {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ seats @beta {
[[Iterate over the available input device seats for the canvas.
A "seat" is the term used for a group of input devices, typically including
return: iterator<Efl.Input.Device> @owned;
[[An iterator over the attached seats.]]
}
- @property device {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property device @beta{
[[An input device attached to this canvas, found by name.
Note: This function is meant to find seats and not individual
seat: Efl.Input.Device; [[The device or seat, $null if not found.]]
}
}
- @property seat {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property seat @beta {
[[Get a seat attached to this canvas using the seat's id property.
Seats are associated with an arbitrary integer id. The id is not a
seat: Efl.Input.Device; [[The seat or $null if not found.]]
}
}
- @property seat_default {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property seat_default @beta {
[[Get the default seat attached to this canvas.
A canvas may have exactly one default seat.
seat: Efl.Input.Device; [[The default seat or $null if one does not exist.]]
}
}
- @property pointer_position {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property pointer_position @beta {
get {
[[This function returns the current known pointer coordinates
render,pre: void; [[Called when pre render happens]]
/* FIXME: event_info can be NULL, but @nullable tag does not work on events yet */
render,post: Efl.Gfx.Event.Render_Post; [[Called when post render happens]]
- device,changed: Efl.Input.Device; [[Called when input device changed]]
- device,added: Efl.Input.Device; [[Called when input device was added]]
- device,removed: Efl.Input.Device; [[Called when input device was removed]]
+ device,changed @beta : Efl.Input.Device; [[Called when input device changed]]
+ device,added @beta: Efl.Input.Device; [[Called when input device was added]]
+ device,removed @beta : Efl.Input.Device; [[Called when input device was removed]]
}
}
-interface @beta Efl.Container
+interface Efl.Container
{
[[Common interface for objects that have multiple contents (sub objects).
-interface @beta Efl.Content
+interface Efl.Content
{
[[Common interface for objects that have a (single) content.
import eina_types;
import efl_gfx_types;
-mixin @beta Efl.File requires Efl.Object {
+mixin Efl.File requires Efl.Object {
[[Efl file interface]]
methods {
@property mmap {
You must not modify the strings on the returned pointers.]]
}
values {
- key: string; [[The group that the image belongs to, in case
+ key: string; [[The group that the image belongs to, in case
it's an EET(including Edje case) file. This can be used
as a key inside evas image cache if this is a normal image
file not eet file.]]
encoding: string; [[The encoding to use when saving the file.]]
}
-interface @beta Efl.File_Save {
+interface Efl.File_Save {
[[Efl file saving interface]]
methods {
save @const {
import efl_gfx_types;
-mixin @beta Efl.Gfx.Color
+mixin Efl.Gfx.Color
{
[[Efl Gfx Color mixin class]]
data: null;
import eina_types;
-interface @beta Efl.Gfx.Entity {
+interface Efl.Gfx.Entity {
[[Efl graphics interface]]
eo_prefix: efl_gfx_entity;
methods {
const Efl.Gfx.Hint_Expand: double = 1.0;
[[Use with @Efl.Gfx.Hint.hint_weight.]]
-interface @beta Efl.Gfx.Hint
+interface Efl.Gfx.Hint
{
[[Efl graphics hint interface]]
event_prefix: efl_gfx_entity;
const Efl.Gfx.Stack_Layer_Min: short = -32768; [[bottom-most layer number]]
const Efl.Gfx.Stack_Layer_Max: short = 32767; [[top-most layer number]]
-interface @beta Efl.Gfx.Stack
+interface Efl.Gfx.Stack
{
[[Efl graphics stack interface]]
event_prefix: efl_gfx_entity;
import eina_types;
-interface @beta Efl.Io.Closer {
+interface Efl.Io.Closer {
[[Generic interface for objects that can close themselves.
This interface allows external objects to transparently close an
import eina_types;
-interface @beta Efl.Io.Reader {
+interface Efl.Io.Reader {
[[Generic interface for objects that can read data into a provided memory.
This interface allows external objects to transparently monitor
import eina_types;
-interface @beta Efl.Io.Writer {
+interface Efl.Io.Writer {
[[Generic interface for objects that can write data from a provided memory.
This interface allows external objects to transparently write
import efl_object;
-interface @beta Efl.Part
+interface Efl.Part
{
[[Interface for objects supporting named parts.
import eina_types;
-interface @beta Efl.Screen
+interface Efl.Screen
{
[[Efl screen interface]]
methods {
-interface @beta Efl.Text
+interface Efl.Text
{
[[Efl text interface]]
methods {
element : Efl.Ui.Focus.Object; [[The last element of the logical chain in the @Efl.Ui.Focus.Manager]]
}
-interface @beta Efl.Ui.Focus.Manager {
+interface Efl.Ui.Focus.Manager {
[[Interface for managing focus objects
This interface is built in order to support movement of the focus property in a set of widgets.
-interface @beta Efl.Ui.Focus.Manager_Window_Root {
+interface Efl.Ui.Focus.Manager_Window_Root {
[[ A interface to indicate the end of a focus chain.
Focusmanagers are ensuring that if they give focus to something, that they are registered in the upper focus manager.
import eina_types;
-mixin @beta Efl.Ui.Focus.Object
+mixin Efl.Ui.Focus.Object
{
[[Functions of focusable objects.
import efl_ui;
-class @beta Efl.Ui.Layout extends Efl.Ui.Layout_Base implements Efl.File
+class Efl.Ui.Layout extends Efl.Ui.Layout_Base implements Efl.File
{
[[Elementary layout class]]
data: null;
import efl_ui;
import efl_orientation;
-abstract @beta Efl.Ui.Layout_Base extends Efl.Ui.Widget implements Efl.Container,
+abstract Efl.Ui.Layout_Base extends Efl.Ui.Widget implements Efl.Container,
Efl.Ui.Factory_Bind,
Efl.Layout.Calc, Efl.Layout.Signal,
Efl.Layout.Group
logical : bool; [[$true if this is registered as logical currently]]
}
-abstract @beta Efl.Ui.Widget extends Efl.Canvas.Group implements Efl.Access.Object,
+abstract Efl.Ui.Widget extends Efl.Canvas.Group implements Efl.Access.Object,
Efl.Access.Component, Efl.Part, Efl.Ui.Focus.Object,
Efl.Ui.L10n,
Efl.Ui.Selection, Efl.Ui.Dnd,
-mixin @beta Efl.Ui.Widget_Focus_Manager requires Efl.Ui.Widget extends Efl.Ui.Focus.Manager
+mixin Efl.Ui.Widget_Focus_Manager requires Efl.Ui.Widget extends Efl.Ui.Focus.Manager
{
methods {
focus_manager_create @protected @pure_virtual {
-class @beta Efl.Canvas.Group extends Efl.Canvas.Object
+class Efl.Canvas.Group extends Efl.Canvas.Object
{
[[A group object is a container for other canvas objects. Its children
move along their parent and are often clipped with a common clipper.
update_area: Eina.Rect; [[Area of the canvas that will be pushed to screen.]]
}
-abstract @beta Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity, Efl.Gfx.Color, Efl.Gfx.Stack,
+abstract Efl.Canvas.Object extends Efl.Loop_Consumer implements Efl.Gfx.Entity, Efl.Gfx.Color, Efl.Gfx.Stack,
Efl.Input.Interface, Efl.Gfx.Hint,
Efl.Gfx.Mapping, Efl.Ui.I18n, Efl.Canvas.Pointer
{
focus: bool; [[$true if focused by at least one seat or $false otherwise.]]
}
}
- seat_focus_check {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ seat_focus_check @beta {
[[ Check if this object is focused by a given seat @since 1.19 ]]
params {
@in seat: Efl.Input.Device; [[The seat to check if the object is focused. Use $null for the default seat.]]
}
return: bool; [[$true if focused or $false otherwise.]]
}
- seat_focus_add {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ seat_focus_add @beta {
[[ Add a seat to the focus list.
Evas allows the Efl.Canvas.Object to be focused by multiple seats
}
return: bool; [[$true if the focus has been set or $false otherwise.]]
}
- seat_focus_del {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ seat_focus_del @beta {
[[ Remove a seat from the focus list.
@since 1.19
-mixin @beta Efl.Gfx.Mapping requires Efl.Object
+mixin Efl.Gfx.Mapping requires Efl.Object
{
[[Texture UV mapping for all objects (rotation, perspective, 3d, ...).
-class @beta Efl.Input.Focus extends Efl.Object implements Efl.Input.Event
+class Efl.Input.Focus extends Efl.Object implements Efl.Input.Event
{
[[Represents a focus event. @since 1.19]]
methods {
import efl_input_types;
-interface @beta Efl.Input.State
+interface Efl.Input.State
{
[[Efl input state interface]]
eo_prefix: efl_input;
methods {
- @property modifier_enabled {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property modifier_enabled @beta {
[[Indicates whether a key modifier is on, such as Ctrl, Shift, ...]]
get {}
keys {
is_set: bool; [[$true if the key modifier is pressed.]]
}
}
- @property lock_enabled {
+ /* FIXME Efl.Input.Device is not stable yet*/
+ @property lock_enabled @beta {
[[Indicates whether a key lock is on, such as NumLock, CapsLock, ...]]
get {}
keys {