From: Mike McCormack Date: Fri, 4 Nov 2011 01:06:28 +0000 (+0900) Subject: [Elementary.h] Merge more documentation X-Git-Tag: REBUILDD-ARMEL-67367~103 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=0fdad93254caa5d1784d4e932742d0dcec7c3869;p=framework%2Fuifw%2Felementary.git [Elementary.h] Merge more documentation --- diff --git a/src/lib/Elementary.h.in b/src/lib/Elementary.h.in index 44f1a63..1c4c321 100644 --- a/src/lib/Elementary.h.in +++ b/src/lib/Elementary.h.in @@ -3067,20 +3067,53 @@ extern "C" { */ EAPI void elm_coords_finger_size_adjust(int times_w, Evas_Coord *w, int times_h, Evas_Coord *h); + /** + * Get the duration for occuring long press event. + * + * @return Timeout for long press event + * @ingroup Longpress + */ EAPI double elm_longpress_timeout_get(void); + + /** + * Set the duration for occuring long press event. + * + * @param lonpress_timeout Timeout for long press event + * @ingroup Longpress + */ EAPI void elm_longpress_timeout_set(double longpress_timeout); - /* debug + /** + * @defgroup Debug Debug * don't use it unless you are sure + * + * @{ + */ + + /** + * Print Tree object hierarchy in stdout + * + * @param obj The root object + * @ingroup Debug */ EAPI void elm_object_tree_dump(const Evas_Object *top); EAPI void elm_object_tree_dot_dump(const Evas_Object *top, const char *file); EAPI void elm_autocapitalization_allow_all_set(Eina_Bool autocap); EAPI void elm_autoperiod_allow_all_set(Eina_Bool autoperiod); + /** + * Print Elm Objects tree hierarchy in file as dot(graphviz) syntax. + * + * @param obj The root object + * @param file The path of output file + * @ingroup Debug + */ + EAPI void elm_object_tree_dot_dump(const Evas_Object *top, const char *file); + /** + * @} + */ - /* theme */ /** * @defgroup Theme Theme * @@ -3204,7 +3237,7 @@ extern "C" { * * This clears @p th to be empty and then sets it to refer to @p thref * so @p th acts as an override to @p thref, but where its overrides - * don't apply, it will fall through to @pthref for configuration. + * don't apply, it will fall through to @p thref for configuration. */ EAPI void elm_theme_ref_set(Elm_Theme *th, Elm_Theme *thref); /** @@ -3422,107 +3455,722 @@ extern "C" { * for more information. */ EAPI Elm_Theme *elm_object_theme_get(const Evas_Object *obj) EINA_ARG_NONNULL(1); + + /** + * Get a data item from a theme + * + * @param th The theme, or NULL for default theme + * @param key The data key to search with + * @return The data value, or NULL on failure + * + * This function is used to return data items from edc in @p th, an overlay, or an extension. + * It works the same way as edje_file_data_get() except that the return is stringshared. + */ + EAPI const char *elm_theme_data_get(Elm_Theme *th, const char *key) EINA_ARG_NONNULL(2); /** * @} */ /* win */ + /** @defgroup Win Win + * + * @image html img/widget/win/preview-00.png + * @image latex img/widget/win/preview-00.eps + * + * 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) + * @li "ews" (rendering to EWS - Ecore + Evas Single Process Windowing System) + * + * 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 + * + * Examples: + * @li @ref win_example_01 + * + * @{ + */ + /** + * 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. + * + * @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); EAPI void elm_win_indicator_state_set(Evas_Object *obj, int show_state); EAPI int elm_win_indicator_state_get(Evas_Object *obj);