#include "efl_ui_win.eo.legacy.h" /** * @brief In some environments, like phones, you may have an indicator that * shows battery status, reception, time etc. This is the indicator. * * Sometimes you don't want it because you provide the same functionality * inside your app, so this will request that the indicator is hidden in this * circumstance. The default is depend on the environments. For example, like * phones, default is to have the indicator shown. But like TV, default is to * have the indicator hidden. * * @ingroup Elm_Win */ typedef enum { ELM_WIN_INDICATOR_UNKNOWN = 0, /** Unknown indicator state */ ELM_WIN_INDICATOR_HIDE, /** Hides the indicator */ ELM_WIN_INDICATOR_SHOW /** Shows the indicator */ } Elm_Win_Indicator_Mode; /** Defines the opacity modes of indicator that can be shown * * @ingroup Elm_Win */ typedef enum { ELM_WIN_INDICATOR_OPACITY_UNKNOWN = 0, /** Unknown indicator opacity mode */ ELM_WIN_INDICATOR_OPAQUE, /** Opacifies the indicator */ ELM_WIN_INDICATOR_TRANSLUCENT, /** Be translucent the indicator */ ELM_WIN_INDICATOR_TRANSPARENT /** Transparentizes the indicator */ } Elm_Win_Indicator_Opacity_Mode; /** * @brief 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. * * @ingroup Elm */ typedef enum { ELM_ILLUME_COMMAND_FOCUS_BACK = 0, /** 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; typedef Efl_Ui_Win_Type Elm_Win_Type; #define ELM_WIN_UNKNOWN EFL_UI_WIN_UNKNOWN #define ELM_WIN_BASIC EFL_UI_WIN_BASIC #define ELM_WIN_DIALOG_BASIC EFL_UI_WIN_DIALOG_BASIC #define ELM_WIN_DESKTOP EFL_UI_WIN_DESKTOP #define ELM_WIN_DOCK EFL_UI_WIN_DOCK #define ELM_WIN_TOOLBAR EFL_UI_WIN_TOOLBAR #define ELM_WIN_MENU EFL_UI_WIN_MENU #define ELM_WIN_UTILITY EFL_UI_WIN_UTILITY #define ELM_WIN_SPLASH EFL_UI_WIN_SPLASH #define ELM_WIN_DROPDOWN_MENU EFL_UI_WIN_DROPDOWN_MENU #define ELM_WIN_POPUP_MENU EFL_UI_WIN_POPUP_MENU #define ELM_WIN_TOOLTIP EFL_UI_WIN_TOOLTIP #define ELM_WIN_NOTIFICATION EFL_UI_WIN_NOTIFICATION #define ELM_WIN_COMBO EFL_UI_WIN_COMBO #define ELM_WIN_DND EFL_UI_WIN_DND #define ELM_WIN_INLINED_IMAGE EFL_UI_WIN_INLINED_IMAGE #define ELM_WIN_SOCKET_IMAGE EFL_UI_WIN_SOCKET_IMAGE #define ELM_WIN_FAKE EFL_UI_WIN_FAKE typedef Efl_Ui_Win_Keyboard_Mode Elm_Win_Keyboard_Mode; #define ELM_WIN_KEYBOARD_UNKNOWN EFL_UI_WIN_KEYBOARD_UNKNOWN #define ELM_WIN_KEYBOARD_OFF EFL_UI_WIN_KEYBOARD_OFF #define ELM_WIN_KEYBOARD_ON EFL_UI_WIN_KEYBOARD_ON #define ELM_WIN_KEYBOARD_ALPHA EFL_UI_WIN_KEYBOARD_ALPHA #define ELM_WIN_KEYBOARD_NUMERIC EFL_UI_WIN_KEYBOARD_NUMERIC #define ELM_WIN_KEYBOARD_PIN EFL_UI_WIN_KEYBOARD_PIN #define ELM_WIN_KEYBOARD_PHONE_NUMBER EFL_UI_WIN_KEYBOARD_PHONE_NUMBER #define ELM_WIN_KEYBOARD_HEX EFL_UI_WIN_KEYBOARD_HEX #define ELM_WIN_KEYBOARD_TERMINAL EFL_UI_WIN_KEYBOARD_TERMINAL #define ELM_WIN_KEYBOARD_PASSWORD EFL_UI_WIN_KEYBOARD_PASSWORD #define ELM_WIN_KEYBOARD_IP EFL_UI_WIN_KEYBOARD_IP #define ELM_WIN_KEYBOARD_HOST EFL_UI_WIN_KEYBOARD_HOST #define ELM_WIN_KEYBOARD_FILE EFL_UI_WIN_KEYBOARD_FILE #define ELM_WIN_KEYBOARD_URL EFL_UI_WIN_KEYBOARD_URL #define ELM_WIN_KEYBOARD_KEYPAD EFL_UI_WIN_KEYBOARD_KEYPAD #define ELM_WIN_KEYBOARD_J2ME EFL_UI_WIN_KEYBOARD_J2ME typedef Efl_Ui_Win_Keygrab_Mode Elm_Win_Keygrab_Mode; #define ELM_WIN_KEYGRAB_UNKNOWN EFL_UI_WIN_KEYGRAB_UNKNOWN #define ELM_WIN_KEYGRAB_SHARED EFL_UI_WIN_KEYGRAB_SHARED #define ELM_WIN_KEYGRAB_TOPMOST EFL_UI_WIN_KEYGRAB_TOPMOST #define ELM_WIN_KEYGRAB_EXCLUSIVE EFL_UI_WIN_KEYGRAB_EXCLUSIVE #define ELM_WIN_KEYGRAB_OVERRIDE_EXCLUSIVE EFL_UI_WIN_KEYGRAB_OVERRIDE_EXCLUSIVE /** * 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 parameter 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 @c NULL on failure * * @ingroup Elm_Win */ EAPI Evas_Object *elm_win_add(Evas_Object *parent, const char *name, Elm_Win_Type type); typedef Evas_Object Elm_Win; /** * Creates a fake window object using a pre-existing canvas. * * @param ee The Ecore_Evas to use * * The returned window widget will not manage or modify the canvas; * this canvas must continue to be managed externally. * * Do not use this function if you are not writing a window manager. * @warning Exact behaviors of this function are not guaranteed. * * @return The created object, or @c NULL on failure * * @ingroup Elm_Win * * @since 1.13 */ EAPI Evas_Object *elm_win_fake_add(Ecore_Evas *ee); /** * Adds a window object with standard setup * * @param name The name of the window * @param title The title for the window * * This creates a window like elm_win_add() but also puts in a standard * background with elm_bg_add(), as well as setting the window title to * @p title. The window type created is of type ELM_WIN_BASIC, with @c NULL * as the parent widget. * * @return The created object, or @c NULL on failure * * @see elm_win_add() * * @ingroup Elm_Win */ EAPI Evas_Object *elm_win_util_standard_add(const char *name, const char *title); /** * Adds a window object with dialog setup * * @param parent The parent window * @param name The name of the window * @param title The title for the window * * This creates a window like elm_win_add() but also puts in a standard * background with elm_bg_add(), as well as setting the window title to * @p title. The window type created is of type ELM_WIN_DIALOG_BASIC. * This tipe of window will be handled in special mode by window managers * with regards of it's @p parent window. * * @return The created object, or @c NULL on failure * * @see elm_win_add() * * @ingroup Elm_Win * @since 1.13 */ EAPI Evas_Object *elm_win_util_dialog_add(Evas_Object *parent, const char *name, const char *title); /** * Set the floating mode of a window. * * @param obj The window object * @param floating If true, the window is floating mode * * The floating mode can be used on mobile environment. For example, if the * video-player window sets the floating mode, then e (enlightenment window * manager) changes its geometry and handles it like a popup. This is similar to * a multi window concept in a mobile phone. The way of handling floating mode * window is decided by enlightenment window manager. * * @ingroup Elm_Win * @see elm_win_floating_mode_get() * @since 1.8 */ EAPI void elm_win_floating_mode_set(Evas_Object *obj, Eina_Bool floating); /** * Get the floating mode of a window. * * @param obj The window object * @return If true, the window is floating mode * * @ingroup Elm_Win * @see elm_win_floating_mode_set() * @since 1.8 */ EAPI Eina_Bool elm_win_floating_mode_get(const Evas_Object *obj); /** * This pushes (increments) the norender counter on the window * * @param obj The window object * * There are some occasions where you wish to suspend rendering on a window. * You may be "sleeping" and have nothing to update and do not want animations * or other theme side-effects causing rendering to the window while "asleep". * You can push (and pop) the norender mode to have this work. * * If combined with evas_render_dump(), evas_image_cache_flush() and * evas_font_cache_flush() (and maybe edje_file_cache_flush() and * edje_collection_cache_flush()), you can minimize memory footprint * significantly while "asleep", and the pausing of rendering ensures * evas does not re-load data into memory until needed. When rendering is * resumed, data will be re-loaded as needed, which may result in some * lag, but does save memory. * * @see elm_win_norender_pop() * @see elm_win_norender_get() * @see elm_win_render() * @ingroup Elm_Win * @since 1.7 */ EAPI void elm_win_norender_push(Evas_Object *obj); /** * This pops (decrements) the norender counter on the window * * @param obj The window object * * Once norender has gone back to 0, then automatic rendering will continue * in the given window. If it is already at 0, this will have no effect. * * @see elm_win_norender_push() * @see elm_win_norender_get() * @see elm_win_render() * @ingroup Elm_Win * @since 1.7 */ EAPI void elm_win_norender_pop(Evas_Object *obj); /** * The retruns how many times norender has been pushed on the window * @param obj The window object * @return The number of times norender has been pushed * * @see elm_win_norender_push() * @see elm_win_norender_pop() * @see elm_win_render() * @ingroup Elm_Win * @since 1.7 */ EAPI int elm_win_norender_get(const Evas_Object *obj); /** * This manually asks evas to render the window now * * @param obj The window object * * You should NEVER call this unless you really know what you are doing and * why. Never call this unless you are asking for performance degredation * and possibly weird behavior. Windows get automatically rendered when the * application goes into the idle enter state so there is never a need to call * this UNLESS you have enabled "norender" mode. * * @see elm_win_norender_push() * @see elm_win_norender_pop() * @see elm_win_norender_get() * @ingroup Elm_Win * @since 1.7 */ EAPI void elm_win_render(Evas_Object *obj); /* Wayland specific call - returns NULL on non-Wayland engines */ /** * Get the Ecore_Wl_Window of an Evas_Object * * Do not use this function if you'd like your application/library be portable. * You have been warned. * * @param obj the object * * @return The Ecore_Wl_Window of @p obj * * @ingroup Elm_Win */ EAPI Ecore_Wl2_Window *elm_win_wl_window_get(const Evas_Object *obj); /* Windows specific call - returns NULL on non-Windows engines */ /** * Get the Ecore_Win32_Window of an Evas_Object * * Do not use this function if you'd like your application/library be portable. * You have been warned. * * @param obj the object * * @return The Ecore_Win32_Window of @p obj * * @ingroup Elm_Win * * @since 1.16 */ EAPI Ecore_Win32_Window *elm_win_win32_window_get(const Evas_Object *obj); /** * Set the preferred rotation value. * * This function is used to set the orientation of window @p obj to spicific angle fixed. * * @param obj The window object * @param rotation The preferred rotation of the window in degrees (0-360), * counter-clockwise. * * @see elm_win_wm_rotation_preferred_rotation_get() * * ingroup Elm_Win * @since 1.9 */ EAPI void elm_win_wm_rotation_preferred_rotation_set(Evas_Object *obj, int rotation); /** * @brief Add @c subobj as a resize object of window @c obj. * * Setting an object as a resize object of the window means that the @c 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 @ref * evas_object_size_hint_weight_set set to EVAS_HINT_EXPAND. * * Also notice that the window can get resized to the current size of the * object if the EVAS_HINT_EXPAND is set after the call to this. So if the * object should get resized to the size of the window, set this hint before * adding it as a resize object (this happens because the size of the window * and the object are evaluated as soon as the object is added to the window). * * @param[in] subobj The resize object to add. * * @ingroup Elm_Win */ EAPI void elm_win_resize_object_add(Evas_Object *obj, Evas_Object *subobj); /** * @brief Delete @c subobj as a resize object of window @c obj. * * This function removes the object @c subobj from the resize objects of the * window @c 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[in] subobj The resize object to add. * * @ingroup Elm_Win */ EAPI void elm_win_resize_object_del(Evas_Object *obj, Evas_Object *subobj); /** Get the Ecore_X_Window of an Evas_Object. * * @ingroup Elm_Win */ EAPI Ecore_X_Window elm_win_xwindow_get(const Evas_Object *obj); /** * @brief Get the Ecore_Wl2_Window of an Evas_Object. * * @return The Ecore_Wl2_Window of @c obj. * * @ingroup Elm_Win */ EAPI Ecore_Wl2_Window *elm_win_wl_window_get(const Evas_Object *obj); /** * @brief Get the Ecore_Win32_Window of an Evas_Object * * @return The Ecore_Win32_Window of @c obj. * * @since 1.17 * * @ingroup Elm_Win */ EAPI Ecore_Win32_Window *elm_win_win32_window_get(const Evas_Object *obj); /** * @brief Get the Ecore_Cocoa_Window of an Evas.Object. * * @return The Ecore_Cocoa_Window of @c obj. * * @since 1.17 * * @ingroup Elm_Win */ EAPI Ecore_Cocoa_Window *elm_win_cocoa_window_get(const Evas_Object *obj); /** * @brief Get the trap data associated with a window. * * @return The trap data of the window. * * @since 1.12 * * @ingroup Elm_Win */ EAPI void *elm_win_trap_data_get(const Evas_Object *obj); /** * @brief Set the override state of a window. * * A window with @c override set to 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[in] override If true, the window is overridden. * * @ingroup Elm_Win */ EAPI void elm_win_override_set(Evas_Object *obj, Eina_Bool override); /** * @brief Get the override state of a window. * * @return If true, the window is overridden. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_override_get(const Evas_Object *obj); /** * @brief Lower a window object. * * Places the window pointed by @c obj at the bottom of the stack, so that no * other window is covered by it. * * If @ref elm_win_override_set is not set, the Window Manager may ignore this * request. * * @ingroup Elm_Win */ EAPI void elm_win_lower(Evas_Object *obj); /** * @brief Set a window to be an illume quickpanel window. * * By default window objects are not quickpanel windows. * * @param[in] quickpanel The quickpanel flag. * * @ingroup Elm_Win */ EAPI void elm_win_quickpanel_set(Evas_Object *obj, Eina_Bool quickpanel); /** * @brief Get if this window is a quickpanel or not. * * @return The quickpanel flag. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_quickpanel_get(const Evas_Object *obj); /** * @brief Set which zone this quickpanel should appear in. * * @param[in] zone The requested zone for this quickpanel. * * @ingroup Elm_Win */ EAPI void elm_win_quickpanel_zone_set(Evas_Object *obj, int zone); /** * @brief Get which zone this quickpanel should appear in. * * @return The requested zone for this quickpanel. * * @ingroup Elm_Win */ EAPI int elm_win_quickpanel_zone_get(const Evas_Object *obj); /** * @brief Set the major priority of a quickpanel window. * * @param[in] priority The major priority for this quickpanel or -1. * * @ingroup Elm_Win */ EAPI void elm_win_quickpanel_priority_major_set(Evas_Object *obj, int priority); /** * @brief Get the major priority of a quickpanel window. * * @return The major priority for this quickpanel or -1. * * @ingroup Elm_Win */ EAPI int elm_win_quickpanel_priority_major_get(const Evas_Object *obj); /** * @brief Set the minor priority of a quickpanel window. * * @param[in] priority The minor priority for this quickpanel. * * @ingroup Elm_Win */ EAPI void elm_win_quickpanel_priority_minor_set(Evas_Object *obj, int priority); /** * @brief Get the minor priority of a quickpanel window. * * @return The minor priority for this quickpanel. * * @ingroup Elm_Win */ EAPI int elm_win_quickpanel_priority_minor_get(const Evas_Object *obj); /** * @brief Sets the indicator mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Indicator_Mode. * * @ingroup Elm_Win */ EAPI void elm_win_indicator_mode_set(Evas_Object *obj, Elm_Win_Indicator_Mode mode); /** * @brief Get the indicator mode of the window. * * @return The mode, one of #Elm_Win_Indicator_Mode. * * @ingroup Elm_Win */ EAPI Elm_Win_Indicator_Mode elm_win_indicator_mode_get(const Evas_Object *obj); /** * @brief Sets the indicator opacity mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Indicator_Opacity_Mode. * * @ingroup Elm_Win */ EAPI void elm_win_indicator_opacity_set(Evas_Object *obj, Elm_Win_Indicator_Opacity_Mode mode); /** * @brief Get the indicator opacity mode of the window. * * @return The mode, one of #Elm_Win_Indicator_Opacity_Mode. * * @ingroup Elm_Win */ EAPI Elm_Win_Indicator_Opacity_Mode elm_win_indicator_opacity_get(const Evas_Object *obj); /** * @brief Sets whether the window is a keyboard. * * @param[in] mode If true, the window is a virtual keyboard.. * * @ingroup Elm_Win */ EAPI void elm_win_keyboard_win_set(Evas_Object *obj, Eina_Bool is_keyboard); /** * @brief Get whether the window is a keyboard * * @return The mode, If true, the window is a virtual keyboard.. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_keyboard_win_get(const Evas_Object *obj); /** * @brief Set if this window is an illume conformant window. * * @param[in] conformant The conformant flag. * * @ingroup Elm_Win */ EAPI void elm_win_conformant_set(Evas_Object *obj, Eina_Bool conformant); /** * @brief Get if this window is an illume conformant window. * * @return The conformant flag. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_conformant_get(const Evas_Object *obj); /** * @brief Set the manual rotation done mode. * * This function is used to set or reset the manual rotation done mode. the * message of rotation done is sent to WM after rendering its canvas in * Ecore_Evas. but if set the manual rotation done mode, it's disabled and user * should call this explicitly to sends the message. * * @param[in] set @c true to set manual rotation done mode, @c false otherwise. * * @since 1.9 * * @ingroup Elm_Win */ EAPI void elm_win_wm_rotation_manual_rotation_done_set(Evas_Object *obj, Eina_Bool set); /** * @brief Get the state of manual rotation done mode. * * This function is used to get the state of manual rotation done mode. * * @return @c true to set manual rotation done mode, @c false otherwise. * * @since 1.9 * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_wm_rotation_manual_rotation_done_get(const Evas_Object *obj); /** * @brief To notify the rotation done to WM manually. * * This function is used to notify the rotation done to WM manually. * * @since 1.9 * * @ingroup Elm_Win */ EAPI void elm_win_wm_rotation_manual_rotation_done(Evas_Object *obj); /** * @brief 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 @c 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 * @ref elm_win_rotation_with_resize_set. * * @param[in] rotation The rotation of the window, in degrees (0-360), * counter-clockwise. * * @ingroup Elm_Win */ EAPI void elm_win_rotation_set(Evas_Object *obj, int rotation); /** * @brief Get the rotation of the window. * * @return The rotation of the window, in degrees (0-360), counter-clockwise. * * @ingroup Elm_Win */ EAPI int elm_win_rotation_get(const Evas_Object *obj); /** * @brief Rotates the window and resizes it. * * Like @ref elm_win_rotation_set, but it also resizes the window's contents so * that they fit inside the current window geometry. * * @param[in] rotation The rotation of the window in degrees (0-360), * counter-clockwise. * * @ingroup Elm_Win */ EAPI void elm_win_rotation_with_resize_set(Evas_Object *obj, int rotation); /** * @brief Query whether window manager supports window rotation or not. * * The window manager rotation allows the WM to controls the rotation of * application windows. It is designed to support synchronized rotation for the * multiple application windows at same time. * * See also @ref elm_win_wm_rotation_preferred_rotation_get, * @ref elm_win_wm_rotation_available_rotations_get. * * @since 1.9 * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_wm_rotation_supported_get(const Evas_Object *obj); /** * @brief Get the preferred rotation value. * * This function is used to get the preferred rotoation value. * * @return The preferred rotation of the window in degrees (0-360), * counter-clockwise. * * @since 1.9 * * @ingroup Elm_Win */ EAPI int elm_win_wm_rotation_preferred_rotation_get(const Evas_Object *obj); /** * @brief Get the screen position of a window. * * @param[out] x The int to store the x coordinate to. * @param[out] y The int to store the y coordinate to. * * @ingroup Elm_Win */ EAPI void elm_win_screen_position_get(const Evas_Object *obj, int *x, int *y); /** * @brief Get screen geometry details for the screen that a window is on. * * @param[out] x Where to return the horizontal offset value. May be @c null. * @param[out] y Where to return the vertical offset value. May be @c null. * @param[out] w Where to return the width value. May be @c null. * @param[out] h Where to return the height value. May be @c null. * * @ingroup Elm_Win */ EAPI void elm_win_screen_size_get(const Evas_Object *obj, int *x, int *y, int *w, int *h); /** * @brief Get screen dpi for the screen that a window is on. * * @param[out] xdpi Pointer to value to store return horizontal dpi. May be * @c null. * @param[out] ydpi Pointer to value to store return vertical dpi. May be * @c null. * * @since 1.7 * * @ingroup Elm_Win */ EAPI void elm_win_screen_dpi_get(const Evas_Object *obj, int *xdpi, int *ydpi); /** * @brief Set the icon name of the window. * * @param[in] icon_name The icon name to set. * * @ingroup Elm_Win */ EAPI void elm_win_icon_name_set(Evas_Object *obj, const char *icon_name); /** * @brief Get the icon name of the window. * * The returned string is an internal one and should not be freed or modified. * It will also be invalid if a new icon name is set or if the window is * destroyed. * * @return The icon name to set. * * @ingroup Elm_Win */ EAPI const char *elm_win_icon_name_get(const Evas_Object *obj); /** * @brief Set the withdrawn state of a window. * * @param[in] withdrawn If true, the window is withdrawn. * * @ingroup Elm_Win */ EAPI void elm_win_withdrawn_set(Evas_Object *obj, Eina_Bool withdrawn); /** * @brief Get the withdrawn state of a window. * * @return If true, the window is withdrawn. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_withdrawn_get(const Evas_Object *obj); /** * @brief Set the urgent state of a window. * * @param[in] urgent If true, the window is urgent. * * @ingroup Elm_Win */ EAPI void elm_win_urgent_set(Evas_Object *obj, Eina_Bool urgent); /** * @brief Get the urgent state of a window. * * @return If true, the window is urgent. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_urgent_get(const Evas_Object *obj); /** * @brief Set the demand_attention state of a window. * * @param[in] demand_attention If true, the window is demand_attention. * * @ingroup Elm_Win */ EAPI void elm_win_demand_attention_set(Evas_Object *obj, Eina_Bool demand_attention); /** * @brief Get the demand_attention state of a window. * * @return If true, the window is demand_attention. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_demand_attention_get(const Evas_Object *obj); /** * @brief Set the modal state of a window. * * @param[in] modal If true, the window is modal. * * @ingroup Elm_Win */ EAPI void elm_win_modal_set(Evas_Object *obj, Eina_Bool modal); /** * @brief Get the modal state of a window. * * @return If true, the window is modal. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_modal_get(const Evas_Object *obj); /** * @brief Set the shaped state of a window. * * Shaped windows, when supported, will render the parts of the window that has * no content, transparent. * * If @c shaped is false, then it is strongly advised 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[in] shaped If @c true, the window is shaped. * * @ingroup Elm_Win */ EAPI void elm_win_shaped_set(Evas_Object *obj, Eina_Bool shaped); /** * @brief Get the shaped state of a window. * * @return If @c true, the window is shaped. * * @ingroup Elm_Win */ EAPI Eina_Bool elm_win_shaped_get(const Evas_Object *obj); /** * @brief Set the title of the window. * * @param[in] title The title. * * @ingroup Elm_Win */ EAPI void elm_win_title_set(Evas_Object *obj, const char *title); /** * @brief Get the title of the window. * * The returned string is an internal one and should not be freed or modified. * It will also be invalid if a new title is set or if the window is destroyed. * * @return The title. * * @ingroup Elm_Win */ EAPI const char *elm_win_title_get(const Evas_Object *obj); /** * @brief Set the base window size used with stepping calculation * * Base size + stepping is what is calculated for window sizing restrictions. * * @param[in] w The base width. * @param[in] h The base height. * * @since 1.7 * * @ingroup Elm_Win */ EAPI void elm_win_size_base_set(Evas_Object *obj, int w, int h); /** * @brief Get the base size of a window. * * @param[out] w The base width. * @param[out] h The base height. * * @since 1.7 * * @ingroup Elm_Win */ EAPI void elm_win_size_base_get(const Evas_Object *obj, int *w, int *h); /** * @brief Set the window stepping used with sizing calculation. * * Base size + stepping is what is calculated for window sizing restrictions. * * @param[in] w The stepping width (0 disables). * @param[in] h The stepping height (0 disables). * * @since 1.7 * * @ingroup Elm_Win */ EAPI void elm_win_size_step_set(Evas_Object *obj, int w, int h); /** * @brief Get the stepping of a window. * * @param[out] w The stepping width (0 disables). * @param[out] h The stepping height (0 disables). * * @since 1.7 * * @ingroup Elm_Win */ EAPI void elm_win_size_step_get(const Evas_Object *obj, int *w, int *h); /** * @brief 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[in] params Optional parameters for the command. * * @ingroup Elm_Win */ EAPI void elm_win_illume_command_send(Evas_Object *obj, Elm_Illume_Command command, void *params); /** * @brief Set the profile of a window. * * @param[in] profile The string value of a window profile. * * @since 1.8 * * @ingroup Elm_Win */ EAPI void elm_win_profile_set(Evas_Object *obj, const char *profile); /** * @brief Get the profile of a window. * * @return The string value of a window profile. * * @since 1.8 * * @ingroup Elm_Win */ EAPI const char *elm_win_profile_get(const Evas_Object *obj); /** * @brief 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 @c layer has the following * meanings - less than 3 means that the window will be placed below all * others, more than 5 means that the window will be placed above all others, * and anything else means that the window will be placed in the default layer. * * @param[in] layer The layer of the window. * * @ingroup Elm_Win */ EAPI void elm_win_layer_set(Evas_Object *obj, int layer); /** * @brief Get the layer of the window. * * @return The layer of the window. * * @ingroup Elm_Win */ EAPI int elm_win_layer_get(const Evas_Object *obj); /** * @brief 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. * * @return The inlined image object or @c null if none exists. * * @ingroup Elm_Win */ EAPI Evas_Object *elm_win_inlined_image_object_get(const Evas_Object *obj); /** * @brief Internal. Used to completent the fake window type. * * @param[in] oee * * @ingroup Elm_Win */ EAPI void elm_win_fake_canvas_set(Evas_Object *obj, Ecore_Evas *oee); /** * Get the Ecore_Window of an Evas_Object * * When Elementary is using a Wayland engine, this function will return the surface id of the elm window's surface. * * @param obj The window object * @return The Ecore_Window of an Evas_Object * * @ingroup Elm_Win * @since 1.8 * @note Unless you are getting the window id for the purpose of communicating between client<->compositor over dbus, * this is definitely not the function you are looking for. */ EAPI Ecore_Window elm_win_window_id_get(const Evas_Object *obj); /** * @brief Get the Main Menu of a window. * * @return The Main Menu of the window ($null on error). * * @ingroup Elm_Win */ EAPI Evas_Object *elm_win_main_menu_get(Evas_Object *obj); /** * @brief Sets the keyboard mode of the window. * * @param[in] mode The mode, one of #Elm_Win_Keyboard_Mode. * * @ingroup Elm_Win */ EAPI void elm_win_keyboard_mode_set(Elm_Win *obj, Elm_Win_Keyboard_Mode mode); /** * @brief Get the keyboard mode of the window. * * @return The mode, one of #Elm_Win_Keyboard_Mode. * * @ingroup Elm_Win */ EAPI Elm_Win_Keyboard_Mode elm_win_keyboard_mode_get(const Elm_Win *obj); /** * @brief Set the aspect ratio of a window. * * @param[in] aspect If 0, the window has no aspect limits, otherwise it is * width divided by height. */ EAPI void elm_win_aspect_set(Elm_Win *obj, double aspect); /** * @brief Get the aspect ratio of a window. * * @return If 0, the window has no aspect limits, otherwise it is width divided * by height. */ EAPI double elm_win_aspect_get(const Elm_Win *obj);