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import eina_types;
import efl_gfx_types;

mixin @beta Efl.Gfx.Path requires Efl.Object
{
   [[EFL graphics path object interface]]
   methods {
      @property path {
         [[Set the list of commands and points to be used to create the
           content of path.
         ]]
         set {
         }
         get {
         }
         values {
            op: ptr(const(Efl.Gfx.Path_Command_Type)); [[Command list]]
            points: ptr(const(double)); [[Point list]]
         }
      }
      @property length {
        [[Path length property]]
        get {
        }
        values {
          commands: uint; [[Commands]]
          points: uint; [[Points]]
        }
      }
      @property current {
        [[Current point coordinates]]
        get {
        }
        values {
          x: double; [[X co-ordinate of the current point.]]
          y: double; [[Y co-ordinate of the current point.]]
        }
      }
      @property current_ctrl {
        [[Current control point coordinates]]
        get {
        }
        values {
          x: double; [[X co-ordinate of control point.]]
          y: double; [[Y co-ordinate of control point.]]
        }
      }
      /* FIXME: Return a new object!!! */
      copy_from {
        [[Copy the path data from the object specified.
        ]]
        params {
          @in dup_from: const(Efl.Object); [[Shape object from where data will be copied.]]
        }
      }
      bounds_get @const {
        [[Compute and return the bounding box of the currently set path
        ]]
        params {
          @out r: Eina.Rect; [[Contain the bounding box of the currently set path]]
        }
      }
      reset {
        [[Reset the path data of the path object.
        ]]
      }
      append_move_to {
        [[Moves the current point to the given point, 
          implicitly starting a new subpath and closing the previous one.

          See also @.append_close.
        ]]
        params {
          @in x: double; [[X co-ordinate of the current point.]]
          @in y: double; [[Y co-ordinate of the current point.]]
        }
      }
      append_line_to {
        [[Adds a straight line from the current position to the given end point.
          After the line is drawn, the current position is updated to be at the
          end point of the line.

          If no current position present, it draws a line to itself, basically
          a point.

          See also @.append_move_to.
        ]]
        params {
          @in x: double; [[X co-ordinate of end point of the line.]]
          @in y: double; [[Y co-ordinate of end point of the line.]]
        }
      }
      append_quadratic_to {
        [[Adds a quadratic Bezier curve between the current position and the
          given end point (x,y) using the control points specified by (ctrl_x,
          ctrl_y). After the path is drawn, the current position is updated to
          be at the end point of the path.
        ]]
        params {
          @in x: double; [[X co-ordinate of end point of the line.]]
          @in y: double; [[Y co-ordinate of end point of the line.]]
          @in ctrl_x: double; [[X co-ordinate of control point.]]
          @in ctrl_y: double; [[Y co-ordinate of control point.]]
        }
      }
      append_squadratic_to {
        [[Same as @.append_quadratic_to api only difference is
          that it uses the current control point to draw the bezier.
        ]]
        params {
          @in x: double; [[X co-ordinate of end point of the line.]]
          @in y: double; [[Y co-ordinate of end point of the line.]]
        }
      }
      append_cubic_to {
        [[Adds a cubic Bezier curve between the current position and the
          given end point (x,y) using the control points specified by
          (ctrl_x0, ctrl_y0), and (ctrl_x1, ctrl_y1). After the path is drawn,
          the current position is updated to be at the end point of the path.
        ]]
        params {
          @in ctrl_x0: double; [[X co-ordinate of 1st control point.]]
          @in ctrl_y0: double; [[Y co-ordinate of 1st control point.]]
          @in ctrl_x1: double; [[X co-ordinate of 2nd control point.]]
          @in ctrl_y1: double; [[Y co-ordinate of 2nd control point.]]
          @in x: double; [[X co-ordinate of end point of the line.]]
          @in y: double; [[Y co-ordinate of end point of the line.]]
        }
      }
      append_scubic_to {
        [[Same as @.append_cubic_to api only difference is that it
          uses the current control point to draw the bezier.
        ]]
        params {
          @in x: double; [[X co-ordinate of end point of the line.]]
          @in y: double; [[Y co-ordinate of end point of the line.]]
          @in ctrl_x: double; [[X co-ordinate of 2nd control point.]]
          @in ctrl_y: double; [[Y co-ordinate of 2nd control point.]]
        }
      }
      append_arc_to {
        [[Append an arc that connects from the current point int the point list
          to the given point (x,y). The arc is defined by the given radius in 
          x-direction (rx) and radius in y direction (ry).

          Use this api if you know the end point's of the arc otherwise use
          more convenient function @.append_arc.
        ]]
        params {
          @in x: double; [[X co-ordinate of end point of the arc.]]
          @in y: double; [[Y co-ordinate of end point of the arc.]]
          @in rx: double; [[Radius of arc in x direction.]]
          @in ry: double; [[Radius of arc in y direction.]]
          @in angle: double; [[X-axis rotation , normally 0.]]
          @in large_arc: bool; [[Defines whether to draw the larger arc or
                                 smaller arc joining two point.]]
          @in sweep: bool; [[Defines whether the arc will be drawn
                             counter-clockwise or clockwise from current point
                             to the end point taking into account the large_arc
                             property.]]
        }
      }
      append_arc {
        [[Append an arc that enclosed in the given rectangle (x, y, w, h).
          The angle is defined in counter clock wise , use -ve angle for clockwise arc.
        ]]
        params {
          @in x: double; [[X co-ordinate of the rect.]]
          @in y: double; [[Y co-ordinate of the rect.]]
          @in w: double; [[Width of the rect.]]
          @in h: double; [[Height of the rect.]]
          @in start_angle: double; [[Angle at which the arc will start]]
          @in sweep_length: double; [[@ Length of the arc.]]
        }
      }
      append_close {
        [[Closes the current subpath by drawing a line to the beginning of the
          subpath, automatically starting a new path. The current point of the
          new path is (0, 0).

          If the subpath does not contain any points, this function does nothing.
        ]]
      }
      append_circle {
        [[Append a circle with given center and radius.
        ]]
        params {
          @in x: double; [[X co-ordinate of the center of the circle.]]
          @in y: double; [[Y co-ordinate of the center of the circle.]]
          @in radius: double; [[Radius of the circle.]]
        }
      }
      append_rect {
        [[Append the given rectangle with rounded corner to the path.

          The xr and yr arguments specify the radii of the ellipses defining the
          corners of the rounded rectangle.

          xr and yr are specified in terms of width and height respectively.

          If xr and yr are 0, then it will draw a rectangle without rounded
          corner.
        ]]
        params {
            @in x: double; [[X co-ordinate of the rectangle.]]
            @in y: double; [[Y co-ordinate of the rectangle.]]
            @in w: double; [[Width of the rectangle.]]
            @in h: double; [[Height of the rectangle.]]
            @in rx: double; [[The x radius of the rounded corner and should be
                              in range [ 0 to w/2 ]
                            ]]
            @in ry: double; [[The y radius of the rounded corner and should be
                              in range [ 0 to h/2 ]
                            ]]
        }
      }
      append_svg_path {
        [[Append SVG path data]]
        params {
          @in svg_path_data: string; [[SVG path data to append]]
        }
      }
      interpolate {
        [[Creates intermediary path part-way between two paths

         Sets the points of the $obj as the linear interpolation of the points
         in the $from and $to paths.  The path's x,y position and control
         point coordinates are likewise interpolated.

         The $from and $to paths must not already have equivalent points,
         and $to must contain at least as many points as $from, else the
         function returns $false with no interpolation performed.  If $to
         has more points than $from, the excess points are ignored.
        ]]
        return: bool; [[$true on success, $false otherwise]]
        params {
          @in from: const(Efl.Object); [[Source path]]
          @in to: const(Efl.Object); [[Destination path]]
          @in pos_map: double; [[Position map in range 0.0 to 1.0]]
        }
      }
      equal_commands {
        [[Equal commands in object]]
        return: bool; [[True on success, $false otherwise]]
        params {
          @in with: const(Efl.Object); [[Object]]
        }
      }
      reserve {
        [[Reserve path commands buffer in advance. If you know the count of
          path commands coming, you can reserve commands buffer in advance
          to avoid buffer growing job.
        ]]
        params {
          @in cmd_count: uint; [[Commands count to reserve]]
          @in pts_count: uint; [[Pointers count to reserve]]
        }
      }
      commit @pure_virtual {
        [[Request to update the path object.

          One path object may get appending several path calls (such as
          append_cubic, append_rect, etc) to construct the final path data.
          Here commit means all path data is prepared and now object
          could update its own internal status based on the last path
          information.
        ]]
      }
   }
   implements {
     Efl.Object.destructor;
   }
}