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import efl_input_types;

class Evas.Canvas (Efl.Object, Efl.Canvas, Efl.Animator, Efl.Input.Interface,
                   Efl.Loop_User)
{
   [[Evas canvas class]]
   legacy_prefix: evas;
   data: Evas_Public_Data;
   methods {
      @property image_cache {
         set {
            [[Set the image cache.

              This function sets the image cache of canvas in bytes.
            ]]
         }
         get {
            [[Get the image cache.

              This function returns the image cache size of canvas in bytes.
            ]]
         }
         values {
            size: int; [[The cache size.]]
         }
      }
      @property event_default_flags {
         set {
            [[Set the default set of flags an event begins with

              Events in evas can have an event_flags member. This starts
              out with  and initial value (no flags). This lets you set
              the default flags that an event begins with to be $flags.

              @since 1.2
            ]]
         }
         get {
            [[Get the default set of flags an event begins with

              This gets the default event flags events are produced with
              when fed in.

              @since 1.2
            ]]
         }
         values {
            flags: Efl.Input.Flags; [[The default flags to use.]]
         }
      }
      @property font_cache {
         set {
            [[Changes the size of font cache of the given evas.]]
         }
         get {
            [[Get the size of font cache of the given evas in bytes.]]
         }
         values {
            size: int; [[The size in bytes.]]
         }
      }
      @property data_attach {
         set {
            [[Attaches a specific pointer to the evas for fetching later.]]
         }
         get {
            [[Returns the pointer attached by @.data_attach.set.]]
         }
         values {
            data: void_ptr; [[The attached pointer.]]
         }
      }
      @property focus {
         get {
            [[Retrieve the object focused by the default seat.

              Focused objects will be the ones having key events delivered
              to, which the programmer can act upon by means of
              \@ref evas_object_event_callback_add usage.

              Note: Most users wouldn't be dealing directly with Evas'
              focused objects. Instead, they would be using a higher level
              library for that (like a toolkit, as Elementary) to handle
              focus and who's receiving input for them.

              This call returns the object that currently has focus on the
              canvas $e or $null, if none.

              See also \@ref evas_object_focus_set,
              \@ref evas_object_focus_get, \@ref evas_object_key_grab,
              \@ref evas_object_key_ungrab, @.seat_focus.get,
              @Efl.Canvas.Object.seat_focus_check,
              @Efl.Canvas.Object.seat_focus_add,
              @Efl.Canvas.Object.seat_focus_del.
            ]]
            /* FIXME-doc
            Example:
            @dontinclude evas-events.c
            @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS_IN,
            @until evas_object_focus_set(d.bg, EINA_TRUE);
            @dontinclude evas-events.c
            @skip called when our rectangle gets focus
            @until }

            In this example the $event_info is exactly a pointer to that
            focused rectangle. See the full @ref Example_Evas_Events "example".
            */
            return: Efl.Canvas.Object @warn_unused; [[The object that has focus
                                                  or $null if there is not one.]]
         }
      }
      @property seat_focus {
         [[Return the focused object by a given seat. @since 1.19]]
         get {}
         keys {
            seat: Efl.Input.Device;[[The seat to fetch the focused
                                     object or $null for the default seat.]]
         }
         values {
            return: Efl.Canvas.Object; [[The object that has the focus or $null if
                                         the seat has no focused object.]]
        }
      }
      @property object_top {
         get {
            [[Get the highest (stacked) Evas object on the canvas $e.

              This function will take all populated layers in the canvas
              into account, getting the highest object for the highest
              layer, naturally.

              Warning: This function will skip objects parented by smart
              objects, acting only on the ones at the "top level", with
              regard to object parenting.

              See also \@ref evas_object_layer_get,
              \@ref evas_object_layer_set, \@ref evas_object_below_get,
              \@ref evas_object_above_get.
            ]]
            return: Efl.Canvas.Object @warn_unused; [[A pointer to the highest object
                                                  on it (if any) or $null otherwise.]]
         }
      }
      @property pointer_canvas_xy_by_device {
         [[This function returns the current known default pointer coordinates. @since 1.19]]
         get {}
         keys {
           dev: Efl.Input.Device; [[The pointer device.]]
         }
         values {
            x: int; [[The pointer to a Evas_Coord to be filled in.]]
            y: int; [[The pointer to a Evas_Coord to be filled in.]]
         }
      }
      @property pointer_canvas_xy {
         get {
            [[This function returns the current known default pointer coordinates

              This function returns the current known canvas unit
              coordinates of the mouse pointer and sets the contents of
              the Evas_Coords pointed to by $x and $y to contain these
              coordinates. If $e is not a valid canvas the results of
              this function are undefined.
            ]]
            /* FIXME-doc
            Example:
            @code
            extern Evas *evas;
            Evas_Coord mouse_x, mouse_y;

            evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
            printf("Mouse is at canvas position %d, %d\n", mouse_x, mouse_y);
            @endcode
            */
         }
         values {
            x: int; [[The pointer to a Evas_Coord to be filled in.]]
            y: int; [[The pointer to a Evas_Coord to be filled in.]]
         }
      }
      @property event_down_count {
         get {
            [[Get the number of mouse or multi presses currently active.

              @since 1.2
            ]]
            return: int; [[Mouse or multi presses currently active]]
         }
      }
      @property smart_objects_calculate_count {
         get {
            [[This gets the internal counter that counts the number of
              smart calculations.

              Whenever evas performs smart object calculations on the whole
              canvas it increments a counter by 1. This is the smart object
              calculate counter that this function returns the value of.
              It starts at the value of 0 and will increase (and eventually
              wrap around to negative values and so on) by 1 every time
              objects are calculated. You can use this counter to ensure
              you don't re-do calculations withint the same calculation
              generation/run if the calculations maybe cause self-feeding
              effects.

              @since 1.1
            ]]
            return: int; [[Number of smart calculations]]
         }
      }
      @property focus_state {
         get {
            [[Get the focus state for the default seat.]]
            return: bool; [[$true if focused, $false otherwise]]
         }
      }
      @property seat_focus_state {
         [[Get the focus state by a given seat.]]
         get {}
         keys {
            seat: Efl.Input.Device; [[The seat to check the focus state. Use $null for the default seat.]]
         }
         values {
            return: bool; [[$true if the seat has the canvas focus, $false otherwise.]]
         }
      }
      @property changed {
         get {
            [[Get the changed marker for the canvas.

              @since 1.11
            ]]
            return: bool; [[$true if changed, $false otherwise]]
         }
      }
      @property pointer_output_xy_by_device {
         [[This function returns the current known pointer coordinates. @since 1.19]]
         get {}
         keys {
            dev: Efl.Input.Device; [[The mouse device.]]
         }
         values {
            x: int; [[The pointer to an integer to be filled in.]]
            y: int; [[The pointer to an integer to be filled in.]]
         }
      }
      @property pointer_output_xy {
         get {
            [[This function returns the current known default pointer coordinates.

              This function returns the current known screen/output
              coordinates of the mouse pointer and sets the contents of
              the integers pointed to by $x and $y to contain these
              coordinates. If $e is not a valid canvas the results of
              this function are undefined.
            ]]
            /* FIXME-doc
            Example:
            @code
            extern Evas *evas;
            int mouse_x, mouse_y;

            evas_pointer_output_xy_get(evas, &mouse_x, &mouse_y);
            printf("Mouse is at screen position %i, %i\n", mouse_x, mouse_y);
            @endcode
            */
         }
         values {
            x: int; [[The pointer to an integer to be filled in.]]
            y: int; [[The pointer to an integer to be filled in.]]
         }
      }
      @property pointer_inside_by_device {
         [[Returns whether the mouse pointer is logically inside the
           canvas. @since 1.19]]
         keys {
            dev: Efl.Input.Device; [[The pointer device.]]
         }
         get {}
         values {
            in: bool; [[$true if the pointer is inside, $false otherwise.]]
         }
      }
      @property pointer_inside {
         get {
            [[Returns whether the default mouse pointer is logically inside the
              canvas.

              When this function is called it will return a value of either
              $false or $true, depending on if event_feed_mouse_in or
              event_feed_mouse_out have been called to feed in a  mouse
              enter event into the canvas.

              A return value of $true indicates the mouse is logically
              inside the canvas, and $false implies it is logically
              outside the canvas.

              A canvas begins with the mouse being assumed outside ($false).

              If $e is not a valid canvas, the return value is undefined.
            ]]
            /* FIXME-doc
            Example:
            @code
            extern Evas *evas;

            if (evas_pointer_inside_get(evas)) printf("Mouse is in!\n");
            else printf("Mouse is out!\n");
            @endcode
            */
            return: bool @warn_unused; [[$true if the mouse pointer is inside the canvas, $false otherwise]]
         }
      }
      @property image_max_size {
         get {
            [[Get the maximum image size evas can possibly handle.

              This function returns the largest image or surface size that
              evas can handle in pixels, and if there is one, returns $true.
              It returns $false if no extra constraint on maximum image
              size exists. You still should check the return values of
              $maxw and $maxh as there may still be a limit, just a
              much higher one.

              @since 1.1
            ]]
            return: bool; [[$true if it can handle the maximum image size, $false otherwise]]
         }
         values {
            maxw: int; [[Pointer to hold the return value in pixels of the maximum width.]]
            maxh: int; [[Pointer to hold the return value in pixels of the maximum height.]]
         }
      }
      @property object_bottom {
         get {
            [[Get the lowest (stacked) Evas object on the canvas $e.

              This function will take all populated layers in the canvas
              into account, getting the lowest object for the lowest layer,
              naturally.

              Warning: This function will skip objects parented by smart
              objects, acting only on the ones at the "top level", with
              regard to object parenting.

              See also \@ref evas_object_layer_get, \@ref evas_object_layer_set,
              \@ref evas_object_below_get, \@ref evas_object_below_set.
            ]]
            return: Efl.Canvas.Object @warn_unused; [[
               A pointer to the lowest object on it, if any, or $null
               otherwise.
            ]]
         }
      }
      @property pointer_button_down_mask_by_device {
         [[Returns a bitmask with the mouse buttons currently pressed,
              set to 1.]]
         keys {
            dev: Efl.Input.Device; [[The mouse device.]]
         }
         get {}
         values {
            mask: uint; [[A bitmask of the currently depressed buttons on the canvas.]]
         }
      }
      @property pointer_button_down_mask {
         get {
            [[Returns a bitmask with the default mouse buttons currently pressed,
              set to 1.

              Calling this function will return a 32-bit integer with the
              appropriate bits set to 1 that correspond to a mouse button
              being depressed. This limits Evas to a mouse devices with a
              maximum of 32 buttons, but that is generally in excess of
              any host system's pointing device abilities.

              A canvas by default begins with no mouse buttons being
              pressed and only pointer move events can alter that.

              The least significant bit corresponds to the first mouse
              button (button 1) and the most significant bit corresponds
              to the last mouse button (button 32).

              If $e is not a valid canvas, the return value is undefined.
            ]]
            /* FIXME-doc
            Example:
            @code
            extern Evas *evas;
            unsigned int button_mask;
            int i;

            button_mask = evas_pointer_button_down_mask_get(evas);
            printf("Buttons currently pressed:\n");
            for (i = 0; i < 32; i++)
            {
            if ((button_mask & (1u << i)) != 0) printf("Button %i\n", i + 1);
            }
            @endcode
            */
            return: uint @warn_unused; [[A bitmask of the currently depressed buttons on the canvas.]]
         }
      }

      tree_objects_at_xy_get {
         [[Retrieve a list of Evas objects lying over a given position in
           a canvas.

           This function will traverse all the layers of the given canvas,
           from top to bottom, querying for objects with areas covering the
           given position. It will enter the smart objects.
           It will not append to the list pass events as hidden objects.
           Call eina_list_free on the returned list after usage.
         ]]
         return: list<Efl.Canvas.Object> @warn_unused; [[List of objects]]
         params {
            @in stop: Efl.Canvas.Object; [[An Evas Object where to stop searching.]]
            @in x: int; [[The horizontal coordinate of the position.]]
            @in y: int; [[The vertical coordinate of the position.]]
         }
      }
      key_lock_on {
         [[Enables or turns on programmatically the lock key with name
           $keyname for the default seat.

           The effect will be as if the key was put on its active state
           after this call.

           See also @.key_lock_add, @.key_lock_del, @.key_lock_del,
           @.key_lock_off, @.seat_key_lock_on, @.seat_key_lock_off.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to enable.]]
         }
      }
      seat_key_lock_on {
          [[Enables or turns on programmatically the lock key with name
           $keyname for a give seat.

           The effect will be as if the key was put on its active state
           after this call.

           See also @.key_lock_add, @.key_lock_del, @.key_lock_del,
           @.key_lock_off, @.key_lock_on, @.seat_key_lock_off.
           @since 1.19
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to enable.]]
            @in seat: Efl.Input.Device; [[The seat to enable the keylock. A $null seat repesents the default seat.]]
         }
      }
      seat_key_lock_off {
         [[Disables or turns off programmatically the lock key with name
           $keyname for a given seat.

           The effect will be as if the key was put on its inactive state
           after this call.

           See also @.key_lock_on, @.seat_key_lock_on, @.key_lock_off.
           @since 1.19
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to enable.]]
            @in seat: Efl.Input.Device; [[The seat to disable the keylock. A $null seat repesents the default seat.]]
         }
      }
      key_modifier_add {
         [[Adds the $keyname key to the current list of modifier keys.

           Modifiers are keys like shift, alt and ctrl, i.e., keys which
           are meant to be pressed together with others, altering the
           behavior of the secondly pressed keys somehow. Evas is so that
           these keys can be user defined.

           This call allows custom modifiers to be added to the Evas system
           at run time. It is then possible to set and unset modifier keys
           programmatically for other parts of the program to check and act
           on. Programmers using Evas would check for modifier keys on key
           event callbacks using \@ref evas_key_modifier_is_set.

           Note: If the programmer instantiates the canvas by means of the
           \@ref ecore_evas_new family of helper functions, Ecore will take
           care of registering on it all standard modifiers: "Shift",
           "Control", "Alt", "Meta", "Hyper", "Super".
         ]]
         params {
            @in keyname: string @nonull; [[
               The name of the modifier key to add to the list of
               Evas modifiers.
            ]]
         }
      }
      key_modifier_off {
         [[Disables or turns off programmatically the modifier key with
           name $keyname for the default seat.

           See also @.key_modifier_add, \@ref evas_key_modifier_get,
           @.key_modifier_on, @.seat_key_modifier_off,
           @.seat_key_modifier_off, \@ref evas_key_modifier_is_set, \@ref evas_seat_key_modifier_is_set.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the modifier to disable.]]
         }
      }
      objects_at_xy_get @const {
         [[Retrieve a list of Evas objects lying over a given position in
           a canvas.

           This function will traverse all the layers of the given canvas,
           from top to bottom, querying for objects with areas covering the
           given position. The user can remove from query objects which are
           hidden and/or which are set to pass events.

           Warning: This function will skip objects parented by smart
           objects, acting only on the ones at the "top level", with
           regard to object parenting.
         ]]
         return: list<Efl.Canvas.Object> @warn_unused; [[
            The list of Evas objects that are over the given position in $e.
         ]]
         params {
            @in x: int; [[The horizontal coordinate of the position.]]
            @in y: int; [[The vertical coordinate of the position.]]
            @in include_pass_events_objects: bool; [[
               Boolean flag to include or not objects which pass events
               in this calculation.
            ]]
            @in include_hidden_objects: bool; [[
               Boolean flag to include or not hidden objects in this
               calculation.
            ]]
         }
      }
      render_async {
         [[Render the given Evas canvas asynchronously.

           This function only returns $true when a frame will be rendered.
           If the previous frame is still rendering, $false will be
           returned  so the users know not to wait for the updates
           callback and just  return to their main loop.

           If a $func callback is given, a list of updated areas will be
           generated and the function will be called from the main thread
           after the rendered frame is flushed to the screen. The resulting
           list should be freed with \@ref evas_render_updates_free.

           The list is given in the $event_info parameter of the callback
           function.

           @since 1.8
         ]]
         return: bool; [[$true if the canvas will render, $false otherwise.]]
      }
      render2 {
         [[Render the given Evas canvas using the new rendering infra.

           This is experimental and will change over time until noted here.

           This function only returns $true when a frame will be rendered.
           If the previous frame is still rendering, $false will be
           returned so the users know not to wait for the updates
           callback and just return to their main loop.

           @since 1.14
         ]]
         return: bool; [[$true if the canvas will render, $false otherwise.]]
      }
      render2_updates {
         [[Render the given Evas canvas using the new rendering infra.

           This is experimental and will change over time until noted here.

           @since 1.15
         ]]
         return: free(own(list<ptr(Eina.Rectangle)>), evas_render_updates_free)
            @warn_unused; [[
            A newly allocated list of updated rectangles of the canvas
            ($Eina.Rectangle structs). Free this list with
            \@ref evas_render_updates_free.
         ]]
      }
      focus_out {
         [[Inform to the evas that it lost the focus from the default seat.]]
      }
      norender {
         [[Update the canvas internal objects but not triggering immediate
           renderization.

           This function updates the canvas internal objects not triggering
           renderization. To force renderization function @.render
           should be used.
         ]]
      }
      nochange_pop {
         [[Pop the nochange flag down 1.

           This tells evas, that while the nochange flag is greater than 0,
           do not mark objects as "changed" when making changes.

           Warning: Do not use this function unless you know what Evas
           exactly works with "changed" state.
         ]]
      }
      key_lock_off {
         [[Disables or turns off programmatically the lock key with name
           $keyname for the default seat.

           The effect will be as if the key was put on its inactive state
           after this call.

           See also @.key_lock_on, @.seat_key_lock_on, @.seat_key_lock_off.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to disable.]]
         }
      }
      nochange_push {
         [[Push the nochange flag up 1

           This tells evas, that while the nochange flag is greater than 0,
           do not mark objects as "changed" when making changes.

           Warning: Do not use this function unless you know what Evas
           exactly works with "changed" state.
         ]]
      }
      font_cache_flush {
         [[Force the given evas and associated engine to flush its font cache.]]

      }
      object_top_at_xy_get @const {
         [[Retrieve the Evas object stacked at the top of a given position
           in a canvas.

           This function will traverse all the layers of the given canvas,
           from top to bottom, querying for objects with areas covering the
           given position. The user can remove from the query
           objects which are hidden and/or which are set to pass events.

           Warning: This function will skip objects parented by smart
           objects, acting only on the ones at the "top level", with
           regard to object parenting.
         ]]
         return: Efl.Canvas.Object @warn_unused; [[The Evas object that is over all other objects at the given position.]]
         params {
            @in x: int; [[The horizontal coordinate of the position.]]
            @in y: int; [[The vertical coordinate of the position.]]
            @in include_pass_events_objects: bool; [[
               Boolean flag to include or not objects which pass events
               in this calculation.
            ]]
            @in include_hidden_objects: bool; [[
               Boolean flag to include or not hidden objects in this
               calculation.
            ]]
         }
      }
      key_modifier_on {
         [[Enables or turns on programmatically the modifier key with name
           $keyname for the default seat.

           The effect will be as if the key was pressed for the whole time
           between this call and a matching evas_key_modifier_off().

           See also @.key_modifier_off, @.seat_key_modifier_on,
           @.seat_key_modifier_off.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the modifier to enable.]]
         }
      }
      seat_key_modifier_on {
         [[Enables or turns on programmatically the modifier key with name
           $keyname for a given seat.

           The effect will be as if the key was pressed for the whole time
           between this call and a matching @.seat_key_modifier_off.

           See also @.key_modifier_off, @.seat_key_modifier_on,
           @.seat_key_modifier_off.
           @since 1.19
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to enable.]]
            @in seat: Efl.Input.Device; [[The seat to enable the modifier. A $null seat repesents the default seat.]]
         }
      }
      seat_key_modifier_off {
         [[Disables or turns off programmatically the modifier key with
           name $keyname for a given seat.

           See also @.key_modifier_add, \@ref evas_key_modifier_get,
           @.key_modifier_on, @.seat_key_modifier_off,
           @.seat_key_modifier_off, \@ref evas_key_modifier_is_set, \@ref evas_seat_key_modifier_is_set.
           @since 1.19
         ]]
         params {
            @in keyname: string @nonull; [[The name of the lock to enable.]]
            @in seat: Efl.Input.Device; [[The seat to disable the modifier. A $null seat repesents the default seat.]]
         }
      }
      font_available_list @const {
         [[List of available font descriptions known or found by this evas.

           The list depends on Evas compile time configuration, such as
           fontconfig support, and the paths provided at runtime as
           explained in \@ref Evas_Font_Path_Group.
         ]]
         return: list<string> @warn_unused; [[
            A newly allocated list of strings. Do not change the
            strings. Be sure to call \@ref evas_font_available_list_free
            after you're done.
         ]]
      }
      objects_in_rectangle_get @const {
      	 [[Get all objects in the given rectangle]]
         return: list<Efl.Canvas.Object> @warn_unused; [[List of objects]]
         params {
            @in x: int; [[X coordinate]]
            @in y: int; [[Y coordinate]]
            @in w: int; [[Width]]
            @in h: int; [[Height]]
            @in include_pass_events_objects: bool; [[$true if the list should include objects which pass events]]
            @in include_hidden_objects: bool; [[$true if the list should include hidden objects]]
         }
      }
      object_name_find @const {
         [[Retrieves the object on the given evas with the given name.

           This looks for the evas object given a name by
           \@ref evas_object_name_set. If the name is not unique
           canvas-wide, then which one of the many objects with that
           name is returned is undefined, so only use this if you can
           ensure the object name is unique.
         ]]
         return: Efl.Canvas.Object @warn_unused; [[
            If successful, the Evas object with the given name. Otherwise,
            $null.
         ]]
         params {
            @in name: string; [[The given name.]]
         }
      }
      font_path_append {
         [[Appends a font path to the list of font paths used by the
           given evas.
         ]]
         params {
            @in path: string @nonull; [[The new font path.]]
         }
      }
      font_path_clear {
         [[Removes all font paths loaded into memory for the given evas.]]
      }
      smart_objects_calculate {
         [[Call user-provided $calculate smart functions and unset the
           flag signalling that the object needs to get recalculated to
           all smart objects in the canvas.
         ]]
      }
      /* FIXME: The below function is only for efl.ui.win */
      touch_point_list_nth_xy_get {
         [[This function returns the nth touch point's coordinates.

           Touch point's coordinates is updated whenever moving that point
           on the canvas.
         ]]
         params {
            @in n: uint; [[The number of the touched point (0 being the first).]]
            @out x: double; [[Last known X position in window coordinates]]
            @out y: double; [[Last known Y position in window coordinates]]
         }
          /* Legacy uses int. */
         legacy: null;
      }
      key_lock_del {
         [[Removes the $keyname key from the current list of lock keys on
           canvas $e.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the key to remove from the locks list.]]
         }
      }
      damage_rectangle_add {
         [[Add a damage rectangle.

           This is the function by which one tells evas that a part of the
           canvas has to be repainted.

           Note: All newly created Evas rectangles get the default color
           values of 255 255 255 255 (opaque white).
         ]]
         params {
            @in x: int; [[The rectangle's left position.]]
            @in y: int; [[The rectangle's top position.]]
            @in w: int; [[The rectangle's width.]]
            @in h: int; [[The rectangle's height.]]
         }
      }
      sync {
         [[Sync evas canvas]]
      }
      font_path_list @const {
         [[Retrieves the list of font paths used by the given evas.]]
         return: const(list<string>) @warn_unused; [[The list of font paths used.]]
      }
      image_cache_reload {
         [[Reload the image cache.

           This function reloads the image cache of canvas.
         ]]

      }
      coord_world_x_to_screen @const {
         [[Convert/scale a canvas coordinate into output screen
           coordinates.

           This function takes in a horizontal coordinate as the $x
           parameter and converts it into output units, accounting for
           output size, viewport size and location, returning it as the
           function  return value. If $e is invalid, the results are
           undefined.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         int screen_x;
         extern Evas_Coord canvas_x;

         screen_x = evas_coord_world_x_to_screen(evas, canvas_x);
         @endcode
         */
         return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
         params {
            @in x: int; [[The canvas X coordinate.]]
         }
      }
      render_updates {
         [[Force immediate renderization of the given Evas canvas.

           This function forces an immediate renderization update of
           the given canvas $e.

           Note: This is a very low level function, which most of Evas'
           users wouldn't care about. One would use it, for example, to
           grab an Evas' canvas update regions and paint them back, using
           the canvas' pixmap, on a displaying system working below Evas.

           Note: Evas is a stateful canvas. If no operations changing its
           state took place since the last rendering action, you won't see
           no changes and this call will be a no-op.
         ]]
         /* FIXME-doc
         Example code follows.
         @dontinclude evas-events.c
         @skip add an obscured
         @until d.obscured = !d.obscured;

         See the full @ref Example_Evas_Events "example".
         */
         return: free(own(list<ptr(Eina.Rectangle)>), evas_render_updates_free)
            @warn_unused; [[
            A newly allocated list of updated rectangles of the canvas
            ($Eina.Rectangle structs). Free this list with
            \@ref evas_render_updates_free.
         ]]
      }
      image_cache_flush {
         [[Flush the image cache of the canvas.

           This function flushes image cache of canvas.
         ]]
      }
      coord_screen_y_to_world @const {
         [[Convert/scale an output screen coordinate into canvas
           coordinates.

           This function takes in a vertical coordinate as the $y parameter
           and converts it into canvas units, accounting for output size,
           viewport size and location, returning it as the function return
           value. If $e is invalid, the results are undefined.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         extern int screen_y;
         Evas_Coord canvas_y;

         canvas_y = evas_coord_screen_y_to_world(evas, screen_y);
         @endcode
         */
         return: int @warn_unused; [[The screen coordinate translated to canvas unit coordinates.]]
         params {
            @in y: int; [[The screen/output y coordinate.]]
         }
      }
      key_modifier_del {
         [[Removes the $keyname key from the current list of modifier keys
           on canvas $e.

           See also @.key_modifier_add.
         ]]
         params {
            @in keyname: string @nonull; [[The name of the key to remove from the modifiers list.]]
         }
      }
      focus_in {
         [[Inform to the evas that it got the focus from the default seat.]]
      }
      seat_focus_in {
         [[Inform to the evas that it got the focus from a given seat. @since 1.19]]
         legacy: null;
         params {
            @in seat: Efl.Input.Device; [[The seat or $null for the default seat.]]
         }
      }
      seat_focus_out {
         [[Inform to the evas that it lost the focus from a given seat. @since 1.19]]
         legacy: null;
         params {
            @in seat: Efl.Input.Device; [[The seat or $null for the default seat.]]
         }
      }
      obscured_rectangle_add {
         [[Add an "obscured region" to an Evas canvas.

           This is the function by which one tells an Evas canvas that a
           part of it must not be repainted. The region must be rectangular
           and its coordinates inside the canvas viewport are passed in the
           call. After this call, the region specified won't participate
           in any form in Evas' calculations and actions during its
           rendering updates, having its displaying content frozen as
           it was just after this function took place.

           We call it "obscured region" because the most common use case
           for this rendering (partial) freeze is something else (most
           probably other canvas) being on top of the specified rectangular
           region, thus shading it completely from the user's final scene
           in a display. To avoid unnecessary processing, one should
           indicate to the obscured canvas not to bother about the
           non-important area.

           The majority of users won't have to worry about this function,
           as they'll be using just one canvas in their applications, with
           nothing inset or on top of it in any form.

           To make this region one that has to be repainted again, call the
           function \@ref evas_obscured_clear.

           Note: This is a very low level function, which most of
           Evas' users wouldn't care about.

           Note: This function does not flag the canvas as having its state
           changed. If you want to re-render it afterwards expecting new
           contents, you have to add "damage" regions yourself (see
           \@ref evas_damage_rectangle_add).
         ]]
         /* FIXME-doc
          Example code follows.
         @dontinclude evas-events.c
         @skip add an obscured
         @until evas_obscured_clear(evas);

         In that example, pressing the "Ctrl" and "o" keys will impose or
         remove an obscured region in the middle of the canvas. You'll get
         the same contents at the time the key was pressed, if toggling it
         on, until you toggle it off again (make sure the animation is
         running on to get the idea better). See the full @ref
         Example_Evas_Events "example".
         */
         params {
            @in x: int; [[The rectangle's top left corner's horizontal coordinate.]]
            @in y: int; [[The rectangle's top left corner's vertical coordinate.]]
            @in w: int; [[The rectangle's width.]]
            @in h: int; [[The rectangle's height.]]
         }
      }
      render_dump {
         [[Make the canvas discard as much data as possible used by the
           engine at runtime.

           This function will unload images, delete textures and much more,
           where possible. You may also want to call @.render_idle_flush
           immediately prior to this to perhaps discard a little more,
           though this function should implicitly delete most of what
           @.render_idle_flush might discard too.
         ]]
      }
      object_top_in_rectangle_get @const {
         [[Retrieve the Evas object stacked at the top of a given
           rectangular region in a canvas

           This function will traverse all the layers of the given canvas,
           from top to bottom, querying for objects with areas overlapping
           with the given rectangular region inside $e. The user can remove
           from the query objects which are hidden and/or which are set to
           pass events.

           Warning: This function will skip objects parented by smart
           objects, acting only on the ones at the "top level", with
           regard to object parenting.
         ]]
         return: Efl.Canvas.Object @warn_unused; [[
            The Evas object that is over all other objects at the given
            rectangular region.
         ]]
         params {
            @in x: int; [[
               The top left corner's horizontal coordinate for the
               rectangular region.
            ]]
            @in y: int; [[
               The top left corner's vertical coordinate for the
               rectangular region.
            ]]
            @in w: int; [[The width of the rectangular region.]]
            @in h: int; [[The height of the rectangular region.]]
            @in include_pass_events_objects: bool; [[
               Boolean flag to include or not objects which pass events
               in this calculation.
            ]]
            @in include_hidden_objects: bool; [[
               Boolean flag to include or not hidden objects in this
               calculation.
            ]]
         }
      }
      render {
         [[Force renderization of the given canvas.]]

      }
      font_path_prepend {
         [[Prepends a font path to the list of font paths used by the
           given evas.
         ]]
         params {
            @in path: string @nonull; [[The new font path.]]
         }
      }
      obscured_clear {
         [[Remove all "obscured regions" from an Evas canvas.

           This function removes all the rectangles from the obscured
           regions list of the canvas $e. It takes obscured areas added
           with @.obscured_rectangle_add and make them again a regions
           that have to be repainted on rendering updates.

           Note: This is a very low level function, which most of
           Evas' users wouldn't care about.

           Note: This function does not flag the canvas as having its state
           changed. If you want to re-render it afterwards expecting new
           contents, you have to add "damage" regions yourself (see
           @.damage_rectangle_add).
         ]]
      }
      coord_screen_x_to_world @const {
         [[Convert/scale an output screen coordinate into canvas
           coordinates.

           This function takes in a horizontal coordinate as the $x
           parameter and converts it into canvas units, accounting for
           output size, viewport size and location, returning it as the
           function return value. If $e is invalid, the results are
           undefined.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         extern int screen_x;
         Evas_Coord canvas_x;

         canvas_x = evas_coord_screen_x_to_world(evas, screen_x);
         @endcode
         */
         return: int @warn_unused; [[
            The screen coordinate translated to canvas unit coordinates.
         ]]
         params {
            @in x: int; [[The screen/output x coordinate.]]
         }
      }
      key_lock_add {
         [[Adds the $keyname key to the current list of lock keys.

           Locks are keys like caps lock, num lock or scroll lock, i.e.,
           keys which are meant to be pressed once -- toggling a binary
           state which is bound to it -- and thus altering the behavior
           of all  subsequently pressed keys somehow, depending on its
           state. Evas is so that these keys can be defined by the user.

           This allows custom locks to be added to the evas system at run
           time. It is then possible to set and unset lock keys
           programmatically for other parts of the program to check and act
           on. Programmers using Evas would check for lock keys on key
           event callbacks using \@ref evas_key_lock_is_set.

           Note: If the programmer instantiates the canvas by means of the
           ecore_evas_new() family of helper functions, Ecore will take
           care of registering on it all standard lock keys: "Caps_Lock",
           "Num_Lock", "Scroll_Lock".
         ]]
         params {
            @in keyname: string @nonull; [[The name of the key to add to the locks list.]]
         }
      }
      render_idle_flush {
         [[Make the canvas discard internally cached data used for
           rendering.

           This function flushes the arrays of delete, active and render
           objects. Other things it may also discard are: shared memory
           segments, temporary scratch buffers, cached data to avoid
           re-compute of that data etc.
         ]]
      }
      @property default_device {
         [[Return the default device of a given type.

           Note: Currently EFL only creates a seat, mouse and keyboard.
           @since 1.19
         ]]
         get {}
         keys {
            type: Efl.Input.Device.Type; [[The class of the default device to fetch.]]
         }
         values {
            seat: Efl.Input.Device; [[The default device or $null on error.]]
         }
      }
      coord_world_y_to_screen @const {
         [[Convert/scale a canvas coordinate into output screen
           coordinates.

           This function takes in a vertical coordinate as the $x
           parameter and converts it into output units, accounting for
           output size, viewport size and location, returning it as the
           function return value. If $e is invalid, the results are
           undefined.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         int screen_y;
         extern Evas_Coord canvas_y;

         screen_y = evas_coord_world_y_to_screen(evas, canvas_y);
         @endcode
         */
         return: int @warn_unused; [[The output/screen coordinate translated to output coordinates.]]
         params {
            @in y: int; [[The canvas y coordinate.]]
         }
      }
   }
   implements {
      Efl.Object.constructor;
      Efl.Object.destructor;
      Efl.Object.event_thaw;
      Efl.Object.event_freeze;
      Efl.Object.provider_find;
      Efl.Loop_User.loop { get; }
      //Efl.Canvas.seats;
      Efl.Canvas.device { get; }
      Efl.Canvas.seat { get; }
   }
}