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path: root/src/lib/evas/canvas/evas_canvas.eo
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import evas_types;

class Evas.Canvas (Eo.Base, Evas.Common_Interface, Efl.Core.Animator)
{
   legacy_prefix: evas;
   data: Evas_Public_Data;
   methods {
      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<Evas.Object *> * @warn_unused; [[
            The list of Evas objects that are over the given position in $e.
         ]]
         params {
            @in x: Evas.Coord; [[The horizontal coordinate of the position.]]
            @in y: Evas.Coord; [[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.
            ]]
         }
      }
      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<Evas.Object *> * @warn_unused;
         params {
            @in stop: Evas.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.]]
         }
      }
      @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: Evas.Object * @warn_unused; [[A pointer to the highest object
                                                  on it (if any) or $null otherwise.]]
         }
      }
      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: Evas.Object * @warn_unused; [[The Evas object that is over all other objects at the given position.]]
         params {
            @in x: Evas.Coord; [[The horizontal coordinate of the position.]]
            @in y: Evas.Coord; [[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.
            ]]
         }
      }
      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: Evas.Object * @warn_unused; [[
            The Evas object that is over all other objects at the given
            rectangular region.
         ]]
         params {
            @in x: Evas.Coord; [[
               The top left corner's horizontal coordinate for the
               rectangular region.
            ]]
            @in y: Evas.Coord; [[
               The top left corner's vertical coordinate for the
               rectangular region.
            ]]
            @in w: Evas.Coord; [[The width of the rectangular region.]]
            @in h: Evas.Coord; [[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.
            ]]
         }
      }
      objects_in_rectangle_get @const {
         return: list<Evas.Object *> * @warn_unused;
         params {
            @in x: Evas.Coord;
            @in y: Evas.Coord;
            @in w: Evas.Coord;
            @in h: Evas.Coord;
            @in include_pass_events_objects: bool;
            @in include_hidden_objects: bool;
         }
      }
      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: Evas.Object * @warn_unused; [[
            If successful, the Evas object with the given name. Otherwise,
            $null.
         ]]
         params {
            @in name: const(char)*; [[The given name.]]
         }
      }
      @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: Evas.Object * @warn_unused; [[
               A pointer to the lowest object on it, if any, or $null
               otherwise.
            ]]
         }
      }

      @property pointer_canvas_xy {
         get {
            [[This function returns the current known 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: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
            y: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
         }
      }
      @property pointer_output_xy {
         get {
            [[This function returns the current known 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 {
         get {
            [[Returns whether the 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;
         }
      }
      @property pointer_button_down_mask {
         get {
            [[Returns a bitmask with the 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 calls to @.event_feed_mouse_down
              and @.event_feed_mouse_up will 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;
            int button_mask, i;

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

      @property key_lock {
         get {
            [[Returns a handle to the list of lock keys registered in the
              canvas $e.

              This is required to check for which locks are set at a given
              time with the \@ref evas_key_lock_is_set function.
            ]]
            return: const(Evas.Lock)* @warn_unused; [[
               An Evas_Lock handle to query Evas' keys subsystem with
               \@ref evas_key_lock_is_set, or $null on error.
            ]]
         }
      }
      key_lock_on {
         [[Enables or turns on programmatically the lock key with name
           $keyname.

           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.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the lock to enable.]]
         }
      }
      key_lock_off {
         [[Disables or turns off programmatically the lock key with name
           $keyname.

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

            See also @.key_lock_on.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the lock to disable.]]
         }
      }
      key_lock_add @protected {
         [[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: const(char)* @nonull; [[The name of the key to add to the locks list.]]
         }
      }
      key_lock_del @protected {
         [[Removes the $keyname key from the current list of lock keys on
           canvas $e.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the key to remove from the locks list.]]
         }
      }

      @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;
         }
         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.]]
         }
      }

      font_hinting_can_hint @const {
         [[Checks if the font hinting is supported by the given evas.

           One of #EVAS_FONT_HINTING_NONE, #EVAS_FONT_HINTING_AUTO,
           #EVAS_FONT_HINTING_BYTECODE.
         ]]
         return: bool @warn_unused; [[$true if it is supported, $false otherwise.]]
         params {
            @in hinting: Evas.Font.Hinting_Flags; [[The hinting to use.]]
         }
      }
      @property font_hinting {
         set {
            [[Changes the font hinting for the given evas.

              #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
            ]]
         }
         get {
            [[Retrieves the font hinting used by the given evas.]]
         }
         values {
            hinting: Evas.Font.Hinting_Flags; [[
               The used hinting, one of #EVAS_FONT_HINTING_NONE,
               #EVAS_FONT_HINTING_AUTO, #EVAS_FONT_HINTING_BYTECODE.
            ]]
         }
      }
      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<const(char) *> * @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.
         ]]
      }
      font_path_append {
         [[Appends a font path to the list of font paths used by the
           given evas.
         ]]
         params {
            @in path: const(char)* @nonull; [[The new font path.]]
         }
      }
      font_path_prepend {
         [[Prepends a font path to the list of font paths used by the
           given evas.
         ]]
         params {
            @in path: const(char)* @nonull; [[The new font path.]]
         }
      }
      font_path_list @const {
         [[Retrieves the list of font paths used by the given evas.]]
         return: const(list<const(char) *>)* @warn_unused; [[The list of font paths used.]]
      }
      font_path_clear {
         [[Removes all font paths loaded into memory for the given evas.]]
      }
      @property font_cache @protected {
         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.]]
         }
      }
      font_cache_flush @protected {
         [[Force the given evas and associated engine to flush its font cache.]]
      }

      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: Evas.Coord @warn_unused; [[
            The screen coordinate translated to canvas unit coordinates.
         ]]
         params {
            @in x: int; [[The screen/output x coordinate.]]
         }
      }
      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: Evas.Coord @warn_unused; [[The screen coordinate translated to canvas unit coordinates.]]
         params {
            @in y: int; [[The screen/output y coordinate.]]
         }
      }
      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: Evas.Coord; [[The canvas x coordinate.]]
         }
      }
      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: Evas.Coord; [[The canvas y coordinate.]]
         }
      }

      touch_point_list_count {
         [[Get the number of touched point in the evas.

           New touched point is added to the list whenever touching the
           evas and point is removed whenever removing touched point from
           the evas.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         int count;

         count = evas_touch_point_list_count(evas);
         printf("The count of touch points: %i\n", count);
         @endcode
         */
         return: uint; [[The number of touched point on the evas.]]
      }
      touch_point_list_nth_id_get {
         [[This function returns the $id of nth touch point.

           The point which comes from Mouse Event has $id 0 and The point
           which comes from Multi Event has $id that is same as Multi
           Event's device id.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         int id;

         if (evas_touch_point_list_count(evas))
         {
         id = evas_touch_point_nth_id_get(evas, 0);
         printf("The first touch point's id: %i\n", id);
         }
         @endcode
         */
         return: int; [[id of nth touch point, if the call succeeded, -1 otherwise.]]
         params {
            @in n: uint; [[The number of the touched point (0 being the first).]]
         }
      }
      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.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         Evas_Coord x, y;

         if (evas_touch_point_list_count(evas))
         {
         evas_touch_point_nth_xy_get(evas, 0, &x, &y);
         printf("The first touch point's coordinate: (%i, %i)\n", x, y);
         }
         @endcode
         */
         params {
            @in n: uint; [[The number of the touched point (0 being the first).]]
            @out x: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
            @out y: Evas.Coord; [[The pointer to a Evas_Coord to be filled in.]]
         }
      }
      touch_point_list_nth_state_get {
         [[This function returns the $state of nth touch point.

           The point's $state is EVAS_TOUCH_POINT_DOWN when pressed,
           EVAS_TOUCH_POINT_STILL when the point is not moved after pressed,
           EVAS_TOUCH_POINT_MOVE when moved at least once after pressed and
           EVAS_TOUCH_POINT_UP when released.
         ]]
         /* FIXME-doc
         Example:
         @code
         extern Evas *evas;
         Evas_Touch_Point_State state;

         if (evas_touch_point_list_count(evas))
         {
         state = evas_touch_point_nth_state_get(evas, 0);
         printf("The first touch point's state: %i\n", state);
         }
         @endcode
         */
         return: Evas.Touch_Point_State; [[
            $state of nth touch point, if the call succeeded,
            EVAS_TOUCH_POINT_CANCEL otherwise.
         ]]
         params {
            @in n: uint; [[The number of the touched point (0 being the first).]]
         }
      }

      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.
         ]]
      }

      norender @protected {
         [[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.
         ]]
      }
      @property output_framespace @protected {
         set {
            [[Sets the output framespace size of the render engine of the
              given evas.

              The framespace size is used in the Wayland engines to denote
              space in the viewport which is occupied by the window
              frame. This is mainly used in ecore_evas to draw borders.

              The units used for $w and $h depend on the engine used by the
              evas.

              @since 1.1
            ]]
         }
         get {
            [[Get the render engine's output framespace coordinates in
              canvas units.

              @since 1.1
            ]]
         }
         values {
            x: Evas.Coord; [[The left coordinate in output units, usually pixels.]]
            y: Evas.Coord; [[The top coordinate in output units, usually pixels.]]
            w: Evas.Coord; [[The width in output units, usually pixels.]]
            h: Evas.Coord; [[The height in output units, usually pixels.]]
         }
      }
      @property output_viewport @protected {
         set {
            [[Sets the output viewport of the given evas in evas units.

              The output viewport is the area of the evas that will be
              visible to the viewer.  The viewport will be stretched to
              fit the output target of the evas when rendering is performed.

              Note: The coordinate values do not have to map 1-to-1 with
              the output target. However, it is generally advised that it
              is done for ease of use.
            ]]
         }
         get {
            [[Get the render engine's output viewport coordinates in
              canvas units.

              Calling this function writes the current canvas output
              viewport size and location values into the variables pointed
              to by $x, $y, $w and $h.  On success the variables have the
              output location and size values written to them in canvas
              units. Any of $x, $y, $w or $h that are $null will not be
              written to. If $e is invalid, the results are undefined.
            ]]
            /* FIXME-doc
            Example:
            @code
            extern Evas *evas;
            Evas_Coord x, y, width, height;

            evas_output_viewport_get(evas, &x, &y, &w, &h);
            @endcode
            */
         }
         values {
            x: Evas.Coord; [[The top-left corner x value of the viewport.]]
            y: Evas.Coord; [[The top-left corner y value of the viewport.]]
            w: Evas.Coord; [[The width of the viewport.  Must be greater than 0.]]
            h: Evas.Coord; [[The height of the viewport.  Must be greater than 0.]]
         }
      }
      @property event_default_flags @protected {
         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: Evas.Event_Flags; [[The default flags to use.]]
         }
      }
      @property output_method @protected {
         set {
            [[Sets the output engine for the given evas.

              Once the output engine for an evas is set, any attempt to
              change it  will be ignored. The value for $render_method can
              be found using \@ref evas_render_method_lookup.

              Note: it is mandatory that one calls \@ref evas_init before
              setting the output method.
            ]]
         }
         get {
            [[Retrieves the number of the output engine used for the given
              evas.
            ]]
         }
         values {
            render_method: int; [[The numeric engine value to use.]]
         }
      }
      @property output_size @protected {
         set {
            [[Sets the output size of the render engine of the given evas.

              The evas will render to a rectangle of the given size once
              this function is called.  The output size is independent of
              the viewport size. The viewport will be stretched to fill
              the given rectangle.

              The units used for $w and $h depend on the engine used by the
              evas.
            ]]
         }
         get {
            [[Retrieve the output size of the render engine of the given
              evas.

              The output size is given in whatever the output units are for
              the engine.

              If either $w or $h is $null, then it is ignored.  If $e is
              invalid, the returned results are undefined.
            ]]
         }
         values {
            w: int; [[The width in output units, usually pixels.]]
            h: int; [[The height in output units, usually pixels.]]
         }
      }
      @property data_attach @protected {
         set {
            [[Attaches a specific pointer to the evas for fetching later.]]
         }
         get {
            [[Returns the pointer attached by @.data_attach.set.]]
         }
         values {
            data: void *; [[The attached pointer.]]
         }
      }
      @property engine_info @protected {
         set {
            [[Applies the engine settings for the given evas from the
              given $Evas_Engine_Info structure.

              To get the Evas_Engine_Info structure to use, call
              @.engine_info.get. Do not try to obtain a pointer to an
              $Evas_Engine_Info structure in any other way.

              You will need to call this function at least once before you
              can create objects on an evas or render that evas. Some
              engines allow their settings to be changed more than once.

              Once called, the $info pointer should be considered invalid.
            ]]
            return: bool; [[$true if no error occurred, $false otherwise.]]
         }
         get {
            [[Retrieves the current render engine info struct from the given
              evas.

              The returned structure is publicly modifiable.  The contents
              are valid until either @.engine_info.set or @.render are called.

              This structure does not need to be freed by the caller.
            ]]
         }
         values {
            info: Evas.Engine_Info *; [[The pointer to the engine info to use.]]
         }
      }

      @property event_down_count @protected {
         get {
            [[Get the number of mouse or multi presses currently active.

              @since 1.2
            ]]
            return: int;
         }
      }
      @property smart_objects_calculate_count @protected {
         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;
         }
      }
      @property changed @protected {
         get {
            [[Get the changed marker for the canvas.

              @since 1.11
            ]]
            return: bool;
         }
      }

      event_feed_mouse_in @protected {
         [[Mouse in event feed.

           This function will set some evas properties that is necessary
           when the mouse in event happens. It prepares information to be
           treated by the callback function.
         ]]
         params {
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_mouse_wheel @protected {
         [[Mouse wheel event feed.

           This function will set some evas properties that is necessary
           when the mouse wheel is scrolled up or down. It prepares
           information to  be treated by the callback function.
         ]]
         params {
            @in direction: int; [[The wheel mouse direction.]]
            @in z: int; [[How much mouse wheel was scrolled up or down.]]
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_mouse_cancel @protected {
         [[Mouse cancel event feed.

           This function will call @.event_feed_mouse_up when a
           mouse cancel event happens.
         ]]
         params {
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_key_down_with_keycode @protected {
         [[Key down event feed with keycode.

           This function will set some evas properties that is necessary
           when a key is pressed. It prepares information to be treated
           by the callback function.

           @since 1.10
         ]]
         params {
            @in keyname: const(char)*; [[Name of the key.]]
            @in key: const(char)*; [[The key released.]]
            @in string: const(char)*; [[A string.]]
            @in compose: const(char)*; [[Compose.]]
            @in timestamp: uint; [[Timestamp of the mouse up event.]]
            @in data: const(void)*; [[Data for canvas.]]
            @in keycode: uint; [[Key scan code numeric value for canvas.]]
         }
      }
      event_feed_key_up_with_keycode @protected {
         [[Key up event feed with keycode.

           This function will set some evas properties that is necessary
           when a key is released. It prepares information to be treated
           by the callback function.

           @since 1.10
         ]]
         params {
            @in keyname: const(char)*; [[Name of the key.]]
            @in key: const(char)*; [[The key released.]]
            @in string: const(char)*; [[A string.]]
            @in compose: const(char)*; [[Compose.]]
            @in timestamp: uint; [[Timestamp of the mouse up event.]]
            @in data: const(void)*; [[Data for canvas.]]
            @in keycode: uint; [[Key scan code numeric value for canvas.]]
         }
      }
      event_feed_axis_update @protected {
         [[Input device axis update event feed.

           This function will set some evas properties that is necessary
           when an e.g. stylus axis is updated. It prepares information
           to be treated by the callback function.

           @since 1.13
         ]]
         params {
            @in timestamp: uint; [[Timestamp of the axis event.]]
            @in device: int; [[System-provided device identifier.]]
            @in toolid: int; [[Type of tool currently being used.]]
            @in naxes: int; [[Number of elements in the \p axis array.]]
            @in axis: const(Evas.Axis)*; [[Array containing the current value of all updated axes.]]
            @in data: const(void)*; [[Data for canvas.]]
         }
      }
      event_feed_multi_move @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }
      event_feed_multi_up @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in flags: Evas.Button_Flags;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }
      event_feed_key_down @protected {
         [[Key down event feed.

           This function will set some evas properties that is necessary
           when a key is pressed. It prepares information to be treated
           by the callback function.
         ]]
         params {
            @in keyname: const(char)*; [[Name of the key.]]
            @in key: const(char)*; [[The key pressed.]]
            @in string: const(char)*; [[A string.]]
            @in compose: const(char)*; [[The compose string.]]
            @in timestamp: uint; [[Timestamp of the mouse up event.]]
            @in data: const(void)*; [[Data for canvas.]]
         }
      }
      event_feed_hold @protected {
         [[Hold event feed.

           This function makes the object to stop sending events.
         ]]
         params {
            @in hold: int; [[The hold.]]
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_mouse_move @protected {
         [[Mouse move event feed.

           This function will set some evas properties that is necessary
           when the mouse is moved from its last position. It prepares
           information to be treated by the callback function.
         ]]
         params {
            @in x: int; [[The horizontal position of the mouse pointer.]]
            @in y: int; [[The vertical position of the mouse pointer.]]
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_key_up @protected {
         [[Key up event feed.

           This function will set some evas properties that is necessary
           when a key is released. It prepares information to be treated
           by the callback function.
         ]]
         params {
            @in keyname: const(char)*; [[Name of the key.]]
            @in key: const(char)*; [[The key released.]]
            @in string: const(char)*; [[A string.]]
            @in compose: const(char)*; [[Compose.]]
            @in timestamp: uint; [[Timestamp of the mouse up event.]]
            @in data: const(void)*; [[Data for canvas.]]
         }
      }
      event_feed_mouse_out @protected {
         [[Mouse out event feed.

           This function will set some evas properties that is necessar
           when the mouse out event happens. It prepares information to
           be treated by the callback function.
         ]]
         params {
            @in timestamp: uint; [[Timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_multi_down @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in flags: Evas.Button_Flags;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }
      event_feed_mouse_up @protected {
         [[Mouse up event feed.

           This function will set some evas properties that is necessary
           when the mouse button is released. It prepares information to
           be treated by the callback function.
         ]]
         params {
            @in b: int; [[The button number.]]
            @in flags: Evas.Button_Flags; [[Evas button flags.]]
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_feed_mouse_down @protected {
         [[Mouse down event feed.

           This function will set some evas properties that is necessary
           when the mouse button is pressed. It prepares information to
           be treated by the callback function.
         ]]
         params {
            @in b: int; [[The button number.]]
            @in flags: Evas.Button_Flags; [[Evas button flags.]]
            @in timestamp: uint; [[The timestamp of the mouse up event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_refeed_event @protected {
         [[Re feed event.

           This function re-feeds the event pointed by event_copy.

           This function call evas_event_feed_* functions, so it can
           cause havoc if not used wisely. Please use it responsibly.
         ]]
         params {
            @in event_copy: void *; [[The event to refeed.]]
            @in event_type: Evas.Callback_Type; [[Event type.]]
         }
      }
      event_input_mouse_move @protected {
         [[Mouse move event feed from input.

           Similar to the @.event_feed_mouse_move, this function will
           inform Evas about mouse move events which were received by
           the input system, relative to the 0,0 of the window, not to the
           canvas 0,0. It will take care of doing any special transformation
           like adding the framespace offset to the mouse event.

           @since 1.8
         ]]
         params {
            @in x: int; [[The horizontal position of the mouse pointer
                          relative to the 0,0 of the window/surface.]]
            @in y: int; [[The vertical position of the mouse pointer
                          relative to the 0,0 of the window/surface.]]
            @in timestamp: uint; [[The timestamp of the mouse move event.]]
            @in data: const(void)*; [[The data for canvas.]]
         }
      }
      event_input_multi_move @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }
      event_input_multi_up @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in flags: Evas.Button_Flags;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }
      event_input_multi_down @protected {
         params {
            @in d: int;
            @in x: int;
            @in y: int;
            @in rad: double;
            @in radx: double;
            @in rady: double;
            @in pres: double;
            @in ang: double;
            @in fx: double;
            @in fy: double;
            @in flags: Evas.Button_Flags;
            @in timestamp: uint;
            @in data: const(void)*;
         }
      }

      @property key_modifier @protected {
         get {
            [[Returns a handle to the list of modifier keys registered in
              the canvas $e.

              This is required to check for which modifiers are set at a
              given time with the \@ref evas_key_modifier_is_set function.

              See also @.key_modifier_add, @.key_modifier_del,
              @.key_modifier_on, @.key_modifier_off.
            ]]
            return: const(Evas.Modifier)* @warn_unused; [[
               An Evas_Modifier handle to query Evas' keys subsystem
               with \@ref evas_key_modifier_is_set, or $null on error.
            ]]
         }
      }
      key_modifier_mask_get @const @protected {
         [[Creates a bit mask from the $keyname modifier key. Values
           returned from different calls to it may be ORed together,
           naturally.

           This function is meant to be using in conjunction with
           \@ref evas_object_key_grab/\@ref evas_object_key_ungrab.
           Go check their documentation for more information.

           See also @.key_modifier_add, \@ref evas_key_modifier_get,
           @.key_modifier_on, @.key_modifier_off,
           \@ref evas_key_modifier_is_set.
         ]]
         params {
            keyname: const(char)* @nonull; [[The name of the modifier key to
                                             create the mask for.]]
         }
         return: Evas.Modifier_Mask @warn_unused; [[The bit mask or 0 if
            the $keyname key wasn't registered as a modifier for canvas $e.]]
      }
      key_modifier_on @protected {
         [[Enables or turns on programmatically the modifier key with name
           $keyname.

           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.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the modifier to enable.]]
         }
      }
      key_modifier_off @protected {
         [[Disables or turns off programmatically the modifier key with
           name $keyname.

           See also @.key_modifier_add, \@ref evas_key_modifier_get,
           @.key_modifier_on, @.key_modifier_mask_get,
           \@ref evas_key_modifier_is_set.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the modifier to disable.]]
         }
      }
      key_modifier_add @protected {
         [[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: const(char)* @nonull; [[
               The name of the modifier key to add to the list of
               Evas modifiers.
            ]]
         }
      }
      key_modifier_del @protected {
         [[Removes the $keyname key from the current list of modifier keys
           on canvas $e.

           See also @.key_modifier_add.
         ]]
         params {
            @in keyname: const(char)* @nonull; [[The name of the key to remove from the modifiers list.]]
         }
      }

      @property focus @protected {
         get {
            [[Retrieve the object that currently has focus.

              Evas can have (at most) one of its objects focused at a time.
              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.
            ]]
            /* 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: Evas.Object * @warn_unused; [[The object that has focus
                                                  or $null if there is not one.]]
         }
      }
      @property focus_state @protected {
         get {
            [[Get the focus state known by the given evas.]]
            return: bool;
         }
      }
      focus_in @protected {
         [[Inform to the evas that it got the focus.]]
      }
      focus_out @protected {
         [[Inform to the evas that it lost the focus.]]
      }

      nochange_push @protected {
         [[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.
         ]]
      }
      nochange_pop @protected {
         [[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.
         ]]
      }

      sync @protected {
         [[Synchronises rendering, waiting for async operations to complete.]]
      }

      @property image_cache @protected {
         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.]]
         }
      }
      image_cache_reload @protected {
         [[Reload the image cache.

           This function reloads the image cache of canvas.
         ]]
      }
      image_cache_flush {
         [[Flush the image cache of the canvas.

           This function flushes image cache of canvas.
         ]]
      }

      render_async @protected {
         [[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.]]
      }
      render @protected {
         [[Force renderization of the given canvas.]]
      }
      render_updates @protected {
         [[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<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.
         ]]
      }
      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.
         ]]
      }
      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.
         ]]
      }

      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.]]
         }
      }
      obscured_rectangle_add @protected {
         [[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.]]
         }
      }
      obscured_clear @protected {
         [[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).
         ]]
      }

      render2 @protected {
         [[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 @protected {
         [[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<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.
         ]]
      }
   }
   implements {
      Eo.Base.constructor;
      Eo.Base.destructor;
      Eo.Base.event_thaw;
      Eo.Base.event_freeze;
      Evas.Common_Interface.evas.get;
   }
   events {
      focus,in;
      focus,out;
      object,focus,in;
      object,focus,out;
      render,pre;
      render,post;
      render,flush,pre;
      render,flush,post;
      device,changed;
      axis,update;
      viewport,resize;
   }
}