Tizen Native API
4.0
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Functions that deals with fonts.
void evas_font_available_list_free | ( | Evas * | e, |
Eina_List * | available | ||
) |
Free list of font descriptions returned by evas_font_dir_available_list().
e | The evas instance that returned such list. |
available | the list returned by evas_font_dir_available_list(). |
int evas_font_glyph_lru_size_get | ( | void | ) |
Get glyphs lru list size as byte.
void evas_font_glyph_lru_size_set | ( | int | size | ) |
Set glyphs lru list size as byte. It is used for trimming bitmap data of least recently used glyphs. It helps reducing memory usage. If the given size is 0, Evas will not trim bitmap data.
Evas_Object* evas_object_above_get | ( | const Evas_Object * | obj | ) |
Get the Evas object stacked right above obj
obj
, if any, or NULL
, if noneThis function will traverse layers in its search, if there are objects on layers above the one obj
is placed at.
Evas_Object* evas_object_below_get | ( | const Evas_Object * | obj | ) |
Get the Evas object stacked right below obj
obj
, if any, or NULL
, if noneThis function will traverse layers in its search, if there are objects on layers below the one obj
is placed at.
void evas_object_color_get | ( | const Evas_Object * | obj, |
int * | r, | ||
int * | g, | ||
int * | b, | ||
int * | a | ||
) |
Retrieves the general/main color of the given Evas object.
Retrieves the “main” color's RGB component (and alpha channel) values, which range from 0 to 255. For the alpha channel, which defines the object's transparency level, 0 means totally transparent, while 255 means opaque. These color values are premultiplied by the alpha value.
Usually you’ll use this attribute for text and rectangle objects, where the “main” color is their unique one. If set for objects which themselves have colors, like the images one, those colors get modulated by this one.
255 255 255 255
(opaque white).NULL
pointers on the components you're not interested in: they'll be ignored by the function.Example:
int alpha, r, g, b; evas_object_color_get(d.clipper, &r, &g, &b, &alpha); evas_color_argb_unpremul(alpha, &r, &g, &b); alpha -= 20; if (alpha < 0) alpha = 255; evas_color_argb_premul(alpha, &r, &g, &b); evas_object_color_set(d.clipper, r, g, b, alpha); fprintf(stdout, "Changing clipper's opacity: %d%%\n", (int)((alpha / 255.0) * 100)); return;
See the full example.
[out] | r | The red component of the given color. |
[out] | g | The green component of the given color. |
[out] | b | The blue component of the given color. |
[out] | a | The alpha component of the given color. |
void evas_object_color_set | ( | Evas_Object * | obj, |
int | r, | ||
int | g, | ||
int | b, | ||
int | a | ||
) |
Sets the general/main color of the given Evas object to the given one.
a
.[in] | r | The red component of the given color. |
[in] | g | The green component of the given color. |
[in] | b | The blue component of the given color. |
[in] | a | The alpha component of the given color. |
void evas_object_del | ( | Evas_Object * | obj | ) |
Marks the given Evas object for deletion (when Evas will free its memory).
obj | The given Evas object. |
This call will mark obj
for deletion, which will take place whenever it has no more references to it (see evas_object_ref() and evas_object_unref()).
At actual deletion time, which may or may not be just after this call, EVAS_CALLBACK_DEL and EVAS_CALLBACK_FREE callbacks will be called. If the object currently had the focus, its EVAS_CALLBACK_FOCUS_OUT callback will also be called.
void evas_object_geometry_get | ( | const Evas_Object * | obj, |
Evas_Coord * | x, | ||
Evas_Coord * | y, | ||
Evas_Coord * | w, | ||
Evas_Coord * | h | ||
) |
Retrieves the position and (rectangular) size of the given Evas object.
obj | The given Evas object. |
x | Pointer to an integer in which to store the X coordinate of the object. |
y | Pointer to an integer in which to store the Y coordinate of the object. |
w | Pointer to an integer in which to store the width of the object. |
h | Pointer to an integer in which to store the height of the object. |
The position, naturally, will be relative to the top left corner of the canvas' viewport.
NULL
pointers on the geometry components you're not interested in: they'll be ignored by the function.Example:
int w, h, cw, ch; evas_object_geometry_get(d.img, NULL, NULL, &w, &h); ecore_evas_geometry_get(d.ee, NULL, NULL, &cw, &ch); if (w < cw) evas_object_resize(d.img, cw, ch); else evas_object_resize(d.img, cw / 2, ch / 2); return EINA_TRUE; /* re-issue the timer */
See the full example.
void evas_object_geometry_set | ( | Evas_Object * | obj, |
Evas_Coord | x, | ||
Evas_Coord | y, | ||
Evas_Coord | w, | ||
Evas_Coord | h | ||
) |
Set the position and (rectangular) size of the given Evas object.
obj | The given Evas object. |
x | X position to move the object to, in canvas units. |
y | Y position to move the object to, in canvas units. |
w | The new width of the Evas object. |
h | The new height of the Evas object. |
The position, naturally, will be relative to the top left corner of the canvas' viewport.
If the object get moved, the object's EVAS_CALLBACK_MOVE callback will be called.
If the object get resized, the object's EVAS_CALLBACK_RESIZE callback will be called.
void evas_object_hide | ( | Evas_Object * | obj | ) |
Makes the given Evas object invisible.
obj | The given Evas object. |
Hidden objects, besides not being shown at all in your canvas, won't be checked for changes on the canvas rendering process. Furthermore, they will not catch input events. Thus, they are much ligher (in processing needs) than an object that is invisible due to indirect causes, such as being clipped or out of the canvas' viewport.
Besides becoming hidden, obj
object's EVAS_CALLBACK_SHOW callback will be called.
Example:
if (evas_object_visible_get(d.clipper)) { evas_object_hide(d.clipper); fprintf(stdout, "hidden\n"); } else { evas_object_show(d.clipper); fprintf(stdout, "visible\n"); } return;
See the full example.
short evas_object_layer_get | ( | const Evas_Object * | obj | ) |
Retrieves the layer of its canvas that the given object is part of.
void evas_object_layer_set | ( | Evas_Object * | obj, |
short | l | ||
) |
Sets the layer of its canvas that the given object will be part of.
If you don't use this function, you'll be dealing with an unique layer of objects, the default one. Additional layers are handy when you don't want a set of objects to interfere with another set with regard to stacking. Two layers are completely disjoint in that matter.
This is a low-level function, which you'd be using when something should be always on top, for example.
[in] | l | The number of the layer to place the object on. Must be between #EVAS_LAYER_MIN and #EVAS_LAYER_MAX. |
void evas_object_lower | ( | Evas_Object * | obj | ) |
Lower obj
to the bottom of its layer.
obj
will, then, be the lowest one in the layer it belongs to. Objects on other layers won't get touched.
void evas_object_move | ( | Evas_Object * | obj, |
Evas_Coord | x, | ||
Evas_Coord | y | ||
) |
Move the given Evas object to the given location inside its canvas' viewport.
[in] | x | in |
[in] | y | in |
void evas_object_raise | ( | Evas_Object * | obj | ) |
Raise obj
to the top of its layer.
obj
will, then, be the highest one in the layer it belongs to. Object on other layers won't get touched.
void evas_object_ref | ( | Evas_Object * | obj | ) |
Increments object reference count to defer its deletion.
obj | The given Evas object to reference |
This increments the reference count of an object, which if greater than 0 will defer deletion by evas_object_del() until all references are released back (counter back to 0). References cannot go below 0 and unreferencing past that will result in the reference count being limited to 0. References are limited to 2^32 - 1
for an object. Referencing it more than this will result in it being limited to this value.
Example:
evas_object_ref(obj); // action here... evas_object_smart_callback_call(obj, SIG_SELECTED, NULL); // more action here... evas_object_unref(obj);
int evas_object_ref_get | ( | const Evas_Object * | obj | ) |
Get the object reference count.
obj | The given Evas object to query |
This gets the reference count for an object (normally 0 until it is referenced). Values of 1 or greater mean that someone is holding a reference to this object that needs to be unreffed before it can be deleted.
void evas_object_resize | ( | Evas_Object * | obj, |
Evas_Coord | w, | ||
Evas_Coord | h | ||
) |
Changes the size of the given Evas object.
[in] | w | in |
[in] | h | in |
void evas_object_show | ( | Evas_Object * | obj | ) |
Makes the given Evas object visible.
obj | The given Evas object. |
Besides becoming visible, the object's EVAS_CALLBACK_SHOW callback will be called.
void evas_object_stack_above | ( | Evas_Object * | obj, |
Evas_Object * | above | ||
) |
Stack obj
immediately above above
Objects, in a given canvas, are stacked in the order they get added to it. This means that, if they overlap, the highest ones will cover the lowest ones, in that order. This function is a way to change the stacking order for the objects.
This function is intended to be used with objects belonging to the same layer in a given canvas, otherwise it will fail (and accomplish nothing).
If you have smart objects on your canvas and obj
is a member of one of them, then above
must also be a member of the same smart object.
Similarly, if obj
is not a member of a smart object, above
must not be either.
[in] | above | the object above which to stack |
void evas_object_stack_below | ( | Evas_Object * | obj, |
Evas_Object * | below | ||
) |
Stack obj
immediately below below
Objects, in a given canvas, are stacked in the order they get added to it. This means that, if they overlap, the highest ones will cover the lowest ones, in that order. This function is a way to change the stacking order for the objects.
This function is intended to be used with objects belonging to the same layer in a given canvas, otherwise it will fail (and accomplish nothing).
If you have smart objects on your canvas and obj
is a member of one of them, then below
must also be a member of the same smart object.
Similarly, if obj
is not a member of a smart object, below
must not be either.
[in] | below | the object below which to stack |
void evas_object_unref | ( | Evas_Object * | obj | ) |
Decrements object reference count.
obj | The given Evas object to unreference |
This decrements the reference count of an object. If the object has had evas_object_del() called on it while references were more than 0, it will be deleted at the time this function is called and puts the counter back to 0. See evas_object_ref() for more information.
Eina_Bool evas_object_visible_get | ( | const Evas_Object * | obj | ) |
Retrieves whether or not the given Evas object is visible.