/usr/include/elementary-1/elm_win.h is in libelementary-dev 1.8.5-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 | /**
* @defgroup Win Win
* @ingroup Elementary
*
* @image html win_inheritance_tree.png
* @image latex win_inheritance_tree.eps
*
* @image html img/widget/win/preview-00.png
* @image latex img/widget/win/preview-00.eps
*
* The window class of Elementary. Contains functions to manipulate
* windows. The Evas engine used to render the window contents is specified
* in the system or user elementary config files (whichever is found last),
* and can be overridden with the ELM_ENGINE environment variable for
* testing. Engines that may be supported (depending on Evas and Ecore-Evas
* compilation setup and modules actually installed at runtime) are (listed
* in order of best supported and most likely to be complete and work to
* lowest quality).
*
* @li "x11", "x", "software-x11", "software_x11" (Software rendering in X11)
* @li "gl", "opengl", "opengl-x11", "opengl_x11" (OpenGL or OpenGL-ES2
* rendering in X11)
* @li "shot:..." (Virtual screenshot renderer - renders to output file and
* exits)
* @li "fb", "software-fb", "software_fb" (Linux framebuffer direct software
* rendering)
* @li "sdl", "software-sdl", "software_sdl" (SDL software rendering to SDL
* buffer)
* @li "gl-sdl", "gl_sdl", "opengl-sdl", "opengl_sdl" (OpenGL or OpenGL-ES2
* rendering using SDL as the buffer)
* @li "gdi", "software-gdi", "software_gdi" (Windows WIN32 rendering via
* GDI with software)
* @li "dfb", "directfb" (Rendering to a DirectFB window)
* @li "x11-8", "x8", "software-8-x11", "software_8_x11" (Rendering in
* grayscale using dedicated 8bit software engine in X11)
* @li "x11-16", "x16", "software-16-x11", "software_16_x11" (Rendering in
* X11 using 16bit software engine)
* @li "wince-gdi", "software-16-wince-gdi", "software_16_wince_gdi"
* (Windows CE rendering via GDI with 16bit software renderer)
* @li "sdl-16", "software-16-sdl", "software_16_sdl" (Rendering to SDL
* buffer with 16bit software renderer)
* @li "ews" (rendering to EWS - Ecore + Evas Single Process Windowing System)
* @li "gl-cocoa", "gl_cocoa", "opengl-cocoa", "opengl_cocoa" (OpenGL rendering in Cocoa)
* @li "psl1ght" (PS3 rendering using PSL1GHT)
*
* All engines use a simple string to select the engine to render, EXCEPT
* the "shot" engine. This actually encodes the output of the virtual
* screenshot and how long to delay in the engine string. The engine string
* is encoded in the following way:
*
* "shot:[delay=XX][:][repeat=DDD][:][file=XX]"
*
* Where options are separated by a ":" char if more than one option is
* given, with delay, if provided being the first option and file the last
* (order is important). The delay specifies how long to wait after the
* window is shown before doing the virtual "in memory" rendering and then
* save the output to the file specified by the file option (and then exit).
* If no delay is given, the default is 0.5 seconds. If no file is given the
* default output file is "out.png". Repeat option is for continuous
* capturing screenshots. Repeat range is from 1 to 999 and filename is
* fixed to "out001.png" Some examples of using the shot engine:
*
* ELM_ENGINE="shot:delay=1.0:repeat=5:file=elm_test.png" elementary_test
* ELM_ENGINE="shot:delay=1.0:file=elm_test.png" elementary_test
* ELM_ENGINE="shot:file=elm_test2.png" elementary_test
* ELM_ENGINE="shot:delay=2.0" elementary_test
* ELM_ENGINE="shot:" elementary_test
*
* Signals that you can add callbacks for are:
*
* @li "delete,request": the user requested to close the window. See
* elm_win_autodel_set().
* @li "focus,in": window got focus (deprecated. use "focused" instead.)
* @li "focus,out": window lost focus (deprecated. use "unfocused" instead.)
* @li "moved": window that holds the canvas was moved
* @li "withdrawn": window is still managed normally but removed from view
* @li "iconified": window is minimized (perhaps into an icon or taskbar)
* @li "normal": window is in a normal state (not withdrawn or iconified)
* @li "stick": window has become sticky (shows on all desktops)
* @li "unstick": window has stopped being sticky
* @li "fullscreen": window has become fullscreen
* @li "unfullscreen": window has stopped being fullscreen
* @li "maximized": window has been maximized
* @li "unmaximized": window has stopped being maximized
* @li "ioerr": there has been a low-level I/O error with the display system
* @li "indicator,prop,changed": an indicator's property has been changed
* @li "rotation,changed": window rotation has been changed
* @li "profile,changed": profile of the window has been changed
* @li "focused" : When the win has received focus. (since 1.8)
* @li "unfocused" : When the win has lost focus. (since 1.8)
*
* Examples:
* @li @ref win_example_01
*
* @{
*/
#include <elm_win_common.h>
#ifdef EFL_EO_API_SUPPORT
#include <elm_win_eo.h>
#endif
#ifndef EFL_NOLEGACY_API_SUPPORT
#include <elm_win_legacy.h>
#endif
/**
* @}
*/
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