/usr/include/elementary-1/elm_win_common.h is in libelementary-dev 1.8.5-2.
This file is owned by root:root, with mode 0o644.
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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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 | /**
* Defines the types of window that can be created
*
* These are hints set on the window so that a running Window Manager knows
* how the window should be handled and/or what kind of decorations it
* should have.
*
* Currently, only the X11 backed engines use them.
*/
typedef enum
{
ELM_WIN_BASIC, /**< A normal window. Indicates a normal, top-level
window. Almost every window will be created with this
type. */
ELM_WIN_DIALOG_BASIC, /**< Used for simple dialog windows/ */
ELM_WIN_DESKTOP, /**< For special desktop windows, like a background
window holding desktop icons. */
ELM_WIN_DOCK, /**< The window is used as a dock or panel. Usually would
be kept on top of any other window by the Window
Manager. */
ELM_WIN_TOOLBAR, /**< The window is used to hold a floating toolbar, or
similar. */
ELM_WIN_MENU, /**< Similar to #ELM_WIN_TOOLBAR. */
ELM_WIN_UTILITY, /**< A persistent utility window, like a toolbox or
palette. */
ELM_WIN_SPLASH, /**< Splash window for a starting up application. */
ELM_WIN_DROPDOWN_MENU, /**< The window is a dropdown menu, as when an
entry in a menubar is clicked. Typically used
with elm_win_override_set(). This hint exists
for completion only, as the EFL way of
implementing a menu would not normally use a
separate window for its contents. */
ELM_WIN_POPUP_MENU, /**< Like #ELM_WIN_DROPDOWN_MENU, but for the menu
triggered by right-clicking an object. */
ELM_WIN_TOOLTIP, /**< The window is a tooltip. A short piece of
explanatory text that typically appear after the
mouse cursor hovers over an object for a while.
Typically used with elm_win_override_set() and also
not very commonly used in the EFL. */
ELM_WIN_NOTIFICATION, /**< A notification window, like a warning about
battery life or a new E-Mail received. */
ELM_WIN_COMBO, /**< A window holding the contents of a combo box. Not
usually used in the EFL. */
ELM_WIN_DND, /**< Used to indicate the window is a representation of an
object being dragged across different windows, or even
applications. Typically used with
elm_win_override_set(). */
ELM_WIN_INLINED_IMAGE, /**< The window is rendered onto an image
buffer. No actual window is created for this
type, instead the window and all of its
contents will be rendered to an image buffer.
This allows to have children window inside a
parent one just like any other object would
be, and do other things like applying @c
Evas_Map effects to it. This is the only type
of window that requires the @c parent
parameter of elm_win_add() to be a valid @c
Evas_Object. */
ELM_WIN_SOCKET_IMAGE,/**< The window is rendered onto an image buffer
and can be shown other process's plug image object.
No actual window is created for this type,
instead the window and all of its contents will be
rendered to an image buffer and can be shown
other process's plug image object*/
} Elm_Win_Type;
/**
* The different layouts that can be requested for the virtual keyboard.
*
* When the application window is being managed by Illume, it may request
* any of the following layouts for the virtual keyboard.
*/
typedef enum
{
ELM_WIN_KEYBOARD_UNKNOWN, /**< Unknown keyboard state */
ELM_WIN_KEYBOARD_OFF, /**< Request to deactivate the keyboard */
ELM_WIN_KEYBOARD_ON, /**< Enable keyboard with default layout */
ELM_WIN_KEYBOARD_ALPHA, /**< Alpha (a-z) keyboard layout */
ELM_WIN_KEYBOARD_NUMERIC, /**< Numeric keyboard layout */
ELM_WIN_KEYBOARD_PIN, /**< PIN keyboard layout */
ELM_WIN_KEYBOARD_PHONE_NUMBER, /**< Phone keyboard layout */
ELM_WIN_KEYBOARD_HEX, /**< Hexadecimal numeric keyboard layout */
ELM_WIN_KEYBOARD_TERMINAL, /**< Full (QWERTY) keyboard layout */
ELM_WIN_KEYBOARD_PASSWORD, /**< Password keyboard layout */
ELM_WIN_KEYBOARD_IP, /**< IP keyboard layout */
ELM_WIN_KEYBOARD_HOST, /**< Host keyboard layout */
ELM_WIN_KEYBOARD_FILE, /**< File keyboard layout */
ELM_WIN_KEYBOARD_URL, /**< URL keyboard layout */
ELM_WIN_KEYBOARD_KEYPAD, /**< Keypad layout */
ELM_WIN_KEYBOARD_J2ME /**< J2ME keyboard layout */
} Elm_Win_Keyboard_Mode;
/**
* In some environments, like phones, you may have an indicator that
* shows battery status, reception, time etc. This is the indicator.
*
* Sometimes you don't want it because you provide the same functionality
* inside your app, so this will request that the indicator is hidden in
* this circumstance if you use ELM_ILLUME_INDICATOR_HIDE. The default
* is to have the indicator shown.
*/
typedef enum
{
ELM_WIN_INDICATOR_UNKNOWN, /**< Unknown indicator state */
ELM_WIN_INDICATOR_HIDE, /**< Hides the indicator */
ELM_WIN_INDICATOR_SHOW /**< Shows the indicator */
} Elm_Win_Indicator_Mode;
/**
* Defines the opacity modes of indicator that can be shown
*/
typedef enum
{
ELM_WIN_INDICATOR_OPACITY_UNKNOWN, /**< Unknown indicator opacity mode */
ELM_WIN_INDICATOR_OPAQUE, /**< Opacifies the indicator */
ELM_WIN_INDICATOR_TRANSLUCENT, /**< Be translucent the indicator */
ELM_WIN_INDICATOR_TRANSPARENT /**< Transparentizes the indicator */
} Elm_Win_Indicator_Opacity_Mode;
/**
* Available commands that can be sent to the Illume manager.
*
* When running under an Illume session, a window may send commands to the
* Illume manager to perform different actions.
*/
typedef enum
{
ELM_ILLUME_COMMAND_FOCUS_BACK, /**< Reverts focus to the previous window */
ELM_ILLUME_COMMAND_FOCUS_FORWARD, /**< Sends focus to the next window in the list */
ELM_ILLUME_COMMAND_FOCUS_HOME, /**< Hides all windows to show the Home screen */
ELM_ILLUME_COMMAND_CLOSE, /**< Closes the currently active window */
} Elm_Illume_Command;
/**
* @typedef Elm_Win_Trap
*
* Trap can be set with elm_win_trap_set() and will intercept the
* calls to internal ecore_evas with the same name and parameters. If
* there is a trap and it returns @c EINA_TRUE then the call will be
* allowed, otherwise it will be ignored.
*
* @since 1.7
*/
typedef struct _Elm_Win_Trap Elm_Win_Trap;
struct _Elm_Win_Trap
{
#define ELM_WIN_TRAP_VERSION (1UL)
unsigned long version;
void *(*add)(Evas_Object *o); /**< object was just added. The returned pointer will be handled to every other trap call. */
void (*del)(void *data, Evas_Object *o); /**< object will be deleted. */
Eina_Bool (*hide)(void *data, Evas_Object *o);
Eina_Bool (*show)(void *data, Evas_Object *o);
Eina_Bool (*move)(void *data, Evas_Object *o, int x, int y);
Eina_Bool (*resize)(void *data, Evas_Object *o, int w, int h);
Eina_Bool (*center)(void *data, Evas_Object *o); /* not in ecore_evas, but nice to trap */
Eina_Bool (*lower)(void *data, Evas_Object *o);
Eina_Bool (*raise)(void *data, Evas_Object *o);
Eina_Bool (*activate)(void *data, Evas_Object *o);
Eina_Bool (*alpha_set)(void *data, Evas_Object *o, Eina_Bool alpha);
Eina_Bool (*aspect_set)(void *data, Evas_Object *o, double aspect);
Eina_Bool (*avoid_damage_set)(void *data, Evas_Object *o, Ecore_Evas_Avoid_Damage_Type on);
Eina_Bool (*borderless_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*demand_attention_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*focus_skip_set)(void *data, Evas_Object *o, Eina_Bool skip);
Eina_Bool (*fullscreen_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*iconified_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*layer_set)(void *data, Evas_Object *o, int layer);
Eina_Bool (*manual_render_set)(void *data, Evas_Object *o, Eina_Bool manual_render);
Eina_Bool (*maximized_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*modal_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*name_class_set)(void *data, Evas_Object *o, const char *n, const char *c);
Eina_Bool (*object_cursor_set)(void *data, Evas_Object *o, Evas_Object *obj, int layer, int hot_x, int hot_y);
Eina_Bool (*override_set)(void *data, Evas_Object *o, Eina_Bool on);
Eina_Bool (*rotation_set)(void *data, Evas_Object *o, int rot);
Eina_Bool (*rotation_with_resize_set)(void *data, Evas_Object *o, int rot);
Eina_Bool (*shaped_set)(void *data, Evas_Object *o, Eina_Bool shaped);
Eina_Bool (*size_base_set)(void *data, Evas_Object *o, int w, int h);
Eina_Bool (*size_step_set)(void *data, Evas_Object *o, int w, int h);
Eina_Bool (*size_min_set)(void *data, Evas_Object *o, int w, int h);
Eina_Bool (*size_max_set)(void *data, Evas_Object *o, int w, int h);
Eina_Bool (*sticky_set)(void *data, Evas_Object *o, Eina_Bool sticky);
Eina_Bool (*title_set)(void *data, Evas_Object *o, const char *t);
Eina_Bool (*urgent_set)(void *data, Evas_Object *o, Eina_Bool urgent);
Eina_Bool (*withdrawn_set)(void *data, Evas_Object *o, Eina_Bool withdrawn);
};
/**
* Sets the trap to be used for internal @c Ecore_Evas management.
*
* @param trap the trap to be used or @c NULL to remove traps. Pointer
* is not modified or copied, keep it alive.
* @return @c EINA_TRUE on success, @c EINA_FALSE if there was a
* problem, such as invalid version number.
*
* @warning this is an advanced feature that you should avoid using.
*
* @since 1.7
*/
EAPI Eina_Bool elm_win_trap_set(const Elm_Win_Trap *trap);
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