Functions to manipulate audio abilities in edje. More...
Typedefs | |
typedef enum _Edje_Channel | Edje_Channel |
Identifiers of Edje message types, which can be sent back and forth code and a given Edje object's theme file/group. More... | |
Enumerations | |
enum | _Edje_Channel { EDJE_CHANNEL_EFFECT = 0, EDJE_CHANNEL_BACKGROUND = 1, EDJE_CHANNEL_MUSIC = 2, EDJE_CHANNEL_FOREGROUND = 3, EDJE_CHANNEL_INTERFACE = 4, EDJE_CHANNEL_INPUT = 5, EDJE_CHANNEL_ALERT = 6, EDJE_CHANNEL_ALL = 7 } |
Identifiers of Edje message types, which can be sent back and forth code and a given Edje object's theme file/group. More... | |
Functions | |
void | edje_audio_channel_mute_set (Edje_Channel channel, Eina_Bool mute) |
Sets the mute state of audio for the process as a whole. More... | |
Eina_Bool | edje_audio_channel_mute_get (Edje_Channel channel) |
Gets the mute state of the given channel. More... | |
const char * | edje_object_part_object_name_get (const Evas_Object *obj) |
Gets the part name of an edje part object. More... | |
Eina_Bool | edje_3d_object_add (Evas_Object *obj, Eo **root_node, Eo *scene) |
Creates scene and root node which contains all 3D parts of edje object. More... | |
void * | edje_object_signal_callback_seat_data_get (void) |
Gets seat data passed to callbacks. More... | |
Functions to manipulate audio abilities in edje.
Perspective is a graphical tool that makes objets represented in 2D look like they have a 3D appearance.
Edje allows us to use perspective on any edje object. This group of functions deal with the use of perspective, by creating and configuring a perspective object that must set to a edje object or a canvas, affecting all the objects inside that have no particular perspective set already.
typedef enum _Edje_Channel Edje_Channel |
Identifiers of Edje message types, which can be sent back and forth code and a given Edje object's theme file/group.
enum _Edje_Channel |
Identifiers of Edje message types, which can be sent back and forth code and a given Edje object's theme file/group.
void edje_audio_channel_mute_set | ( | Edje_Channel | channel, |
Eina_Bool | mute | ||
) |
Sets the mute state of audio for the process as a whole.
channel | The channel to set the mute state of |
mute | The mute state |
This sets the mute (no output) state of audio for the given channel.
Referenced by elm_config_audio_mute_set().
Eina_Bool edje_audio_channel_mute_get | ( | Edje_Channel | channel | ) |
Gets the mute state of the given channel.
channel | The channel to get the mute state of |
References eet_close(), eet_mmap(), eet_read_direct(), efl_add_ref, EINA_FALSE, EINA_TRUE, and ERR.
const char* edje_object_part_object_name_get | ( | const Evas_Object * | obj | ) |
Gets the part name of an edje part object.
obj | An edje part object |
NULL
NULL
, obj
was not an Edje part object References EINA_FALSE, and evas_object_data_get().
Eina_Bool edje_3d_object_add | ( | Evas_Object * | obj, |
Eo ** | root_node, | ||
Eo * | scene | ||
) |
Creates scene and root node which contains all 3D parts of edje object.
obj | An edje part object |
root | node to collect all 3D parts |
scene |
EINA_FALSE
, the
scene or the root node wasn't made References efl_add, EINA_FALSE, and ERR.
void* edje_object_signal_callback_seat_data_get | ( | void | ) |
Gets seat data passed to callbacks.
When a callback is initiated by an input event from a seat, we try to provide seat information with it.
Signals fired as programmed responses to these signals will also try to carry the seat data along.
This returns an opaque pointer to the seat data.
References eina_inarray_count(), EINA_INARRAY_FOREACH, EINA_REFCOUNT_REF, evas_object_data_get(), _Edje_External_Param::name, _Edje_External_Param_Info::name, _Edje_External_Type::parameters_info, _Edje_External_Param::type, and _Edje_External_Param_Info::type.