/usr/share/edje/include/edje.inc is in libedje-bin 1.8.6-2.5build1.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 | /* Edje exported calls */
/************************************************/
/* Basic data storage/retrieval (it's explicit) */
/************************************************/
/* Example:
*
* In the "global" script section of a group:
*
* script {
* public global_value1;
* public global_value2;
* public global_value3;
* }
*
* In the program script sections, OR in any global functions/routines:
* ( several examples of setting/getting values)
*
* set_int(global_value1, 7);
* set_float(global_value2, 42.0);
* set_str(global_value3, "I am a smelly fish!");
* new value1 = get_int(global_value1);
* new Float:value2 = get_float(global_value2);
* new value3[100]; get_str(global_value3, value3, 100);
* set_int(global_value1, value1);
* set_float(global_value2, value2);
* set_str(global_value3, value3);
*/
native get_int (id);
native set_int (id, val);
native Float:get_float (id);
native set_float (id, Float:val);
native get_strlen(id);
native get_str (id, dst[], maxlen);
native set_str (id, str[]);
/********************/
/* Edje list calls */
/********************/
native count (id);
native remove (id, n);
native append_int (id, v);
native prepend_int(id, v);
native insert_int (id, pos, v);
native replace_int (id, pos, v);
native fetch_int (id, pos);
native append_str (id, str[]);
native prepend_str(id, str[]);
native insert_str (id, pos, str[]);
native replace_str(id, pos, str[]);
native fetch_str (id, pos, dst[], maxlen);
native append_float (id, Float:v);
native prepend_float(id, Float:v);
native insert_float (id, pos, Float:v);
native replace_float(id, pos, Float:v);
native Float:fetch_float (id, pos);
/********************/
/* Edje timer calls */
/********************/
native timer (Float:in, fname[], val);
native cancel_timer(id);
/*******************/
/* Edje anim calls */
/*******************/
native anim (Float:len, fname[], val);
native cancel_anim(id);
/***********************************************************/
/* Edje utility calls for dealing with edjes/programs etc. */
/***********************************************************/
/* Example:
*
* emit("this_thing", "clicked");
* emit("state", "playing");
*
* set_state(PART:"logo", "glowing", 0.0);
* set_state(PART:"button", "default", 0.0);
*
* set_tween_state(PART:"button", 0.5, "default", 0.0, "clicked", 0.0);
*
* run_program(PROGRAM:"program_name");
*/
native emit (sig[], src[]);
native get_part_id (part[]);
native get_image_id (image[]);
native get_program_id (program[]);
native set_state (part_id, state[], Float:state_val);
native get_state (part_id, dst[], maxlen, &Float:val);
native set_tween_state (part_id, Float:tween, state1[], Float:state1_val, state2[], Float:state2_val);
native run_program (program_id);
native get_drag_dir (part_id);
native get_drag (part_id, &Float:dx, &Float:dy);
native set_drag (part_id, Float:dx, Float:dy);
native get_drag_size (part_id, &Float:dx, &Float:dy);
native set_drag_size (part_id, Float:dx, Float:dy);
native get_drag_step (part_id, &Float:dx, &Float:dy);
native set_drag_step (part_id, Float:dx, Float:dy);
native get_drag_page (part_id, &Float:dx, &Float:dy);
native set_drag_page (part_id, Float:dx, Float:dy);
native set_text (part_id, str[]);
native get_text (part_id, dst[], maxlen);
native get_min_size (&w, &h);
native get_max_size (&w, &h);
native get_color_class (class[], &r, &g, &b, &a);
native set_color_class (class[], r, g, b, a);
native set_text_class (class[], font[], Float:size);
native get_text_class (class[], font[], &Float:size);
native get_geometry (part_id, &x, &y, &w, &h);
native get_mouse (&x, &y);
native get_mouse_buttons();
native stop_program (program_id);
native stop_programs_on (part_id);
native set_min_size (Float:w, Float:h);
native set_max_size (Float:w, Float:h);
native part_swallow (part_id, GROUP:str[]);
native external_param_get_int(id, param_name[]);
native external_param_set_int(id, param_name[], value);
native Float:external_param_get_float(id, param_name[]);
native external_param_set_float(id, param_name[], Float:value);
native external_param_get_strlen(id, param_name[]);
native external_param_get_str(id, param_name[], value[], value_maxlen);
native external_param_set_str(id, param_name[], value[]);
native external_param_get_choice_len(id, param_name[]);
native external_param_get_choice(id, param_name[], value[], value_maxlen);
native external_param_set_choice(id, param_name[], value[]);
native external_param_get_bool(id, param_name[]);
native external_param_set_bool(id, param_name[], value);
enum Msg_Type
{
MSG_NONE = 0,
MSG_STRING = 2,
MSG_INT = 3,
MSG_FLOAT = 4,
MSG_STRING_SET = 5,
MSG_INT_SET = 6,
MSG_FLOAT_SET = 7,
MSG_STRING_INT = 8,
MSG_STRING_FLOAT = 9,
MSG_STRING_INT_SET = 10,
MSG_STRING_FLOAT_SET = 11
};
native send_message(Msg_Type:type, id, ...);
/**********************/
/* Custom state calls */
/**********************/
/* Example:
*
* Create the custom state for "my_part", based on the
* default description of the same part:
*
* custom_state(PART:"my_part", "default", 0.0);
*
* Later, use set_state_val() to change the properties of the custom
* state:
*
* set_state_val(PART:"my_part", STATE_ALIGNMENT, 0.5, 0.5);
*
* get_state_val() works the same way.
*/
native custom_state(part_id, state[], Float:state_val = 0.0);
enum State_Param
{
STATE_ALIGNMENT = 1,
STATE_MIN = 2,
STATE_MAX = 3,
STATE_STEP = 4,
STATE_ASPECT = 5,
STATE_ASPECT_PREF = 6,
STATE_COLOR = 7,
STATE_COLOR2 = 8,
STATE_COLOR3 = 9,
STATE_COLOR_CLASS = 10,
STATE_REL1 = 11,
STATE_REL1_TO = 12,
STATE_REL1_OFFSET = 13,
STATE_REL2 = 14,
STATE_REL2_TO = 15,
STATE_REL2_OFFSET = 16,
STATE_IMAGE = 17,
STATE_BORDER = 18,
STATE_FILL_SMOOTH = 19,
STATE_FILL_POS = 20,
STATE_FILL_SIZE = 21,
STATE_TEXT = 22,
STATE_TEXT_CLASS = 23,
STATE_TEXT_FONT = 24,
STATE_TEXT_STYLE = 25,
STATE_TEXT_SIZE = 26,
STATE_TEXT_FIT = 27,
STATE_TEXT_MIN = 28,
STATE_TEXT_MAX = 29,
STATE_TEXT_ALIGN = 30,
STATE_VISIBLE = 31,
STATE_MAP_ON = 32,
STATE_MAP_PERSP = 33,
STATE_MAP_LIGHT = 34,
STATE_MAP_ROT_CENTER = 35,
STATE_MAP_ROT_X = 36,
STATE_MAP_ROT_Y = 37,
STATE_MAP_ROT_Z = 38,
STATE_MAP_BACK_CULL = 39,
STATE_MAP_PERSP_ON = 40,
STATE_PERSP_ZPLANE = 41,
STATE_PERSP_FOCAL = 42,
STATE_PHYSICS_MASS = 43,
STATE_PHYSICS_FRICTION = 44,
STATE_PHYSICS_RESTITUTION = 45,
STATE_PHYSICS_DAMPING = 46,
STATE_PHYSICS_SLEEP = 47,
STATE_PHYSICS_MATERIAL = 48,
STATE_PHYSICS_DENSITY = 49,
STATE_PHYSICS_IGNORE_PART_POS = 50,
STATE_PHYSICS_LIGHT_ON = 51,
STATE_PHYSICS_HARDNESS = 52,
STATE_PHYSICS_MOV_FREEDOM_LIN = 53,
STATE_PHYSICS_MOV_FREEDOM_ANG = 54,
STATE_PHYSICS_BACK_CULL = 55,
STATE_PHYSICS_Z = 56,
STATE_PHYSICS_DEPTH = 57,
STATE_PROXY_SRC_VISIBLE = 58,
STATE_PROXY_SRC_CLIP = 59
};
native set_state_val(part_id, State_Param:p, ...);
native get_state_val(part_id, State_Param:p, ...);
/* Multisense */
native play_sample (sample_name[], Float:speed);
native play_tone (tone_name[], Float:duration);
/***********************************************************/
/* Edje physics calls. */
/***********************************************************/
/* Example:
*
* physics_impulse(PART:"logo", 0, 50.8, 0);
* physics_torque_impulse(PART:"logo", 0, 0, 3.4);
*
* physics_force(PART:"logo", 0, 240, 0);
* physics_torque(PART:"logo", 0, 0, 2.2);
* physics_clear_forces(PART:"logo");
*
* physics_set_velocity(PART:"logo", 40.5, 0, 0);
* physics_set_ang_velocity(PART:"logo", 0, 0, -3);
* physics_stop(PART:"logo");
*
* physics_set_rotation(PART:"logo", 0.707, 0, 0, 0.707);
*/
native physics_impulse (part_id, Float:x, Float:y, Float:z);
native physics_torque_impulse (part_id, Float:x, Float:y, Float:z);
native physics_torque (part_id, Float:x, Float:y, Float:z);
native physics_get_torques (part_id, &Float:x, &Float:y, &Float:z);
native physics_force (part_id, Float:x, Float:y, Float:z);
native physics_get_forces (part_id, &Float:x, &Float:y, &Float:z);
native physics_clear_forces (part_id);
native physics_set_velocity (part_id, Float:x, Float:y, Float:z);
native physics_get_velocity (part_id, &Float:x, &Float:y, &Float:z);
native physics_set_ang_velocity (part_id, Float:x, Float:y, Float:z);
native physics_get_ang_velocity (part_id, &Float:x, &Float:y, &Float:z);
native physics_stop (part_id);
native physics_set_rotation (part_id, Float:w, Float:x, Float:y, Float:z);
native physics_get_rotation (part_id, &Float:w, &Float:x, &Float:y, &Float:z);
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