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... | |
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, EINA_FALSE, 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.