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) |
Set the mute state of audio for the process as a whole. More... | |
Eina_Bool | edje_audio_channel_mute_get (Edje_Channel channel) |
Get the mute state of the given channel. More... | |
const char * | edje_object_part_object_name_get (const Evas_Object *obj) |
Get the part name of an edje part object. More... | |
Eina_Bool | edje_3d_object_add (Evas_Object *obj, Eo **root_node, Eo *scene) |
Create 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 | ||
) |
Set 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 | ) |
Get the mute state of the given channel.
channel | The channel to get the mute state of |
References eet_close(), eet_mmap(), eet_read_direct(), EINA_FALSE, eo_add, and ERR.
const char* edje_object_part_object_name_get | ( | const Evas_Object * | obj | ) |
Get 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 | ||
) |
Create 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 EINA_FALSE, eo_add, ERR, and evas_canvas3d_node_constructor().