#ifndef _ELM_MAPBUF_EO_LEGACY_H_
#define _ELM_MAPBUF_EO_LEGACY_H_

#ifndef _ELM_MAPBUF_EO_CLASS_TYPE
#define _ELM_MAPBUF_EO_CLASS_TYPE

typedef Eo Elm_Mapbuf;

#endif

#ifndef _ELM_MAPBUF_EO_TYPES
#define _ELM_MAPBUF_EO_TYPES


#endif

/**
 * @brief Set or unset auto flag for map rendering.
 *
 * When a ampbuf object has "auto mode" enabled, then it will enable and
 * disable map mode based on current visibility. Mapbuf will track if you show
 * or hide it AND if the object is inside the canvas viewport or not when it is
 * moved or resized. Note that if you turn automode off, then map mode will be
 * in a disabled state at this point. When you turn it on for the first time,
 * the current state will be evaluated base on current properties of the mapbuf
 * object.
 *
 * Auto mode is disabled by default.
 *
 * @if MOBILE @since_tizen 3.0 @elseif WEARABLE @since_tizen 3.0 @endif
 *
 * @param[in] on The auto mode state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_auto_set(Elm_Mapbuf *obj, Eina_Bool on);

/**
 * @brief Get a value whether auto mode is enabled or not.
 *
 * @if MOBILE @since_tizen 3.0 @elseif WEARABLE @since_tizen 3.0 @endif
 *
 * @return The auto mode state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI Eina_Bool elm_mapbuf_auto_get(const Elm_Mapbuf *obj);

/**
 * @brief Enable or disable smooth map rendering.
 *
 * This sets smoothing for map rendering. If the object is a type that has its
 * own smoothing settings, then both the smooth settings for this object and
 * the map must be turned off.
 *
 * By default smooth maps are enabled.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @param[in] smooth The smooth mode state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_smooth_set(Elm_Mapbuf *obj, Eina_Bool smooth);

/**
 * @brief Get a value whether smooth map rendering is enabled or not.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @return The smooth mode state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI Eina_Bool elm_mapbuf_smooth_get(const Elm_Mapbuf *obj);

/**
 * @brief Set or unset alpha flag for map rendering.
 *
 * This sets alpha flag for map rendering. If the object is a type that has its
 * own alpha settings, then this will take precedence. Only image objects have
 * this currently. It stops alpha blending of the map area, and is useful if
 * you know the object and/or all sub-objects is 100% solid.
 *
 * Alpha is enabled by default.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @param[in] alpha The alpha state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_alpha_set(Elm_Mapbuf *obj, Eina_Bool alpha);

/**
 * @brief Get a value whether alpha blending is enabled or not.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @return The alpha state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI Eina_Bool elm_mapbuf_alpha_get(const Elm_Mapbuf *obj);

/**
 * @brief Enable or disable the map.
 *
 * This enables the map that is set or disables it. On enable, the object
 * geometry will be saved, and the new geometry will change (position and size)
 * to reflect the map geometry set.
 *
 * Also, when enabled, alpha and smooth states will be used, so if the content
 * isn't solid, alpha should be enabled, for example, otherwise a black
 * rectangle will fill the content.
 *
 * When disabled, the stored map will be freed and geometry prior to enabling
 * the map will be restored.
 *
 * It's disabled by default.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @param[in] enabled The enabled state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_enabled_set(Elm_Mapbuf *obj, Eina_Bool enabled);

/**
 * @brief Get a value whether map is enabled or not.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @return The enabled state.
 *
 * @ingroup Elm_Mapbuf
 */
EAPI Eina_Bool elm_mapbuf_enabled_get(const Elm_Mapbuf *obj);

/**
 * @brief Set the color of a vertex in the mapbuf
 *
 * This sets the color of the vertex in the mapbuf. Colors will be linearly
 * interpolated between vertex points through the mapbuf. Color will multiply
 * the "texture" pixels (like GL_MODULATE in OpenGL). The default color of a
 * vertex in a mapbuf is white solid (255, 255, 255, 255) which means it will
 * have no affect on modifying the texture pixels.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @param[in] r Red (0 - 255)
 * @param[in] g Green (0 - 255)
 * @param[in] b Blue (0 - 255)
 * @param[in] a Alpha (0 - 255)
 *
 * @since 1.9
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_point_color_set(Elm_Mapbuf *obj, int idx, int r, int g, int b, int a);

/**
 * @brief Get the color set on a vertex in the mapbuf
 *
 * This gets the color set by @ref elm_mapbuf_point_color_set on the given
 * vertex of the mapbuf.
 *
 * @if MOBILE @since_tizen 2.3 @elseif WEARABLE @since_tizen 2.3.1 @endif
 *
 * @param[out] r Pointer to red return.
 * @param[out] g Pointer to green return.
 * @param[out] b Pointer to blue return.
 * @param[out] a Pointer to alpha return.
 *
 * @since 1.9
 *
 * @ingroup Elm_Mapbuf
 */
EAPI void elm_mapbuf_point_color_get(Elm_Mapbuf *obj, int idx, int *r, int *g, int *b, int *a);

#endif
