forked from openkylin/efl
1074 lines
44 KiB
Plaintext
1074 lines
44 KiB
Plaintext
/**
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* @page evas_examples Evas Examples
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*
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* Here is a page with examples.
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*
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* @ref Example_Evas_Buffer_Simple
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*
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* @ref Example_Evas_Init_Shutdown
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*
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* @ref Example_Evas_Text
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*
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* @ref Example_Evas_Images
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*
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* @ref Example_Evas_Images_2
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*
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* @ref Example_Evas_Events
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*
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* @ref Example_Evas_Object_Manipulation
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*
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* @ref Example_Evas_Aspect_Hints
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*
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* @ref Example_Evas_Size_Hints
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*
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* @ref Example_Evas_Stacking
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*
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* @ref Example_Evas_Smart_Objects
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*
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* @ref Example_Evas_Box Evas box
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*/
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/**
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* @page Example_Evas_Buffer_Simple Simple Evas canvas example
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*
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* The canvas will here use the buffer engine.
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*
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* @include evas-buffer-simple.c
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* @example evas-buffer-simple.c
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*/
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/**
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* @page Example_Evas_Init_Shutdown Evas' init/shutdown routines example
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*
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* @include evas-init-shutdown.c
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* @example evas-init-shutdown.c
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*/
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/**
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* @page Example_Evas_Images Some image object functions examples
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* @dontinclude evas-images.c
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*
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* In this example, we add two images to a canvas, each one having a
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* quarter of the canvas' size, positioned on the top left and bottom
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* right corners, respectively:
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* @skip img1 = evas_object_image_add(d.evas);
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* @until ecore_main_loop_begin
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* See there is a border image around the top left one, <b>which is
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* the one that should be displayed</b>. The other one will (on
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* purpose) fail to load, because we set a wrong file path as image
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* source on it:
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* @dontinclude evas-images.c
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* @skip valid_path
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* @until bogus_path
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* This is how one is supposed to test for success when binding source
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* images to image objects: evas_object_image_load_error_get(),
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* followed by evas_load_error_str(), if one wants to pretty print/log
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* the error. We'll talk about the border image further.
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*
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* To interact with the program, there's a command line interface.
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* A help string can be asked for with the 'h' key:
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* @dontinclude evas-images.c
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* @skip commands
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* @until ;
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* The first four commands will change the top left images's @b fill property
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* values, which dictate how the source image (Enlightenment's logo)
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* is to be displayed through the image object's area. Experiment with
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* those switches until you get the idea of evas_object_fill_set().
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*
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* The 'f' command will toggle that image's "filled" property, which
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* is whether it should track its size and set the fill one to fit the
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* object's boundaries perfectly (stretching). Note that this command
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* and the four above it will conflict: in real usage one would use
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* one or other ways of setting an image object's viewport with regard
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* to its image source.
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*
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* There are four commands which deal with the border image. This red
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* frame is there to illustrate <b>image borders</b>. The image source
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* for the border is a solid red rectangle, with a transparent @b
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* rectangular area in its middle. See how we use it to get a 3 pixel
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* wide frame with <code>evas_object_image_border_set(d.border, 3, 3,
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* 3, 3)</code>. To finish the effect of showing it as a border, we
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* issue <code>evas_object_image_border_center_fill_set(d.border,
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* EVAS_BORDER_FILL_NONE)</code>.
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*
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* Use 't' to change the border's thickness. 'b' will change the
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* border image's center region rendering schema: either a hole (no
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* rendering), blending (see the original transparent area, in this
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* case) or solid (the transparent area gets filled). Finally, 'c'
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* will change the border's scaling factor.
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*
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* While you have the border in 'blending mode', test the command 'm':
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* it will set whether to use or not smooth scaling on the border's
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* source image. Since the image is small originally (30 x 30), we're
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* obviously up-scaling it (except the border pixels, do you
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* remember?). With this last switch, you'll either see the
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* transparent shape in the middle flat (no smoothing) or blurry
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* (smoothed).
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*
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* The full example follows.
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*
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* @include evas-images.c
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* @example evas-images.c
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*/
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/**
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* @page Example_Evas_Images_2 Some more image object functions examples (2nd block)
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* @dontinclude evas-images2.c
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*
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* In this example, we have three images on the canvas, but one of
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* them is special -- we're using it as a <b>proxy image
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* object</b>. It will mirror the contents of the other two images
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* (which are the ones on the top of the canvas), one at a time:
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* @skip d.proxy_img = evas_object_image_filled_add(d.evas);
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* @until evas_object_show(d.proxy_img);
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* As in other examples, we have a command line interface on it.
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* @dontinclude evas-images2.c
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* @skip commands
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* @until ;
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* The 'p' one will change the source of the proxy image to one of the
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* other two, as seem above.
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* @skip if (strcmp(ev->key, "p") == 0)
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* @until }
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* Note the top right image, the smaller one:
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* @dontinclude evas-images2.c
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* @skip noise_img =
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* @until show
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* Since we are creating the data for its pixel buffer ourselves, we
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* have to set its size with evas_object_image_size_set(), first. We
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* set our data with the function evas_object_image_data_set(), where
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* the second argument is a buffer with random data. There's a last
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* command to print it's @b stride value. Since its created with one
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* quarter of the canvas's original width
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* @dontinclude evas-images2.c
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* @skip define WIDTH
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* @until define HEIGHT
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* you can check this value.
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*
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* The image on the top left also has a subtlety: it is @b pre-loaded
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* on this example.
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* @dontinclude evas-images2.c
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* @skip d.logo =
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* @until show
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* On real use cases we wouldn't be just printing something like this
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* @dontinclude evas-images2.c
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* @skip static void
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* @until }
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* naturally.
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*
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* The 's' command will save one of the images on the disk, in the png
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* format:
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* @dontinclude evas-images2.c
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* @skip if (strcmp(ev->key, "a") == 0)
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* @until }
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*
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* The full example follows.
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*
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* @include evas-images2.c
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* @example evas-images2.c
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*/
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/**
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* @page Example_Evas_Events Evas events (canvas and object ones) and some canvas operations example
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* @dontinclude evas-events.c
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*
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* In this example we illustrate how to interact with canvas' (and its
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* objects') events, including the key input ones. We also demonstrate
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* precise point collision on objects and canvas "obscured regions",
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* here.
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*
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* The example application consists of a window with a white
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* background and an image -- the Enlightenment logo. The application
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* begins with this image switching back and forth into two sizes: the
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* exact canvas' size and one quarter of it (when it's placed on the
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* top left quadrant). Thus, we'll have an @b animation going on,
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* with image states set to change each 2 elapsed seconds.
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*
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* There's a global variable to aid accessing our desired context
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* variables from anywhere in the code:
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* @dontinclude evas-events.c
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* @skip test_data
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* @until {0}
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*
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* What interests us there are the @c canvas pointer, our image handle
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* -- @c img -- and the background one, @c bg.
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*
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* The first interesting thing on the example is the registration of a
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* callback on each canvas resizing event, where we put our canvas'
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* size and the background rectangle's one in synchrony, so that we
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* don't get bogus content on rendering with canvas resizes:
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* @dontinclude evas-events.c
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* @skip resize_set
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* @until resize_set
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* @dontinclude evas-events.c
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* @skip here to keep
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* @until }
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*
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* Than, after grabbing our canvas pointer from the Ecore Evas helper
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* infrastructure, we registrate an event callbacks on it:
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* @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_RENDER_FLUSH_PRE,
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* @until two canvas event callbacks
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* @dontinclude evas-events.c
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* @skip render flush callback
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* @until }
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* It will be called whenever our canvas has to flush its rendering
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* pipeline. In this example, two ways of observing that message
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* which is printed in the cited callback are:
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* - to resize the example's window (thus resizing the canvas' viewport)
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* - let the animation run
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*
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* When one resizes the canvas, there's at least one operation it has
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* to do which will require new calculation for rendering: the
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* resizing of the background rectangle, in a callback we already
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* shown you.
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*
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* The creation of our background rectangle is so that we give it a @b name,
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* via evas_object_name_set() and we give it the canvas @b focus:
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* @dontinclude evas-events.c
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* @skip bg = evas_object_rectangle_add
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* @until focus_set
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*
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* Still exemplifying events and callbacks, we register a callback on
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* the canvas event of an object being focused:
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* @dontinclude evas-events.c
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* @skip add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS
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* @until }
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* @dontinclude evas-events.c
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* @skip called when
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* @until }
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*
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* In that call, @c event_info is going to be the focused object's
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* handle, in this case our background rectangle. We print its name,
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* so you can check it's the same. We check that pointer is the same
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* reported by Evas' API with regard to the newest focused
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* object. Finally, we check whether that object is really flagged as
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* focused, now using an Evas object API function.
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*
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* The animation we talked about comes from a timer we register just
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* before we start the example's main loop. As we said, the resizing
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* of the image will also force the canvas to repaint itself, thus
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* flushing the rendering pipeline whenever the timer ticks:
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* @dontinclude evas-events.c
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* @skip d.resize_timer = ecore
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* @until d.resize_timer = ecore
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* @dontinclude evas-events.c
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* @skip put some action
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* @until }
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* When you start this example, this animation will be
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* running, by default. To interact with the program, there's a
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* command line interface. A help string can be asked for with the
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* 'h' key:
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* @dontinclude evas-events.c
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* @skip static const char *commands
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* @until ;
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* These are the commands the example will accept at any time, except
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* when one triggers the 'f' one. This command will exemplify
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* evas_event_freeze(), which interrupts @b all input events
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* processing for the canvas (in the example, just for 3 seconds). Try
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* to issue events for it during that freeze time:
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* @dontinclude evas-events.c
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* @skip if (strcmp(ev->key, "f") == 0)
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* @until }
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* The 'd' command will unregister those two canvas callbacks for you,
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* so you won't see the messages about the focused object and the
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* rendering process anymore:
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* @dontinclude evas-events.c
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* @skip if (strcmp(ev->key, "d") == 0)
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* @until }
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* In this example, we start using a focused object to handle the input
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* events -- the background rectangle. We register a callback on an key input
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* event occurring on it, so that we can act on each key stroke:
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* @skip object_event_callback_add
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* @until }
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* @dontinclude evas-events.c
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* @skip examine the keys pressed
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* @until key grab
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* We do so by examining the @c ev->key string (remember the event
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* information struct for key down events is the #Evas_Event_Key_Down
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* one). There's one more trick for grabbing input events on this
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* example -- evas_object_key_grab(). The 'c' command will, when
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* firstly used, @b unfocus the background rectangle. Unfocused
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* objects on an Evas canvas will @b never receive key events. We
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* grab, then, the keys we're interested at to the object forcefully:
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* @skip if (d.focus)
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* @until got here by key grabs
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* This shows how one can handle input not depending on focus issues
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* -- you can grab them globally. Switch back and forth focus and
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* forced key grabbing with the 'c' key, and observe the messages
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* printed about the focused object. Observe, also, that we register
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* two more @b object callbacks, this time on the image object
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* (Enlightenment logo), where we just print messages telling the mouse
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* pointer has entered or exited it area:
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* @skip evas_object_show(d.img);
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* @until mouse_out, NULL
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* @dontinclude evas-events.c
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* @skip mouse enters the object's area
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* @until mouse exits the object's area
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* Experiment with moving the mouse pointer over the image, letting it
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* enter and exit its area (stop the animation with 'a', for a better
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* experience). When you start the example, Evas will consider this
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* area by being the whole boundary rectangle around the picture. If
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* you issue the 'p' command, though, you get a demonstration of Evas'
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* precise point collision detection on objects. With
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* evas_object_precise_is_inside_get(), one can make Evas consider the
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* transparent areas of an object (the middle of the logo's E letter,
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* in the case) as not belonging to it when calculating mouse
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* in/out/up/down events:
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* @dontinclude evas-events.c
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* @skip if (strcmp(ev->key, "p") == 0)
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* @until }
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* To finish the example, try the command bound to Control + 'o',
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* which exemplifies Evas' <b>obscured regions</b>. When firstly
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* pressed, you'll get the same contents, in a region in the middle of
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* the canvas, at the time the key was pressed, until you toggle the
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* effect off again (make sure the animation is running on to get the
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* idea better). When you toggle this effect off, we also demonstrate
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* the use of evas_render_updates(), which will force immediate
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* updates on the canvas rendering, bringing back the obscured
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* region's contents to normal.
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* @skip mods = evas_key_modifier_get(evas);
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* @until end of obscured region command
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*
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* What follows is the complete code for this example.
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*
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* @include evas-events.c
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* @example evas-events.c
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*/
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/**
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* @page Example_Evas_Object_Manipulation Evas objects basic manipulation example
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*
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* @include evas-object-manipulation.c
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* @example evas-object-manipulation.c
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*/
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/**
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* @page Example_Evas_Aspect_Hints Evas aspect hints example
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*
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* @include evas-aspect-hints.c
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* @example evas-aspect-hints.c
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*/
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/**
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* @page Example_Evas_Size_Hints Evas alignment, minimum size, maximum size, padding and weight hints example
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*
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* In this code, we place a (vertical) box with two rectangles as
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* child elements. It has a command line interface with which to act
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* on those rectangles' <b>size hints</b>:
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* @dontinclude evas-hints.c
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* @skip static const char commands
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* @until ;
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*
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* That should be self explanatory. Change those values (possibly
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* resizing the box, which will resize together with the example's
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* window) to get how size hints are honored by a container object,
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* which in this case is the Evas box.
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*
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* More on this smart object can be found on @ref Example_Evas_Box.
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* The full code for this example follows.
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*
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* @include evas-hints.c
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* @example evas-hints.c
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*/
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/**
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* @page Example_Evas_Box Evas box example
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*
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* In this example, we demonstrate the use of Evas box objects. We
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* cover changing boxes' layouts (with a custom layout, besides the
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* ones provided by Evas), box padding and alignment influence on the
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* layouts, insertion and removal of box items.
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*
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* The interesting part of the code starts, naturally, when we add a
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* box object to the canvas. Just after it, we place five rectangles,
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* with random colors, inside of it. Those rectangles get a minimum
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* size hint of 50 pixels on each axis, which will be respected by
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* most of the box's possible layouts:
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* @dontinclude evas-box.c
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* @skip evas_object_box_add
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* @until }
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* @until }
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*
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* Just like in other Evas examples, we have a white background on the
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* canvas and a red border around the container object of interest,
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* the box, to mark its boundaries. Resizing of the canvas will keep
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* the box's proportion with regard to the whole canvas', so that you
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* can experiment with different sizes of the box to accommodate its
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* children:
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* @dontinclude evas-box.c
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* @skip adjust canvas' contents on resizes
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* @until }
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*
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* Again, one interacts with this program by means of key commands:
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* @dontinclude evas-box.c
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* @skip static const char *commands
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* @until ;
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*
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* Let's start with the @b numeric ones, each of which will impose a
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* different layout on the box object.
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*
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* The initial layout the box starts at is the one triggered by the
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* key @c '1' -- the horizontal layout. Thus, the initial appearance
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* of this program, demonstrating this layout, is something like:
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*
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* @image html evas-box-example-00.png
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* @image rtf evas-box-example-00.png
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* @image latex evas-box-example-00.eps
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*
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* The vertical layout (@c '2' key) is very similar, but just
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* disposing the items vertically:
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*
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* @image html evas-box-example-01.png
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* @image rtf evas-box-example-01.png
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* @image latex evas-box-example-01.eps
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*
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* Note the influence of the (default) @c 0.5 box alignment property,
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* which will let the children line in the middle of the box's
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* area. Also, because the space required by them extrapolates the
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* box's height (we resized it to be smaller), they'll be drawn out if
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* its bounds.
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*
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* Next, comes the horizontal @b homogeneous layout (@c '3' key). See
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* how it reserves an equal amount of space for each child to take:
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*
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* @image html evas-box-example-02.png
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* @image rtf evas-box-example-02.png
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* @image latex evas-box-example-02.eps
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*
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* Its vertical equivalent can be triggered by the @c '4' key. The
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* next different layout of interest is the horizontal maximum size
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* homogeneous (@c '5' key). It will reserve cells to children sized
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* equally to the dimensions of the child with bigger size (or minimum
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* size hints). For this example, all cells would be just the size of
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* our rectangles' minimum size hints and, to prove that, insert a new
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* (smaller) rectangle at position 3, say, with @c Ctrl and @c 3 keys
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* together:
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*
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* @image html evas-box-example-03.png
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* @image rtf evas-box-example-03.png
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* @image latex evas-box-example-03.eps
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*
|
|
* The code for the commands inserting and deleting box items is:
|
|
* @dontinclude evas-box.c
|
|
* @skip mods, "Shift"
|
|
* @until }
|
|
* @until }
|
|
* @dontinclude evas-box.c
|
|
* @skip new rectangle to be put in the box
|
|
* @until }
|
|
* In that code, we exemplify evas_object_box_children_get(), to fetch
|
|
* a child element at an exact position. After the element removal
|
|
* from the box (leaving it unparented again), we delete it and free
|
|
* that list. The code inserting a new rectangle, there, is
|
|
* straightforward.
|
|
*
|
|
* Try the @c '6' key for the vertical equivalent of the last shown
|
|
* layout. Then, comes the @b flow layout, triggered by the @c '7'
|
|
* key. We make our box small to demonstrate the effect on the items
|
|
* layouting:
|
|
*
|
|
* @image html evas-box-example-04.png
|
|
* @image rtf evas-box-example-04.png
|
|
* @image latex evas-box-example-04.eps
|
|
*
|
|
* The next two numerical commands are for the vertical equivalent of
|
|
* the last and the stack one, respectively. Try them out to get their
|
|
* looks.
|
|
*
|
|
* The last numerical key, @c '0', shows the effect of a @b custom
|
|
* layout on the box. We wrote one that would split the width and
|
|
* height of the box equally and, then, place the items in the cells
|
|
* in the diagonal:
|
|
* @dontinclude evas-box.c
|
|
* @skip key, "0"
|
|
* @until }
|
|
* @dontinclude evas-box.c
|
|
* @skip custom 'diagonal' layout
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* @image html evas-box-example-05.png
|
|
* @image rtf evas-box-example-05.png
|
|
* @image latex evas-box-example-05.eps
|
|
*
|
|
* Finally, the @c 'a' and @c 'p' commands will change the box's
|
|
* alignment and padding property values, respectively. For each of
|
|
* the layouts above, see the effects they make by setting different
|
|
* values on those properties.
|
|
*
|
|
* The full code for this example follows. For an exercise on <b>the
|
|
* effect of children box elements' size hints on a box layout</b>,
|
|
* try the @ref Example_Evas_Size_Hints.
|
|
*
|
|
* @include evas-box.c
|
|
* @example evas-box.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Evas_Stacking Evas object stacking functions (and some event handling)
|
|
* @dontinclude evas-stacking.c
|
|
*
|
|
* In this example, we illustrate how to stack objects in a custom
|
|
* manner and how to deal with layers.
|
|
*
|
|
* We have three objects of interest in it -- white background, red
|
|
* rectangle, green rectangle and blue rectangle.
|
|
* @skip d.bg = evas_object_rectangle_add(d.canvas);
|
|
* @until evas_object_resize(d.bg, WIDTH, HEIGHT);
|
|
* @skip d.rects[2] = evas_object_rectangle_add(d.canvas);
|
|
* @until evas_object_show(d.rects[0]);
|
|
* @dontinclude evas-stacking.c
|
|
* Like in other Evas examples, one interacts with it by means of key
|
|
* commands:
|
|
* @skip static const char *commands
|
|
* @until ;
|
|
* At any given point, like seem above, you'll be operating one rectangle only.
|
|
* You may stacking it below an adjacent object with "b":
|
|
* @skip evas_object_stack_below(d.rects[d.cur_rect], neighbour);
|
|
* @until evas_object_stack_below(d.rects[d.cur_rect], neighbour);
|
|
* @dontinclude evas-stacking.c
|
|
* "a" will do the opposite:
|
|
* @skip evas_object_stack_above(d.rects[d.cur_rect], neighbour);
|
|
* @until evas_object_stack_above(d.rects[d.cur_rect], neighbour);
|
|
* To bring it directly to the top/bottom, use "t"/"m", respectively:
|
|
* @dontinclude evas-stacking.c
|
|
* @skip evas_object_raise(d.rects[d.cur_rect]);
|
|
* @until evas_object_raise(d.rects[d.cur_rect]);
|
|
* @skip evas_object_lower(d.rects[d.cur_rect]);
|
|
* @until evas_object_lower(d.rects[d.cur_rect]);
|
|
* At any time, use the "s" command to see the status of the
|
|
* ordering. It will show the background's ordering too. Note that it
|
|
* also shows the @b layer for this object. It starts at a @b
|
|
* different layer than the others. Use "l" to change its layer
|
|
* (higher layer numbers mean higher layers). If the background is on
|
|
* the same layer as the others (0), you'll see it interact with them
|
|
* on the ordering. If it's in the layer above, no matter what you do,
|
|
* you'll see nothing but the white rectangle: it covers the other
|
|
* layers. For the initial layer (-1), it will never mess nor occlude
|
|
* the others.
|
|
*
|
|
* Let's make some tests with those commands. The rectangle which starts
|
|
* selected and which will receive our commands is the @b red one. It
|
|
* starts stacked above all the others, like seem above:
|
|
*
|
|
* @image html evas-stacking-example-00.png
|
|
* @image rtf evas-stacking-example-00.png
|
|
* @image latex evas-stacking-example-00.eps
|
|
*
|
|
* Stack it one level below, with 'b', and you'll get:
|
|
*
|
|
* @image html evas-stacking-example-01.png
|
|
* @image rtf evas-stacking-example-01.png
|
|
* @image latex evas-stacking-example-01.eps
|
|
* Note how the rectangle which laid above it, the green one, is now
|
|
* on top of it. Now change the rectangle to operate on to the blue
|
|
* one, with two consecutive 'c' commands. Note that it's the lowest
|
|
* one on the stack of rectangles. Issue the 'a' command for it, thus
|
|
* re-stacking it one level above:
|
|
*
|
|
* @image html evas-stacking-example-02.png
|
|
* @image rtf evas-stacking-example-02.png
|
|
* @image latex evas-stacking-example-02.eps
|
|
* You can send it to the top of its layer directly with the 't' command:
|
|
*
|
|
* @image html evas-stacking-example-03.png
|
|
* @image rtf evas-stacking-example-03.png
|
|
* @image latex evas-stacking-example-03.eps
|
|
* Now put it back to the bottom of that layer with 'm':
|
|
*
|
|
* @image html evas-stacking-example-04.png
|
|
* @image rtf evas-stacking-example-04.png
|
|
* @image latex evas-stacking-example-04.eps
|
|
* Like said above, we have two layers used at the beginning of the
|
|
* example: the default one (0) and the one immediately below it (-1),
|
|
* for the white background. Let's change this setup by issuing the
|
|
* 'l' command, which will change the background's layer to 1, i.e., a
|
|
* layer @b above the one holding the other rectangles:
|
|
*
|
|
* @image html evas-stacking-example-05.png
|
|
* @image rtf evas-stacking-example-05.png
|
|
* @image latex evas-stacking-example-05.eps
|
|
* See how it now covers everything else. Press 'l' again, taking it
|
|
* now to layer 0. It's still covering everything because it lands the
|
|
* layer as the highest one on the objects stack. As we have the blue
|
|
* rectangle as the one receiving stacking commands, hit 't' and
|
|
* you'll see it again:
|
|
*
|
|
* @image html evas-stacking-example-06.png
|
|
* @image rtf evas-stacking-example-06.png
|
|
* @image latex evas-stacking-example-06.eps
|
|
* By bringing the background back to layer -1 ('l'), you'll get:
|
|
*
|
|
* @image html evas-stacking-example-07.png
|
|
* @image rtf evas-stacking-example-07.png
|
|
* @image latex evas-stacking-example-07.eps
|
|
*
|
|
* The last two commands available are "p" and "r", which will make
|
|
* the target rectangle to @b pass (ignore) and @b repeat the mouse
|
|
* events occurring on it (the commands will cycle through on and off
|
|
* states). This is demonstrated with the following
|
|
* #EVAS_CALLBACK_MOUSE_DOWN callback, registered on each of the
|
|
* colored rectangles:
|
|
* @dontinclude evas-stacking.c
|
|
* @skip static void
|
|
* @until }
|
|
* Try to change these properties on the three rectangles while
|
|
* experimenting with mouse clicks on their intersection region.
|
|
*
|
|
* The full example follows.
|
|
*
|
|
* @include evas-stacking.c
|
|
* @example evas-stacking.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Evas_Map_Overview Evas Map - Overview
|
|
* @dontinclude evas-map-utils.c
|
|
*
|
|
* Down to the very bottom, Map is simple: it takes an object and transforms
|
|
* the way it will be shown on screen. But using it properly can be a bit
|
|
* troublesome.
|
|
*
|
|
* For the most common operations there are utility functions that help in
|
|
* setting up the map to achieve the desired effects. Now we'll go through
|
|
* an overview of the map API and some of the things that can be done with
|
|
* it.
|
|
*
|
|
* The full code can be found @ref evas-map-utils.c "here".
|
|
*
|
|
* To show how some functions work, this example listens to keys pressed to
|
|
* toggle several options.
|
|
* @skip typedef
|
|
* @until App_Data
|
|
* @until ;
|
|
*
|
|
* In this program, we divide the window in four quadrants, each holding an
|
|
* object that will have different map configurations applied to them in each
|
|
* call to an animator function.
|
|
* @skip static Eina_Bool
|
|
* @until evas_output_size_get
|
|
*
|
|
* Let's first create a map and set some of our options to it. Only four
|
|
* points maps are supported, so we'll stick to that magic number. We can
|
|
* set a color for each vertex or apply one for all of them at once
|
|
* @until evas_map_util_points_color_set
|
|
*
|
|
* For the first object, we'll have a plain rectangle. At its creation, this
|
|
* rectangle was set to be semi-transparent, but whether its own alpha is
|
|
* used will be defined by the map's alpha setting. If the map's alpha is
|
|
* disabled, then the object will be completely opaque. The map's own color,
|
|
* however, will use any alpha set to it.
|
|
*
|
|
* So we get our object, initialize our map geometry to match the rectangle
|
|
* and make it rotate around its own center, then apply the map to the
|
|
* object so it takes effect.
|
|
* @until evas_object_map_enable_set
|
|
*
|
|
* The second object is an image. Here we don't have any color set for the
|
|
* object, but the image itself contains an alpha channel that will not be
|
|
* affected by the map settings, so even with alpha set to be off, the image
|
|
* will still be transparent. Color applied to the map will tint it though.
|
|
* Since setting a map copies it into the object, we can reuse the same one
|
|
* we created before. We initialize it to the new object while all other
|
|
* options are kept the same. Notice that no rotation will be done here, as
|
|
* that's just an utility function that takes the coordinates set for each
|
|
* point of the map and transforms it accordingly.
|
|
* @until evas_map_util_points_populate_from_object_full
|
|
*
|
|
* This time the object is a bit farther into the screen, by using a @c z
|
|
* value higher than 0 to init the map. We also need to map the image used
|
|
* by the object, so Evas knows how to transform it properly. For this we
|
|
* use the evas_map_point_image_uv_set() to tell the map what coordinate
|
|
* within the image corresponds to each point of the map.
|
|
* @until evas_map_point_image_uv_set(m, 3
|
|
*
|
|
* This object will also be rotated, but in all three axis and around some
|
|
* other point, not its center, chosen mostly at random. If enabled, lighting
|
|
* will be applied to, from a light source at the center of the window.
|
|
* @until evas_object_map_enable_set
|
|
*
|
|
* For the third object we are doing, once more, a 3D rotation, but this time
|
|
* perspective will be applied to our map to make it look more realistic.
|
|
* The lighting source also follows the mouse cursor and it's possible to
|
|
* toggle backface culling, so that the object is hidden whenever we are
|
|
* not seeing its front face.
|
|
* @until evas_object_map_enable_set
|
|
*
|
|
* And we free this map, since we messed too much with it and for the
|
|
* last object we want something cleaner.
|
|
* @until evas_map_free
|
|
*
|
|
* The last object is actually two. One image, with an image set to it, and
|
|
* one image proxying the first one with evas_object_image_source_set(). This
|
|
* way, the second object will show whatever content its source has.
|
|
* This time we'll be using a map more manually to simulate a simple reflection
|
|
* of the original image.
|
|
*
|
|
* We know that the reflection object is placed just like the original, so
|
|
* we take a shortcut by just getting the geometry of our to-be-mapped object.
|
|
* We also need to get the image size of the source.
|
|
* @until evas_object_image_size_get
|
|
*
|
|
* For this we'll create a map shaped so that it begins at the base of our
|
|
* image and it expands horizontally as it grows (downwards) in height.
|
|
* @until evas_map_point_coord_set(m, 3
|
|
*
|
|
* Since the reflection should show the image inverted, we need to map it
|
|
* this way. The first point of the map (top-left) will be mapped to the
|
|
* mapped to the first pixel of the last row. There's no horizontal reflection
|
|
* and we want the full width of the image, but as we map its upper side ww
|
|
* will only take two thirds of the image.
|
|
* @until evas_map_point_image_uv_set(m, 3
|
|
*
|
|
* Finally, to fade out our reflection we set the colors for each point in
|
|
* the map. The two at the top need to be visible, but we'll tone them down
|
|
* a bit and make them a bit translucent. The other two will go straight to
|
|
* full transparency. Evas interpolates the colors from one point to the next,
|
|
* so this will make them fade out.
|
|
* @until evas_object_map_enable_set
|
|
*
|
|
* Close up by freeing the map and do some other things needed to keep stuff
|
|
* moving in our animations and we are done.
|
|
* @until }
|
|
*
|
|
* The rest of the program is setup and listening to key events. Nothing that
|
|
* matters within the scope of this example, so we are going to skip it.
|
|
* Refer to it @ref evas-map-utils.c "here" however to see how everything
|
|
* fits together.
|
|
*
|
|
* @example evas-map-utils.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Evas_Smart_Objects Evas object smart objects
|
|
* @dontinclude evas-smart-object.c
|
|
*
|
|
* In this example, we illustrate how to create and handle Evas smart objects.
|
|
*
|
|
* A smart object is one that provides custom functions to handle
|
|
* clipping, hiding, moving, resizing, color setting and more on @b
|
|
* child elements, automatically, for the smart object's user. They
|
|
* could be as simple as a group of objects that move together (see
|
|
* @ref Evas_Smart_Object_Clipped) or implementations of whole complex
|
|
* UI widgets, providing some intelligence (thus the name) and
|
|
* extension to simple Evas objects.
|
|
*
|
|
* Here, we create one as an example. What it does is to control (at
|
|
* maximum) 2 child objects, with regard to their geometries and
|
|
* colors. There can be a "left" child and a "right" one. The former
|
|
* will always occupy the top left quadrant of the smart object's
|
|
* area, while the latter will occupy the bottom right. The smart
|
|
* object will also contain an @b internal decorative border object,
|
|
* which will also be controlled by it, naturally.
|
|
*
|
|
* Here is where we add it to the canvas:
|
|
* @skip d.smt = evas_smart_example_add(d.evas);
|
|
* @until show
|
|
*
|
|
* The magic starts to happen in the @c evas_smart_example_add()
|
|
* function, which is one in the example smart object's defined @b
|
|
* interface. These should be the functions you would export to the
|
|
* users of your smart object. We made three for this one:
|
|
* - @c evas_smart_example_add(): add a new instance of the example
|
|
* smart object to a canvas
|
|
* - @c evas_smart_example_remove(): remove a given child of the smart
|
|
* object from it
|
|
* - @c evas_smart_example_set_left(): set the left child of the smart
|
|
* object
|
|
* - @c evas_smart_example_set_right(): set the right child of the
|
|
* smart object
|
|
*
|
|
* The object's creation takes place as:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip add a new example smart object to a canvas
|
|
* @until }
|
|
*
|
|
* Smart objects are defined by <b>smart classes</b>, which are structs
|
|
* defining their interfaces, or <b>smart functions</b> (see
|
|
* #Evas_Smart_Class, the base class for any smart object). As you
|
|
* see, one has to use the evas_object_smart_add() function to
|
|
* instantiate smart objects. Its second parameter is what matters --
|
|
* an #Evas_Smart struct, which contains all the smart class
|
|
* definitions (smart functions, smart callbacks, and the like). Note,
|
|
* however, that @c _evas_smart_example_smart_class_new() seems not to
|
|
* be defined in our example's code. That's because it came from a very
|
|
* handy <b>helper macro</b>:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip EVAS_SMART_SUBCLASS_NEW
|
|
* @until _smart_callbacks
|
|
* What it does is to @b subclass a given existing smart class, thus
|
|
* specializing it. This is very common and useful in Evas. There is a
|
|
* built-in smart object, the "clipped smart object", which implements
|
|
* a behavior mostly desired by many other smart object implementors:
|
|
* it will clip its children to its area and move them along with it,
|
|
* on evas_object_move() calls. Then, our example smart object will
|
|
* get that behavior for free.
|
|
*
|
|
* The first argument to the macro,
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip _evas_smart_example_type
|
|
* @until _evas_smart_example_type
|
|
* will define the new smart class' name. The second tells the macro
|
|
* what is the @b prefix of the function it will be declaring with a @c
|
|
* _smart_set_user() suffix. On this function, we may override/extend
|
|
* any desired method from our parent smart class:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip setting our smart interface
|
|
* @until }
|
|
*
|
|
* The first function pointer's code will take place at an example
|
|
* smart object's @b creation time:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip create and setup
|
|
* @until }
|
|
*
|
|
* The #EVAS_SMART_DATA_ALLOC macro will take care of allocating our
|
|
* smart object data, which will be available on other contexts for us
|
|
* (mainly in our interface functions):
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip typedef struct _Evas_Smart_Example_Data
|
|
* @until };
|
|
*
|
|
* See that, as we're inheriting from the clipped smart object's
|
|
* class, we @b must have their data struct as our first member. Other
|
|
* data of interest for us is a child members array and the border
|
|
* object's handle. The latter is what is created in the last
|
|
* mentioned function. Note how to tell Evas the border will be
|
|
* managed by our smart object from that time on:
|
|
* <code>evas_object_smart_member_add(priv->border, o);</code>.
|
|
* The counterpart of this function is exemplified on the smart
|
|
* object's interface function to remove children:
|
|
* @skip remove a child element
|
|
* @until set to
|
|
*
|
|
* At the end of that function we make use of an constant defined by
|
|
* the #EVAS_SMART_SUBCLASS_NEW: @c _evas_smart_example_parent_sc. It
|
|
* has the same prefix we passed to the macro, as you can see, and it
|
|
* holds a pointer to our @b parent smart class. Then, we can call the
|
|
* specialized method, itself, after our code. The @c del, @c hide, @c
|
|
* show and @c resize specializations are straightforward, we let the
|
|
* reader take a look at them below to check their behavior. What's
|
|
* interesting is the @c calculate one:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip act on child objects' properties
|
|
* @until setting
|
|
*
|
|
* This code will take place whenever the smart object itself is
|
|
* flagged "dirty", i.e., must be recalculated for rendering (that
|
|
* could come from changes on its clipper, resizing, moving,
|
|
* etc). There, we make sure the decorative border lies on the edges of
|
|
* the smart object and the children, if any, lie on their respective
|
|
* quadrants.
|
|
*
|
|
* After instantiating our smart object, we do some checks to exemplify
|
|
* some of the API on smart objects:
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|
* @dontinclude evas-smart-object.c
|
|
* @skip ret = evas_object_smart_type_check
|
|
* @until "no"
|
|
* The evas_object_smart_type_check() one will assure we have the
|
|
* string naming our smart class really set to the live object. The
|
|
* evas_object_smart_clipped_clipper_get() exemplifies usage of
|
|
* "static clippers" -- clipped smart objects have their global
|
|
* clippers flagged static.
|
|
*
|
|
* Other important things we also exemplify here are <b>smart
|
|
* callbacks</b> and smart callback @b introspection:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip EVT_CHILDREN_NUMBER_CHANGED
|
|
* @until ;
|
|
*
|
|
* Here we declare our array of smart callback descriptions, which has
|
|
* one element only, in this case. That callback will take place, as
|
|
* the name indicates, whenever the number of member objects in our
|
|
* smart object example instance changes. That global array variable
|
|
* must be the last argument to #EVAS_SMART_SUBCLASS_NEW, so that it's
|
|
* registered as the <b>smart class</b>'s callbacks description.
|
|
*
|
|
* After we instantiate the smart object, we take a look on those
|
|
* descriptions and register a callback on that unique smart event:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip for (;
|
|
* @until focus_set
|
|
*
|
|
* The code of the callback will just print how many member objects we
|
|
* have, which is an integer argument of the callback itself, as
|
|
* flagged by its description:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip callback on number of member objects changed
|
|
* @until }
|
|
*
|
|
* One of the points at which we issue that callback is inside the @c
|
|
* evas_smart_example_remove(), code that was already shown.
|
|
*
|
|
* As in other examples, to interact with this one there's a command
|
|
* line interface. A help string can be asked for with the 'h' key:
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip static const char *commands =
|
|
* @until ;
|
|
* Use 'l' and 'r' keys, to create new rectangles and place them on
|
|
* the left (@c evas_smart_example_set_left()) or right (@c
|
|
* evas_smart_example_set_right()) spots of our smart object,
|
|
* respectively. The 'w' command will remove all member objects from
|
|
* the smart object and delete them. The keyboard arrows will move the
|
|
* smart object along the canvas. See how it takes any child objects
|
|
* with it during its movement. The 'd' and 'i' keys will increase or
|
|
* decrease the smart object's size -- see how it affects the
|
|
* children's sizes, too. Finally, 'c' will change the color of the
|
|
* smart object's clipper (which is the exact internal clipper coming
|
|
* from a clipped smart object):
|
|
* @dontinclude evas-smart-object.c
|
|
* @skip d.clipper =
|
|
* @until .a);
|
|
*
|
|
* "Real life" examples of smart objects are Edje and Emotion objects:
|
|
* they both have independent libraries implementing their
|
|
* behavior. The full example follows.
|
|
*
|
|
* @include evas-smart-object.c
|
|
* @example evas-smart-object.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Evas_Smart_Interfaces Evas object smart interfaces
|
|
* @dontinclude evas-smart-interface.c
|
|
*
|
|
* In this example, we illustrate how to create and handle Evas smart
|
|
* @b interfaces. Note that we use the same code base of the @ref
|
|
* Example_Evas_Smart_Objects example, here. We just augment it with
|
|
* an interfaces demonstration.
|
|
*
|
|
* A smart interface is just a functions interface a given smart
|
|
* object is declaring to support and or use. In Evas, interfaces are
|
|
* very simple: no interface inheritance, no interface
|
|
* overriding. Their purpose is to extend an object's capabilities and
|
|
* behavior beyond the sub-classing schema.
|
|
*
|
|
* Here, together with a custom smart object, we create and declare
|
|
* the object as using an Evas interface. It'll have a custom
|
|
* function, too, besides the @c add() and del() obligatory ones. To
|
|
* demonstrate interface data, which is bound to object @b instances,
|
|
* we'll have a string as this data.
|
|
*
|
|
* Here is where we declare our interface:
|
|
* @skip static const char iface1_data[]
|
|
* @until (Evas_Smart_Interface *)&iface1, NULL
|
|
* @until };
|
|
*
|
|
* Note that there's error checking for interfaces creation, by means of
|
|
* the @c add() method's return value (@c _iface1_add(), here).
|
|
*
|
|
* Now note that here we are filling in the interface's fields dynamically.
|
|
* Let's move on to that code region:
|
|
*
|
|
* @dontinclude evas-smart-interface.c
|
|
* @skip iface = (Evas_Smart_Example_Interface *)&iface1;
|
|
* @until d.smt = evas_smart_example_add(d.evas);
|
|
*
|
|
* As important as setting the function pointers, is declaring the @c
|
|
* private_size as to match exactly the size of the data blob we want
|
|
* to have allocated for us by Evas. This will happen automatically
|
|
* inside @c evas_smart_example_add(). Later, on this code, we deal
|
|
* exactly with that data blob, more specifically writing on it (as
|
|
* it's not done inside @c _iface1_add(), here:
|
|
*
|
|
* @dontinclude evas-smart-interface.c
|
|
* @skip iface = (Evas_Smart_Example_Interface *)evas_object_smart_interface_get
|
|
* @until }
|
|
*
|
|
* Before accessing the interface data, we exercise the interface
|
|
* fetching call evas_object_smart_interface_get(), with the name
|
|
* string we used to be interface's name. With that handle in hands,
|
|
* we issue evas_object_smart_interface_data_get() and write the
|
|
* string we want as data on that memory region. That will make up for
|
|
* the string you get on @c _iface1_del().
|
|
*
|
|
* The full example follows.
|
|
*
|
|
* @include evas-smart-interface.c
|
|
* @example evas-smart-interface.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Evas_Text Evas text object example
|
|
*
|
|
* In this example, we illustrate how to use text objects in various
|
|
* manners.
|
|
*
|
|
* We place, in the canvas, a text object along with a border image to
|
|
* delimit its geometry. After we instantiate the text object, we set
|
|
* lots of properties on it to the initial ones from a preset list,
|
|
* which has the following declaration:
|
|
* @dontinclude evas-text.c
|
|
* @skip init values
|
|
* @until };
|
|
*
|
|
* Then, we set the text string itself, on it, with
|
|
* evas_object_text_text_set(). We set an explicit size of 30 points
|
|
* for our font, as you could see, what we check back with the
|
|
* getter evas_object_text_font_get().
|
|
*
|
|
* Look at how it translates to code:
|
|
* @dontinclude evas-text.c
|
|
* @skip evas_object_text_add
|
|
* @until fprintf
|
|
*
|
|
* Like in other Evas examples, one interacts with it by means of key
|
|
* commands:
|
|
* @dontinclude evas-text.c
|
|
* @skip static const char *commands
|
|
* @until ;
|
|
*
|
|
* Use the 't' key to exercise the evas_object_text_style_set()
|
|
* function on the text -- it will cycle through all styles on
|
|
* #Evas_Text_Style_Type (note we start on #EVAS_TEXT_STYLE_PLAIN,
|
|
* thus with no effects on it) and, with other keys, you'll be able to
|
|
* set properties applicable to individual styles on the text object.
|
|
*
|
|
* The 'z' key will change the text's @b size, keeping the font family
|
|
* for it. Use 'f' to change the font, keeping the last size
|
|
* set. There are three font families the example will cycle through:
|
|
*
|
|
* The 'b' command shows us that evas_object_color_set(), on a given
|
|
* text object, will change the text's @b base color. Experiment with
|
|
* it, which will cycle through the colors in the <c>.text</c> list in
|
|
* @c init_data.
|
|
*
|
|
* The 's', 'o', 'w' and 'g' keys will make the text object to cycle
|
|
* to the preset values on colors for shadow, outline, glow and 'glow
|
|
* 2' effects, respectively. Naturally, they will only take effect on
|
|
* the text styles which resemble them.
|
|
*
|
|
* The full example follows.
|
|
*
|
|
* @include evas-text.c
|
|
* @example evas-text.c
|
|
*/
|
|
|
|
/**
|
|
* @page tutorial_table Table Smart Object example
|
|
*
|
|
* This example will arrange rectangles of different sizes(and colors) in a
|
|
* table. While it's possible to create the same layout we are doing here by
|
|
* positioning each rectangle independently, using a table makes it a lot
|
|
* easier, since the table will control layout of all the objects, allowing you
|
|
* to move, resize or hide the entire table.
|
|
*
|
|
* We'll start with creating the table, setting it to
|
|
* EVAS_OBJECT_TABLE_HOMOGENEOUS_NONE to have maximum flexibility and setting
|
|
* its padding to 0:
|
|
* @dontinclude evas-table.c
|
|
* @skip object_table
|
|
* @until show
|
|
*
|
|
* We then create each rectangle and add it to the table:
|
|
* @until table_pack
|
|
* @until table_pack
|
|
* @until table_pack
|
|
* @until table_pack
|
|
* @note Each rectangle has a different minimum size based on how many rows and
|
|
* columns it will occupy.
|
|
*
|
|
* The full source for this example follow:
|
|
* @include evas-table.c
|
|
* @example evas-table.c
|
|
*/
|