forked from enlightenment/efl
741 lines
26 KiB
Plaintext
741 lines
26 KiB
Plaintext
/**
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* @page Examples Examples
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*
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* Here is a page with examples.
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*
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* @li @ref Example_Edje_Basics
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* @li @ref tutorial_edje_swallow
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* @li @ref tutorial_edje_text
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* @li @ref tutorial_edje_table
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* @li @ref tutorial_edje_color_class
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* @li @ref Example_Edje_Signals_Messages
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* @li @ref tutorial_edje_box
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* @li @ref tutorial_edje_box2
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* @li @ref tutorial_edje_drag
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* @li @ref tutorial_edje_animations
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*/
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/**
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* @page Example_Edje_Basics Edje basics example
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*
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* In this example, we illustrate how to start using the Edje library,
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* with the very basic one needs to instantiate an Edje object.
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*
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* We place, in the canvas, an Edje object along with a @b red border
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* image to delimit its geometry. After we instantiate the Edje
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* object, we @b have to set a file and a group, within that file, to
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* bind to it. For this example, we're using an EDC file which
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* declares two parts (blue and green rectangles) and an item data:
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* @include basic.edc
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*
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* We start by trying to acces an @b unexistant group in the file, so
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* that you can see the usefulness of edje_object_load_error_get() and
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* edje_load_error_str(). Check that the error message will tell you
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* just that -- a group which didn't exist in the file was called for:
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* @dontinclude edje-basic.c
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* @skip file_path
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* @until file_path
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* @dontinclude edje-basic.c
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* @skip edje_object_add
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* @until }
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*
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* Than, we finally bind our Edje object to @c "example_group",
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* printing a message afterwards:
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* @dontinclude edje-basic.c
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* @skip file_path, "example_group"
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* @until object_show
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*
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* What follows is a series of Edje API calls which are of general
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* use. The first of them is edje_object_data_get(), which we use to
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* get the value we have put in the @c "example_data" data field, in
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* our EDC object declaration:
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* @dontinclude edje-basic.c
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* @skip data field in group
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* @until ;
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*
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* Than, we exemplify edje_object_part_exists():
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* @dontinclude edje-basic.c
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* @skip Testing if
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* @until ;
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*
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* The next call is to query @c "part_one"'s geometry, relative to the
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* whole Edje object's area. The part will be situated in the middle
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* of the Edje object's, because it has a restricted forced size (we
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* set its minimum size equal to its maximum, for that) and, by
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* default, parts are aligned to the center of their containers:
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* @dontinclude edje-basic.c
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* @skip part_geometry_get
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* @until x, y, w, h
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*
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* We can grab a direct pointer on the rectangle implementing @c
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* "part_one", by using edje_object_part_object_get(). Since we are
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* not allowed to set properties on it, we just check its color, to
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* assure its really blue, as declared in the EDC:
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* @dontinclude edje-basic.c
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* @skip color_get
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* @until x, y, w, h
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*
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* The @c "min" and @c "max" EDC properties can be queried with the
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* following calls:
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* @dontinclude edje-basic.c
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* @skip max_get
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* @until min. size is
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*
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* The next two calls are to make <b>size calculations</b> on our
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* object. Because of the minumim size declared for @c "part_one" part's
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* default state description, that will be our exact minimum
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* size calculated for the group (remember the @c "min" declaration at
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* group level is just a @b hint, not an enforcement). We then
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* exercise the edje_object_size_min_restricted_calc() function,
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* passing a minimum size of 500, in each axis. Since we have @b no
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* object bigger than that, it will be the minimum size calculated, in
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* the end:
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* @dontinclude edje-basic.c
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* @skip min_calc
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* @until size calculation is
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*
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* @c "part_two" part is there with a purpose: since it extrapolates
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* the Edje object's boundaries, the edje_object_parts_extends_calc()
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* function will report origin coordinates for the rectangle grouping
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* both parts with @b negative values, indicating it extrapolates to
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* the upper left of our group, just as we see it.
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*
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* To interact with the last features exemplified in the program,
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* there's a command line interface. A help string can be asked for
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* with the 'h' key:
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* @dontinclude edje-basic.c
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* @skip commands
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* @until ;
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*
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* Those commands will change the scaling factors of our Edje objects.
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* The first of them, @c 's', will change Edje's @b global scaling
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* factor between @c 1.0 (no scaling) and @c 2.0 (double
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* scale). Scaling will be applied to @c "part_one", only, because
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* that's the part flagged to be scaled at EDC level:
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* @dontinclude edje-basic.c
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* @skip strcmp(ev->keyname, "s") == 0
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* @until }
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*
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* Note, finally, that the @c 's' command will depend on the 'r' one
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* to have its effects applied. The latter will change @c "part_one"'s
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* @b individual scaling factor, which @b overrides Edje's global
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* scaling factor. Only when the individual one is set to zero, will
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* the global one take effect:
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* @dontinclude edje-basic.c
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* @skip strcmp(ev->keyname, "r") == 0
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* @until }
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*
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* The example's window should look like this picture:
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*
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* @image html edje-basics-example.png
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* @image rtf edje-basics-example.png
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* @image latex edje-basics-example.eps width=\textwidth
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*
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* The full example follows.
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*
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* @include edje-basic.c
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* @example edje-basic.c
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*/
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/**
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* @page tutorial_edje_swallow Swallow example
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* @dontinclude edje-swallow.c
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*
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* This is a simple example in which we create a rect and swallow it.
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*
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* Focusing on the relevant parts of the code we go right to the creation of our
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* rectangle. It should be noted that we don't resize or show our rect, that is
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* because when an object is swallowed it's geometry and visibility is
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* controlled by the theme:
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* @skip 20
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* @skipline evas_object_rectangle_add
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* @until swallow
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*
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* The other bit of code that is relevant to us now is our check that the
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* swallow worked:
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* @until printf
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*
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* The full source code follows:
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* @include edje-swallow.c
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* @example edje-swallow.c
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*/
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/**
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* @page tutorial_edje_text Edje Text example
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* @dontinclude edje-text.c
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*
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* This example shows how to manipulate TEXT and TEXTBLOCK parts from code.
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*
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* The very first we are going to do is register a callback to react to changes
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* in the text of our parts:
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* @skip _on_destroy
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* @skip static void
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* @until }
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*
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* @skipline text_change
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* @note Since edje_obj represent a group we'll be notified whenever any part's
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* text in that group changes.
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*
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* We now set the text for two our two parts:
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* @until text_set
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* @until text_set
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* @note Since the "part_two" part is a TEXTBLOCK we can use formatting such as
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* @<b@>
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*
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* And we now move on to selection issues, first thing we do is make sure the
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* user can select text:
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* @until select_allow
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*
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* We then select the entire text, and print the selected text:
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* @until printf
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*
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* We now unselect the entire text(set selection to none), and print the
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* selected text:
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* @until printf
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*
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* Our example will look like this:
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*
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* @image html edje-text.png
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* @image rtf edje-text.png
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* @image latex edje-text.eps width=\textwidth
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*
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* The full source code follows:
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* @include edje-text.c
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* @example edje-text.c
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*
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* The theme used in this example is:
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* @include text.edc
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* @example text.edc
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*/
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/**
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* @page tutorial_edje_table Table example
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*
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* In this example, we illustrate how to organize your objects on a table, using
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* the edje_object_part_table functions. To be easier to understand the objects
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* in this example will be four simple rects, when the user click over one
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* item with the left button its is removed from the table, if any other button
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* was used all items are removed. For each action is printed a message with
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* the current number of rows and columns.
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*
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* We started creating an EDC file with one part of the type TABLE called
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* @b "table_part", that is the part which we will refer to access the table:
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* @include table.edc
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*
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* On the other hand, in the C file we first create the rectangles and added a
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* callback for mouse down, as you can see bellow:
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* @dontinclude edje-table.c
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* @skip _rects_create
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* @until }
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* @skip }
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* @until }
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*
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* With the objects created we have to pack them into the table, to do this, we
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* just have to use the function edje_object_part_table_pack().
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* @dontinclude edje-table.c
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* @skip (!edje_object_part_table_pack
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* @until 4
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*
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* The other bit of code that is relevant to us now is our event handler for
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* when the user click over the rectangle. Here we use the function
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* edje_object_part_table_unpack() to remove the item from the table or
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* edje_object_part_table_clear() to remove all items, it depends on which mouse
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* button the user uses.
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* @dontinclude edje-table.c
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* @skip _on_mouse_down
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* @until }
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*
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* Finally, the last important thing in this example is about how to know how many
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* columns and rows are there in the table, It should be noted that this function
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* don't tell you how many items are there in the table, just the number of the
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* columns and rows of the table.
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* @dontinclude edje-table.c
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* @skip _columns_rows_
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* @until }
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*
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* The example's window should look like this picture:
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*
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* @image html edje-table-example.png
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* @image rtf edje-table-example.png
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* @image latex edje-table-example.eps width=\textwidth
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*
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* The full source code follows:
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* @include edje-table.c
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* @example edje-table.c
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*/
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/**
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* @page tutorial_edje_box Box example - basic usage
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*
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* This example shows how to append, insert and remove elements from an Edje box
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* part. It will make use of the edje_object_part_box functions.
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*
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* To play with this example, use mouse left click to delete an existing
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* rectangle from the box and right mouse click to add a new rectangle just
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* before the clicked one. Use the keyboard keys "a" to append a rectangle, "i"
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* to prepend, and "c" to remove all rectangles from the box.
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*
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* We will store our example global information in the data structure defined
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* below, and also set some callbacks for resizing the canvas and exiting the
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* window:
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*
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* @dontinclude edje-box.c
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* @skip static const char
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* @until ecore_evas_geometry_get
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* @until }
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*
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* In the @c main function, we create our @c Ecore_Evas, add a background to it,
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* and finally load our @c Edje file that contains a @c Box part. This part is
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* named @c "example/box" in this case, and we use this name to append elements
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* to it.
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*
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* The code until now is the one that follows:
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*
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* @skip main
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* @until evas_object_show(app.edje)
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*
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* Also notice that we set the callback @c _bg_key_down for @c "key down" events
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* on the background object, and that object is the one with focus.
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*
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* Now we add some small rectangles to the box part, using the
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* edje_object_part_box_append() API, and set some callbacks for @c "mouse down"
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* events on every object. These callbacks will be used to add or delete objects
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* from the box part.
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*
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* @until evas_object_event
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* @until }
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*
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* Now let's take a look at the callbacks for key down and mouse down events:
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*
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* @dontinclude edje-box.c
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* @skip ecore_evas_geometry_get
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* @skip static
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* @until evas_object_event
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* @until }
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* @until }
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*
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* This callback for mouse down events will get left clicks and remove the
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* object that received that left click from the box part, and then delete it.
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* This is done with the edje_object_part_box_remove() function.
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*
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* However, on right clicks it will create a new rectangle object, and add it
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* just before the right clicked object, using
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* edje_object_part_box_insert_before().
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*
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* And this is the key down callback:
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*
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* @until remove_all
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* @until }
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*
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* It will insert elements at the beginning of the box if "i" was pressed, using
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* edje_object_part_box_insert_at(). It will also append objects to the box if
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* "a" was pressed, just exactly like we did in the @c main function. And will
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* remove all objects (deleting them) if "c" was pressed.
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*
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* As you can see, this example uses the @c "horizontal_flow" layout for the
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* box, where each item is put linearly in rows, in as many rows as necessary to
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* store all of them.
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*
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* The example's window should look like this picture:
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*
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* @image html edje-box-example.png
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* @image rtf edje-box-example.png
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* @image latex edje-box-example.eps width=\textwidth
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*
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* The full source code follows:
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* @include edje-box.c
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* @example edje-box.c
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*/
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/**
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* @page tutorial_edje_box2 Box example - custom layout
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*
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* This example shows how to register a custom layout to be used by the Edje box
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* part. It will use edje_box_layout_register() for that.
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*
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* To play with this example, use the keyboard modifier keys and number keys
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* together. The Ctrl key is used for adding elements, and Shift is used for
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* removing them. For instance, Ctrl + 3 will insert a new rectangle object in
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* the 3rd position of the box, while Shift + 6 will try to remove the 6th
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* element of the box.
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*
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* This example is very similar to the other box example, has a structure with
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* global data, a callback for key down events where we create or delete
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* rectangle objects and add or remove them to/from the box part.
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*
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* But the important part is the next one:
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*
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* @dontinclude edje-box2.c
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* @skip static struct _App
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* @skip static
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* @until }
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* @until }
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*
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* This code implements our custom layout, which will position every object
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* added to the box in a diagonal through the size of the box part. Notice that
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* it just calculates the position and offset based on the size of the box and
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* number of children, and then moves each child to the respective position.
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*
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* Later on the @c main function, everything we need to do is to register this
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* custom layout function with edje:
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*
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* @skipline edje_box_layout_register
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*
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* And use it inside the .edc file:
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*
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* @dontinclude box.edc
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* @skip example/group2
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* @skip example/title
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* @skip part
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* @until BOX
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* @until example/box
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*
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* The example's window should look like this picture:
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*
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* @image html edje-box2-example.png
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* @image rtf edje-box2-example.png
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* @image latex edje-box2-example.eps width=\textwidth
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*
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* The full source code follows:
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* @include edje-box2.c
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* @example edje-box2.c
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*/
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/**
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* @page tutorial_edje_drag Dragable parts example
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*
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* This example shows how to manipulate a dragable part through the
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* edje_object_part_drag API.
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*
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* First, in the edc code, we are declaring a part which will be our movable
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* part, called "knob". It is a normal rectangle, which contains a block called
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* "dragable", that will define the area where this rectangle can be moved, and
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* in which axis it can be moved.
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*
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* This is our part:
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*
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* @dontinclude drag.edc
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* @skip // drag_area
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* @skip part
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* @until example/knob
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* @until example/knob
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*
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* Notice that it defines, through its @c "x:" and @c "y:' properties, that the
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* part will be only moved on the y axis (vertical). Check the edc reference
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* docs for more info about this.
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*
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* Now, in our example C code, we just do the same as on the other examples,
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* setting some global data on a structure, load the edje file and so:
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*
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* @dontinclude edje-drag.c
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* @skip value changed
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* @skip }
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* @skip int
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* @until evas_object_show(app.edje)
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*
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* We want to use the drag_page and drag_step functions, and in order to do so we
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* need to define the step size and page size of our dragable part. They are
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* defined as float values which represent a portion of the entire size of the
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* dragable area:
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*
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* @until drag page step
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*
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* We are going to use the keyboard to move the @c knob part, through the key
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* down callback @c _bg_key_down, but we also want to know when the user has
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* moved the knob by using the mouse (which is possible, since we defined that
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* this part will receive mouse events). Thus, we set a callback for the signal
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* "drag", which comes from the dragable part:
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*
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* @until _knob_moved_cb
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*
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* Now, let's take a look at our key down callback:
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*
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* @dontinclude edje-drag.c
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* @skip _canvas_resize_cb
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* @skip static
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* @until unhandled key
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* @until }
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*
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* On this callback we define that the user will use the "up" and "down" arrows
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* to move the dragable part, respectively, -1.0 and 1.0 times the step size.
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* And that the "Page Up" (Prior) and "Page Down" (Next) keys will move -1.0 and
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* 1.0 times the page size. Both of these will occur on the vertical axis, since
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* we pass 0.0 as value to the respective horizontal axis parameters. And our
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* dragable part also only supports being moved in the vertical axis (defined in
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* the edc).
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*
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* We also define that the "m" key will be used to explicitly position the knob
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* part in the middle of the dragable area.
|
|
*
|
|
* And here is the callback for the @c "drag" signal that is received from the
|
|
* theme:
|
|
*
|
|
* @until }
|
|
*
|
|
* The example's window should look like this picture:
|
|
*
|
|
* @image html edje-drag-example.png
|
|
* @image rtf edje-drag-example.png
|
|
* @image latex edje-drag-example.eps width=\textwidth
|
|
*
|
|
* The full source code follows:
|
|
* @include edje-drag.c
|
|
* @example edje-drag.c
|
|
*/
|
|
|
|
/**
|
|
* @page Example_Edje_Signals_Messages Edje signals and messages
|
|
*
|
|
* In this example, we illustrate how Edje signals and Edje messages
|
|
* work.
|
|
*
|
|
* We place, in the canvas, an Edje object along with a @b red border
|
|
* image to delimit its geometry. The object's group definition is so
|
|
* that we have four parts:
|
|
* - a blue rectangle, aligned to the right
|
|
* - a white rectangle, aligned to the left
|
|
* - a text part, aligned to the center
|
|
* - a clipper rectangle on the blue rectangle
|
|
*
|
|
* The left rectangle is bound to a <b>color class</b>, so that we can
|
|
* multiply its colors by chosen values on the go:
|
|
* @dontinclude signals-messages.edc
|
|
* @until visible
|
|
* @until }
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* The @c #define's on the beginning will serve as message
|
|
* identifiers, for our accorded message interface between the code
|
|
* and the this theme file.
|
|
*
|
|
* Let's move to the code, then. After instantiating the Edje object,
|
|
* we register two <b>signal callbacks</b> on it. The first one uses
|
|
* @b globbing, making all of the wheel mouse actions over the left
|
|
* rectangle to trigger @c _mouse_wheel_cb. Note that those kind of
|
|
* signals are generated @b internally (and automatically) in Edje. The
|
|
* second is a direct signal match, to a (custom) signal we defined in
|
|
* the EDC, ourselves:
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip edje_object_add
|
|
* @until _mouse_over_cb
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip print signals coming from theme
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* That second callback is on a signal we emit on the theme, where we
|
|
* just translate Edje @c "mouse,move" internal events to the custom @c
|
|
* "mouse,over" one. When that signals reaches the code, we are,
|
|
* besides printing the signals' strings, sending a @b message back to
|
|
* the theme. We generate random values of color components and send
|
|
* them as an #EDJE_MESSAGE_INT_SET message type:
|
|
* @dontinclude signals-messages.edc
|
|
* @skip custom signal
|
|
* @until }
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip mouse over signals
|
|
* @until }
|
|
*
|
|
* In our theme we'll be changing the @c "cc" color class' values with
|
|
* those integer values of the message, so that moving the mouse over
|
|
* the right rectangle will change the left one's colors:
|
|
* @dontinclude signals-messages.edc
|
|
* @skip public message
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* Now we're also sending messages <b>from the Edje object</b>,
|
|
* besides signals. We do so when one clicks with the left button
|
|
* over the left rectangle. With that, we change the text part's
|
|
* text, cycling between 3 pre-set strings declared in the EDC. With
|
|
* each new text string attribution, we send a string message to our
|
|
* code, with the current string as argument:
|
|
* @dontinclude signals-messages.edc
|
|
* @skip program
|
|
* @until }
|
|
* @until }
|
|
* @skip change text
|
|
* @until }
|
|
* @until }
|
|
* @dontinclude signals-messages.edc
|
|
* @skip set_text_string
|
|
* @until }
|
|
*
|
|
* To get the message in code, we have to register a message handler, as
|
|
* follows:
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip message_handler_set
|
|
* @until message_handler_set
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip print out
|
|
* @until }
|
|
*
|
|
* To interact with the last missing feature -- emitting signals
|
|
* <b>from code</b> -- there's a command line interface to exercise
|
|
* it. A help string can be asked for with the 'h' key:
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip commands
|
|
* @until ;
|
|
*
|
|
* The @c 't' command will send either @c "part_right,show" or @c
|
|
* "part_right,hide" signals to the Edje object (those being the
|
|
* emission part of the signal), which was set to react on them as the
|
|
* names indicate. We'll set the right rectangle's visibility on/off,
|
|
* respectively, for those two signals:
|
|
* @dontinclude signals-messages.edc
|
|
* @skip hide right rectangle
|
|
* @until }
|
|
* @until }
|
|
* @dontinclude edje-signals-messages.c
|
|
* @skip keyname, "t"
|
|
* @until }
|
|
*
|
|
* The example's window should look like this picture:
|
|
*
|
|
* @image html edje-signals-messages-example.png
|
|
* @image rtf edje-signals-messages-example.png
|
|
* @image latex edje-signals-messages-example.eps width=\textwidth
|
|
*
|
|
* The full example follows, along with its EDC file.
|
|
*
|
|
* @include signals-messages.edc
|
|
* @include edje-signals-messages.c
|
|
* @example edje-signals-messages.c
|
|
*/
|
|
|
|
/**
|
|
* @page tutorial_edje_color_class Edje Color Class example
|
|
* @dontinclude edje-color-class.c
|
|
*
|
|
* This example shows how to manipulate and change Color classes. In this example
|
|
* we will create two surfaces to show what happens when you change the color
|
|
* class at the proccess and object level.
|
|
*
|
|
* It's a very simple example, there are two surfaces created from the same EDC,
|
|
* but just in one of them we will set a specific color class, althoug both will be
|
|
* affected by color class set at the process level as you will see.
|
|
*
|
|
* It's important you know that all colors has the format R G B A. Just to be easier
|
|
* to understand this example, we will create a small set of colors that will be used
|
|
* along of the example. This piece of code is shown below:
|
|
* @skip static color colors_init_data
|
|
* @until return EINA_FALSE
|
|
* @until }
|
|
*
|
|
* Focusing on the relevant parts of the code we go right to the part where we set
|
|
* the new color class. For that we will use the functions edje_color_class_set (
|
|
* which will affect all edjes) and edje_object_color_class_set (which affects just
|
|
* the specific object).
|
|
* @skip edje_color_class_set
|
|
* @until Text shadow
|
|
* @until Text shadow
|
|
* @note
|
|
* - argv[1] is the name of a color class used in the EDC.
|
|
* - The second and third colors only apply to text part.
|
|
* - The color class set for the object overrides the color previously set.
|
|
*
|
|
* After we have set the color class we will check the color classes, for that
|
|
* we created a function which prints all color classes and tries to get theirs
|
|
* values and print too.
|
|
* @dontinclude edje-color-class.c
|
|
* @skip _color_classes_print(void)
|
|
* @until free
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* There are two other things that are worth mentioning, we added two callbacks for the
|
|
* objects, one for mouse down (that we use to delete the color class) and another
|
|
* for the signal emmited when a color class is deleted.
|
|
* @skip evas_object_event
|
|
* @until NULL
|
|
* @skip edje_object_si
|
|
* @until process
|
|
*
|
|
* And then we delete the color class:
|
|
* @dontinclude edje-color-class.c
|
|
* @skip _on_mouse_down
|
|
* @until }
|
|
*
|
|
* Our example will look like this, if you run with the parameters "green_class gray pink yellow":
|
|
*
|
|
* @image html edje-color-class-example.png
|
|
* @image rtf edje-color-class-example.png
|
|
* @image latex edje-color-class-example.eps width=\textwidth
|
|
* @n
|
|
* @image html edje-color-class-example2.png
|
|
* @image rtf edje-color-class-example2.png
|
|
* @image latex edje-color-class-example2.eps width=\textwidth
|
|
*
|
|
* The full source code follows:
|
|
* @include edje-color-class.c
|
|
* @example edje-color-class.c
|
|
*
|
|
* The theme used in this example is:
|
|
* @include color-class.edc
|
|
* @example color-class.edc
|
|
*/
|
|
|
|
/**
|
|
* @page tutorial_edje_animations Edje Animations example
|
|
*
|
|
* In this example we will figure out how to manipulate the animations on
|
|
* an Edje object. After reading this document you will be able to manipulate
|
|
* the frametime, freeze, pause and stop, all animations on an Edje object.
|
|
*
|
|
* To play with this example you will use the keyboard. Below are listed the
|
|
* keys and what each does.
|
|
*
|
|
* - '+' Increase the frametime;
|
|
* - '-' Decrease the frametime;
|
|
* - '=' Prints the actual frametime and says if the animations is playing;
|
|
* - 'f' Freezes the animations in the Edje object;
|
|
* - 'F' Freezes the animations in all objects in the running program;
|
|
* - 't' Thaws the animations in the Edje object;
|
|
* - 'T' Thaws the animations in all objects in the running program;
|
|
* - 's' Pauses the animations;
|
|
* - 'p' Plays the animations previously stopped;
|
|
* - 'a' Starts the animation in the Edje object;
|
|
* - 'A' Stops the animations in the Edje object;
|
|
*
|
|
* Now that we've explained how to use our example, we will see how it is made.
|
|
* Let's start by looking at the piece of code responsible to the actions commented
|
|
* above.
|
|
* @dontinclude edje-animations.c
|
|
* @skip _on_key_down_cb
|
|
* @until Stopping
|
|
* @until }
|
|
* @until }
|
|
* @note The actions for the keys 'f' and 'F' will have the same effect in
|
|
* our example, just because there is only one object in the running
|
|
* program, The same happens with the keys 't' and 'T'.
|
|
*
|
|
* As you may have seen these set of functions are pretty easy to handle. The other
|
|
* important part of this example is the EDC file. The animations used in the
|
|
* code were created there
|
|
* @dontinclude animations.edc
|
|
* @skip program
|
|
* @until after: "animation,state1"
|
|
* @until }
|
|
* @skip program
|
|
* @until }
|
|
* @skip program
|
|
* @until }
|
|
* @until }
|
|
*
|
|
* The example's window should look like this picture:
|
|
*
|
|
* @image html edje-animations.png
|
|
* @image rtf edje-animations.png
|
|
* @image latex edje-animations.eps width=\textwidth
|
|
* @n
|
|
* @image html edje-animations2.png
|
|
* @image rtf edje-animations2.png
|
|
* @image latex edje-animations2.eps width=\textwidth
|
|
*
|
|
* The full example follows.
|
|
*
|
|
* @include edje-animations.c
|
|
* @include animations.edc
|
|
*/
|