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/**
* @page emotion_examples Emotion Examples
*
* Here is a page with some Emotion examples explained:
*
* @li @ref emotion_basic_example_c
* @li @ref emotion_signals_example.c "Emotion signals"
* @li @ref emotion_test_main.c "emotion_test - full API usage"
*
*/
/**
* @page emotion_basic_example_c Emotion - Basic library usage
*
* This example shows how to setup a simple Emotion object, make it start
* playing and register a callback that tells when the playback started. See @ref
* emotion_basic_example.c "the full code here".
*
* @dontinclude emotion_basic_example.c
*
* We start this example by including some header files that will be necessary
* to work with Emotion, and to display some debug messages:
*
* @until stdio.h
*
* Then a callback will be declared, to be called when the object starts its
* playback:
*
* @until }
*
* Some basic setup of our canvas, window and background is necessary before
* displaying our object on it. This setup also includes reading the file to be
* opened from the program's argument list. Since this is not directly related
* to Emotion itself, we are just displaying the code for this without an
* explanation for it:
*
* @until evas_object_show(bg);
*
* Finally, we start the Emotion part. First we have to create the object in
* this canvas, and initialize it:
*
* @until emotion_object_init
*
* Notice that we didn't specify which module will be used, so emotion will use
* the first module found. There's no guarantee of the order that the modules
* will be found, so if you need to use one of them specifically, please be
* explicit in the second argument of the function emotion_object_init().
*
* Now the callback can be registered to this object. It's a normal Evas smart
* object callback, so we add it with evas_object_smart_callback_add():
*
* @until NULL
*
* The object itself is ready for use, but we need to load a file to it. This is
* done by the following function:
*
* @until file_set
*
* This object can play audio or video files. For the latter, the image must be
* displayed in our canvas, and that's why we need to add the object to the
* canvas. So, like any other Evas object in the canvas, we have to specify its
* position and size, and explicitly set its visibility. These are the position
* and dimension where the video will be displayed:
*
* @until evas_object_show
*
* Since the basic steps were done, we can now start playing our file. For this,
* we can just call the basic playback control function, and then we can go to
* the main loop and watch the audio/video playing:
*
* @until main_loop_begin
*
* The rest of the code doesn't contain anything special:
*
* @until }
*
* This code just free the canvas, shutdown the library, and has an entry point
* for exiting on error.
*/
/**
* @example emotion_basic_example.c
* This example shows how to create and play an Emotion object. See @ref
* emotion_basic_example_c "the explanation here".
*/
/**
* @example emotion_signals_example.c
*
* This example shows that some of the information available from the emotion
* object, like the media file play length, aspect ratio, etc. can be not
* available just after setting the file to the emotion object.
*
* One callback is declared for each of the following signals, and some of the
* info about the file is displayed. Also notice that the order that these
* signals are emitted can change depending on the module being used. Following
* is the full source code of this example:
*/
/**
* @example emotion_test_main.c
* This example covers the entire emotion API. Use it as a reference.
*/