/** * @page Examples Examples * * Here is a list of all Elementary examples. * * @ref bg_01_example_page * * @ref bg_02_example_page * * @ref bg_03_example_page * * @ref actionslider_example_page * * @ref transit_example_01_explained * * @ref transit_example_02_explained * * @ref general_functions_example_page * * @ref calendar_example_01 * * @ref calendar_example_02 * * @ref calendar_example_03 * * @ref calendar_example_04 * * @ref calendar_example_05 * * @ref calendar_example_06 * * @ref combobox_example_01 * * @ref spinner_example * * @ref slider_example * * @ref panes_example * * @ref clock_example * * @ref datetime_example * * @ref dayselector_example * * @ref mapbuf_example * * @ref map_example_01 * * @ref map_example_02 * * @ref map_example_03 * * @ref diskselector_example_01 * * @ref diskselector_example_02 * * @ref entry_example * * @ref list_example_01 * * @ref list_example_02 * * @ref list_example_03 * * @ref toolbar_example_01 * * @ref toolbar_example_02 * * @ref toolbar_example_03 * * @ref segment_control_example * * @ref flipselector_example * * @ref fileselector_example * * @ref fileselector_button_example * * @ref fileselector_entry_example * * @ref index_example_01 * * @ref index_example_02 * * @ref gengrid_example * * @ref genlist_example_01 * * @ref genlist_example_02 * * @ref genlist_example_03 * * @ref genlist_example_04 * * @ref genlist_example_05 * * @ref glview_example_01_page * * @ref thumb_example_01 * * @ref progressbar_example * * @ref slideshow_example * * @ref efl_thread_1 * * @ref efl_thread_2 * * @ref efl_thread_3 * * @ref efl_thread_4 * * @ref efl_thread_5 * * @ref efl_thread_6 * * @ref prefs_example_01 * * @ref prefs_example_02 * * @ref prefs_example_03 */ /** * @page bg_01_example_page elm_bg - Plain color background. * @dontinclude bg_example_01.c * * The full code for this example can be found at @ref bg_example_01_c, * in the function @c test_bg_plain. It's part of the @c elementary_test * suite, and thus has the code for the three examples referenced by this * documentation. * * This first example just sets a default background with a plain color. The * first part consists of creating an Elementary window. It's the common * piece of code that you'll see everywhere in Elementary: @skip elm_main * @until autodel_set * * Now we really create our background object, using the window object as * its parent: * * @skipline bg_add * * Then we set the size hints of the background object so that it will use * all space available for it, and then add it as a resize object to the * window, making it visible in the end: * * @skip size_hint_weight_set * @until resize_object_add * * See evas_object_size_hint_weight_set() and elm_win_resize_object_add() * for more detailed info about these functions. * * The end of the example is quite simple, just setting the minimum and * maximum size of the background, so the Elementary window knows that it * has to have at least the minimum size. The background also won't scale to * a size above its maximum. Then we resize the window and show it in the * end: * * @skip set size hints * @until } * * And here we finish our very simple background object usage example. */ /** * @page bg_02_example_page elm_bg - Image background. * @dontinclude bg_example_02.c * * The full code for this example can be found at @ref bg_example_02_c, * in the function @c test_bg_image. It's part of the @c elementary_test * suite, and thus has the code for the three examples referenced by this * documentation. * * This is the second example, and shows how to use the Elementary * background object to set an image as background of your application. * * We start this example exactly in the same way as the previous one, even * when creating the background object: * * @skip elm_main * @until bg_add * * Now it's the different part. * * Our background will have an image, that will be displayed over the * background color. Before loading the image, we set the load size of the * image. The load size is a hint about the size that we want the image * displayed in the screen. It's not the exact size that the image will have, * but usually a bit bigger. The background object can still be scaled to a * size bigger than the one set here. Setting the image load size to * something smaller than its real size will reduce the memory used to keep * the pixmap representation of the image, and the time to load it. Here we * set the load size to 20x20 pixels, but the image is loaded with a size * bigger than that (since it's just a hint): * * @skipline load_size_set * * And set our background image to be centered, instead of stretched or * scaled, so the effect of the elm_bg_load_size_set() can be easily * understood: * * @skipline option_set * * We need a filename to set, so we get one from the previous installed * images in the @c PACKAGE_DATA_DIR, and write its full path to a buffer. * Then we use this buffer to set the filename in the background object: * * @skip snprintf * @until bg_file_set * * Notice that the third argument of the elm_bg_file_set() function is @c * NULL, since we are setting an image to this background. This function * also supports setting an edje group as background, in which case the @c * group parameter wouldn't be @c NULL, but be the name of the group * instead. * * Finally, we can set the size hints, add the background as a resize * object, and resize the window, exactly the same thing we do in the @ref * bg_01_example_page example: * * @skip size_hint * @until } * * And this is the end of this example. * * This example will look like this: * * @image html screenshots/bg_01.png * @image latex screenshots/bg_01.eps width=\textwidth */ /** * @page bg_03_example_page elm_bg - Background properties. * @dontinclude bg_example_03.c * * The full code for this example can be found at @ref bg_example_03_c, in the * function @c test_bg_options, with the callbacks @c _cb_overlay_changed, @c * _cb_color_changed and @c _cb_radio_changed defined in the beginning of the * file. It's part of the @c elementary_test suite, and thus has the code for * the three examples referenced by this documentation. * * This example will show the properties available for the background object, * and will use of some more widgets to set them. * * In order to do this, we will set some callbacks for these widgets. The * first is for the radio buttons that will be used to choose the option * passed as argument to elm_bg_option_set(): * * @skip _cb_radio_changed * @until } * * The next callback will be used when setting the overlay (using * elm_object_content_set()): * * @skip _cb_overlay_changed * @until } * @until } * * And the last one, used to set the color (with elm_bg_color_set()): * * @skip _cb_color_changed * @until } * * We will get back to what these functions do soon. If you want to know more * about how to set these callbacks and what these widgets are, look for: * @li elm_radio_add() * @li elm_check_add() * @li elm_spinner_add() * * Now going to the main function, @c test_bg_options, we have the common * code with the other examples: * * @skip bg-options * @until autodel_set * * We add a plain background to this window, so it will have the default * background color behind everything: * * @skip bg = elm_bg_add * @until evas_object_show(bg) * * Then we add a vertical box (elm_box_add()) that will hold the background * object that we are going to play with, as well as a horizontal box that * will hold widgets: * * @skip elm_box_add * @until evas_object_show * * Now we add the background object that is going to be of use for our * example. It is an image background, as used in @ref bg_02_example_page , * so the code should be familiar: * * @skip elm_bg_add * @until evas_object_show * * Notice the call to elm_box_pack_end(): it will pack the background object * in the end of the Elementary box declared above. Just refer to that * documentation for more info. * * Since this Elementary background is already an image background, we are * going to play with its other properties. We will change its option * (CENTER, SCALE, STRETCH, TILE), its color (RGB), and add an overlay to it. * For all of these properties, we are going to add widgets that will * configure them. * * First, lets add the horizontal box that will hold these widgets: * @skip hbox * @until align_set * * For now, just consider this @c hbox as a rectangle that will contain the * widgets, and will distribute them horizontally inside its content. Then we * add radio buttons that will allow us to choose the property to use with * this background: * * @skip radio_add * @until evas_object_show * * Again, I won't give details about the use of these widgets, just look for * their documentation if necessary. It's enough to know for now that we are * packing them in the @c hbox, setting a label for them, and the most * important parts: setting its value to @c ELM_BG_OPTION_CENTER and its * callback to @c _cb_radio_changed (the function defined in the beginning of * this example). We do this for the next 3 radio buttons added after this * one, each of them with a different value. * * Now taking a look at the code of the callback @c _cb_radio_changed again, * it will call elm_bg_option_set() with the value set from the checked radio * button, thus setting the option for this background. The background is * passed as argument to the @p data parameter of this callback, and is * referenced here as @c o_bg. * * Later we set the default value for this radio button: * * @skipline elm_radio_value_set * * Then we add a checkbox for the elm_object_content_set() function for the bg: * * @skip check_add * @until evas_object_show * * Now look at the code of the @c _cb_overlay_changed again. If the checkbox * state is checked, an overlay will be added to the background. It's done by * creating an Edje object, and setting it with elm_object_content_set() to the * background object. For information about what are and how to set Edje * object, look at the Edje documentation. * * Finally we add a spinner object (elm_spinner_add()) to be used to select * the color of our background. In its callback it's possible to see the call * to elm_bg_color_set(), which will change the color of this background. * This color is used by the background to fill areas where the image doesn't * cover (in this case, where we have an image background). The spinner is * also packed into the @c hbox : * * @skip elm_spinner_add * @until evas_object_show * * Then we just have to pack the @c hbox inside the @c box, set some size * hints, and show our window: * * @skip pack_end * @until } * * Now to see this code in action, open elementary_test, and go to the "Bg * Options" test. It should demonstrate what was implemented here. */ /** * @page actionslider_example_page Actionslider usage * @dontinclude actionslider_example_01.c * * For this example we are going to assume knowledge of evas smart callbacks * and some basic evas object functions. Elementary is not meant to be used * without evas, if you're not yet familiar with evas it probably is worth * checking that out. * * And now to the example, when using Elementary we start by including * Elementary.h: * @skipline #include * * Next we define some callbacks, they all share the same signature because * they are all to be used with evas_object_smart_callback_add(). * The first one just prints the selected label(in two different ways): * @until } * * This next callback is a little more interesting, it makes the selected * label magnetic(except if it's the center label): * @until } * * This callback enables or disables the magnetic property of the center * label: * @until } * * And finally a callback to stop the main loop when the window is closed: * @until } * * To be able to create our actionsliders we need to do some setup, but this * isn't really relevant here, so if you want to know about that go @ref * Elm_Win "here". * * With all that boring stuff out of the way we can proceed to creating some * actionsliders.@n * All actionsliders are created the same way: * @skipline actionslider_add * Next we must choose where the indicator starts, and for this one we choose * the right, and set the right as magnetic: * @skipline indicator_pos_set * @until magnet_pos_set * * We then set the labels for the left and right, passing NULL as an argument * to any of the labels makes that position have no label. * @until Stop * * Furthermore we mark both left and right as enabled positions, if we didn't * do this all three positions would be enabled: * @until RIGHT * * Having the enabled positions we now add a smart callback to change * which position is magnetic, so that only the last selected position is * magnetic: * @until NULL * * And finally we set our printing callback and show the actionslider: * @until object_show * @skip pack_end * * For our next actionslider we are going to do much as we did for the * previous except we are going to have the center as the magnet(and not * change it): * @skipline actionslider_add * @skipline indicator_pos_set * @until object_show * * And another actionslider, in this one the indicator starts on the left. * It has labels only in the center and right, and both positions are * magnetic. Because the left doesn't have a label and is not magnetic once * the indicator leaves it can't return: * @skipline actionslider_add * @skipline indicator_pos_set * @until object_show * @note The greyed out area is a @ref Styles "style". * * And now an actionslider with a label in the indicator, and whose magnet * properties change based on what was last selected: * @skipline actionslider_add * @skipline indicator_pos_set * @until object_show * @note The greyed out area is a @ref Styles "style". * * We are almost done, this next one is just an actionslider with all * positions magnetized and having every possible label: * @skipline actionslider_add * @skipline indicator_pos_set * @until object_show * * And for our last actionslider we have one that turns the magnetic property * on and off: * @skipline actionslider_add * @skipline indicator_pos_set * @until object_show * * The example will look like this: * * @image html screenshots/actionslider_01.png * @image latex screenshots/actionslider_01.eps width=\textwidth * * See the full source code @ref actionslider_example_01 "here" */ /** * @page transit_example_03_c elm_transit - Combined effects and options. * * This example shows how to apply the following transition effects: * @li translation * @li color * @li rotation * @li wipe * @li zoom * @li resizing * * It allows you to apply more than one effect at once, and also allows to * set properties like event_enabled, auto_reverse, repeat_times and * tween_mode. * * @include transit_example_03.c * @example transit_example_03.c */ /** * @page transit_example_04_c elm_transit - Combined effects over two objects. * * This example shows how to apply the transition effects: * @li flip * @li resizable_flip * @li fade * @li blend * over two objects. This kind of transition effect is used to make one * object disappear and another one appear on its place. * * You can mix more than one effect of this type on the same objects, and the * transition will apply both. * * @include transit_example_04.c * @example transit_example_04.c */ /** * @page transit_example_01_explained elm_transit - Basic transit usage. * @dontinclude transit_example_01.c * * The full code for this example can be found at @ref transit_example_01_c. * * This example shows the simplest way of creating a transition and applying * it to an object. Similarly to every other elementary example, we create a * window, set its title, size, autodel property, and setup a callback to * exit the program when finished: * * @skip on_done * @until evas_object_resize * * We also add a resizable white background to use behind our animation: * * @skip bg_add * @until evas_object_show * * And then we add a button that we will use to demonstrate the effects of * our animation: * * @skip button_add * @until evas_object_show(win) * * Notice that we are not adding the button with elm_win_resize_object_add() * because we don't want the window to control the size of the button. We * will use the transition to change the button size, so it could conflict * with something else trying to control that size. * * Now, the simplest code possible to create the resize animation: * * @skip transit_add * @until transit_go * * As you can see, this code is very easy to understand. First, we create the * transition itself with elm_transit_add(). Then we add the button to this * transition with elm_transit_object_add(), which means that the transition * will operate over this button. The effect that we want now is changing the * object size from 100x50 to 300x150, and can be achieved by adding the * resize effect with elm_transit_effect_resizing_add(). * * Finally, we set the transition time to 5 seconds and start the transition * with elm_transit_go(). If we wanted more effects applied to this * button, we could add them to the same transition. See the * @ref transit_example_03_c to watch many transitions being applied to an * object. */ /** * @page transit_example_02_explained elm_transit - Chained transitions. * @dontinclude transit_example_02.c * * The full code for this example can be found at @ref transit_example_02_c. * * This example shows how to implement a chain of transitions. This chain is * used to start a transition just after another transition ended. Similarly * to every other elementary example, we create a window, set its title, * size, autodel property, and setup a callback to exit the program when * finished: * * @skip on_done * @until evas_object_resize * * We also add a resizable white background to use behind our animation: * * @skip bg_add * @until evas_object_show * * This example will have a chain of 4 transitions, each of them applied to * one button. Thus we create 4 different buttons: * * @skip button_add * @until evas_object_show(bt4) * * Now we create a simple translation transition that will be started as soon * as the program loads. It will be our first transition, and the other * transitions will be started just after this transition ends: * * @skip transit_add * @until transit_go * * The code displayed until now has nothing different from what you have * already seen in @ref transit_example_01_explained, but now comes the new * part: instead of creating a second transition that will start later using * a timer, we create the it normally, and use * elm_transit_chain_transit_add() instead of elm_transit_go. Since we are * adding it in a chain after the first transition, it will start as soon as * the first transition ends: * * @skip transit_add * @until transit_chain_transit_add * * Finally we add the 2 other transitions to the chain, and run our program. * It will make one transition start after the other finish, and there is the * transition chain. */ /** * @page general_functions_example_page General (top-level) functions example * @dontinclude general_funcs_example.c * * As told in their documentation blocks, the * elm_app_compile_*_dir_set() family of functions have to be called * before elm_app_info_set(): * @skip tell elm about * @until elm_app_info_set * * We are here setting the fallback paths to the compiling time target * paths, naturally. If you're building the example out of the * project's build system, we're assuming they are the canonical ones. * * After the program starts, elm_app_info_set() will actually run and * then you'll see a problem: Elementary does the prefix lookup @b * twice. This is so because of the quicklaunch infrastructure in * Elementary (@ref Start), which will register a predefined prefix * for possible users of the launch schema. We're not hooking into a * quick launch, so this first call can't be avoided. * * If you ran this example from your "bindir" installation * directory, no output will emerge from these both attempts -- it * will find the "magic" file there registered and set the prefixes * silently. Otherwise, you could get something like: @verbatim WARNING: Could not determine its installed prefix for 'ELM' so am falling back on the compiled in default: usr implied by the following: bindir = usr/lib libdir = usr/lib datadir = usr/share/elementary localedir = usr/share/locale Try setting the following environment variables: ELM_PREFIX - points to the base prefix of install or the next 4 variables ELM_BIN_DIR - provide a specific binary directory ELM_LIB_DIR - provide a specific library directory ELM_DATA_DIR - provide a specific data directory ELM_LOCALE_DIR - provide a specific locale directory @endverbatim * if you also didn't change those environment variables (remember * they are also a valid way of communicating your prefix to the * binary) - this is the scenario where it fallbacks to the paths set * for compile time. * * Then, you can check the prefixes set on the standard output: * @skip prefix was set to * @until locale directory is * * In the fragment * @skip by using this policy * @until elm_win_autodel_set * we demonstrate the use of Elementary policies. The policy defining * under which circumstances our application should quit automatically * is set to when its last window is closed (this one has just one * window, though). This will save us from having to set a callback * ourselves on the window, like done in @ref bg_example_01_c "this" * example. Note that we need to tell the window to delete itself's * object on a request to destroy the canvas coming, with * elm_win_autodel_set(). * * What follows is some boilerplate code, creating a frame with a @b * button, our object of interest, and, below, widgets to change the * button's behavior and exemplify the group of functions in question. * * @dontinclude general_funcs_example.c * We enabled the focus highlight object for this window, so that you * can keep track of the current focused object better: * @skip elm_win_focus_highlight_enabled_set * @until evas_object_show * Use the tab key to navigate through the focus chain. * * @dontinclude general_funcs_example.c * While creating the button, we exemplify how to use Elementary's * finger size information to scale our UI: * @skip fprintf(stdout, "Elementary * @until evas_object_show * * @dontinclude general_funcs_example.c * The first checkbox's callback is: * @skip static void * @until } * When unsetting the checkbox, we disable the button, which will get a new * decoration (greyed out) and stop receiving events. The focus chain * will also ignore it. * * Following, there are 2 more buttons whose actions are focus/unfocus * the top button, respectively: * @skip focus callback * @until } * and * @skip unfocus callback * @until } * Note the situations in which they won't take effect: * - the button is not allowed to get focus or * - the button is disabled * * The first restriction above you'll get by a second checkbox, whose * callback is: * @skip focus allow callback * @until } * Note that the button will still get mouse events, though. * * Next, there's a slider controlling the button's scale: * @skip scaling callback * @until } * * Experiment with it, so you understand the effect better. If you * change its value, it will mess with the button's original size, * naturally. * * The full code for this example can be found * @ref general_functions_example_c "here". */ /** * @page theme_example_01 Theme - Using extensions * * @dontinclude theme_example_01.c * * Using extensions is extremely easy, discarding the part where you have to * write the theme for them. * * In the following example we'll be creating two buttons, one to load or * unload our extension theme and one to cycle around three possible styles, * one of which we created. * * After including our one and only header we'll jump to the callback for * the buttons. First one takes care of loading or unloading our extension * file, relative to the default theme set (thus the @c NULL in the * functions first parameter). * @skipline Elementary.h * @skip static void * @until } * @until } * @until } * * The second button, as we said before, will just switch around different * styles. In this case we have three of them. The first one is our custom * style, named after something very unlikely to find in the default theme. * The other two styles are the standard and one more, anchor, which exists * in the default and is similar to the default, except the button vanishes * when the mouse is not over it. * @skip static void * @until } * @until } * * So what happens if the style switches to our custom one when the * extension is loaded? Elementary falls back to the default for the * widget. * * And the main function, simply enough, will create the window, set the * buttons and their callbacks, and just to begin with our button styled * we're also loading our extension at the beginning. * @skip int * @until ELM_MAIN * * In this case we wanted to easily remove extensions, but all adding an * extension does is tell Elementary where else it should look for themes * when it can't find them in the default theme. Another way to do this * is to set the theme search order using elm_theme_set(), but this requires * that the developer is careful not to override any user configuration. * That can be helped by adding our theme to the end of whatever is already * set, like in the following snippet. * @code * char buf[4096]; * snprintf(buf, sizeof(buf), "%s:./theme_example.edj", elme_theme_get(NULL); * elm_theme_set(NULL, buf); * @endcode * * If we were using overlays instead of extensions, the same thing applies, * but the custom theme must be added to the front of the search path. * * In the end, we should be looking at something like this: * * @image html screenshots/theme_example_01.png * @image latex screenshots/theme_example_01.eps width=\textwidth * * That's all. Boringly simple, and the full code in one piece can be found * @ref theme_example_01.c "here". * * And the code for our extension is @ref theme_example.edc "here". * * @example theme_example_01.c * @example theme_example.edc */ /** * @page theme_example_02 Theme - Using overlays * * @dontinclude theme_example_02.c * * Overlays are like extensions in that you tell Elementary that some other * theme contains the styles you need for your program. The difference is that * they will be look in first, so they can override the default style of any * widget. * * There's not much to say about them that hasn't been said in our previous * example about @ref theme_example_01 "extensions", so going quickly through * the code we have a function to load or unload the theme, which will be * called when we click any button. * @skipline Elementary.h * @skip static void * @until } * * And the main function, creating the window and adding some buttons to it. * We load our theme as an overlay and nothing else. Notice there's no style * set for any button there, which means they should be using the default * that we override. * @skip int * @until ELM_MAIN * * That's pretty much it. The full code is @ref theme_example_02.c "here" and * the definition of the theme is the same as before, and can be found in * @ref theme_example.edc "here". * * @example theme_example_02.c */ /** * @page button_example_00 Button - Hello, Button! * * @dontinclude button_example_00.c * * Keeping the tradition, this is a simple "Hello, World" button example. We * will show how to create a button and associate and action to be performed * when you click on it. * * In the end, we'll be presented with something that looks like this: * * @image html screenshots/button_00.png * @image latex screenshots/button_00.eps width=\textwidth * * The full code of the example is @ref button_example_00.c "here" and we * will follow here with a rundown of it. * * * There is only one button on the interface which performs a basic action: * close the application. This behavior is described by on_click() function, * that interrupt the program invoking elm_exit(). * @skip static void * @until } * * * On the main() function, we set the basic characteristics of the user * interface. First we use the Elementary library to create a window and * set its policies (such as close when the user click on the window close * icon). * * @skip elm_win_add * @until elm_policy_set * * In order to turn it visible on the WM (Window Manager), we also have to * associate it to a canvas through Evas library, and set its dimensions. * * @skip evas_object_resize * @until evas_object_show(win) * * Then we create a background associated to the window, define its dimensions, * and turn it visible on the canvas. * @skip elm_bg_add * @until evas_object_show(bg) * * * Finally we use Elementary to create a button and Evas to set its * proprieties. Here we have not only to give the button dimensions, but also * its coordinates and the action to be performed on the click event. * @skip elm_button_add * @until evas_object_show(btn) * * * And we are done. * * @example button_example_00.c */ /** * @page button_example_01 Button - Complete example * * @dontinclude button_example_01.c * * A button is simple, you click on it and something happens. That said, * we'll go through an example to show in detail the button API less * commonly used. * * In the end, we'll be presented with something that looks like this: * * @image html screenshots/button_01.png * @image latex screenshots/button_01.eps width=\textwidth * * The full code of the example is @ref button_example_01.c "here" and we * will follow here with a rundown of it. * * @skip Elementary.h * @until Elementary.h * @skip struct * @until App_Data * * We have several buttons to set different times for the autorepeat timeouts * of the buttons that use it and a few more that we keep track of in our * data struct. The mid button doesn't do much, just moves around according * to what other buttons the user presses. Then four more buttons to move the * central one, and we're also keeping track of the icon set in the middle * button, since when this one moves, we change the icon, and when movement * is finished (by releasing one of the four arrow buttons), we set back the * normal icon. * @skip static void * @until } * * Keeping any of those four buttons pressed will trigger their autorepeat * callback, where we move the button doing some size hint magic. To * understand how that works better, refer to the @ref Elm_Box documentation. * Also, the first time the function is called, we change the icon in the * middle button, using elm_object_content_unset() first to keep the reference * to the previous one, so we don't need to recreate it when we are done * moving it. * @skip static void * @until } * @until size_hint_align_set * @until } * * One more callback for the option buttons, that just sets the timeouts for * the different autorepeat options. * * @skip static void * @until } * @until } * @until } * * And the main function, which does some setting up of the buttons in boxes * to make things work. Here we'll go through some snippets only. * * For the option buttons, it's just the button with its label and callback. * @skip elm_button_add * @until smart_callback_add * * For the ones that move the central button, we have no labels. There are * icons instead, and the autorepeat option is toggled. * @skip Gap: 1.0 * @skip elm_button_add * @until data.cursors.up * * And just to show the mid button, which doesn't have anything special. * @skip data.cursors.left * @skip elm_button_add * @until data.mid * * And we are done. * * @example button_example_01.c */ /** * @page bubble_01_example_page elm_bubble - Simple use. * @dontinclude bubble_example_01.c * * This example shows a bubble with all fields set(label, info, content and * icon) and the selected corner changing when the bubble is clicked. To be * able use a bubble we need to do some setup and create a window, for this * example we are going to ignore that part of the code since it isn't * relevant to the bubble. * * To have the selected corner change in a clockwise motion we are going to * use the following callback: * @skip static * @until } * @until } * * Here we are creating an elm_label that is going to be used as the content * for our bubble: * @skipline elm_label * @until show * @note You could use any evas_object for this, we are using an elm_label * for simplicity. * * Despite it's name the bubble's icon doesn't have to be an icon, it can be * any evas_object. For this example we are going to make the icon a simple * blue rectangle: * @until show * * And finally we have the actual bubble creation and the setting of it's * label, info and content: * @until content * @skipline show * @note Because we didn't set a corner, the default("top_left") will be * used. * * Now that we have our bubble all that is left is connecting the "clicked" * signals to our callback: * @line smart_callback * * This last bubble we created was very complete, so it's pertinent to show * that most of that stuff is optional a bubble can be created with nothing * but content: * @until content * @skipline show * * Our example will look like this: * * @image html screenshots/bubble_example_01.png * @image latex screenshots/bubble_example_01.eps width=\textwidth * * See the full source code @ref bubble_example_01.c here. * @example bubble_example_01.c */ /** * @page box_example_01 Box - Basic API * * @dontinclude button_example_01.c * * As a special guest tonight, we have the @ref button_example_01 "simple * button example". There are plenty of boxes in it, and to make the cursor * buttons that moved a central one around when pressed, we had to use a * variety of values for their hints. * * To start, let's take a look at the handling of the central button when * we were moving it around. To achieve this effect without falling back to * a complete manual positioning of the @c Evas_Object in our canvas, we just * put it in a box and played with its alignment within it, as seen in the * following snippet of the callback for the pressed buttons. * @skip evas_object_size_hint_align_get * @until evas_object_size_hint_align_set * * Not much to it. We get the current alignment of the object and change it * by just a little, depending on which button was pressed, then set it * again, making sure we stay within the 0.0-1.0 range so the button moves * inside the space it has, instead of disappearing under the other objects. * * But as useful as an example as that may have been, the usual case with boxes * is to set everything at the moment they are created, like we did for * everything else in our main function. * * The entire layout of our program is made with boxes. We have one set as the * resize object for the window, which means it will always be resized with * the window. The weight hints set to @c EVAS_HINT_EXPAND will tell the * window that the box can grow past it's minimum size, which allows resizing * of it. * @skip elm_main * @skip elm_box_add * @until evas_object_show * * Two more boxes, set to horizontal, hold the buttons to change the autorepeat * configuration used by the buttons. We create each to take over all the * available space horizontally, but we don't want them to grow vertically, * so we keep that axis of the weight with 0.0. Then it gets packed in the * main box. * @skip box2 * @until evas_object_show * * The buttons in each of those boxes have nothing special, they are just packed * in with their default values and the box will use their minimum size, as set * by Elementary itself based on the label, icon, finger size and theme. * * But the buttons used to move the central one have a special disposition. * The top one first, is placed right into the main box like our other smaller * boxes. Set to expand horizontally and not vertically, and in this case we * also tell it to fill that space, so it gets resized to take the entire * width of the window. * @skip Gap: 1.0 * @skip elm_button_add * @until evas_object_show * * The bottom one will be the same, but for the other two we need to use a * second box set to take as much space as we have, so we can place our side * buttons in place and have the big empty space where the central button will * move. * @skip elm_box_add * @until evas_object_show * * Then the buttons will have their hints inverted to the other top and bottom * ones, to expand and fill vertically and keep their minimum size horizontally. * @skip elm_button_add * @until evas_object_show * * The central button takes every thing else. It will ask to be expanded in * both directions, but without filling its cell. Changing its alignment by * pressing the buttons will make it move around. * @skip elm_button_add * @until evas_object_show * * To end, the rightmost button is packed in the smaller box after the central * one, and back to the main box we have the bottom button at the end. */ /** * @page box_example_02 Box - Layout transitions * * @dontinclude box_example_02.c * * Setting a customized layout for a box is simple once you have the layout * function, which is just like the layout function for @c Evas_Box. The new * and fancier thing we can do with Elementary is animate the transition from * one layout to the next. We'll see now how to do that through a simple * example, while also taking a look at some of the API that was left * untouched in our @ref box_example_01 "previous example". * * @image html screenshots/box_example_02.png * @image latex screenshots/box_example_02.eps width=\textwidth * * @skipline Elementary.h * * Our application data consists of a list of layout functions, given by * @c transitions. We'll be animating through them throughout the entire run. * The box with the stuff to move around and the last layout that was set to * make things easier in the code. * @skip typedef * @until Transitions_Data * * The box starts with three buttons, clicking on any of them will take it * out of the box without deleting the object. There are also two more buttons * outside, one to add an object to the box and the other to clear it. * This is all to show how you can interact with the items in the box, add * things and even remove them, while the transitions occur. * * One of the callback we'll be using creates a new button, asks the box for * the list of its children and if it's not empty, we add the new object after * the first one, otherwise just place at the end as it will not make any * difference. * @skip static void * @until } * @until } * * The clear button is even simpler. Everything in the box will be deleted, * leaving it empty and ready to fill it up with more stuff. * @skip static void * @until } * * And a little function to remove buttons from the box without deleting them. * This one is set for the @c clicked callback of the original buttons, * unpacking them when clicked and placing it somewhere in the screen where * they will not disturb. Once we do this, the box no longer has any control * of it, so it will be left untouched until the program ends. * @skip static void * @until } * * If we wanted, we could just call @c evas_object_del() on the object to * destroy it. In this case, no unpack is really necessary, as the box would * be notified of a child being deleted and adjust its calculations accordingly. * * The core of the program is the following function. It takes whatever * function is first on our list of layouts and together with the * @c last_layout, it creates an ::Elm_Box_Transition to use with * elm_box_layout_transition(). In here, we tell it to start from whatever * layout we last set, end with the one that was at the top of the list and * when everything is finished, call us back so we can create another * transition. Finally, move the new layout to the end of the list so we * can continue running through them until the program ends. * @skip static void * @until } * * The main function doesn't have anything special. Creation of box, initial * buttons and some callback setting. The only part worth mentioning is the * initialization of our application data. * @skip tdata.box * @until evas_object_box_layout_stack * * We have a simple static variable, set the box, the first layout we are * using as last and create the list with the different functions to go * through. * * And in the end, we set the first layout and call the same function we went * through before to start the run of transitions. * @until _test_box_transition_change * * For the full code, follow @ref box_example_02.c "here". * * @example box_example_02.c */ /** * @page calendar_example_01 Calendar - Simple creation. * @dontinclude calendar_example_01.c * * As a first example, let's just display a calendar in our window, * explaining all steps required to do so. * * First you should declare objects we intend to use: * @skipline Evas_Object * * Then a window is created, a title is set and its set to be autodeleted. * More details can be found on windows examples: * @until elm_win_autodel * * Next a simple background is placed on our windows. More details on * @ref bg_01_example_page : * @until evas_object_show(bg) * * Now, the exciting part, let's add the calendar with elm_calendar_add(), * passing our window object as parent. * @until evas_object_show(cal); * * To conclude our example, we should show the window and run elm mainloop: * @until ELM_MAIN * * Our example will look like this: * * @image html screenshots/calendar_example_01.png * @image latex screenshots/calendar_example_01.eps width=\textwidth * * See the full source code @ref calendar_example_01.c here. * @example calendar_example_01.c */ /** * @page calendar_example_02 Calendar - Layout strings formatting. * @dontinclude calendar_example_02.c * * In this simple example, we'll explain how to format the label displaying * month and year, and also set weekday names. * * To format month and year label, we need to create a callback function * to create a string given the selected time, declared under a * struct tm . * * struct tm , declared on @c time.h, is a structure composed by * nine integers: * @li tm_sec seconds [0,59] * @li tm_min minutes [0,59] * @li tm_hour hour [0,23] * @li tm_mday day of month [1,31] * @li tm_mon month of year [0,11] * @li tm_year years since 1900 * @li tm_wday day of week [0,6] (Sunday = 0) * @li tm_yday day of year [0,365] * @li tm_isdst daylight savings flag * @note glib version has 2 additional fields. * * For our function, only stuff that matters are tm_mon and tm_year. * But we don't need to access it directly, since there are nice functions * to format date and time, as @c strftime. * We will get abbreviated month (%b) and year (%y) (check strftime manpage * for more) in our example: * @skipline static char * @until } * * We need to alloc the string to be returned, and calendar widget will * free it when it's not needed, what is done by @c strdup. * So let's register our callback to calendar object: * @skipline elm_calendar_format_function_set * * To set weekday names, we should declare them as an array of strings: * @dontinclude calendar_example_02.c * @skipline weekdays[] * @until } * * And finally set them to calendar: * @skipline weekdays_names_set * * Our example will look like this: * * @image html screenshots/calendar_example_02.png * @image latex screenshots/calendar_example_02.eps width=\textwidth * * See the full source code @ref calendar_example_02.c here. * @example calendar_example_02.c */ /** * @page calendar_example_03 Calendar - Years restrictions. * @dontinclude calendar_example_03.c * * This example explains how to set max and min year to be displayed * by a calendar object. This means that user won't be able to * see or select a date before and after selected years. * By default, limits are 1902 and maximum value will depends * on platform architecture (year 2037 for 32 bits); You can * read more about time functions on @c ctime manpage. * * Straigh to the point, to set it is enough to call * elm_calendar_min_max_year_set(). First value is minimum year, second * is maximum. If first value is negative, it won't apply limit for min * year, if the second one is negative, won't apply for max year. * Setting both to negative value will clear limits (default state): * @skipline elm_calendar_min_max_year_set * * Our example will look like this: * * @image html screenshots/calendar_example_03.png * @image latex screenshots/calendar_example_03.eps width=\textwidth * * See the full source code @ref calendar_example_03.c here. * @example calendar_example_03.c */ /** * @page calendar_example_04 Calendar - Days selection. * @dontinclude calendar_example_04.c * * It's possible to disable date selection and to select a date * from your program, and that's what we'll see on this example. * * If isn't required that users could select a day on calendar, * only interacting going through months, disabling days selection * could be a good idea to avoid confusion. For that: * @skipline elm_calendar_select_mode_set * * Also, regarding days selection, you could be interested to set a * date to be highlighted on calendar from your code, maybe when * a specific event happens, or after calendar creation. As @c time output is * in seconds, we define the number of seconds contained within a day as a * constant: * @dontinclude calendar_example_04.c * @skipline SECS_DAY * * Now let's select two days from current day: * @skipline time(NULL) * @until elm_calendar_selected_time_set * * Our example will look like this: * * @image html screenshots/calendar_example_04.png * @image latex screenshots/calendar_example_04.eps width=\textwidth * * See the full source code @ref calendar_example_04.c here. * @example calendar_example_04.c */ /** * @page calendar_example_05 Calendar - Signal callback and getters. * @dontinclude calendar_example_05.c * * Most of setters explained on previous examples have associated getters. * That's the subject of this example. We'll add a callback to display * all calendar information every time user interacts with the calendar. * * Let's check our callback function: * @skipline static void * @until double interval; * * To get selected day, we need to call elm_calendar_selected_time_get(), * but to assure nothing wrong happened, we must check for function return. * It'll return @c EINA_FALSE if fail. Otherwise we can use time set to * our structure @p stime. * @skipline elm_calendar_selected_time_get * @until return * * Next we'll get information from calendar and place on declared vars: * @skipline interval * @until elm_calendar_weekdays_names_get * * The only tricky part is that last line gets an array of strings * (char arrays), one for each weekday. * * Then we can simple print that to stdin: * @skipline printf * @until } * * struct tm is declared on @c time.h. You can check @c ctime * manpage to read about it. * * To register this callback, that will be called every time user selects * a day or goes to next or previous month, just add a callback for signal * @b changed. * @skipline evas_object_smart_callback_add * * Our example will look like this: * * @image html screenshots/calendar_example_05.png * @image latex screenshots/calendar_example_05.eps width=\textwidth * * See the full source code @ref calendar_example_05.c here. * @example calendar_example_05.c */ /** * @page calendar_example_06 Calendar - Calendar marks. * @dontinclude calendar_example_06.c * * On this example marks management will be explained. Functions * elm_calendar_mark_add(), elm_calendar_mark_del() and * elm_calendar_marks_clear() will be covered. * * To add a mark, will be required to choose three things: * @li mark style * @li mark date, or start date if it will be repeated * @li mark periodicity * * Style defines the kind of mark will be displayed over marked day, * on calendar. Default theme supports @b holiday and @b checked. * If more is required, is possible to set a new theme to calendar * widget using elm_object_style_set(), and use * the signal that will be used by such marks. * * Date is a struct tm , as defined by @c time.h. More can * be read on @c ctime manpage. * If a date relative from current is required, this struct can be set * as: * @skipline time(NULL) * @until localtime_r * * Or if it's an absolute date, you can just declare the struct like: * @dontinclude calendar_example_06.c * @skipline sunday * @until christmas.tm_mon * * Periodicity is how frequently the mark will be displayed over the * calendar. Can be a unique mark (that don't repeat), or it can repeat * daily, weekly, monthly or annually. It's enumerated by * @c Elm_Calendar_Mark_Repeat_Type. * * So let's add some marks to our calendar. We will add christmas holiday, * set Sundays as holidays, and check current day and day after that. * @dontinclude calendar_example_06.c * @skipline sunday * @until christmas.tm_mon * @skipline current_time * @until ELM_CALENDAR_WEEKLY * * We kept the return of first mark add, because we don't really won't it * to be checked, so let's remove it: * @skipline elm_calendar_mark_del * * After all marks are added and removed, is required to draw them: * @skipline elm_calendar_marks_draw * * Finally, to clear all marks, let's set a callback for our button: * @skipline elm_button_add * @until evas_object_show(bt); * * This callback will receive our calendar object, and should clear it: * @dontinclude calendar_example_06.c * @skipline static * @until } * @note Remember to draw marks after clear the calendar. * * Our example will look like this: * * @image html screenshots/calendar_example_06.png * @image latex screenshots/calendar_example_06.eps width=\textwidth * * See the full source code @ref calendar_example_06.c here. * @example calendar_example_06.c */ /** * @page spinner_example Spinner widget example * * This code places seven Elementary spinner widgets on a window, each of * them exemplifying a part of the widget's API. * * The first of them is the default spinner: * @dontinclude spinner_example.c * @skipline elm_spinner_add * @until evas_object_show * As you see, the defaults for a spinner are: * @li no wrap * @li min value set to 0 * @li max value set to 100 * @li step value set to 1 * @li label format set to "%0.f" * * If another format is required, see the second spinner. It will put a text * before and after the value, and also format value to display two decimals: * @skipline format_set * * The third one will use a customized step, define new minimum and maximum * values and enable wrap, so when value reaches minimum it jumps to maximum, * or jumps to minimum after maximum value is reached. Format is set to display * a decimal: * @skipline elm_spinner_add * @until evas_object_show * * The fourth uses @c vertical style, so instead of left and right arrows, * top and bottom are displayed. Also the change interval is reduced, so * user can change value faster. * @skipline style * @skipline interval * * In the fifth the user won't be allowed to set value directly, i.e., will * be obligate change value only using arrows: * @skipline editable * * The sixth widget will receive a lot of special values, so * instead of reading numeric values, user will see labels for each one. * Also direct edition is disabled, otherwise users would see the numeric * value on edition mode. User will be able to select a month in this widget: * @skipline elm_spinner_add * @until evas_object_show * * Finally the last widget will exemplify how to listen to widget's signals, * changed and delay,changed . First we need to * implement callback functions that will simply print spinner's value: * @dontinclude spinner_example.c * @skip static * @skip } * @skipline static * @until } * @until } * * The first callback function should be called everytime value changes, * the second one only after user stops to increment or decrement. Try * to keep arrows pressed and check the difference. * @skip smart_callback * @skipline smart_callback * @skipline smart_callback * * See the full @ref spinner_example.c "example", whose window should * look like this picture: * * @image html screenshots/spinner_example.png * @image latex screenshots/spinner_example.eps width=\textwidth * * See the full @ref spinner_example.c "source code" for this example. * * @example spinner_example.c */ /** * @page slider_example Slider widget example * * This code places seven Elementary slider widgets on a window, each of * them exemplifying a part of the widget's API. * * The first of them is the default slider: * @dontinclude slider_example.c * @skipline elm_slider_add * @until evas_object_show * * As you see, the defaults for a slider are: * @li horizontal * @li no label * @li no values (on indicator or unit labels) * * Actually it's pretty useless this way. So let's learn how to improve it. * * If some decoration is required, a label can be set, and icon before and * after the bar as well. On the second slider will add a @c home icon * and a @c folder icon at @c end. * @skip elm_object_text_set * @until elm_object_part_content_set(sl, "end", ic) * * If the bar size need to be changed, it can be done with span set function, * that doesn't accounts other widget's parts size. Also the bar can starts * with a not default value (0.0), as we done on third slider: * @skipline value_set * @skipline span_size_set * * So far, users won't be able to see the slider value. If it's required, * it can be displayed in two different areas, units label or above * the indicator. * * Let's place a units label on our widget, and also let's set minimum and * maximum value (uses 0.0 and 1.0 by default): * @skipline unit_format_set * @skipline min_max_set * * If above the indicator is the place to display the value, just set it. * Also, is possible to invert a bar, as you can see: * @skipline indicator_format_set * @skipline inverted_set * * But if you require to use a function a bit more customized to show the value, * is possible to registry a callback function that will be called * to display unit or indicator label. Only the value will be passed to this * function, that should return a string. * In this case, a function to free this string will be required. * * Let's exemplify with indicator label on our sixth slider: * @dontinclude slider_example.c * @skip static * @skip } * @skip static * @skip } * @skip static * @skip } * @skipline static * @until } * @until } * * Setting callback functions: * @skipline indicator_format_function_set * @skipline _indicator_free * * Also, a slider can be displayed vertically: * @dontinclude slider_example.c * @skipline elm_slider_horizontal_set * * Finally the last widget will exemplify how to listen to widget's signals, * changed and delay,changed . First we need to * implement callback functions that will simply print slider's value: * @dontinclude slider_example.c * @skip static * @skip } * @skipline static * @until } * @until } * * The first callback function should be called everytime value changes, * the second one only after user stops to increment or decrement. Try * to keep arrows pressed and check the difference. * @skip smart_callback * @skipline smart_callback * @skipline smart_callback * * See the full @ref slider_example.c "example", whose window should * look like this picture: * * @image html screenshots/slider_example.png * @image latex screenshots/slider_example.eps width=\textwidth * * See the full @ref slider_example.c "source code" for this example. * * @example slider_example.c */ /** * @page panes_example Panes widget example * * This code places two Elementary panes widgets on a window, one of them * displayed vertically and the other horizontally, to exemplify * a part of the widget's API. Also, all the signals emitted by this * widget will be covered. * * Let's start adding a panes to our window: * @dontinclude panes_example.c * @skipline elm_panes_add * @until evas_object_show * * Now we will set a content (a simple button) to the left side of our * panes widget: * @skipline elm_button_add * @until content_left_set * * The content of the right side will be something a bit more elaborated, we'll * place another panes, displayed vertically (it's displayed horizontally * by default): * @skipline elm_panes_add * @until content_right_set * * When populating a panes displayed vertically, remember that left content * will be placed at top, and right content will place at bottom. Next * we will add two buttons to exemplify that: * @skipline elm_button_add * @until content_right_set * * Panes widgets emits 4 different signals, depending on users interaction * with the draggable bar. We'll add a callback function for each of them. * * "clicked" signal : * * Callback function that just print "Clicked" to stdin: * @dontinclude panes_example.c * @skip static void * @skip } * @skip static void * @skip } * @skip static void * @skip } * @skipline static void * @until } * * Also, add callback function to the panes: * @skipline "clicked" * * "press" signal : * * Callback function that just print "Pressed" to stdin: * @dontinclude panes_example.c * @skip static void * @skip } * @skipline static void * @until } * * Also, add callback function to the panes: * @skipline "press" * * Now, let's try to make our callback functions a bit more useful: * * "unpress" signal : * * Suppose we want to know the size proportion of left content after * user drags the bar. We need to listen for @c unpress signal, and * get this size from our panes widget. It's done on the following * function: * @dontinclude panes_example.c * @skip static void * @skip } * @skip static void * @skip } * @skipline static void * @until } * * Adding the callback function to the panes: * @skipline "unpress" * "clicked,double" signal : * * Now, a interesting feature that could be addded to panes widget. * Hide a content when user double click the draggable bar. It's done * using a variable to store size and content left size getter and setter * on the following function: * @dontinclude panes_example.c * @skipline static double * @skip static void * @skip } * @skip static void * @skip } * @skip static void * @skip } * @skipline static void * @until } * @until } * @until } * * Adding the callback function to the panes: * @skipline "clicked,double" * @until panes); * * See the full @ref panes_example.c "example", whose window should * look like this picture: * * @image html screenshots/panes_example.png * @image latex screenshots/panes_example.eps width=\textwidth * * @example panes_example.c */ /** * @page clock_example Clock widget example * * This code places five Elementary clock widgets on a window, each of * them exemplifying a part of the widget's API. * * The first of them is the pristine clock: * @dontinclude clock_example.c * @skip pristine * @until evas_object_show * As you see, the defaults for a clock are: * - military time * - no seconds shown * * For am/pm time, see the second clock: * @dontinclude clock_example.c * @skip am/pm * @until evas_object_show * * The third one will show the seconds digits, which will flip in * synchrony with system time. Note, besides, that the time itself is * @b different from the system's -- it was customly set with * elm_clock_time_set(): * @dontinclude clock_example.c * @skip with seconds * @until evas_object_show * * In both fourth and fifth ones, we turn on the edition * mode. See how you can change each of the sheets on it, and be * sure to try holding the mouse pressed over one of the sheet * arrows. The forth one also starts with a custom time set: * @dontinclude clock_example.c * @skip in edition * @until evas_object_show * * The fifth, besides editable, has only the time @b units editable, * for hours, minutes and seconds. This exemplifies * elm_clock_edit_mode_set(): * @dontinclude clock_example.c * @skip but only * @until evas_object_show * * See the full @ref clock_example.c "example", whose window should * look like this picture: * * @image html screenshots/clock_example.png * @image latex screenshots/clock_example.eps width=\textwidth * * See the full @ref clock_example_c "source code" for this example. * */ /** * @page datetime_example Datetime widget example * * This code places three Elementary Datetime widgets on a window, each of * them exemplifying the widget's different usage. * * The first of them is "only Date display": * @dontinclude datetime_example.c * @skip only DATE * @until evas_object_show * * For "only Time display", see the second datetime: * @dontinclude datetime_example.c * @skip only TIME * @until evas_object_show * * The third one will display datetime shows both Date and Time, corresponding format will be * taken from system @b locale. Note, besides, that the strings are different * for different language settings. * * Datetime format can be programmatically set by using * elm_datetime_format_set(): * @dontinclude datetime_example.c * @skip DATE and TIME * @until evas_object_show * The default format of any locale consists: * - Year Field * - Month Field * - Date Field * - Hour Field(12hr/24hr format) * - Minute Field * - AM/PM (if exists). * * This is how the example program's window looks like with the datetime widget * showing only date, only time and both date & time: * * @image html screenshots/datetime_example.png * @image latex screenshots/datetime_example.eps width=\textwidth * * See the full @ref datetime_example_c "source code" for * this example. * */ /** * @page dayselector_example Dayselector widget example * * This code places two Elementary dayselector widgets on a window, each of * them exemplifying the different widget styles. * * The first of them is the dayselector in default style: * @dontinclude dayselector_example.c * @skip weekdays starting from Sunday * @until evas_object_show * * As you see, the default style displays the weekdays starting from Sunday. * * One can select/unselect a day just by clicking on the day object. * The selection toggles once it is being pressed. * * * For showing weekdays starting from Monday, see the second dayselector: * @dontinclude dayselector_example.c * @skip weekdays starting from Monday * @until evas_object_show * * * The following code exemplifies the selection APIs of Dayselector: * @dontinclude dayselector_example.c * @skip Callback function * @until End of clicked callback * * * See the full @ref dayselector_example.c "example", whose window should * look like this picture: * * @image html screenshots/dayselector_example.png * @image latex screenshots/dayselector_example.eps width=\textwidth * * See the full @ref dayselector_example_c "source code" for this example. * */ /** * @page mapbuf_example Mapbuf Widget Example * * This code places an Elementary mapbuf widget on a window, * to exemplify part of the widget's API. * * First we'll add an window with a background and a vertical box to * pack our interface elements: * @dontinclude mapbuf_example.c * @skipline win_add * @until show(bx) * * Next we'll simply add the mapbuf widget to the box: * @skipline mapbuf_add * @until pack_end * * But mapbuf is a container widget, it won't do anything alone. So let's * create a table full of icons. For that we'll loop to fill each line of each * column. See @ref tutorial_table_01 "tutorial_table_01" * if you don't know how to use tables: * @skipline table_add * @until } * @until } * * Finally, setting mapbuf content: * @skipline content_set * @skipline show * * Also, would be good a horizontal box with some controls to change mapbuf * behavior: * @skipline box_add * @until show * * By default map is disabled. So just setting content isn't enough. * Alpha and smooth settings will be applied when map is enabled. * So we'll add a check for that. Everytime the map properties * are changed, map will need to be enabled again. So if you * want to play a bit with our example, remember to always enable * map again after concluding your changes. * @skipline check_add * @until show * * We have added a callback function to this check, so it will enable * or disable map: * @dontinclude mapbuf_example.c * @skip static * @skip } * @skipline static * @until } * * Let's add check boxes for alpha blending and smooth rendering: * @skipline check_add * @until show * @until show * * By default, mapbuf would enable alpha blending and smooth rendering, * so we need to check boxes to be consistent with its behavior. * * Callback functions look like the one added to the check. This way we * could enable or disable the both properties: * @dontinclude mapbuf_example.c * @skip static * @skip } * @skip static * @skip } * @skipline static * @until } * @until } * * You'll see that disabling alpha blending will set a black rectangle below * the icons. That's the reason you only should enable that when you're sure * the mapbuf content is 100% solid. * * See @ref mapbuf_example.c "mapbuf_example.c", whose window should * look like this picture: * * @image html screenshots/mapbuf_example.png * @image latex screenshots/mapbuf_example.eps width=\textwidth * * @example mapbuf_example.c */ /** * @page map_example_01 Map Example - Creation and Zoom * * This code places an Elementary map widget on a window, * to exemplify part of the widget's API. * * Let's start adding a map to our window: * @dontinclude map_example_01.c * @skipline elm_map_add * @until evas_object_show * * It's enough to display a world map inside our window. But usually you'll * need to let user interact with the map. We need to place some buttons, * so the user could control the map. It's done on the following code. * If you don't know about boxes, or buttons, check their examples, * @ref box_example_01 "Box Example 1" and * @ref button_example_01 "Button Example 1". * @skipline elm_box_add * @until _bt_zoom_fill * * We are adding callback functions that will be called when the user clicks * over these buttons. Let's study such functions, starting from the function * that will zoom in the map: * @dontinclude map_example_01.c * @skipline static void * @until } * * First thing done is assure zoom mode is set to manual. It's the default * mode, but the other buttons will change this, so before setting a new * zoom value, we need to change the zoom mode. * * Then, we get the current zoom value, increment that, and set the new * value to the map. If it's bigger than max zoom value allowed, it will * remain on the maximum allowed, nothing bad will happen. This way we * don't need to check first if it won't be bigger than max. * * Zoom out function is basically the same thing, but zoom will be decremented * instead of incremented: * @skipline static void * @until } * * The "X" button, when pressed, will call a function that will * zoom the map until it fits * inside the scroll frame with no pixels outside this area: * @skipline static void * @until } * * And the "#" button, will call a function that will zoom until map fills * scroll, ensuring no pixels are left unfilled: * @skipline static void * @until } * * But we can also set map to show something different from default * world map, changing the zoom level and region shown. Let's pick a * wonderful city coordinates, one placed at 43 20 S, 22 90 W . * Since map uses double variables to represent latitude and longitude, * to represent north or east, we should represent it as positive values, * and south or west as negative. Also, the value will be represented as * degree.min. So, for example, our longitude 43 20 S will * be represented * by the value -43.20 . A zoom set to @c 12 should be enough * to show a city. * @skipline region_show * @until zoom_set * * See @ref map_example_01.c "map_example_01.c" for full source, * whose window should * look like this picture: * * @image html screenshots/map_example_01.png * @image latex screenshots/map_example_01.eps width=\textwidth * * @example map_example_01.c */ /** * @page map_example_02 Map Example - Overlay Usage * * This code places an Elementary map widget on a window, * to exemplify part of the widget's API, related to overlays. * * We'll start this example in the same way as * @ref map_example_01 "Map Example 1". Adding a map with buttons to control * zoom, so if you didn't read it yet, just do it now. * @dontinclude map_example_02.c * @skipline elm_map_add * @until zoom_fill * * Overlays can be placed over the map to represent anything we want. Let's * say we want to represent some countries and cities with overlays. * * Before we create city or country overlays, let's create class overlays. * * @skipline elm_map_overlay_class_add * @until elm_map_overlay_icon_set * These lines create a class overlay which represents cities. * This class overlay will be used for grouping city overlays. * Later city overlays in the same class are appended to this class overlay. * if city overlays are near each other, they will be grouped. * * We can set the icon for the class so that the icon will be displayed * when city overlays are grouped. * We can set the zoom required to display the overlays that belongs * to this class, so if the zoom is less than this value, nothing * will be shown. * * Country class can be created in the same way. * @skipline elm_map_overlay_class_add * @until elm_map_overlay_icon_set * * Next we'll create some overlays representing cities and countries. * We set the data for the overlay so that can be used later when * clicked callback is called. * We'll append them into city class to be grouped. * We'll append them in a list, to close up them later. * To create a default overlay, we need to pass the coordinates. * @skipline elm_map_overlay_add * @until eina_list_append * * We subscribe a smart callback "overlay,clicked" to create bubble on * the clicked overlay. * @dontinclude map_example_02.c * @skipline "overlay,clicked" * * Finally, on our @c main function, we ask the map to show all the overlays * with the biggest zoom possible, passing the list of overlays added. * @skipline elm_map_overlays_show * * We have created a specific structure for this example to store the name * of the place and a path to a image file to represent it. * @dontinclude map_example_02.c * @skipline typedef * @until Overlay_Data; * * We'll create instances for each place: * @skipline argentina * @until sky_03 * * To return an icon, all we need to do is to add a elm_icon and return it: * @dontinclude map_example_02.c * @skipline _icon_get( * @until } * * For the content, let's return something more elaborate. We will return * a box with an image representing the place, and the name of this place: * @skipline _box_get( * @until } * * See @ref map_example_02.c "map_example_02.c" for full source, * whose window should * look like this picture: * * @image html screenshots/map_example_02.png * @image latex screenshots/map_example_02.eps width=\textwidth * * @example map_example_02.c */ /** * @page map_example_03 Map Example - Route and Name Usage * * This code places an Elementary map widget on a window, * to exemplify part of the widget's API, related routes and names. * * In this example, we will suppose we need to set a route for the user * from his current point (a gps could provide us this information) * to somewhere else. So we would have coordinates of this * start point, and would like that he enters the address of his * destination in a entry, and we'll trace a route on the map. * * We'll start this example in the same way * @ref map_example_01 "Map Example 1". Adding a map with buttons to control * zoom, so if you didn't read it yet, just do it now. Actually there is * a change, that we're aligning buttons to the top, since we want a * vertical control box this time. * @dontinclude map_example_03.c * @skipline elm_map_add * @until zoom_fill * @until align_set * * Next we set the box to be vertical and change it's size, weight * and alignment, so it will occupy the top of the window, from left * to right: * @skipline horizontal_set * @until align_set * * We'll add an entry with a preliminary address, that I know will * find a coordinate, to exemplify how names work. But you can try * lots of addresses. From city or country names to pubs, or whatever * you want. To try is enough to run the example, type the address and * press "Route" button. This button will call a function that will * get the typed address and find the route. * @skipline entry_add * @until align_set * @until align_set * * The button pass an structure * instance we make for this example, with all the fields we'll need. * @dontinclude map_example_03.c * @skipline _Example_Data * @until example_data; * * Let's initialize it's fields: * @skipline example_data.map * @until example_data.start_lat * * @c map and @c entry are our elementary objects, @c route is set to @c NULL, * since we don't have one yet, and the coordinates of the start point is set * (longitude and latitude). * * Also, let's show this start point at the center of the map, and set a zoom * nice enough to close it: * @skipline region_show * @until zoom_set * * These lines were already explained on @ref map_example_02 "Map Example 2". * * Now we'll see the "Route" button callback function: * @dontinclude map_example_03.c * @skip static void * @skip } * @skipline static void * @until } * * First we get the address string from our entry. Then we use @c name * conversion * util functions, so we could get coordinates for this address. These * functions return an #Elm_Map_Name handle for us. * Function elm_map_name_geo_request() will do this job for us, * but it's an asynchronous function, since it requires this * information from the server. * * That's the reason we need to wait for * "name,loaded" signal. We add a callback function for this: * @dontinclude map_example_03.c * @skipline static void * @until } * * This function will check if a previous route was traced, and if it was, * it will remove it. Next we'll get destination coordinates from our * @c name, and use them to add a new route. * * To trace a route we need to know how the user will go through the path. * Let's suppose he'll be walking, but doesn't like to walk, so we * need to choose the shortest path instead of the route that would * made him spend less time. Coordinates of the point from where he will * start and of the destination point need to be passed as well. * * Finally we'll set a color different from solid red (default), to show * our route. We set it green. * * See @ref map_example_03.c "map_example_03.c" for full source, * whose window should * look like this picture: * * @image html screenshots/map_example_03.png * @image latex screenshots/map_example_03.eps width=\textwidth * * @example map_example_03.c */ /** * @page diskselector_example_01 Diskselector widget example * * This code places 4 Elementary diskselector widgets on a window, each of * them exemplifying a part of the widget's API. * * All of them will have weekdays as items, since we won't focus * on items management on this example. For an example about this subject, * check @ref diskselector_example_02. * * The first of them is a default diskselector. * @dontinclude diskselector_example_01.c * @skipline lbl * @until } * @skipline elm_diskselector_add * @until evas_object_show * * We are just adding the diskselector, so as you can see, defaults for it are: * @li Only 3 items visible each time. * @li Only 3 characters are displayed for labels on side positions. * @li The first added item remains centered, i.e., it's the selected item. * * To add items, we are just appending it on a loop, using function * elm_diskselector_item_append(), that will be better explained on * items management example. * * For a circular diskselector, check the second widget. A circular * diskselector will display first item after last, and last previous to * the first one. So, as you can see, @b Sa will appears on left side * of selected @b Sunday. This property is set with * elm_diskselector_round_enabled_set(). * * Also, we decide to display only 2 character for side labels, instead of 3. * For this we call elm_diskselector_side_text_max_length_set(). As result, * we'll see @b Mo displayed instead of @b Mon, when @b Monday is on a * side position. * * @skipline elm_diskselector_add * @until evas_object_show * * But so far, we are only displaying 3 items at once. If more are wanted, * is enough to call elm_diskselector_display_item_num_set(), as you can * see here: * @skipline elm_diskselector_add * @until elm_diskselector_display_item_num_set * * @note You can't set less than 3 items to be displayed. * * You can get the number of items in the diskselector by calling * elm_diskselector_display_item_num_get(), as you can see here: * @skipline elm_diskselector_display_item_num_get * * Finally, if a bounce effect is required, or you would like to see * scrollbars, it is possible. But, for default theme, diskselector * scrollbars will be invisible anyway. * @skipline elm_diskselector_add * @until evas_object_show * * See the full @ref diskselector_example_01.c "diskselector_example_01.c" * code, whose window should look like this picture: * * @image html screenshots/diskselector_example_01.png * @image latex screenshots/diskselector_example_01.eps width=\textwidth * * @example diskselector_example_01.c */ /** * @page diskselector_example_02 Diskselector - Items management * * This code places an Elementary diskselector widgets on a window, * along with some buttons trigerring actions on it (though its API). * It covers most of diskselector item functions. * * On our @c main function, we are adding a default diskselector with * 3 items. We are only setting their labels (second parameter of function * elm_diskselector_item_append): * @dontinclude diskselector_example_02.c * @skipline elm_diskselector_add * @until Item 2 * * Next we are adding lots of buttons, each one for a callback function * that will realize a task covering part of diskselector items API. * Lets check the first one: * @skipline elm_button_add * @until evas_object_show * * We are labeling the button with a task description with * elm_object_text_set() and setting a callback * function evas_object_smart_callback_add(). * Each callback function will have the signature: * static void _task_cb(void *data, Evas_Object *obj, * void *event_info) with the function name varying for each task. * * Now let's cover all of them. * * Appending an item: * @dontinclude diskselector_example_02.c * @skipline _add_cb * @until } * * All items are included on diskselector after last one. You @b can't * prepend items. * * The first parameter of elm_diskselector_item_append() is the diskselector * object, that we are receiving as data on our callback function. * The second one is a label, the string that will be placed in the center * of our item. As we don't want icons or callback functions, we can * send NULL as third, fourth and fifth parameters. * * Appending an item with icon: * @dontinclude diskselector_example_02.c * @skipline _add_ic_cb * @until } * * If an icon is required, you can pass it as third parameter on our * elm_diskselector_item_append() function. It will be place on the * left side of item's label, that will be shifted to right a bit. * * For more details about how to create icons, look for elm_icon examples. * * Appending an item with callback function for selected: * @dontinclude diskselector_example_02.c * @skipline _sel_cb * @until } * @until } * * To set a callback function that will be called every time an item is * selected, i.e., everytime the diskselector stops with this item in * center position, just pass the function as fourth parameter. * * Appending an item with callback function for selected with data: * @dontinclude diskselector_example_02.c * @skipline _sel_data_cb * @until } * @until } * @until } * @until } * * If the callback function request an extra data, it can be attached to our * item passing a pointer for data as fifth parameter. * Our function _sel_data_cb will receive it as void *data . * * If you want to free this data, or handle that the way you need when the * item is deleted, set a callback function for that, with * elm_object_item_del_cb_set(). * * As you can see we check if @c it is not @c NULL after appending it. * If an error happens, we won't try to set a function for it. * * Deleting an item: * @dontinclude diskselector_example_02.c * @skipline _del_cb(void * @until } * * To delete an item we simple need to call elm_object_item_del() with * a pointer for such item. * * If you need, you can get selected item with * elm_diskselector_selected_item_get(), that will return a pointer for it. * * Unselecting an item: * @dontinclude diskselector_example_02.c * @skipline _unselect_cb * @until } * * To select an item, you should call elm_diskselector_item_selected_set() * passing @c EINA_TRUE, and to unselect it, @c EINA_FALSE. * * If you unselect the selected item, diskselector will automatically select * the first item. * * Printing all items: * @dontinclude diskselector_example_02.c * @skipline _print_cb * @until } * * Clearing the diskselector: * @dontinclude diskselector_example_02.c * @skipline _clear_cb * @until } * * Selecting the first item: * @dontinclude diskselector_example_02.c * @skipline _select_first_cb * @until } * * Selecting the last item: * @dontinclude diskselector_example_02.c * @skipline _select_last_cb * @until } * * Selecting the next item: * @dontinclude diskselector_example_02.c * @skipline _select_next_cb * @until } * * Selecting the previous item: * @dontinclude diskselector_example_02.c * @skipline _select_prev_cb * @until } * * See the full @ref diskselector_example_02.c "diskselector_example_02.c" * code, whose window should look like this picture: * * @image html screenshots/diskselector_example_02.png * @image latex screenshots/diskselector_example_02.eps width=\textwidth * * @example diskselector_example_02.c */ /** * @page list_example_01 List widget example * * This code places a single Elementary list widgets on a window, just * to exemplify the more simple and common use case: a list will be created * and populated with a few items. * * To keep it simple, we won't show how to customize the list, for this check * @ref list_example_02. Also, we won't focus * on items management on this example. For an example about this subject, * check @ref list_example_03. * * To add a list widget. * @dontinclude list_example_01.c * @skipline elm_list_add * * We are just adding the list, so as you can see, defaults for it are: * @li Items are displayed vertically. * @li Only one item can be selected. * @li The list doesn't bounce. * * To add items, we are just appending it on a loop, using function * elm_list_item_append(), that will be better explained on * items management example. * @dontinclude list_example_01.c * @skipline lbl[] * @until }; * @skipline for * @skipline elm_list_item_append * * After we just want to show the list. But first we need to start the widget. * It was done this way to improve widget's performance. So, always remember * that: * @warning Call elm_list_go before showing the object * @skipline elm_list_go * @skipline show * * See the full @ref list_example_01.c "list_example_01.c" * code, whose window should look like this picture: * * @image html screenshots/list_example_01.png * @image latex screenshots/list_example_01.eps width=\textwidth * * @example list_example_01.c */ /** * @page list_example_02 List widget example * * This code places a single Elementary list widgets on a window, * exemplifying a part of the widget's API. * * First, we will just create a simple list, as done on @ref list_example_01 : * @dontinclude list_example_02.c * @skipline lbl * @until } * @skipline elm_list_add * @until elm_list_item_append * * Now, let's customize this list a bit. First we will display items * horizontally: * @skipline horizontal_set * * Then we will choose another list mode. There are four of them, and * the default #Elm_List_Mode is #ELM_LIST_SCROLL. Let's set compress mode: * @skipline mode_set * * To enable multiple items selection, we need to enable it, since only one * selected item is allowed by default: * @skipline elm_list_multi_select_set * * We are not adding items with callback functions here, * since we'll explain it better on @ref list_example_03. But if the callback * need to be called everytime user clicks an item, even if already selected, * it's required to enable this behavior: * @skipline elm_list_select_mode_set * * Finally, if a bounce effect is required, or you would like to see * scrollbars, it is possible. But, for default theme, list * scrollbars will be invisible anyway. * @skipline bounce_set * @until SCROLLER_POLICY_ON * * See the full @ref list_example_02.c "list_example_02.c" * code, whose window should look like this picture: * * @image html screenshots/list_example_02.png * @image latex screenshots/list_example_02.eps width=\textwidth * * @example list_example_02.c */ /** * @page list_example_03 List - Items management * * This code places an Elementary list widgets on a window, * along with some buttons trigerring actions on it (though its API). * It covers most of elm_list_item functions. * * On our @c main function, we are adding a default list with * 3 items. We are only setting their labels (second parameter of function * elm_list_item_append): * @dontinclude list_example_03.c * @skipline elm_list_add * @until Item 2 * * Next we are adding lots of buttons, each one for a callback function * that will realize a task covering part of list items API. * Lets check the first one: * @skipline elm_button_add * @until evas_object_show * * We are labeling the button with a task description with * elm_object_text_set() and setting a callback * function evas_object_smart_callback_add(). * Each callback function will have the signature: * static void _task_cb(void *data, Evas_Object *obj, * void *event_info) with the function name varying for each task. * * Now let's cover all of them. * * Prepending an item: * @dontinclude list_example_03.c * @skipline _prepend_cb * @until } * * The item will be placed on the beginning of the list, * i.e. it will be the first one. * * The first parameter of elm_list_item_prepend() is the list * object, that we are receiving as data on our callback function. * The second one is a label, the string that will be placed in the center * of our item. As we don't want icons or callback functions, we can * send NULL as third, fourth, fifth and sixth parameters. * * Appending an item: * @dontinclude list_example_03.c * @skipline _add_cb * @until } * * Items included with append will be inserted inserted after the last one. * * Appending an item with icon: * @dontinclude list_example_03.c * @skipline _add_ic_cb * @until } * * If an icon is required, you can pass it as third parameter on our * elm_list_item_append() function. It will be place on the * left side of item's label. If an icon is wanted on the right side, * it should be passed as fourth parameter. * * For more details about how to create icons, look for elm_icon examples * @ref tutorial_icon. * * Appending an item with callback function for selected: * @dontinclude list_example_03.c * @skipline _sel_cb * @until } * @until } * * To set a callback function that will be called every time an item is * selected, i.e., everytime the list stops with this item in * center position, just pass the function as fifth parameter. * * Appending an item with callback function for selected with data: * @dontinclude list_example_03.c * @skipline _sel_data_cb * @until } * @until } * @until } * @until } * * If the callback function request an extra data, it can be attached to our * item passing a pointer for data as sixth parameter. * Our function _sel_data_cb will receive it as void *data . * * If you want to free this data, or handle that the way you need when the * item is deleted, set a callback function for that, with * elm_object_item_del_cb_set(). * * As you can see we check if @c it is not @c NULL after appending it. * If an error happens, we won't try to set a function for it. * * Deleting an item: * @dontinclude list_example_03.c * @skipline _del_cb( * @until } * * To delete an item we simple need to call elm_object_item_del() with * a pointer for such item. * * If you need, you can get selected item with * elm_list_selected_item_get(), that will return a pointer for it. * * Unselecting an item: * @dontinclude list_example_03.c * @skipline _unselect_cb * @until } * * To select an item, you should call elm_list_item_selected_set() * passing @c EINA_TRUE, and to unselect it, @c EINA_FALSE. * * Printing all items: * @dontinclude list_example_03.c * @skipline _print_cb * @until } * * Clearing the list: * @dontinclude list_example_03.c * @skipline _clear_cb * @until } * * Selecting the next item: * @dontinclude list_example_03.c * @skipline _select_next_cb * @until } * * Inserting after an item: * @dontinclude list_example_03.c * @skipline _insert_after_cb * @until } * * Selecting the previous item: * @dontinclude list_example_03.c * @skipline _select_prev_cb * @until } * * Inserting before an item: * @dontinclude list_example_03.c * @skipline _insert_before_cb * @until } * * If a separator is required, just set an item as such: * @dontinclude list_example_03.c * @skipline _set_separator_cb * @until } * * Also an item can be disabled, and the user won't be allowed to (un)select it: * @dontinclude list_example_03.c * @skipline _disable_cb * @until } * * See the full @ref list_example_03.c "list_example_03.c" * code, whose window should look like this picture: * * @image html screenshots/list_example_03.png * @image latex screenshots/list_example_03.eps width=\textwidth * * @example list_example_03.c */ /** * @page toolbar_example_01 Toolbar Example - Simple Items * * This code places an Elementary toolbar widget on a window, * to exemplify part of the widget's API. * * Let's start adding a button to our window, that will have its text * modified depending on which item is selected. It's used just to exemplify * how to change a window content from the toolbar. * @dontinclude toolbar_example_01.c * @skipline elm_button_add * @until evas_object_show * * Also, we'll need a toolbar widget, obviously: * @skipline elm_toolbar_add * @until evas_object_show * * When appending an item is possible to set an icon, label, and a callback * function that will receive passed data. * @skipline _item_append * @until Folder * * It's possible to disable items, so the user can't select then. We will * disable the third item: * @skipline _item_append * @until disable * * Our callbacks will just set button's label: * @dontinclude toolbar_example_01.c * @skip static * @skip } * @skipline static * @until } * @until } * @until } * * By default, toolbars would display items homogeneously, so item with * long labels, like the third, will make all of them occupy a lot of space. * To avoid that, we can disable it: * @dontinclude toolbar_example_01.c * @skipline homogeneous * * Another default behavior, is to add an menu item if we have more items * that would fit on toolbar size. To simply enable scroll, without menus, * it's required to change toolbar's shrink mode: * @dontinclude toolbar_example_01.c * @skipline shrink * * See @ref toolbar_example_01.c "toolbar_example_01.c", whose window should * look like this picture: * * @image html screenshots/toolbar_example_01.png * @image latex screenshots/toolbar_example_01.eps width=\textwidth * * @example toolbar_example_01.c */ /** * @page toolbar_example_02 Toolbar Example - Items with States * * This code places an Elementary toolbar widget on a window, * to exemplify part of the widget's API. * * Toolbar widgets has support to items with states. Each state * can have it's own label, icon, and callback function. * * Let's start populating a toolbar with some regular items. * If you don't know how to do that, see * @ref toolbar_example_01 "Toolbar Example 1". * @dontinclude toolbar_example_02.c * @skipline elm_toolbar_add * @until Update * * The only difference here is that we set shrink mode to #ELM_TOOLBAR_SHRINK_HIDE, * that won't display items that doesn't fit to the window. * * Now, let's add an item with states. First, add the item just as any other. * @skipline elm_toolbar_item_append * @until _item_pressed * * After that states can be added to this item: * @skipline state_add * @until Full * @until _item_pressed * * The both states and the item are using the same callback function, * that will cycle between states and unselect the item. Unseleting * is required because it won't call the callback if an user clicks * over an item already selected: * @dontinclude toolbar_example_02.c * @skip static * @skip } * @skipline static * @until } * * On our example, some items are hidden * because we set the window to be small. But if an item should be displayed * anyway, is needed to set its priority to be higher than others. * Any positive value will be enough in our case. Let's force the item * with multiple states to be displayed. * @skipline priority * * See @ref toolbar_example_02.c "toolbar_example_02.c", whose window should * look like this picture: * * @image html screenshots/toolbar_example_02.png * @image latex screenshots/toolbar_example_02.eps width=\textwidth * * @example toolbar_example_02.c */ /** * @page toolbar_example_03 Toolbar Example - Items with Menus * * Toolbar widgets have support to items with menus. This kind * of item will display a menu when selected by the user. * * Let's start populating a toolbar with some regular items, the same * way we started @ref toolbar_example_02 "Toolbar Example 2". * @dontinclude toolbar_example_03.c * @skipline elm_toolbar_add * @until Update * * The only difference is that we'll keep the default shrink mode, that * adds an item with a menu of hidden items. * * So, a important thing to do is to set a parent for toolbar menus, or they * will use the toolbar as parent, and its size will be restricted to that. * @skipline parent_set * * Not only items' menus will respect this parent, but also the own toolbar * menu, used to show hidden items. * * Next, let's add an item set to display a menu: * @skipline elm_toolbar_item_append * @until _menu_set * * Now, to add two options to this item, we can get the menu object and use * it as a regular elm_menu. See @ref tutorial_menu "Menu example" for more * about menu widget. * @skipline _menu_get * @until Full * * See @ref toolbar_example_03.c "toolbar_example_03.c", whose window should * look like this picture: * * @image html screenshots/toolbar_example_03.png * @image latex screenshots/toolbar_example_03.eps width=\textwidth * * @example toolbar_example_03.c */ /** * @page segment_control_example Segment Control Example * * This code places an Elementary segment control widgets on a window, * to exemplify part of the widget's API. * * Let's start adding a segment control to our window: * @dontinclude segment_control_example.c * @skipline elm_segment_control_add * @until evas_object_show * * Now will add an item only with label: * @skipline item_add * * Really simple. To add an item with only an icon, the icon needs to be created * first, them added with this same function: * @skipline icon_add * @until item_add * * If an item with label and icon is required, it can be done as well. In this * case, instead of a label (or icon) centered, the item will display an icon * at left and the label at right: * @skipline icon_add * @until item_add * * But, if you need to add some items that can have or not a label, but * want that all of them looks the same way, with icon at left, just add * an empty string label. It's done on our example to illustrate that: * @skipline icon_add * @until item_add * * So far, all the item were added to the last position of the widget, * but if something different is required, it can be done using another * insertion function. Let's suppose we want to put an item just before * the last item: * @skipline count * @until insert_at * * There are two ways to delete items. Using the item handle, like: * @skipline insert_at * @until del * * Or using item's index: * @skipline insert_at * @until del_at * * To set properties of an item already added to the widget, you just need * to get the item and set icon or label, as the following code shows: * @skipline item_get * @until label_set * * Finally, it's possible to select an item from the code, and also get * the selected item. We will select the item at the center of the widget * and print its position. * @skipline count_get * @until printf * * See the full @ref segment_control_example.c "example", whose window should * look like this picture: * * @image html screenshots/segment_control_example.png * @image latex screenshots/segment_control_example.eps width=\textwidth * * @example segment_control_example.c */ /** * @page flipselector_example Flip selector widget example * * This code places an Elementary flip selector widget on a window, * along with two buttons trigerring actions on it (though its API). * * The selector is being populated with the following items: * @dontinclude flipselector_example.c * @skip lbl[] * @until ; * * Next, we create it, populating it with those items and registering * two (smart) callbacks on it: * @dontinclude flipselector_example.c * @skip fp = elm_flipselector_add * @until object_show * * Those two callbacks will take place whenever one of those smart * events occur, and they will just print something to @c stdout: * @dontinclude flipselector_example.c * @skip underflow callback * @until } * @until } * Flip the sheets on the widget while looking at the items list, in * the source code, and you'll get the idea of those events. * * The two buttons below the flip selector will take the actions * described in their labels: * @dontinclude flipselector_example.c * @skip bt = elm_button_add * @until callback_add(win * * @dontinclude flipselector_example.c * @skip unselect the item * @until } * @until } * * Click on them to exercise those flip selector API calls. To * interact with the other parts of this API, there's a command line * interface, whose help string can be asked for with the 'h' key: * @dontinclude flipselector_example.c * @skip commands * @until ; * * The 'n' and 'p' keys will exemplify elm_flipselector_flip_next() * and elm_flipselector_flip_prev(), respectively. 'f' and 'l' account * for elm_flipselector_first_item_get() and * elm_flipselector_last_item_get(), respectively. Finally, 's' will * issue elm_flipselector_selected_item_get() on our example flip * selector widget. * * See the full @ref flipselector_example.c "example", whose window should * look like this picture: * * @image html screenshots/flipselector_example.png * @image latex screenshots/flipselector_example.eps width=\textwidth * * See the full @ref flipselector_example_c "source code" for this example. * */ /** * @page fileselector_example File selector widget example * * This code places two Elementary file selector widgets on a window. * The one on the left is layouting file system items in a @b list, * while the the other is layouting them in a @b grid. * * The one having the majority of hooks of interest is on the left, * which we create as follows: * @dontinclude fileselector_example.c * @skip first file selector * @until object_show * * Note that we enable custom edition of file/directory selection, via * the text entry it has on its bottom, via * elm_fileselector_is_save_set(). It starts with the list view, which * is the default, and we make it not expandable in place * (elm_fileselector_expandable_set()), so that it replaces its view's * contents with the current directory's entries each time one * navigates to a different folder. For both of file selectors we are * starting to list the contents found in the @c "/tmp" directory * (elm_fileselector_path_set()). * * Note the code setting it to "grid mode" and observe the differences * in the file selector's views, in the example. We also hide the * second file selector's Ok/Cancel buttons -- since it's there just * to show the grid view (and navigation) -- via * elm_fileselector_buttons_ok_cancel_set(). * * The @c "done" event, which triggers the callback below * @dontinclude fileselector_example.c * @skip 'done' cb * @until } * will be called at the time one clicks the "Ok"/"Cancel" buttons of * the file selector (on the left). Note that it will print the path * to the current selection, if any. * * The @c "selected" event, which triggers the callback below * @dontinclude fileselector_example.c * @skip bt = 'selected' cb * @until } * takes place when one selects a file (if the file selector is @b not * under folders-only mode) or when one selects a folder (when in * folders-only mode). Experiment it by selecting different file * system entries. * * What comes next is the code creating the three check boxes and two * buttons below the file selector in the right. They will exercise a * bunch of functions on the file selector's API, for the instance on * the left. Experiment with them, specially the buttons, to get the * difference between elm_fileselector_path_get() and * elm_fileselector_selected_get(). * * Finally, there's the code adding the second file selector, on the * right: * @dontinclude fileselector_example.c * @skip second file selector * @until object_show * * Pay attention to the code setting it to "grid mode" and observe the * differences in the file selector's views, in the example. We also * hide the second file selector's Ok/Cancel buttons -- since it's * there just to show the grid view (and navigation) -- via * elm_fileselector_buttons_ok_cancel_set(). * * See the full @ref fileselector_example.c "example", whose window * should look like this picture: * * @image html screenshots/fileselector_example.png * @image latex screenshots/fileselector_example.eps width=\textwidth * * See the full @ref fileselector_example_c "source code" for this example. * */ /** * @page fileselector_button_example File selector button widget example * * This code places an Elementary file selector button widget on a * window, along with some other checkboxes and a text entry. Those * are there just as knobs on the file selector button's state and to * display information from it. * * Here's how we instantiate it: * @dontinclude fileselector_button_example.c * @skip ic = elm_icon_add * @until evas_object_show * * Note that we set on it both icon and label decorations. It's set to * list the contents of the @c "/tmp" directory, too, with * elm_fileselector_button_path_set(). What follows are checkboxes to * exercise some of its API functions: * @dontinclude fileselector_button_example.c * @skip ck = elm_check_add * @until evas_object_show(en) * * The checkboxes will toggle whether the file selector button's * internal file selector: * - must have an editable text entry for file names (thus, be in * "save dialog mode") * - is to be raised as an "inner window" (note it's the default * behavior) or as a dedicated window * - is to populate its view with folders only * - is to expand its folders, in its view, in place, and not * repainting it entirely just with the contents of a sole * directory. * * The entry labeled @c "Last selection" will exercise the @c * "file,chosen" smart event coming from the file selector button: * @dontinclude fileselector_button_example.c * @skip hook on the * @until toggle inwin * * Whenever you dismiss or acknowledges the file selector, after it's * raised, the @c event_info string will contain the last selection on * it (if any was made). * * This is how the example, just after called, should look like: * * @image html screenshots/fileselector_button_example_00.png * @image latex screenshots/fileselector_button_example_00.eps width=\textwidth * * Click on the file selector button to raise its internal file * selector, which will be contained on an "inner window": * * @image html screenshots/fileselector_button_example_01.png * @image latex screenshots/fileselector_button_example_01.eps width=\textwidth * * Toggle the "inwin mode" switch off and, if you click on the file * selector button again, you'll get @b two windows, the original one * (note the last selection there!) * * @image html screenshots/fileselector_button_example_02.png * @image latex screenshots/fileselector_button_example_02.eps width=\textwidth * * and the file selector's new one * * @image html screenshots/fileselector_button_example_03.png * @image latex screenshots/fileselector_button_example_03.eps width=\textwidth * * Play with the checkboxes to get the behavior changes on the file * selector button. The respective API calls on the widget coming from * those knobs where shown in the code already. * * See the full @ref fileselector_button_example_c "source code" for * this example. * */ /** * @page fileselector_entry_example File selector entry widget example * * This code places an Elementary file selector entry widget on a * window, along with some other checkboxes. Those are there just as * knobs on the file selector entry's state. * * Here's how we instantiate it: * @dontinclude fileselector_entry_example.c * @skip ic = elm_icon_add * @until evas_object_show * * Note that we set on it's button both icon and label * decorations. It's set to exhibit the path of (and list the contents * of, when internal file selector is launched) the @c "/tmp" * directory, also, with elm_fileselector_entry_path_set(). What * follows are checkboxes to exercise some of its API functions: * @dontinclude fileselector_entry_example.c * @skip ck = elm_check_add * @until callback_add(fs_entry * * The checkboxes will toggle whether the file selector entry's * internal file selector: * - must have an editable text entry for file names (thus, be in * "save dialog mode") * - is to be raised as an "inner window" (note it's the default * behavior) or as a dedicated window * - is to populate its view with folders only * - is to expand its folders, in its view, in place, and not * repainting it entirely just with the contents of a sole * directory. * * Observe how the entry's text will match the string coming from the * @c "file,chosen" smart event: * @dontinclude fileselector_entry_example.c * @skip hook on the * @until } * Whenever you dismiss or acknowledges the file selector, after it's * raised, the @c event_info string will contain the last selection on * it (if any was made). * * Try, also, to type in a valid system path and, then, open the file * selector's window: it will start the file browsing there, for you. * * This is how the example, just after called, should look like: * * @image html screenshots/fileselector_entry_example_00.png * @image latex screenshots/fileselector_entry_example_00.eps width=\textwidth * * Click on the file selector entry to raise its internal file * selector, which will be contained on an "inner window": * * @image html screenshots/fileselector_entry_example_01.png * @image latex screenshots/fileselector_entry_example_01.eps width=\textwidth * * Toggle the "inwin mode" switch off and, if you click on the file * selector entry again, you'll get @b two windows, the original one * (note the last selection there!) * * @image html screenshots/fileselector_entry_example_02.png * @image latex screenshots/fileselector_entry_example_02.eps width=\textwidth * * and the file selector's new one * * @image html screenshots/fileselector_entry_example_03.png * @image latex screenshots/fileselector_entry_example_03.eps width=\textwidth * * Play with the checkboxes to get the behavior changes on the file * selector entry. The respective API calls on the widget coming from * those knobs where shown in the code already. * * See the full @ref fileselector_entry_example_c "source code" for * this example. * */ /** * @page layout_example_01 Layout - Content, Table and Box * * This example shows how one can use the @ref Elm_Layout widget to create a * customized distribution of widgets on the screen, controlled by an Edje theme. * The full source code for this example can be found at @ref * layout_example_01_c. * * Our custom layout is defined by a file, @ref layout_example_edc, which is an * Edje theme file. Look for the Edje documentation to understand it. For now, * it's enough to know that we describe some specific parts on this layout * theme: * @li a title text field; * @li a box container; * @li a table container; * @li and a content container. * * Going straight to the code, the following snippet instantiates the layout * widget: * * @dontinclude layout_example_01.c * @skip elm_layout_add * @until evas_object_show(layout) * * As any other widget, we set some properties for the size calculation. But * notice on this piece of code the call to the function elm_layout_file_set(). * Here is where the theme file is loaded, and particularly the specific group * from this theme file. Also notice that the theme file here is referenced as * an .edj, which is a .edc theme file compiled to its binary form. Again, look * for the Edje documentation for more information about theme files. * * Next, we fetch from our theme a data string referenced by the key "title". * This data was defined in the theme, and can be used as parameters which the * program get from the specific theme that it is using. In this case, we store * the title of this window and program in the theme, as a "data" entry, just * for demonstration purposes: * * @until } * * This call elm_layout_data_get() is used to fetch the string based on the key, * and elm_object_part_text_set() will set the part defined in the theme as * "example/title" to contain this string. This key "example/title" has nothing * special. It's just an arbitrary convention that we are using in this example. * Every string in this example referencing a part of this theme will be of the * form "example/". * * Now let's start using our layout to distribute things on the window space. * Since the layout was added as a resize object to the elementary window, it * will always occupy the entire space available for this window. * * The theme already has a title, and it also defines a table element which is * positioned approximately between 50% and 70% of the height of this window, * and has 100% of the width. We create some widgets (two icons, a clock and a * button) and pack them inside the table, in a distribution similar to a HTML * table: * * @until evas_object_show(bt) * * Notice that we just set size hints for every object, and call the function * elm_layout_table_pack(), which does all the work. It will place the elements * in the specified row/column, with row and column span if required, and then * the object's size and position will be controlled by the layout widget. It * will also respect size hints, alignments and weight properties set to these * widgets. The resulting distribution on the screen depends on the table * properties (described in the theme), the size hints set on each widget, and * on the cells of the table that are being used. * * For instance, we add the two icons and the clock on the first, second and * third cells of the first row, and add the button the second row, making it * span for 3 columns (thus having the size of the entire table width). This * will result in a table that has 2 rows and 3 columns. * * Now let's add some widgets to the box area of our layout. This box is around * 20% and 50% of the vertical size of the layout, and 100% of its width. The * theme defines that it will use an "horizontal flow" distribution to its * elements. Unlike the table, a box will distribute elements without knowing * about rows and columns, and the distribution function selected will take care * of putting them in row, column, both, or any other available layout. This is * also described in the Edje documentation. * * This box area is similar to the @ref Elm_Box widget of elementary, with the * difference that its position and properties are controlled by the theme of the * layout. It also contains more than one API to add items to it, since the * items position now is defined in terms of a list of items, not a matrix. * There's the first position (can have items added to it with * elm_layout_box_prepend()), the last position (elm_layout_box_append()), the * nth position (elm_layout_box_insert_at()) and the position right before an * element (elm_layout_box_insert_before()). We use insert_at and prepend * functions to add the first two buttons to this box, and insert_before on the * callback of each button. The callback code will be shown later, but it * basically adds a button just before the clicked button using the * elm_layout_box_insert_before() function. Here's the code for adding the first * 2 buttons: * * @until evas_object_show(item) * @until evas_object_show(item) * * Finally, we have an area in this layout theme, in the bottom part of it, * reserved for adding an specific widget. Differently from the 2 parts * described until now, this one can only receive one widget with the call * elm_object_part_content_set() for the layout. If there was already an item on this specific part, * it will be deleted (one can use elm_object_part_content_unset() in order to remove * it without deleting). An example of removing it without deleting, but * manually deleting this widget just after that, can be seen on the callback * for this button. Actually, the callback defined for this button will clean * the two other parts (deleting all of their elements) and then remove and * delete this button. * * @until _swallow_btn_cb * * Also notice that, for this last added button, we don't have to call * evas_object_show() on it. This is a particularity of the theme for layouts, * that will have total control over the properties like size, position, * visibility and clipping of a widget added with elm_object_part_content_set(). * Again, read the Edje documentation to understand this better. * * Now we just put the code for the different callbacks specified for each kind * of button and make simple comments about them: * * @dontinclude layout_example_01.c * @skip static void * @until evas_object_del(item) * @until } * * The first callback is used for the button in the table, and will just remove * itself from the table with elm_layout_table_unpack(), which remove items * without deleting them, and then calling evas_object_del() on itself. * * The second callback is for buttons added to the box. When clicked, these * buttons will create a new button, and add them to the same box, in the * position just before the clicked button. * * And the last callback is for the button added to the "content" area. It will * clear both the table and the box, passing @c EINA_TRUE to their respective @c * clear parameters, which will imply on the items of these containers being * deleted. * * A screenshot of this example can be seen on: * * @image html screenshots/layout_example_01.png * @image latex screenshots/layout_example_01.eps width=\textwidth * */ /** * @page layout_example_02 Layout - Predefined Layout * * This example shows how one can use the @ref Elm_Layout with a predefined theme * layout to add a back and next button to a simple window. The full source code * for this example can be found at @ref layout_example_02_c. * * After setting up the window and background, we add the layout widget to the * window. But instead of using elm_layout_file_set() to load its theme from a * custom theme file, we can use elm_layout_theme_set() to load one of the * predefined layouts that come with elementary. Particularly on this example, * we load the them of class "layout", group "application" and style * "content-back-next" (since we want the back and next buttons). * * @dontinclude layout_example_02.c * @skip elm_layout_add * @until evas_object_show(layout) * * This default theme contains only a "content" area named * "elm.swallow.content", where we can add any widget (it can be even a * container widget, like a box, frame, list, or even another layout). Since we * just want to show the resulting layout, we add a simple icon to it: * * @until layout_content_set * * This default layout also provides some signals when the next and prev buttons * are clicked. We can register callbacks to them with the * elm_object_signal_callback_add() function: * * @until elm,action,next * * In the @ref layout_example_03 you can see how to send signals to the layout with * elm_object_signal_emit(). * * Now our callback just changes the picture being displayed when one of the * buttons are clicked: * * @dontinclude layout_example_02.c * @skip images * @until standard_set * @until } * * It's possible to see that it gets the name of the image being shown from the * array of image names, going forward on this array when "next" is clicked and * backward when "back" is clicked. * * A screenshot of this example can be seen on: * * @image html screenshots/layout_example_02.png * @image latex screenshots/layout_example_02.eps width=\textwidth */ /** * @page layout_example_03 Layout - Signals and Size Changed * * This example shows how one can send and receive signals to/from the layout, * and what to do when the layout theme has its size changed. The full source * code for this example can be found at @ref layout_example_03_c. * * In this example we will use another group from the same layout theme file * used in @ref layout_example_01. Its instantiation and loading happens in the * following lines: * * @dontinclude layout_example_03.c * @skip elm_layout_add * @until evas_object_show * * This time we register a callback to be called whenever we receive a signal * after the end of the animation that happens in this layout: * * @until signal_callback_add * * We also add a button that will send signals to the layout: * * @until callback_add * * The callback for this button will check what type of signal it should send, * and then emit it. The code for this callback follows: * * @dontinclude layout_example_03.c * @skip static Eina_Bool * @until Enlarge * @until } * @until } * * As we said before, we are receiving a signal whenever the animation started * by the button click ends. This is the callback for that signal: * * @until } * * Notice from this callback that the elm_layout_sizing_eval() function must be * called if we want our widget to update its size after the layout theme having * changed its minimum size. This happens because the animation specified in the * theme increases the size of the content area to a value higher than the * widget size, thus requiring more space. But the elementary layout widget * has no way to know this, thus needing the elm_layout_sizing_eval() to * be called on the layout, informing that this size has changed. * * A screenshot of this example can be seen on: * * @image html screenshots/layout_example_03.png * @image latex screenshots/layout_example_03.eps width=\textwidth */ /** * @page tutorial_hover Hover example * @dontinclude hover_example_01.c * * On this example we are going to have a button that when clicked will show our * hover widget, this hover will have content set on it's left, top, right and * middle positions. In the middle position we are placing a button that when * clicked will hide the hover. We are also going to use a non-default theme * for our hover. We won't explain the functioning of button for that see @ref * Elm_Button. * * We start our example with a couple of callbacks that show and hide the data * they're given(which we'll see later on is the hover widget): * @skip static * @until } * @until } * * In our main function we'll do some initialization and then create 3 * rectangles, one red, one green and one blue to use in our hover. We'll also * create the 2 buttons that will show and hide the hover: * @until show(bt2) * * With all of that squared away we can now get to the heart of the matter, * creating our hover widget, which is easy as pie: * @until hover * * Having created our hover we now need to set the parent and target. Which if * you recall from the function documentations are going to tell the hover which * area it should cover and where it should be centered: * @until bt * * Now we set the theme for our hover. We're using the popout theme which gives * our contents a white background and causes their appearance to be animated: * @until popout * * And finally we set the content for our positions: * @until bt2 * * So far so good? Great 'cause that's all there is too it, what is left now is * just connecting our buttons to the callbacks we defined at the beginning of * the example and run the main loop: * @until ELM_MAIN * * Our example will initially look like this: * * @image html screenshots/hover_example_01.png * @image latex screenshots/hover_example_01.eps width=\textwidth * * And after you click the "Show hover" button it will look like this: * * @image html screenshots/hover_example_01_a.png * @image latex screenshots/hover_example_01_a.eps width=\textwidth * * @example hover_example_01.c */ /** * @page tutorial_flip Flip example * @dontinclude flip_example_01.c * * This example will show a flip with two rectangles on it(one blue, one * green). Our example will allow the user to choose the animation the flip * uses and to interact with it. To allow the user to choose the interaction * mode we use radio buttons, we will however not explain them, if you would * like to know more about radio buttons see @ref Elm_Radio. * * We start our example with the usual setup and then create the 2 rectangles * we will use in our flip: * @until show(rect2) * * The next thing to do is to create our flip and set it's front and back * content: * @until show * * The next thing we do is set the interaction mode(which the user can later * change) to the page animation: * @until PAGE * * Setting a interaction mode however is not sufficient, we also need to * choose which directions we allow interaction from, for this example we * will use all of them: * @until RIGHT * * We are also going to set the hintsize to the entire flip(in all directions) * to make our flip very easy to interact with: * @until RIGHT * * After that we create our radio buttons and start the main loop: * @until ELM_MAIN() * * When the user clicks a radio button a function that changes the * interaction mode and animates the flip is called: * @until } * @note The elm_flip_go() call here serves no purpose other than to * illustrate that it's possible to animate the flip programmatically. * * Our example will look like this: * * @image html screenshots/flip_example_01.png * @image latex screenshots/flip_example_01.eps width=\textwidth * * @note Since this is an animated example the screenshot doesn't do it * justice, it is a good idea to compile it and see the animations. * * @example flip_example_01.c */ /** * @page tutorial_label Label example * @dontinclude label_example_01.c * * In this example we are going to create 6 labels, set some properties on * them and see what changes in appearance those properties cause. * * We start with the setup code that by now you should be familiar with: * @until elm_win_autodel_set * * For our first label we have a moderately long text(that doesn't fit in the * label's width) so we will make it a sliding label. Since the text isn't * too long we don't need the animation to be very long, 3 seconds should * give us a nice speed: * @until show(label * * For our second label we have the same text, but this time we aren't going * to have it slide, we're going to ellipsize it. Because we ask our label * widget to ellipsize the text it will first diminsh the fontsize so that it * can show as much of the text as possible: * @until show(label * * For the third label we are going to ellipsize the text again, however this * time to make sure the fontsize isn't diminshed we will set a line wrap. * The wrap won't actually cause a line break because we set the label to * ellipsize: * @until show(label * * For our fourth label we will set line wrapping but won't set ellipsis, so * that our text will indeed be wrapped instead of ellipsized. For this label * we choose character wrap: * @until show(label * * Just two more, for our fifth label we do the same as for the fourth * except we set the wrap to word: * @until show(label * * And last but not least for our sixth label we set the style to "marker" and * the color to red (the default color is white which would be hard to see on * our white background): * @until show(label * * Our example will look like this: * * @image html screenshots/label_example_01.png * @image latex screenshots/label_example_01.eps width=\textwidth * * @example label_example_01.c */ /** * @page tutorial_image Image example * @dontinclude image_example_01.c * * This example is as simple as possible. An image object will be added to the * window over a white background, and set to be resizable together with the * window. All the options set through the example will affect the behavior of * this image. * * We start with the code for creating a window and its background, and also * add the code to write the path to the image that will be loaded: * * @skip int * @until snprintf * * Now we create the image object, and set that file to be loaded: * * @until } * * We can now go setting our options. * * elm_image_no_scale_set() is used just to set this value to true (we * don't want to scale our image anyway, just resize it). * * elm_image_resizable_set() is used to allow the image to be resized to a size * smaller than the original one, but not to a size bigger than it. * * elm_image_smooth_set() will disable the smooth scaling, so the scale * algorithm used to scale the image to the new object size is going to be * faster, but with a lower quality. * * elm_image_orient_set() is used to flip the image around the (1, 0) (0, 1) * diagonal. * * elm_image_aspect_fixed_set() is used to keep the original aspect * ratio of the image, even when the window is resized to another aspect ratio. * * elm_image_fill_outside_set() is used to ensure that the image will fill the * entire area available to it, even if keeping the aspect ratio. The image * will overflow its width or height (any of them that is necessary) to the * object area, instead of resizing the image down until it can fit entirely in * this area. * * elm_image_editable_set() is used just to cover the API, but won't affect * this example since we are not using any copy & paste property. * * This is the code for setting these options: * * @until editable * * Now some last touches in our object size hints, window and background, to * display this image properly: * * @until ELM_MAIN * * This example will look like this: * * @image html screenshots/image_example_01.png * @image latex screenshots/image_example_01.eps width=\textwidth * * @example image_example_01.c */ /** * @page tutorial_icon Icon example * @dontinclude icon_example_01.c * * This example is as simple as possible. An icon object will be added to the * window over a white background, and set to be resizable together with the * window. All the options set through the example will affect the behavior of * this icon. * * We start with the code for creating a window: * * @skip int * @until elm_win_autodel_set * * Now we create the icon object, and set lookup order of the icon, and choose * the "home" icon: * * @until elm_icon_standard_set * * An interesting thing is that after setting this, it's possible to check where * in the filesystem is the theme used by this icon, and the name of the group * used: * * @until printf * * We can now go setting our options. * * elm_image_no_scale_set() is used just to set this value to true (we * don't want to scale our icon anyway, just resize it). * * elm_image_resizable_set() is used to allow the icon to be resized to a size * smaller than the original one, but not to a size bigger than it. * * elm_image_smooth_set() will disable the smooth scaling, so the scale * algorithm used to scale the icon to the new object size is going to be * faster, but with a lower quality. * * elm_image_fill_outside_set() is used to ensure that the icon will fill the * entire area available to it, even if keeping the aspect ratio. The icon * will overflow its width or height (any of them that is necessary) to the * object area, instead of resizing the icon down until it can fit entirely in * this area. * * This is the code for setting these options: * * @until fill_outside * * However, if you try this example you may notice that this image is not being * affected by all of these options. This happens because the used icon will be * from elementary theme, and thus it has its own set of options like smooth * scaling and fill_outside options. You can change the "home" icon to use some * image (from your system) and see that then those options will be respected. * * Now some last touches in our object size hints, window and background, to * display this icon properly: * * @until ELM_MAIN * * This example will look like this: * * @image html screenshots/icon_example_01.png * @image latex screenshots/icon_example_01.eps width=\textwidth * * @example icon_example_01.c */ /** * @page tutorial_hoversel Hoversel example * @dontinclude hoversel_example_01.c * * In this example we will create a hoversel with 3 items, one with a label but * no icon and two with both a label and an icon. Every item that is clicked * will be deleted, but everytime the hoversel is activated we will also add an * item. In addition our first item will print all items when clicked and our * third item will clear all items in the hoversel. * * We will start with the normal creation of window stuff: * @until show(bg) * * Next we will create a red rectangle to use as the icon of our hoversel: * @until show * * And now we create our hoversel and set some of it's properties. We set @p win * as its parent, ask it to not be horizontal(be vertical) and give it a label * and icon: * @until "icon", rect) * * Next we will add our three items, setting a callback to be called for the * first and third: * @until _rm_items * * We also set a pair of callbacks to be called whenever any item is selected or * when the hoversel is activated: * @until clicked * * And then ask that our hoversel be shown and run the main loop: * @until ELM_MAIN * * We now have the callback for our first item which prints all items in the * hoversel: * @until } * * Next we have the callback for our third item which removes all items from the * hoversel: * @until } * * Next we have the callback that is called whenever an item is clicked and * deletes that item: * @until } * * And the callback that is called when the hoversel is activated and adds an * item to the hoversel. Note that since we allocate memory for the item we need * to know when the item dies so we can free that memory: * @until } * * And finally the callback that frees the memory we allocated for items created * in the @p _add_item callback: * @until } * * Our example will initially look like this: * * @image html screenshots/hoversel_example_01.png * @image latex screenshots/hoversel_example_01.eps width=\textwidth * * And when the hoversel is clicked it will look like this: * * @image html screenshots/hoversel_example_01_a.png * @image latex screenshots/hoversel_example_01_a.eps width=\textwidth * * @example hoversel_example_01.c */ /** * @page conformant_example Conformant Example. * * In this example we'll explain how to create applications to work * with illume, considering space required for virtual keyboards, indicator * and softkeys. * * Illume is a module for Enlightenment that modifies the user interface * to work cleanly and nicely on a mobile device. It has support for * virtual keyboard, among other nice features. * * Let's start creating a very simple window with a vertical box * with multi-line entry between two buttons. * This entry will expand filling all space on window not used by buttons. * * @dontinclude conformant_example_01.c * @skipline elm_main * @until } * * For information about how to create windows, boxes, buttons or entries, * look for documentation for these widgets. * * It will looks fine when you don't need a virtual keyboard, as you * can see on the following image: * * @image html screenshots/conformant_example_01.png * @image latex screenshots/conformant_example_01.eps width=\textwidth * * But if you call a virtual keyboard, the window will resize, changing * widgets size and position. All the content will shrink. * * If you don't want such behaviour, you * will need a conformant to account for space taken up by the indicator, * virtual keyboard and softkey. * * In this case, using the conformant in a proper way, you will have * a window like the following: * * @image html screenshots/conformant_example_02.png * @image latex screenshots/conformant_example_02.eps width=\textwidth * * As you can see, it guess the space that will be required by the keyboard, * indicator and softkey bars. * * So, let's study each step required to transform our initial example on * the second one. * * First of all, we need to set the window as an illume conformant window: * @dontinclude conformant_example_02.c * @skipline elm_win_conformant_set * * Next, we'll add a conformant widget, and set it to resize with the window, * instead of the box. * @skipline conform * @until evas_object_show * * Finally, we'll set the box as conformant's content, just like this: * @skipline elm_object_content_set * * Compare both examples code: * @ref conformant_example_01.c "conformant_example_01.c" * @ref conformant_example_02.c "conformant_example_02.c" * * @example conformant_example_01.c * @example conformant_example_02.c */ /** * @page index_example_01 Index widget example 1 * * This code places an Elementary index widget on a window, which also * has a very long list of arbitrary strings on it. The list is * sorted alphabetically and the index will be used to index the first * items of each set of strings beginning with an alphabet letter. * * Below the list are some buttons, which are there just to exercise * some index widget's API. * * Here's how we instantiate it: * @dontinclude index_example_01.c * @skip elm_list_add * @until evas_object_show(d.index) * where we're showing also the list being created. Note that we issue * elm_win_resize_object_add() on the index, so that it's set to have * the whole window as its container. Then, we have to populate both * list and index widgets: * @dontinclude index_example_01.c * @skip for (i = 0; i < (sizeof(dict) / sizeof(dict[0])); i++) * @until } * @until } * * The strings populating the list come from a file * @dontinclude index_example_01.c * @skip static const char *dict * @until } * * We use the @c curr char variable to hold the last initial letter * seen on that ordered list of strings, so that we're able to have an * index item pointing to each list item starting a new letter * "section". Note that our index item data pointers will be the list * item handles. We are also setting a callback function to index * items deletion events: * @dontinclude index_example_01.c * @skip static void * @until } * * There, we show you that the @c event_info pointer will contain the * item in question's data, i.e., a given list item's pointer. Because * item data is also returned in the @c data argument on * @c Evas_Smart_Cb functions, those two pointers must have the same * values. On this deletion callback, we're deleting the referred list * item too, just to exemplify that anything could be done there. * * Next, we hook to two smart events of the index object: * @dontinclude index_example_01.c * @skip smart_callback_add(d.index * @until _index_selected * @dontinclude index_example_01.c * @skip "delay,changed" hook * @until } * @until } * * Check that, whenever one holds the mouse pressed over a given index * letter for some time, the list beneath it will roll down to the * item pointed to by that index item. When one releases the mouse * button, the second callback takes place. There, we check that the * reported item data, on @c event_info, is the same reported by * elm_index_selected_item_get(), which gives the last selection's * data on the index widget. * * The first of the three buttons that follow will call * elm_index_autohide_disabled_set(), thus showing the index automatically for * you, if it's not already visible, what is checked with * elm_index_autohide_disabled_get(). The second button will exercise @b deletion * of index item objects, by the following code: * @dontinclude index_example_01.c * @skip delete an index item * @until } * * It will get the last index item selected's data and find the * respective index item handle(#Elm_Object_Item) with elm_index_item_find(). * We need the latter to query the indexing letter string from, with * elm_index_item_letter_get(). Next, comes the deletion itself, * which will also trigger the @c _index_item_del callback function, * as said above. * * The third button, finally, will exercise elm_index_item_clear(), * which will delete @b all of the index's items. * * This is how the example program's window looks like with the index * widget hidden: * @image html screenshots/index_example_00.png * @image latex screenshots/index_example_00.eps * * When it's shown, it's like the following figure: * @image html screenshots/index_example_01.png * @image latex screenshots/index_example_01.eps * * See the full @ref index_example_01_c "source code" for * this example. * */ /** * @page index_example_02 Index widget example 2 * * This code places an Elementary index widget on a window, indexing * grid items. The items are placed so that their labels @b don't * follow any order, but the index itself is ordered (through * elm_index_item_sorted_insert()). This is a complement to to @ref * index_example_01 "the first example on indexes". * * Here's the list of item labels to be used on the grid (in that * order): * @dontinclude index_example_02.c * @skip static const char *items * @until }; * * In the interesting part of the code, here, we first instantiate the * grid (more on grids on their examples) and, after creating our * index, for each grid item we also create an index one to reference * it: * @dontinclude index_example_02.c * @skip grid = elm_gengrid_add * @until } * @until smart_callback_add * * The order in which they'll appear in the index, though, is @b * alphabetical, becase of elm_index_item_sorted_insert() usage * together with the comparing function, where we take the letters of * each index item to base our ordering on. The parameters on * @c _index_cmp have to be declared as void pointers because of the * @c Eina_Compare_Cb prototype requisition, but in this case we know * they'll be index item(#Elm_Object_Item)'s: * @dontinclude index_example_02.c * @skip ordering alphabetically * @until } * * The last interesting bit is the callback in the @c "delay,changed" * smart event, which will bring the given grid item to the grid's * visible area: * @dontinclude index_example_02.c * @skip static void * @until } * * Note how the grid will move kind of randomly while you move your * mouse pointer held over the index from top to bottom -- that's * because of the the random order the items have in the grid itself. * * This is how the example program's window looks like: * @image html screenshots/index_example_03.png * @image latex screenshots/index_example_03.eps * * See the full @ref index_example_02.c "source code" for * this example. * */ /** * @page tutorial_ctxpopup Ctxpopup example * @dontinclude ctxpopup_example_01.c * * In this example we have a list with two items, when either item is clicked * a ctxpopup for it will be shown. Our two ctxpopups are quite different, the * one for the first item is a vertical and it's items contain both labels and * icons, the one for the second item is horizontal and it's items have icons * but not labels. * * We will begin examining our example code by looking at the callback we'll use * when items in the ctxpopup are clicked. It's very simple, all it does is * print the label present in the ctxpopup item: * @until } * * Next we examine a function that creates ctxpopup items, it was created to * avoid repeating the same code whenever we needed to add an item to our * ctxpopup. Our function creates an icon from the standard set of icons, and * then creates the item, with the label received as an argument. We also set * the callback to be called when the item is clicked: * @until } * * Finally we have the function that will create the ctxpopup for the first item * in our list. This one is somewhat more complex though, so let's go through it * in parts. First we declare our variable and add the ctxpopup: * @until ctxpopup_add * * Next we create a bunch of items for our ctxpopup, marking two of them as * disabled just so we can see what that will look like: * @until disabled_set * @until disabled_set * * Then we ask evas where the mouse pointer was so that we can have our ctxpopup * appear in the right place, set a maximum size for the ctxpopup, move it and * show it: * @until show * * And last we mark the list item as not selected: * @until } * * Our next function is the callback that will create the ctxpopup for the * second list item, it is very similar to the previous function. A couple of * interesting things to note is that we ask our ctxpopup to be horizontal, and * that we pass NULL as the label for every item: * @until } * * And with all of that in place we can now get to our main function where we * create the window, the list, the list items and run the main loop: * @until ELM_MAIN() * * The example will initially look like this: * * @image html screenshots/ctxpopup_example_01.png * @image latex screenshots/ctxpopup_example_01.eps width=\textwidth * * @note This doesn't show the ctxpopup tough, since it will only appear when * we click one of the list items. * * Here is what our first ctxpopup will look like: * * @image html screenshots/ctxpopup_example_01_a.png * @image latex screenshots/ctxpopup_example_01_a.eps width=\textwidth * * And here the second ctxpopup: * * @image html screenshots/ctxpopup_example_01_b.png * @image latex screenshots/ctxpopup_example_01_b.eps width=\textwidth * * @example ctxpopup_example_01.c */ /** * @page tutorial_separator Separator example * @dontinclude separator_example_01.c * * In this example we are going to pack two rectangles in a box, and have a * separator in the middle. * * So we start we the window, background, box and rectangle creation, all pretty * normal stuff: * @until pack_end * * Once we have our first rectangle in the box we create and add our separator: * @until pack_end * @note Since our box is in horizontal mode it's a good idea to set the * separator to be horizontal too. * * And now we add our second rectangle and run the main loop: * @until ELM_MAIN * * This example will look like this: * * @image html screenshots/separator_example_01.png * @image latex screenshots/separator_example_01.eps width=\textwidth * * @example separator_example_01.c */ /** * @page tutorial_radio Radio example * @dontinclude radio_example_01.c * * In this example we will create 4 radio buttons, three of them in a group and * another one not in the group. We will also have the radios in the group * change the value of a variable directly and have then print it when the value * changes. The fourth button is in the example just to make clear that radios * outside the group don't affect the group. * * We'll start with the usual includes: * @skipline #include * * And move right to declaring a static variable(the one whose value the radios * will change): * @until static * * We now need to have a window and all that good stuff to be able to place our * radios in: * @until show(bx) * * And now we create a radio button, since this is the first button in our group * we set the group to be the radio(so we can set the other radios in the same * group). We also set the state value of this radio to 1 and the value pointer * to @p val, since val is @p 1 this has the additional effect of setting the * radio value to @p 1. For this radio we choose the default home icon: * @until show * * To check that our radio buttons are working we'll add a callback to the * "changed" signal of the radio: * @until smart_callback * * The creation of our second radio button is almost identical, the 2 * differences worth noting are, the value of this radio 2 and that we add this * radio to the group of the first radio: * @until smart_callback * * For our third callback we'll omit the icon and set the value to 3, we'll also * add it to the group of the first radio: * @until smart_callback * * Our fourth callback has a value of 4, no icon and most relevantly is not a * member of the same group as the other radios: * @until show * * We finally run the main loop: * @until ELM_MAIN * * And the last detail in our example is the callback that prints @p val so that * we can see that the radios are indeed changing its value: * @until } * * The example will look like this: * * @image html screenshots/radio_example_01.png * @image latex screenshots/radio_example_01.eps width=\textwidth * * @example radio_example_01.c */ /** * @page tutorial_panel Panel example * @dontinclude panel_example_01.c * * In this example will have 3 panels, one for each possible orientation. Two of * our panels will start out hidden, the third will start out expanded. For each * of the panels we will use a label as the content, it's however possible to * have any widget(including containers) as the content of panels. * * We start by doing some setup, code you should be familiar with from other * examples: * @until show(bx) * * And move right to creating our first panel, for this panel we are going to * choose the orientation as TOP and toggle it(tell it to hide itself): * @until pack_end * * For the second panel we choose the RIGHT orientation and explicitly set the * state as hidden: * @until pack_end * * For our third and last panel we won't set the orientation(which means it will * use the default: LEFT): * @until pack_end * * All that is left is running the main loop: * @until ELM_MAIN * * This example will look like this; * * @image html screenshots/panel_example_01.png * @image latex screenshots/panel_example_01.eps width=\textwidth * @note The buttons with arrow allow the user to hide/show the panels. * * @example panel_example_01.c */ /** * @page gengrid_example Gengrid widget example * * This application is a thorough exercise on the gengrid widget's * API. We place an Elementary gengrid widget on a window, with * various knobs below its viewport, each one acting on it somehow. * * The code's relevant part begins at the grid's creation. After * instantiating it, we set its items sizes, so that we don't end with * items one finger size wide, only. We're setting them to fat, 150 * pixel wide ones, for this example. We give it some size hints, not * to be discussed in this context and, than, we register a callback * on one of its smart events -- the one coming each time an item gets * doubly clicked. There, we just print the item handle's value. * @dontinclude gengrid_example.c * @skip grid = elm_gengrid_add * @until evas_object_sho * @dontinclude gengrid_example.c * @skip item double click callback * @until } * * Before we actually start to deal with the items API, let's show * some things items will be using throughout all the code. The first * of them is a struct to be used as item data, for all of them: * @dontinclude gengrid_example.c * @skip typedef struct * @until Item; * * That path will be used to index an image, to be swallowed into one * of the item's icon spots. The images themselves are distributed * with Elementary: * @dontinclude gengrid_example.c * @skip static const char *imgs * @until ; * * We also have an (unique) gengrid item class we'll be using for * items in the example: * @dontinclude gengrid_example.c * @skip static Elm_Gengrid_Item_Class * @until static Elm_Gengrid_Item_Class * @dontinclude gengrid_example.c * @skip item_style = * @until _grid_del * * As you see, our items will follow the default theme on gengrid * items. For the label fetching code, we return a string composed of * the item's image path: * @dontinclude gengrid_example.c * @skip label fetching callback * @until } * * For item icons, we'll be populating the item default theme's two * icon spots, @c "elm.swallow.icon" and @c "elm.swallow.end". The * former will receive one of the images in our list (in the form of * a @ref bg_02_example_page "background"), while the latter will be * a check widget. Note that we prevent the check to propagate click * events, so that the user can toggle its state without messing with * the respective item's selection in the grid: * @dontinclude gengrid_example.c * @skip icon fetching callback * @until return NULL * @until } * * As the default gengrid item's theme does not have parts * implementing item states, we'll be just returning false for every * item state: * @dontinclude gengrid_example.c * @skip state fetching callback * @until } * * Finally, the deletion callback on gengrid items takes care of * freeing the item's label string and its data struct: * @dontinclude gengrid_example.c * @skip deletion callback * @until } * * Let's move to item insertion/deletion knobs, them. They are four * buttons, above the grid's viewport, namely * - "Append" (to append an item to the grid), * - "Prepend" (to prepend an item to the grid), * - "Insert before" (to insert an item before the selection, on the * grid), * - "Insert after" (to insert an item after the selection, on the * grid), * - "Clear" (to delete all items in the grid), * - "Bring in 1st" (to make the 1st item visible, by scrolling), * - "Show last" (to directly show the last item), * . * which are displaced and declared in that order. We're not dealing * with the buttons' creation code (see @ref button_example_01 * "a button example", for more details on it), but with their @c * "clicked" registered callbacks. For all of them, the grid's handle * is passed as @c data. The ones creating new items use a common * code, which just gives a new @c Example_Item struct, with @c path * filled with a random image in our images list: * @dontinclude gengrid_example.c * @skip new item with random path * @until } * * Moreover, that ones will set a common function to be issued on the * selection of the items. There, we print the item handle's value, * along with the callback function data. The latter will be @c NULL, * always, because it's what we pass when adding all icons. By using * elm_object_item_data_get(), we can have the item data back and, * with that, we're priting the item's path string. Finally, we * exemplify elm_gengrid_item_pos_get(), printing the item's position * in the grid: * @dontinclude gengrid_example.c * @skip item selection callback * @until } * * The appending button will exercise elm_gengrid_item_append(), simply: * @dontinclude gengrid_example.c * @skip append an item * @until } * * The prepending, naturally, is analogous, but exercising * elm_gengrid_item_prepend(), on its turn. The "Insert before" one * will expect an item to be selected in the grid, so that it will * insert a new item just before it: * @dontinclude gengrid_example.c * @skip "insert before" callback * @until } * * The "Insert after" is analogous, just using * elm_gengrid_item_insert_after(), instead. The "Clear" button will, * as expected, just issue elm_gengrid_clear(): * @dontinclude gengrid_example.c * @skip delete items * @until } * * The "Bring in 1st" button is there exercise two gengrid functions * -- elm_gengrid_first_item_get() and elm_gengrid_item_bring_in(). * With the former, we get a handle to the first item and, with the * latter, you'll see that the widget animatedly scrolls its view * until we can see that item: * @dontinclude gengrid_example.c * @skip bring in 1st item * @until } * * The "Show last", in its turn, will use elm_gengrid_last_item_get() * and elm_gengrid_item_show(). The latter differs from * elm_gengrid_item_bring_in() in that it immediately replaces the * contents of the grid's viewport with the region containing the item * in question: * @dontinclude gengrid_example.c * @skip show last item * @until } * * To change the grid's cell (items) size, we've placed a spinner, * which has the following @c "changed" smart callback: * @dontinclude gengrid_example.c * @skip change items' size * @until } * * Experiment with it and see how the items are affected. The "Disable * item" button will, as the name says, disable the currently selected * item: * @dontinclude gengrid_example.c * @skip disable selected item * @until } * Note that we also make use of elm_gengrid_item_selected_set(), * there, thus making the item unselected before we actually disable * it. * * To toggle between horizontal and vertical layouting modes on the * grid, use the "Horizontal mode" check, which will call the * respective API function on the grid: * @dontinclude gengrid_example.c * @skip change layouting mode * @until } * * If you toggle the check right after that one, "Always select", * you'll notice all subsequent clicks on the @b same grid item will * still issue the selection callback on it, what is different from * when it's not checked. This is the * elm_gengrid_select_mode_set() behavior: * @dontinclude gengrid_example.c * @skip "always select" callback * @until } * * One more check follows, "Bouncing", which will turn on/off the * bouncing animations on the grid, when one scrolls past its * borders. Experiment with scrolling the grid to get the idea, having * it turned on and off: * @dontinclude gengrid_example.c * @skip "bouncing mode" callback * @until } * * The next two checks will affect items selection on the grid. The * first, "Multi-selection", will make it possible to select more the * one item on the grid. Because it wouldn't make sense to fetch for * an unique selected item on this case, we also disable two of the * buttons, which insert items relatively, if multi-selection is on: * @dontinclude gengrid_example.c * @skip multi-selection callback * @until } * * Note that we also @b unselect all items in the grid, when returning * from multi-selection mode, making use of * elm_gengrid_item_selected_set(). * * The second check acting on selection, "No selection", is just what * its name depicts -- no selection will be allowed anymore, on the * grid, while it's on. Check it out for yourself, interacting with * the program: * @dontinclude gengrid_example.c * @skip no selection callback * @until } * * We have, finally, one more line of knobs, now sliders, to change * the grids behavior. The two first will change the horizontal @b * alignment of the whole actual grid of items within the gengrid's * viewport: * @dontinclude gengrid_example.c * @skip items grid horizontal alignment change * @until } * * Naturally, the vertical counterpart just issues * elm_gengrid_align_set() changing the second alignment component, * instead. * * The last slider will change the grid's page size, relative * to its own one. Try to change those values and, one manner of * observing the paging behavior, is to scroll softly and release the * mouse button, with different page sizes, at different grid * positions, while having lots of items in it -- you'll see it * snapping to page boundaries differenty, for each configuration: * @dontinclude gengrid_example.c * @skip page relative size change * @until } * * This is how the example program's window looks like: * @image html screenshots/gengrid_example.png * @image latex screenshots/gengrid_example.eps width=\textwidth * * Note that it starts with three items which we included at will: * @dontinclude gengrid_example.c * @skip _clicked(grid, * @until _clicked(grid, * @until _clicked(grid, * @until _clicked(grid, * * See the full @ref gengrid_example_c "source code" for * this example. * */ /** * @page entry_example Entry - Example of simple editing * * As a general overview of @ref Elm_Entry we are going to write an, albeit simple, * functional editor. Although intended to show how elm_entry works, this * example also makes extensive use of several other widgets. The full code * can be found in @ref entry_example.c "entry_example.c" and in the following * lines we'll go through the parts especific to the @ref Elm_Entry widget. * * The program itself is a simple editor, with a file already set to it, that * can be set to autosave or not and allows insertion of emoticons and some * formatted text. As of this writing, the capabilities of format edition in * the entry are very limited, so a lot of manual work is required to change * the current text. * * In any case, the program allows some changes by using the buttons on the * top of the window and returning focus back to the main entry afterwards. * * @image html screenshots/entry_example.png * @image latex screenshots/entry_example.eps width=\textwidth * * We'll begin by showing a few structures used throught the program. First, * the application owns data that holds the main window and the main entry * where the editting happens. Then, an auxiliary structure we'll use later * when inserting icons in our text. * @dontinclude entry_example.c * @skip typedef * @until App_Inwin_Data * * A little convenience function will insert whatever text we need in the * buffer at the current cursor's position and set focus back to this entry. * This is done mostly because clicking on any button will make them steal * focus, which makes writing text more cumbersome. * @skip static void * @until } * * One of the buttons on the top will trigger an @ref Elm_Inwin to open and show * us several icons we can insert into the text. We'll jump over most of these * functions, but when all the options are chosen, we insert the special * markup text that will show the chosen icon in place. * @skip edje_file_collection_list_free(emos) * @skip static void * @until evas_object_del * @until } * * As can be seen in that function, the program lets us add icons to our entry * using all the possible configurations for them. That should help to * clarify how the different combinations work out by actually seeing them * in action. * * The same popup window has a page to set the settings of the chosen icon, * that is, the size and how the item will be placed within the line. * * The size is done with two entries, limitted to accept numbers and a fixed * size of characters. Changing the value in this entries will update the icon * size in our struct as seen in the next two callbacks. * @skip static void * @until } * @until } * * The rest of the options are handled with radio buttons, since only one type * of size can be used (@c size, @c absize or @c relsize) and for the vertical * sizing it needs to choose between @c ascent and @c full. Depending on which * is chosen, the @c item tag is formed accordingly as seen before. * @skip static Evas_Object * @until evas_object_show(rvascent) * * The first of our entries is here. There's something worth mentioning about * the way we'll create this one. Normally, any entry regardless of whether is * single line or not, will be set to scrollable, but in this case, since we * are limitting how many characters can fit in them and we know we don't need * scrolling, we are not setting this flag. This makes the entry have virtually * no appearance on screen, other than its text. This is because an entry is * just that, a box that holds text, and in order to have some frame around it * or a background color, another widget needs to provide this. When an entry * is scrollable, the same scroller used internally does this. * We are using @ref Elm_Frame "frames" here to provide some decoration around, * then creating our entries, set them to single line, add our two filters and * the callback for when their value change. * @until _height_changed_cb * * This function ends with the button that will finally call the item * into our editting string. * @until } * * Then we get to the format edition. Here we can add the @c bold and * @c emphasis tags to parts of our text. There's a lot of manual work to * know what to do here, since we are not implementing an entire state manager * and the entry itself doesn't, yet, support all the needed capabilities to * make this simpler. We begin by getting the format we are using in our * function from the button pressed. * @skip _format_change_cb(void *data, Evas_Object *obj, void *event EINA_UNUSED)) * @until sizeof(fmt_close) * * Next we need to find out if we need to insert an opening or a closing tag. * For this, we store the current cursor position and create a selection * from this point until the beginning of our text, and then get the selected * text to look for any existing format tags in it. This is currently the only * way in which we can find out what formats is being used in the entry. * @until } * @until } * * Once we know what tag to insert, we need a second check in the case it was * a closing tag. This is because any other closing tag that comes after would * be left dangling alone, so we need to remove it to keep the text consistent. * @until } * @until } * Finally, we clear our fake selections and return the cursor back to the * position it had at first, since there is where we want to insert our format. * @until cursor_pos_set * * And finish by calling our convenience function from before, to insert the * text at the current cursor and give focus back to the entry. * @until } * * A checkbox on the top of our program tells us if the text we are editing * will autosave or not. In it's @c "changed" callback we get the value from * the checkbox and call the elm_entry_autosave_set() function with it. If * autosave is set, we also call elm_entry_file_save(). This is so the internal * timer used to periodically store to disk our changes is started. * @skip static void * @until } * * Two more functions to show some cursor playing. Whenever we double click * anywhere on our entry, we'll find what word is the cursor placed at and * select it. Likewise, for triple clicking, we select the entire line. * @skip static void * @until _edit_tplclick_cb * @until } * * And finally, the main window of the program contains the entry where we * do all the edition and some helping widgets to change format, add icons * or change the autosave flag. * @skip elm_exit * @skip int * @until _image_insert_cb * * And the main entry of the program. Set to scroll, by default we disable * autosave and we'll begin with a file set to it because no file selector * is being used here. The file is loaded with #ELM_TEXT_FORMAT_MARKUP_UTF8 * so that any format contained in it is interpreted, otherwise the entry * would load it as just text, escaping any tags found and no format or icons * would be shown. Then we connect to the double and triple click signals * and set focus on the entry so we can start typing right away. * @until ELM_MAIN * * @example entry_example.c */ /** * @page genlist_example_01 Genlist - basic usage * * This example creates a simple genlist with a small number of items and * a callback that is called whenever an item is selected. All the properties of * this genlist are the default ones. The full code for this example can be seen * at @ref genlist_example_01_c. * * For the simplest list that you plan to create, it's necessary to define some * of the basic functions that are used for creating each list item, and * associating them with the "item class" for that list. The item class is just * an struct that contains pointers to the specific list item functions that are * common to all the items of the list. * * Let's show it by example. Our item class is declared globally and static as * it will be the only item class that we need (we are just creating one list): * * @dontinclude genlist_example_01.c * @skip static Elm_Genlist * @until static Elm_Genlist * * This item class will be used for every item that we create. The only * functions that we are going to set are @c label_get and @c icon_get. As the * name suggests, they are used by the genlist to generate the label for the * respective item, and to generate icon(s) to it too. Both the label and icon * get functions can be called more than once for each item, with different @c * part parameters, which represent where in the theme of the item that label or * icon is going to be set. * * The default theme for the genlist contains only one area for label, and two * areas for icon ("elm.swallow.icon" and "elm.swallow.end"). Since we just want * to set the first icon (that will be at the left side of the label), we * compare the part name given with "elm.swallow.icon". Notice that the * @c label_get function must return a strduped string, that will be freed later * automatically by the list. Here's the code for @c label_get and @c icon_get: * * @until static void * * We will also provide a function that will be called whenever an item is * selected in the genlist. However, this function is not part of the item * class, it will be passed for each item being added to the genlist explicitly. * Notice the similarity of the function signature with those used by @c * evas_object_smart_callback_add: * * @until } * * Now let's show the code used for really creating the list. Skipping * boilerplate code used for creating a window and background, the first piece * of code specific to our genlist example is setting the pointer functions of * the item class to our above defined functions: * * @skip _itc * @until func.del * * Notice that we also choose to use the "default" style for our genlist items. * Another interesting point is that @c state_get and @c del are set to @c NULL, * since we don't need these functions now. @c del doesn't need to be used * because we don't add any data that must be freed to our items, and @c * state_get is also not used since all of our items are the same and don't need * to have different states to be used for each item. Finally we create our * list: * * @until genlist_add * * Now we append several items to the list, and for all of them we need to give * the list pointer, a pointer to the item class, the data that will be used * with that item, a pointer to the parent of this item if it is in a group type * list (this is not the case so we pass @c NULL), possible flags for this item, * the callback for when the item is selected, and the data pointer that will be * given to the selected callback. * * @until } * * The rest of the code is also common to all the other examples, so it will be * omitted here (look at the full source code link above if you need it). * * You can try to play with this example, and see the selected callback being * called whenever an item is clicked. It also already has some features enabled * by default, like vertical bounce animation when reaching the end of the list, * automatically visible/invisible scrollbar, etc. Look at the @ref * genlist_example_02 to see an example of setting these properties to the list. * * The current example will look like this when running: * * @image html screenshots/genlist_example_01.png * @image latex screenshots/genlist_example_01.eps width=\textwidth */ /** * @page genlist_example_02 Genlist - list setup functions * * This example is very similar to the @ref genlist_example_01, but it fetch * most of the properties of the genlist and displays them on startup (thus * getting the default value for them) and then set them to some other values, * to show how to use that API. The full source code is at @ref * genlist_example_02_c. * * Considering that the base code for instantiating a genlist was already * described in the previous example, we are going to focus on the new code. * * Just a small difference for the @c _item_label_get function, we are going to * store the time that this function was called. This is the "realized" time, * the time when the visual representation of this item was created. This is the * code for the @c label_get function: * * @dontinclude genlist_example_02.c * @skip static char * @until return strdup * * Now let's go to the list creation and setup. First, just after creating the * list, we get most of the default properties from it, and print them on the * console: * * @skip genlist_add * @until printf("\n") * * We are going to change some of the properties of our list. * * There's no need to call the selected callback at every click, just when the * selected item changes, thus we call elm_genlist_select_mode_set() with * ELM_OBJECT_SELECT_MODE_ALWAYS. * * For this list we don't want bounce animations at all, so we set both the * horizontal bounce and the vertical bounce to false with * elm_genlist_bounce_set(). * * We also want our list to compress items if they are wider than the list * width (thus we call elm_genlist_mode_set(obj, ELM_LIST_COMPRESS). * * The items have different width, so they are not homogeneous: * elm_genlist_homogeneous_set() is set to false. * * Since the compress mode is active, the call to * elm_genlist_mode_set() doesn't make difference, but the current * option would make the list to have at least the width of the largest item. * * This list will support multiple selection, so we call * elm_genlist_multi_select_set() on it. * * The option elm_genlist_mode_set() would allow text block to * wrap lines if the Edje part is configured with "text.min: 0 1", for example. * But since we are compressing the elements to the width of the list, this * option wouldn't take any effect. * * We want the vertical scrollbar to be always displayed, and the orizontal one * to never be displayed, and set this with elm_genlist_scroller_policy_set(). * * The timeout to consider a longpress is set to half of a second with * elm_genlist_longpress_timeout_set(). * * We also change the block count to a smaller value, but that should have not * impact on performance since the number of visible items is too small. We just * increase the granularity of the block count (setting it to have at most 4 * items). * * @until block_count_set * * Now let's add elements to the list: * * @until item_append * @until } * * It's exactly the same as the previous example. The difference is on the * behavior of the list, if you try to scroll, select items and so. * * In this example we also need two buttons. One of them, when clicked, will * display several status info about the current selection, the "realized" * items, the item in the middle of the screen, and the current mode and active * item of that mode for the genlist. * * The other button will ask the genlist to "realize" again the items already * "realized", so their respective label_get and icon_get functions will be * called again. * * These are the callbacks for both of these buttons: * * @dontinclude genlist_example_02.c * @skip item_sel_cb * @skip static * @until } * @until } * * Try to scroll, select some items and click on the "Show status" button. * You'll notice that not all items of the list are "realized", thus consuming * just a small amount of memory. The selected items are listed in the order * that they were selected, and the current selected item printed using * elm_genlist_selected_item_get() is the first selected item of the multiple * selection. * * Now resize the window so that you can see the "realized time" of some items. * This is the time of when the label_get function was called. If you click on * the "Realize" button, all the already realized items will be rebuilt, so the * time will be updated for all of them. * * The current example will look like this when running: * * @image html screenshots/genlist_example_02.png * @image latex screenshots/genlist_example_02.eps width=\textwidth */ /** * @page genlist_example_03 Genlist - different width options * * This example doesn't present any other feature that is not already present in * the other examples, but visually shows the difference between using the * default list options (first list of the example), setting the horizontal mode * to #ELM_LIST_LIMIT (second list), enabling compress mode (third list) and * using height_for_width option (fourth list). * * The full code for this example is listed below: * * @include genlist_example_03.c * * And the screenshot of the running example: * * @image html screenshots/genlist_example_03.png * @image latex screenshots/genlist_example_03.eps width=\textwidth * * @example genlist_example_03.c */ /** * @page genlist_example_04 Genlist - items manipulation * * This example is also similar ot the @ref genlist_example_01, but it * demonstrates most of the item manipulation functions. See the full source * code at @ref genlist_example_04_c. * * In this example, we also will use the concept of creating groups of items in * the genlist. Each group of items is composed by a parent item (which will be * the index of the group) and several children of this item. Thus, for the * children, we declare a normal item class. But we also are going to declare a * different item class for the group index (which in practice is another type * of item in the genlist): * * @dontinclude genlist_example_04.c * @skip _item_sel_cb * @skip static * @until } * @until } * * We will add buttons to the window, where each button provides one * functionality of the genlist item API. Each button will have a callback * attached, that will really execute this functionality. An example of these * callbacks is the next one, for the elm_genlist_item_insert_after() function: * * @skip insert_before_cb * @skip static * @until } * * If you want ot see the other button functions, look at the full source code * link above. * * Each button will be created with a function that already creates the button, * add it to an elementary box, and attach the specified callback. This is the * function that does it: * * @skip genlist_item_update * @skip static * @until } * * In our @c elm_main function, besides the code for setting up the window, box * and background, we also initialize our two item classes: * * @skip _itc.item_style * @until _itc_group.func.del * * This example uses a different style for the items, the @a double_label, which * provides a text field for the item text, and another text field for a subtext. * * For the group index we use the @a group_index style, which provides a * different appearance, helping to identify the end of a group and beginning of * another one. * * Now, after the code for creating the list, setting up the box and other * stuff, let's add the buttons with their respective callbacks: * * @skip _button_add * @until bt_top_show * * The main code for adding items to the list is a bit more complex than the one * from the previous examples. We check if each item is multiple of 7, and if * so, they are group indexes (thus each group has 6 elements by default, in * this example): * * @skip for * @until } * @until } * * Then we also check for specific items, and add callbacks to them on the * respective buttons, so we can show, bring in, etc.: * * @until } * @until } * * Once you understand the code from the @ref genlist_example_01, it should be * easy to understand this one too. Look at the full code, and also try to play * a bit with the buttons, adding items, bringing them to the viewport, and so. * * The example will look like this when running: * * @image html screenshots/genlist_example_04.png * @image latex screenshots/genlist_example_04.eps width=\textwidth */ /** * @page genlist_example_05 Genlist - working with subitems * * This is probably the most complex example of elementary @ref Elm_Genlist. We * create a tree of items, using the subitems properties of the items, and keep * it in memory to be able to expand/hide subitems of an item. The full source * code can be found at @ref genlist_example_05_c * * The main point is the way that Genlist manages subitems. Clicking on an * item's button to expand it won't really show its children. It will only * generate the "expand,request" signal, and the expansion must be done * manually. * * In this example we want to be able to add items as subitems of another item. * If an item has any child, it must be displayed using a parent class, * otherwise it will use the normal item class. * * It will be possible to delete items too. Once a tree is constructed (with * subitems of subitems), and the user clicks on the first parent (root of the * tree), the entire subtree must be hidden. However, just calling * elm_genlist_item_expanded_set(item, EINA_FALSE) won't hide them. The only * thing that happens is that the parent item will change its appearance to * represent that it's contracted. And the signal "contracted" will be emitted * from the genlist. Thus, we must call elm_genlist_item_subitems_clear() to * delete all its subitems, but still keep a way to recreate them when expanding * the parent again. That's why we are going to keep a node struct for each * item, that will be the data of the item, with the following information: * * @dontinclude genlist_example_05.c * @skip typedef * @until } * * This @c Node_Data contains the value for the item, a number indicating its * level under the tree, a list of children (to be able to expand it later) and * a boolean indicating if it's a favorite item or not. * * We use 3 different item classes in this example: * * One for items that don't have children: * * @skip nitems * @skip static * @until } * @until } * * One for items that have children: * * @skip item_sel * @skip static * @until } * @until } * * And one for items that were favorited: * * @skip static * @until } * @until } * * The favorite item class is there just to demonstrate the * elm_genlist_item_item_class_update() function in action. It would be much * simpler to implement the favorite behavior by just changing the icon inside * the icon_get functions when the @c favorite boolean is activated. * * Now we are going to declare the callbacks for the buttons that add, delete * and change items. * * First, a button for appending items to the list: * * @until item_append * @until } * * If an item is selected, a new item will be appended to the same level of that * item, but using the selected item's parent as its parent too. If no item is * selected, the new item will be appended to the root of the tree. * * Then the callback for marking an item as favorite: * * @until elm_genlist_item_update * @until } * * This callback is very simple, it just changes the item class of the selected * item for the "favorite" one, or go back to the "item" or "parent" class * depending on that item having children or not. * * Now, the most complex operation (adding a child to an item): * * @until elm_genlist_item_update * @until } * * This function gets the data of the selected item, create a new data (for the * item being added), and appends it to the children list of the selected item. * * Then we must check if the selected item (let's call it @c item1 now) to which * the new item (called @c item2 from now on) was already a parent item too * (using the parent item class) or just a normal item (using the default item * class). In the first case, we just have to append the item to the end of the * @c item1 children list. * * However, if the @c item1 didn't have any child previously, we have to change * it to a parent item now. It would be easy to just change its item class to * the parent type, but there's no way to change the item flags and make it be * of the type #ELM_GENLIST_ITEM_TREE. Thus, we have to delete it and create * a new item, and add this new item to the same position that the deleted one * was. That's the reason of the checks inside the bigger @c if. * * After adding the item to the newly converted parent, we set it to not * expanded (since we don't want to show the added item immediately) and select * it again, since the original item was deleted and no item is selected at the * moment. * * Finally, let's show the callback for deleting items: * * @until elm_genlist_item_update * @until } * * Since we have an iternal list representing each element of our tree, once we * delete an item we have to go deleting each child of that item, in our * internal list. That's why we have the function @c _clear_list, which * recursively goes freeing all the item data. * * This is necessary because only when we really want to delete the item is when * we need to delete the item data. When we are just contracting the item, we * need to hide the children by deleting them, but keeping the item data. * * Now there are two callbacks that will be called whenever the user clicks on * the expand/contract icon of the item. They will just request to items to be * contracted or expanded: * * @until elm_genlist_item_expanded_set( * @until elm_genlist_item_expanded_set( * @until } * * When the elm_genlist_item_expanded_set() function is called with @c * EINA_TRUE, the @c _expanded_cb will be called. And when this happens, the * subtree of that item must be recreated again. This is done using the internal * list stored as item data for each item. The function code follows: * * @until } * * Each appended item is set to contracted, so we don't have to deal with * checking if the item was contracted or expanded before its parent being * contracted. It could be easily implemented, though, by adding a flag expanded * inside the item data. * * Now, the @c _contracted_cb, which is much simpler: * * @until } * * We just have to call elm_genlist_item_subitems_clear(), that will take care * of deleting every item, and keep the item data still stored (since we don't * have any del function set on any of our item classes). * * Finally, the code inside @c elm_main is very similar to the other examples: * * @skip elm_main * @until ELM_MAIN * * The example will look like this when running: * * @image html screenshots/genlist_example_05.png * @image latex screenshots/genlist_example_05.eps width=\textwidth */ /** * @page thumb_example_01 Thumb - generating thumbnails. * * This example shows how to create a simple thumbnail object with Elementary. * The full source code can be found at @ref thumb_example_01_c * * Everything is very simple. First we need to tell elementary that we need * Ethumb to generate the thumbnails: * * @dontinclude thumb_example_01.c * @skipline elm_need_ethumb * * Then, after creating the window and background, we setup our client to * generate images of 160x160: * * @skip client_get * @until size_set * * After that, we can start creating thumbnail objects. They are very similar to * image or icon objects: * * @until thumb_reload * * As you can see, the main different function here is elm_thumb_reload(), which * will check if the options of the Ethumb client have changed. If so, it will * re-generate the thumbnail, and show the new one. * * Notice in this example that the thumbnail object is displayed on the size of * the window (320x320 pixels), but the thumbnail generated and stored has size * 160x160 pixels. That's why the picture seems upscaled. * * Ideally, you will be generating thumbnails with the size that you will be * using them. * * The example will look like this when running: * * @image html screenshots/thumb_example_01.png * @image latex screenshots/thumb_example_01.eps width=\textwidth */ /** * @page progressbar_example Progress bar widget example * * This application is a thorough example of the progress bar widget, * consisting of a window with various progress bars, each with a given * look/style one can give to those widgets. With two auxiliary * buttons, one can start or stop a timer which will fill in the bars * in synchrony, simulating an underlying task being completed. * * We create @b seven progress bars, being three of them horizontal, * three vertical and a final one under the "wheel" alternate style. * * For the first one, we add a progress bar on total pristine state, * with no other call than the elm_progressbar_add() one: * @dontinclude progressbar_example.c * @skip pb with no label * @until pb1 * See, than, that the defaults of a progress bar are: * - no primary label shown, * - unit label set to @c "%.0f %%", * - no icon set * * The second progress bar is given a primary label, "Infinite * bounce", and, besides, it's set to @b pulse. See how, after one * starts the progress timer, with the "Start" button, it animates * differently than the previous one. It won't account for the * progress, itself, and just dumbly animate a small bar within its * bar region. * @dontinclude progressbar_example.c * @skip pb with label * @until pb2 * * Next, comes a progress bar with an @b icon, a primary label and a * unit label @b function set. It's also made to grow its bar in an * @b inverted manner, so check that out during the timer's progression: * @dontinclude progressbar_example.c * @skip ic1 = * @until pb3 * Another important thing in this one is the call to * elm_progressbar_span_size_set() -- this is how we forcefully set a * minimum horizontal size to our whole window! We're not resizing it * manually, as you can see in the @ref progressbar_example_c * "complete code". * * The format callback is a simple function that gets passed the progress value * and returns a string. A free function should be provided as well, if the * format callback allocates memory. * @dontinclude progressbar_example.c * @skip Format callback * @until } * @until } * * The last horizontal progress bar has a callback that gets called when its * value is @b changed. This callback updates a label to provide an estimate * when the operation finishes. * @dontinclude progressbar_example.c * @skip pb3 * @skip changed trigger * @until pb4 * * The "changed" signal is emitted every time the progressbar value is updated * through @ref elm_progressbar_value_set(). This callback calculates and * displays the ETA based on the progress and time that has passed. * @dontinclude progressbar_example.c * @skip Callback for "changed" signal * @until } * @until } * @until } * * The next three progress bars are just variants on the ones already * shown, but now all being @b vertical. Another time we use one of * than to give the window a minimum vertical size, with * elm_progressbar_span_size_set(). To demonstrate this trick once * more, the fifth one, which is also set to pulse, has a smaller * hardcoded span size: * @dontinclude progressbar_example.c * @skip vertical pb, with pulse * @until pb6 * * We end the widget demonstration by showing a progress bar with the * special @b "wheel" progress bar style. One does @b not need to set * it to pulse, with elm_progressbar_pulse_set(), explicitly, because * its theme does not take it in account: * @dontinclude progressbar_example.c * @skip "wheel" * @until pb8 * * The two buttons exercising the bars, the facto, follow: * @dontinclude progressbar_example.c * @skip elm_button_add * @until evas_object_show(bt) * @until evas_object_show(bt) * * The first of the callbacks will, for the progress bars set to * pulse, start the pulsing animation at that time. For the others, a * timer callback will take care of updating the values: * @dontinclude progressbar_example.c * @skip static Eina_Bool * @until } * @until } * @until } * * Finally, the callback to stop the progress timer will stop the * pulsing on the pulsing progress bars and, for the others, to delete * the timer which was acting on their values: * @dontinclude progressbar_example.c * @skip end of show * @until } * @until } * * This is how the example program's window looks like: * @image html screenshots/progressbar_example.png * @image latex screenshots/progressbar_example.eps width=\textwidth * * See the full @ref progressbar_example_c "source code" for * this example. * */ /** * @page tutorial_notify Notify example * @dontinclude notify_example_01.c * * In this example we will have 3 notifies in 3 different positions. The first * will dissappear after 5 seconds or when a outside clickking occurs, the * second and third will not disappear and differ from each other only in * position. * * We start our example with the usual stuff you've seen in other examples: * @until show(bx) * * We now create a label to use as the content of our first notify: * @until show * * Having the label we move to creating our notify, telling it to block events, * setting its timeout(to autohide it): * @until pack_end * * To have the notify dissappear when a click outside its area occur we have to * listen to its "block,clicked" signal: * @until smart_callback * * Our callback will look like this: * @skip static * @until } * @dontinclude notify_example_01.c * * Next we create another label and another notify. Note, however, that this * time we don't set a timeout and don't have it block events. What we do is set * the orient so that this notify will appear in the bottom of its parent: * @skip smart_callback * @skip content * @until pack_end * * For our third notify the only change is the orient which is now center: * @until pack_end * * Now we tell the main loop to run: * @until ELM_MAIN * * Our example will initially look like this: * * @image html screenshots/notify_example_01.png * @image latex screenshots/notify_example_01.eps width=\textwidth * * Once the first notify is hidden: * * @image html screenshots/notify_example_01_a.png * @image latex screenshots/notify_example_01_a.eps width=\textwidth * * @example notify_example_01.c */ /** * @page popup_example_01_c popup_example_01.c * @include popup_example_01.c * * This example will initially look like this: * * @image html screenshots/popup_example_01.png * @image latex screenshots/popup_example_01.eps width=\textwidth * * Once the popup is hidden after timeout: * * @image html screenshots/popup_example_01_a.png * @image latex screenshots/popup_example_01_a.eps width=\textwidth * * @example popup_example_01.c */ /** @page popup_example_02_c popup_example_02.c * @include popup_example_02.c * * This example will look like this: * * @image html screenshots/popup_example_02.png * @image latex screenshots/popup_example_02.eps width=\textwidth * * @example popup_example_02.c */ /** * @page popup_example_03_c popup_example_03.c * @include popup_example_03.c * * This example will look like this: * * @image html screenshots/popup_example_03.png * @image latex screenshots/popup_example_03.eps width=\textwidth * * @example popup_example_03.c */ /** * @page tutorial_frame Frame example * @dontinclude frame_example_01.c * * In this example we are going to create 4 Frames with different styles and * add a rectangle of different color in each. * * We start we the usual setup code: * @until show(bg) * * And then create one rectangle: * @until show * * To add it in our first frame, which since it doesn't have it's style * specifically set uses the default style: * @until show * * And then create another rectangle: * @until show * * To add it in our second frame, which uses the "pad_small" style, note that * even tough we are setting a text for this frame it won't be show, only the * default style shows the Frame's title: * @until show * @note The "pad_small", "pad_medium", "pad_large" and "pad_huge" styles are * very similar, their only difference is the size of the empty area around * the content of the frame. * * And then create yet another rectangle: * @until show * * To add it in our third frame, which uses the "outdent_top" style, note * that even tough we are setting a text for this frame it won't be show, * only the default style shows the Frame's title: * @until show * * And then create one last rectangle: * @until show * * To add it in our fourth and final frame, which uses the "outdent_bottom" * style, note that even tough we are setting a text for this frame it won't * be show, only the default style shows the Frame's title: * @until show * * And now we are left with just some more setup code: * @until ELM_MAIN() * * Our example will look like this: * * @image html screenshots/frame_example_01.png * @image latex screenshots/frame_example_01.eps width=\textwidth * * @example frame_example_01.c */ /** * @page tutorial_check Check example * @dontinclude check_example_01.c * * This example will show 2 checkboxes, one with just a label and the second * one with both a label and an icon. This example also illustrates how to * have the checkbox change the value of a variable and how to react to those * changes. * * We will start with the usual setup code: * @skip EAPI_MAIN * @until elm_win_autodel_set * * And now we create our first checkbox, set its label, tell it to change * the value of @p value when the checkbox stats is changed and ask to be * notified of state changes: * @until show * * For our second checkbox we are going to set an icon so we need to create * and icon: * @until show * @note For simplicity we are using a rectangle as icon, but any evas object * can be used. * * And for our second checkbox we set the label, icon and state to true: * @until show * * We now do some more setup: * @until ELM_MAIN * * And finally implement the callback that will be called when the first * checkbox's state changes. This callback will use @p data to print a * message: * @dontinclude check_example_01.c * @skip static * @until } * @note This work because @p data is @p value(from the main function) and @p * value is changed when the checkbox is changed. * * Our example will look like this: * * @image html screenshots/check_example_01.png * @image latex screenshots/check_example_01.eps width=\textwidth * * @example check_example_01.c */ /** * @page tutorial_colorselector Color selector example * @dontinclude colorselector_example_01.c * * This example shows how to change the color of a rectangle using a color * selector. We aren't going to explain a lot of the code since it's the * usual setup code: * @until show(rect) * * Now that we have a window with background and a rectangle we can create * our color_selector * @until elm_colorselector_add * * Now colors can be loaded to color selector's palette by setting the palette name * @until show(cs) * * Next we ask to be notified whenever the color changes on selector: * @until changed * * Next we ask to be notified whenever the color item is selected and longpressed: * @until color,item,longpressed * * We add some more code to the usual setup code: * @until ELM_MAIN() * * now get to the "changed" callback that sets the color of the rectangle: * @until } * * And now get to the "color,item,selected" callback that sets the color of the rectangle: * @until } * * And now get to the "color,item,longpressed" callback that gets and displays * the color of the rectangle: * @until } * * This example will look like this: * * @image html screenshots/colorselector_example_01.png * @image latex screenshots/colorselector_example_01.eps width=\textwidth * * @example colorselector_example_01.c */ /** * @page slideshow_example Slideshow widget example * * This application is aimed to exemplify the slideshow widget. It * consists of a window with a slideshow widget set as "resize * object", along with a control bar, in the form of a notify. Those * controls will exercise most of the slideshow's API functions. * * We create the slideshow, itself, first, making it @b loop on its * image items, when in slideshow mode: * @dontinclude slideshow_example.c * @skip slideshow = elm_slideshow_add * @until evas_object_show * * Next, we define the item class for our slideshow * items. Slideshow images are going to be Elementary @ref Elm_Photo "photo" * widgets, here, as pointed by our @c get class * function. We'll let the Elementary infrastructure to delete those * objects for us, and, as there's no additional data attached to our * slideshow items, the @c del class function can be left undefined: * @dontinclude slideshow_example.c * @skip itc * @until ; * @dontinclude slideshow_example.c * @skip itc.func * @until = NULL * @dontinclude slideshow_example.c * @skip get our images to make slideshow items * @until } * * We now get to populate the slideshow widget with items. Our images * are going to be some randomly chosen from the Elementary package, * nine of them. For the first eight, we insert them ordered in the * widget, by using elm_slideshow_item_sorted_insert(). The comparing * function will use the image names to sort items. The last item is * inserted at the end of the slideshow's items list, with * elm_slideshow_item_add(). We check out how that list ends with * elm_slideshow_items_get(), than: * @dontinclude slideshow_example.c * @skip static const char *img * @until _2 * @dontinclude slideshow_example.c * @skip first = * @until data_get * * Note that we save the pointers to the first and last items in the * slideshow, for future use. * * What follows is the code creating a notify, to be shown over the * slideshow's viewport, with knobs to act on it. We're not showing * that boilerplate code, but only the callbacks attached to the * interesting smart events of those knobs. The first four are * buttons, which will: * - Select the @b next item in the slideshow * - Select the @b previous item in the slideshow * - Select the @b first item in the slideshow * - Select the @b last item in the slideshow * * Check out the code for those four actions, being the two last @c * data pointers the same @c first and @c last pointers we save * before, respectively: * @dontinclude slideshow_example.c * @skip jump to next * @until } * @until } * @until } * @until } * * What follow are two hoversels, meant for one to change the * slideshow's @b transition and @b layout styles, respectively. We * fetch all the available transition and layout names to populate * those widgets and, when one selects any of them, we apply the * corresponding setters on the slideshow: * @dontinclude slideshow_example.c * @skip hv = elm_hoversel_add * @until show(hv) * @until show(hv) * @dontinclude slideshow_example.c * @skip transition changed * @until } * @until } * * For one to change the transition @b time on the slideshow widget, * we use a spinner widget. We set it to the initial value of 3 * (seconds), which will be probed by the next knob -- a button * starting the slideshow, de facto. Note that changing the transition * time while a slideshow is already happening will adjust its * transition time: * @dontinclude slideshow_example.c * @skip spin = elm_spinner_add * @until evas_object_show * @dontinclude slideshow_example.c * @skip slideshow transition time has * @until } * * Finally, we have two buttons which will, respectively, start and * stop the slideshow on our widget. Here are their "clicked" * callbacks: * @dontinclude slideshow_example.c * @skip start the show * @until } * @until } * * This is how the example program's window looks like: * @image html screenshots/slideshow_example.png * @image latex screenshots/slideshow_example.eps width=\textwidth * * See the full @ref slideshow_example_c "source code" for * this example. * */ /** * @page tutorial_photocam Photocam example * @dontinclude photocam_example_01.c * * In this example we will have a photocam and a couple of buttons and slider to * control the photocam. To avoid cluttering we'll only show the parts of the * example that relate to the photocam, the full source code can be seen @ref * photocam_example_01.c "here". * * Creating a photocam is as easy as creating any other widget: * @skipline elm_photocam_add * * A photocam is only useful if we have a image on it, so lets set a file for it * to work with: * @until file_set * * We now set the photocam to not bounce horizontally: * @until bounce_set * * And we want to know when the photocam has finished loading the image so: * @until smart_callback * * The reason to know when the image is loaded is so that we can bring the * center of the image into view: * @skip static * @until } * * As mentioned we have 2 buttons in this example, the "Fit" one will cause * the photocam to go in to a zoom mode that makes the image fit inside the * photocam. Tough this has no effect on the image we also print what region was * being viewed before setting the zoom mode: * @skip static * @until } * @note When in fit mode our slider(explained below) won't work. * * The second button("Unfit") will bring the photocam back into manual zoom * mode: * @skip static * @until } * * Our slider controls the level of zoom of the photocam: * @skip static * @until } * @note It is important to note that this only works when in manual zoom mode. * * Our example will initially look like this: * * @image html screenshots/photocam_example_01.png * @image latex screenshots/photocam_example_01.eps width=\textwidth * * @example photocam_example_01.c */ /** * @page inwin_example_01 Inwin - General overview * * Inwin is a very simple widget to show, so this example will be a very simple * one, just using all of the available API. * * The program is nothing but a window with a lonely button, as shown here. * * @image html screenshots/inwin_example.png * @image latex screenshots/inwin_example.eps width=\textwidth * * And pressing the button makes an inwin appear. * * @image html screenshots/inwin_example_a.png * @image latex screenshots/inwin_example_a.eps width=\textwidth * * And the code is just as simple. We being with some global variables to keep * track of our Inwin. * @dontinclude inwin_example.c * @skip static * @until current_style * * And two callbacks used by the buttons the above screenshot showed. In these, * we check if @c inwin exists and execute the proper action on it. If it's not * there anymore, then we were abandoned to our luck, so we disabled ourselves. * @until _inwin_destroy * @until } * @until } * * The lonely button from the beginning, when clicked, will call the following * function, which begins by checking if an inwin exists, and if it's there, * we bring it back to the front and exit from our function without any further * ado. * @until } * * But if no inwin is there to show, we need to create one. First we need the * top-most window for the program, as no inwin can be created using other * objects as parents. Then we create our popup, set the next style in the list * and show it. * @until current_style = * * As for the content of our inwin, it's just a box with a label and some * buttons inside. * @until _inwin_destroy * @until } * * Now, all the code above shows how every object must always be set as content * for some other object, be it by setting the full content, packing it in a * box or table or working as icon for some other widget. But we didn't do * anything like that for the inwin, this one is just created and shown and * everything works. Other widgets can be used this way, but they would need * to be placed and resized manually or nothing would be shown correctly. The * inwin, however, sets itself as a children of the top-level window and will * be resized as the parent window changes too. * * Another characteristic of Inwin is that when it's shown above everyone else, * it will work kind of like a modal window, blocking any other widget from * receiving events until the window is manually dismissed by pressing some * button to close it or having blocking task signalling its completion so * normal operations can be resumed. This is unlike the @ref Elm_Hover widget, * that would show its content on top of the designated target, but clicking * anywhere else would dismiss it automatically. * * To illustrate that last point, when we close the main window and an inwin * is still there, we'll take out the content from the inwin and place it in * a hover. * @until } * @until } * * And the rest of the program doesn't have anything else related to inwin, * so it won't be shown here, but you can find it in * @ref inwin_example.c "inwin_example.c". * * @example inwin_example.c */ /** * @page tutorial_scroller Scroller example * @dontinclude scroller_example_01.c * * This example is very short and will illustrate one way to use a scroller. * We'll omit the declaration of the @p text variable because it's a very long * @htmlonly@endhtmlonly ipsum lorem * @htmlonly@endhtmlonly. If you really want to see the full code, it's @ref * scroller_example_01.c "scroller_example_01.c". * * We start our example by creating our window and background: * @skip EAPI * @until show(bg) * * Next we create a label and set it's text to @p text(very long ipsum lorem): * @until show(label) * * We then create our scroller, ask that it have the same size as the window and * set its content: * @until content_set * * We are now going to set a number of properties in our scroller: * @li We make it bounce horizontally but not vertically. * @li We make both scrollbars always be visible. * @li We have the events be propagated from the content to the scroller. * @li We enforce a page policy vertically(having a page be the size of the * viewport) and leave horizontal scrolling free. * @li And finally we ask the scroller to show us a region starting at 50,50 and * having a width and height of 200px. * @until region_show * @note Observant reader will note that the elm_scroller_region_show() didn't * scroll the view vertically, this is because we told the scroller to only * accept vertical scrolling in pages. * * And now we're done: * @until ELM_MAIN * * Our example will look like this: * * @image html screenshots/scroller_example_01.png * @image latex screenshots/scroller_example_01.eps width=\textwidth * * @example scroller_example_01.c */ /** * @page tutorial_table_01 * * In this example we add four labels to a homogeneous table that has a padding * of 5px between cells. * * The interesting bits from this example are: * @li Where we set the table as homogeneous and the padding: * @dontinclude table_example_01.c * @skip padding_set * @until homogeneous_set * @li Where we add each label to the table: * @skipline elm_table_pack * @skipline elm_table_pack * @skipline elm_table_pack * @skipline elm_table_pack * * Here you can see the full source: * @include table_example_01.c * * Our example will look like this: * * @image html screenshots/table_example_01.png * @image latex screenshots/table_example_01.eps width=\textwidth * * @example table_example_01.c */ /** * @page tutorial_table_02 * * For our second example we'll create a table with 4 rectangles in it. Since * our rectangles are of different sizes our table won't be homogeneous. * * The interesting bits from this example are: * @li Where we set the table as not homogeneous: * @dontinclude table_example_02.c * @skipline homogeneous_set * @li Where we add each rectangle to the table: * @skipline elm_table_pack * @skipline elm_table_pack * @skipline elm_table_pack * @skipline elm_table_pack * * Here you can see the full source: * @include table_example_02.c * * Our example will look like this: * * @image html screenshots/table_example_02.png * @image latex screenshots/table_example_02.eps width=\textwidth * * @example table_example_02.c */ /** * @page tutorial_menu Menu Example * @dontinclude menu_example_01.c * * This example shows how to create a menu with regular items, object items, * submenus and how to delete items from a menu. The full source for this * example is @ref menu_example_01.c "menu_example_01.c". * * We'll start looking at the menu creation and how to create a very simple * item: * @skip menu_add * @until item_add * * For our next item we are going to add an icon: * @until item_add * * Now we are going to add more items, but these icons are going to have a * parent, which will put them in a sub-menu. First just another item with an * icon: * @until item_add * * Next we are going to add a button to our menu(any elm widget can be added to * a menu): * @until item_add * * We are also going to have the button delete the first item of our * sub-menu when clicked: * @until smart_callback * @dontinclude menu_example_01.c * @skip static * @until } * * We now add a separator and three more regular items: * @until item_add * @until item_add * @until item_add * * We now add another item, however this time it won't go the sub-menu and it'll * be disabled: * @until disabled_set * * To make sure that our menu is shown whenever the window is clicked(and where * clicked) we use the following callback: * @dontinclude menu_example_01.c * @skip static * @skipline static * @until } * * Our example will look like this: * * @image html screenshots/menu_example_01.png * @image latex screenshots/menu_example_01.eps width=\textwidth * * @example menu_example_01.c */ /** * @page win_example_01 Win - General API overview * * For most users of the Elementary API, the @ref Elm_Win widget has a lot more * functions than what they need. * * In general, a developer will create a window, set some content on it and * forget about it for the rest of its program's life, letting whatever * Window Manager is there to handle the window. Here, however, we are going * to show how to generally manage a window. * * We'll have a bit more than the usual includes here, since part of the * example requires some low level fiddling. * @dontinclude win_example.c * @skip ifdef * @until Elementary.h * * The program then, consists of one window with two lists of buttons, each * of which operates on another two windows. One of them is a normal window, * the other has the @c override flag set so the Window Manager ignores it. * * Pressing each button will call the corresponding function to act on the * corresponding window. These are pretty self explanatory, so we'll show * them in one batch. * @skip static void * @until elm_win_sticky_set * @until } * * Next, we handle the main window closing. We have a @c "delete,request" * callback set to ask if really want to quit. If so, we end the main loop, * otherwise just delete the popup message and continue running normally. * @until _no_quit_cb * @until _no_quit_cb * @until } * * The non-managed window, being completely ignored by the Window Manager, * is likely to never receive keyboard focus, even if we click on its entry * to write something. So we have a button on it that will forcefully focus * it by using some lower level functions to act directly on the X window. * Then, each time one of the window is focused, we print some message on a * console to show this more clearly. * @until _win_focused_cb * @until } * * And to finalize, the main function creates a window to hold all the action * buttons and another two to show how (and what) works on each of them. * * First, the main window will be a normal window, we'll enable the focus * highlight regardless of how it is configured so it's easier to navigate * the window with the keyboard. Then we hook our focus and delete callbacks * and set up the rest of the window's content. * @until evas_object_show(box) * * The first of our sub-windows is the managed one. We'll create it as a * dialog, which should make the Window Manager treat it as a non-resizable * window. We are also setting the window to be auto-deleted when the close * button in the titlebar is pressed. * @until evas_object_show(o) * * Now, we added an icon to the window as a resize object. We also set this * icon to not scale, and no weight size hints have been set for it. This way, * even if we hadn't created the window as a dialog, it would still not be * resizable. The window size is defined by its content, so it would never be * smaller than the smallest of its resize objects, and for it to be resizable, * all of those objects have to allow it. * * Next, we add the buttons with the actions to perform on this window. Using * a macro saves us typing and makes the world a happier place. * @until WIN_ACTION(sticky) * * The maximize one is likely to not work, because the Window Manager will * probably not enforce it upon a window that states its maximum size, much * less a dialog. But that can be changed by editting the example to use * #ELM_WIN_BASIC when creating the window and adding the following line to * the icon set as content * @code * evas_object_size_hint_weight_set(o, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); * @endcode * * Lastly, the second sub-window will have it's override flag set. In it we * have a label with some text, and entry and a button. The entry can be * clicked normally to set focus on it, but whether it actually gets keyboard * input will also depend on the window getting focus, and since the window * is an override one, it will probably not gain it by normal means. The * button is there to force the focus at the X level to go to our window. * And to finish, another list of buttons with actions to perform on this * last window. Remember that most of them are requests or hints for the * Window Manager, so they are likely to do nothing on this window. * Similarly, there won't be any way to move it or resize it, because we * haven't implemented that kind of control on this example and that's * something controlled by Window Managers on windows they are tracking, which * is not the case with this one. * @until ELM_MAIN * * The full code listing of this example can be found at * @ref win_example.c "win_example.c". * * @example win_example.c */ /** * @page web_example_02 Web - Simple example * * WebKit-EFL is independent of any particular toolkit, such as Elementary, * so using it on applications requires that the programmer writes a lot of * boiler plate code to manage to manage the web object. * * For a full featured browser this may make sense, as the programmer will * want to have full control of every aspect of the web object, since it's the * main component of the application. But other programs with simpler * requirements, having to write so much code is undesired. * * This is where elm_web comes in. Its purpose is to provide a simple way * for developers to embed a simple web object in their programs, simplifying * the common use cases. * * This is not to say that a browser can't be made out of it, as this example * shows. * * We'll be making a simple browser, consisting of one window with an URL bar, * a toolbar to be used for the tabs and a pager to show one page at a time. * * When all tabs are closed, we'll be showing a default view with some custom * content, for which we need to get the internal @c ewk_view object and use * some WebKit functions on it, thus we need to include the necessary headers * first. * * @dontinclude web_example_02.c * @skip include * @until EWebKit * * A struct to keep track of the different widgets in use and the currently * shown tab. There's also an @c exiting flag, used to work around the overly * simplistic way in which this example is written, just to avoid some * warnings when closing the program. * * @skip typedef * @skip typedef * @until App_Data * * Each tab has its own struct too, but there's not much to it. * @until }; * * Whenever the currently selected tab changes, we need to update some state * on the application. The back and forward buttons need to be disabled * accordingly and the URL bar needs to show the right address. * * @skip static void * @until naviframe_item_simple_promote * @until } * * Other updates happen based on events from the web object, like title change * to update the name shown in the tab, and URL change which will update the * URL bar if the event came from the currently selected tab. * * @skip tab_current_set * @skip static void * @until } * @until } * * Adding a new tab is just a matter of creating a new web widget, its data * and pushing it into the pager. A lot of the things that we should handle * here, such as how to react to popups and JavaScript dialogs, are done * already in the @c elm_web widget, so we can rely on their default * implementations. For the JavaScript dialogs we are going to avoid having * them open in a new window by setting the @c Inwin mode. * * There is no default implementation, however, for the requests to create a * new window, so we have to handle them by setting a callback function that * will ultimately call this very same function to add a new tab. * * @skip td->tab = NULL * @skip Tab_Data * @until } * * Entering an address in the URL bar will check if a tab exists, and if not, * create one and set the URL for it. The address needs to conform to the URI * format, so we check that it does and add the protocol if it's missing. * * @skip static char * @until eina_stringshare_del * @until } * * The navigation buttons are simple enough. As for the refresh, it normally * reloads the page using anything that may exist in the caches if applicable, * but we can press it while holding the @c Shift key to avoid the cache. * * @skip static void * @until web_forward * @until } * * The callback set for the new window request creates a new tab and returns * the web widget associated with it. This is important, this function must * return a valid web widget returned by elm_web_add(). * * @skip static Evas_Object * @until } * * Pressing @c Ctrl-F will bring up the search box. Nothing about the box * itself is worth mentioning here, but it works as you would expect from any * other browser. While typing on it, it will highlight all occurrences of the * searched word. Pressing @c Enter will go to the next instance and the two * buttons next to the entry will move forward and backwards through the found * keywords. * * @skip win_del_request * @skip static void * @until win_search_trigger * @until } * * Last, create the main window and put all of the things used above in it. It * contains a default web widget that will be shown when no tabs exist. This * web object is not browsable per se, so history is disabled in it, and we * set the same callback to create new windows, on top of setting some custom * content of our own on it, with some links that will open new tabs to start * browsing quickly. * * @skip static void * @until ELM_MAIN * * Some parts of the code were left out, as they are not relevant to the * example, but the full listing can be found at @ref web_example_02.c * "web_example_02.c". * * @example web_example_02.c */ /** * @page efl_thread_1 EFL Threading example 1 * * You can use threads with Elementary (and EFL) but you need to be careful * to only use eina or eet calls inside a thread. Other libraries are not * totally threadsafe except for some specific ecore calls designed for * working from threads like the ecore_pipe_write() and ecore_thread calls. * * Below is an example of how to use EFL calls from a native thread you have * already created. You have to put the EFL calls inside the critical block * between ecore_thread_main_loop_begin() and ecore_thread_main_loop_end() * which ensure you gain a lock on the mainloop. Beware that this requires * that the thread WAIT to synchronize with the mainloop at the beginning of * the critical section. It is highly suggested you use as few of these * in your thread as possible and probably put just a single * ecore_thread_main_loop_begin() / ecore_thread_main_loop_end() section * at the end of the threads calculation or work when it is done and * would otherwise exit to sit idle. * * For a progression of examples that become more complex and show other * ways to use threading with EFL, please see: * * @ref efl_thread_2 * * @ref efl_thread_3 * * @ref efl_thread_4 * * @ref efl_thread_5 * * @ref efl_thread_6 * * @include efl_thread_1.c */ /** * @page efl_thread_2 EFL Threading example 2 * * You can also use ecore_main_loop_thread_safe_call_sync() to call a * specific function that needs to do EFL main loop operations. This call * will block and wait to synchronise to the mainloop just like * ecore_thread_main_loop_begin() / ecore_thread_main_loop_end() will, * but instead you simply provide it the function callback to call instead * of inlining your code. * * @ref efl_thread_3 * * @ref efl_thread_4 * * @ref efl_thread_5 * * @ref efl_thread_6 * * @include efl_thread_2.c */ /** * @page efl_thread_3 EFL Threading example 3 * * Like with ecore_main_loop_thread_safe_call_sync() you can provide a * callback to call inline in the mainloop, but this time with * ecore_main_loop_thread_safe_call_async() the callback is queued and * called asynchronously, without the thread blocking. The mainloop will * call this function when it comes around to its synchronisation point. This * acts as a "fire and forget" way of having the mainloop do some work * for a thread that has finished processing some data and is read to hand it * off to the mainloop and the thread wants to march on and do some more work * while the main loop deals with "displaying" the results of the previous * calculation. * * @ref efl_thread_4 * * @ref efl_thread_5 * * @ref efl_thread_6 * * @include efl_thread_3.c */ /** * @page efl_thread_4 EFL Threading example 4 * * Now when you want to have a thread do some work, send back results to * the mainloop and continue running but the mainloop controls when the * thread should stop working, you need some extra flags. This is an example * of how you might use ecore_main_loop_thread_safe_call_async() and pthreads * to do this. * * @ref efl_thread_5 * * @ref efl_thread_6 * * @include efl_thread_4.c */ /** * @page efl_thread_5 EFL Threading example 5 * * This is the same as @ref efl_thread_4 but now uses the ecore_thread * infrastructure to have a running worker thread that feeds results back * to the mainloop and can easily be cancelled. This saves some code in the * application and makes for fewer problem spots if you forget a mutex. * * @ref efl_thread_6 * * @include efl_thread_5.c */ /** * @page efl_thread_6 EFL Threading example 6 * * You can also use the ecore_thread infrastructure for compute tasks that * don't send feedback as they go - they are one-shot compute jobs and when * done they will trigger the end callback in the mainloop which is intended * to pick up the results and "display them". * * @include efl_thread_6.c */ /** * @page prefs_example_01 Prefs Example 01 * * This example shows how to create a simple prefs widget with Elementary, * where the items values are "reset" on each timer tick. We do that * programmatically, to demonstrate that by touching a given prefs * widgets prefs data values, the changes reflect instantly on the UI. * * We'll create items on the .EPC file and after handle it on the .C file. * * @section prefs-epc-01 Creating items on EPC file * @dontinclude prefs_example_01.epc * * First we'll create prefs items on .EPC file that we'll use later on * the .C file. Note that the code is similar to .EDC (edje) files. * * @skip collection * @until subtitle: "Example 01"; * * Here we define a page item. Pages are group of items grouped together, * on a given prefs widget. * * @skipline widget: "elm/vertical_box"; * * In this part, we create a @c INT type item, that by default will * become a spinner widget in the UI, and default, min and max * parameters are optional as well as in @c FLOAT type. * * @skip items { * @until max: 150; * @skipline } * @skipline } * * Other @c INT type widget implementations may exist, as is exemplified * on the item that follows. * * @skip item { * @until min: 0; * @skipline } * @skipline } * * Now we create a LABEL type item and by default will become a read-only * label in UI. * * @skip item { * @until } * * Now we create a TEXT type item and by default will become a single-line * text entry in UI. Note that we use a Regular Expression to deny only * entries with numbers. * * @skip item { * @until } * @skipline } * * In this part we create a DATE type item, by default will become a datetime * in UI, and default, min and max parameters are optional. * * @skip item { * @until } * * Here we create a SEPARATOR type item, it has no value bound, * serves only to divide and organize prefs items. * * @skip item { * @until } * * In this part, we create a SAVE type item that will get all the values * bounded to items and save it on CFG file. Next time you execute the * application, all the values that you saved before will be loaded. * * @skip item { * @until } * * Here we create a RESET type item that will return all the values bounded * to items as default declared on .EPC file. * * @skip item { * @until } * * Pages and items have default implementation widgets, but, with the tag * 'widget', you can use different widgets for prefs items. To a list of * default widgets supported by each type, by default, refer to the Elementary * Prefs Collection reference sheet. One can also register, at run time, * custom item widget handlers too. * * @section prefs-c-01 Handling items on C File * @dontinclude prefs_example_01.c * * Now we're handling the .C file and first we'll create a prefs widget. * * @skip prefs = elm_prefs_add(win); * @until evas_object_show(prefs); * * Here we add some specific callbacks, for example "item,changed" that will * be called when any item that we created on EPC file changes. * * @skip evas_object_smart_callback_add * @until _item_changed_cb, win); * * Here we set the prefs to save its values back (on the user data file) * automatically on every UI element changes. * * @skipline elm_prefs_autosave_set(prefs, EINA_TRUE); * * In this part we create the prefs data handle and set the .EPB file * (.EPC compiled). This .EPB file contains all the default values from the * items that we created, this file will be loaded when the program starts or * when clicked on a RESET type item. There is another file created when * the values from prefs items are saved, the .CFG file, that contains all the * non-standard saved values from the prefs items, this file will be loaded * when program starts as well. * * @dontinclude prefs_example_01.c * @skipline Elm_Prefs_Data *prefs_data; * * @skip prefs_data = elm_prefs_data_new * @until elm_prefs_data_set(prefs, prefs_data); * * Here we just create a notify widget to appear when the values are reset. * * @skip label = elm_label_add(win); * @until evas_object_show(notify); * * Now we add a timer to reset the items values on each 5.0 seconds and * show the notify. * * @skipline evas_object_data_set(notify * @skipline timer = ecore_timer_add(5.0, * * @dontinclude prefs_example_01.c * @skip _elm_prefs_data_change(void *data) * @until return ECORE_CALLBACK_RENEW; * @skipline } * * Here we finish the example. The full source code can be found on * @ref prefs_example_01_c and * @ref prefs_example_01_epc * */ /** * @page prefs_example_02 Prefs Example 02 * * This example shows how to create a simple prefs widget with Elementary, * where some items properties are changed on each timer tick. * * We'll create items on the .EPC file and after handle it on the .C file. * * @section prefs-epc-02 Creating items on EPC file * @dontinclude prefs_example_02.epc * * First we'll create prefs items on .EPC file that we'll use later on * the .C file. Note that the code is similar to .EDC (edje) files. * * @skip collection * @until widget: "elm/vertical_frame"; * * In this part, we create a @c TEXTAREA item and, by default, it will * become a multi-line text entry in the UI. Note that we use a * regular expression to accept only characters and whitespaces in it. * * @skip items { * @until } * @skipline } * * Now we create a FLOAT type item, by default will become a spinner in UI, * and default, min and max parameters are optional as well as in INT type. * * @skip item { * @until } * @skipline } * * Here we create a BOOL type item, by default will become a checkbox in UI. * * @skip item { * @until } * @skipline } * * Here we create two items, separator and save types, that we've already * covered in * @ref prefs_example_01 * * @skip item { * @until label: "Save"; * @skipline } * * In this part, we create a ACTION type item. when clicked, the * action item will emit a signal to .C file and call a smart callback. * * @skip item { * @until } * @skipline } * @skipline } * @skipline } * * @section prefs-c-02 Handling items on C File * @dontinclude prefs_example_02.c * * Now we're handling the .C file and first we'll create a prefs widget. * * @skip prefs = elm_prefs_add(win); * @until evas_object_show(prefs); * * In this part we add the action smart callback, that will be called when * the action item be clicked. * * @skipline evas_object_smart_callback_add * * Here we add a simple action item callback that sets a text to another item. * * @dontinclude prefs_example_02.c * @skip _action_cb(void *data * @until } * * Now we set the prefs to save its values back (on the user data file) * automatically on every UI element changes. * * @skipline elm_prefs_autosave_set(prefs, EINA_TRUE); * * In this part we create the prefs data handle and set the .EPB file * (.EPC compiled). * * @dontinclude prefs_example_02.c * @skipline Elm_Prefs_Data *prefs_data; * * @skip prefs_data = elm_prefs_data_new * @until elm_prefs_data_set(prefs, prefs_data); * * Here we just create a notify widget to appear when the items properties * are changed. * * @skip label = elm_label_add(win); * @until evas_object_show(notify); * * Now we add a timer to change text editable, spinners visibility and checkbox * enable/disable properties on each 5.0 seconds and show the notify. * * @skip evas_object_data_set(notify * @until _elm_prefs_items_change, notify); * * @dontinclude prefs_example_02.c * @skip _elm_prefs_items_change(void *data) * @until return ECORE_CALLBACK_RENEW; * @skipline } * * Here we finish the example. The full source code can be found on * @ref prefs_example_02_c and * @ref prefs_example_02_epc * */ /** * @page prefs_example_03 Prefs Example 03 * * This example shows how to create a prefs widget with Elementary, where some * prefs item values are changed, some actions take place on an object * different than the prefs widget (an Edge object). With this new object, * we're also exemplifying the prefs SWALLOW item type, as the Edje object is * put inside the prefs widget's viewport. * * It also shows how subpages can be created using the prefs PAGE item type. * * Explain step by step the .EDC file is out of scope, the source code * can be found at * @ref prefs_example_03_edc * * @section prefs-epc-03 Creating items on EPC file * @dontinclude prefs_example_03.epc * * First we'll create prefs items on .EPC file that we'll use later on * the .C file. * * @skip collection * @until widget: "elm/vertical_frame"; * * In the following part, we create an item of the PAGE type, that will create a * subpage inside the main page. The source parameter is used to set which page * will be used to fill the subpage, in this example, the page named * "configpage" will be used. * * @skip items { * @until type: SEPARATOR; * @skipline } * * Now we create a SWALLOW type item, that, as the name suggests, will * swallow an Evas_Object. * * @skip item { * @until } * * Now we create the page that will be used to fill the item "config" of the * main page. It has another two subpages and a SEPARATOR item arranged * horizontally so we could achieve the desired layout. * * @skip page * @until source: "buttonspage"; * @skipline } * @skipline } * @skipline } * * Then we create the pages used by the "configpage" page, whose items * were covered in @ref prefs_example_01 and @ref prefs_example_02. * * @skip page * @until label: "Reset"; * @skipline } * @skipline } * @skipline } * * @section prefs-c-03 Handling items on C File * @dontinclude prefs_example_03.c * * Now we're handling the .C file and first we'll create a layout setting the * edje file to after a prefs item swallows it. * * @skip layout = elm_layout_add(win); * @until "prefs_edje"); * * Here we create the prefs widget, add smart callbacks and create the prefs * data handle. * * @skip prefs = elm_prefs_add(win); * @until elm_prefs_data_set(prefs, prefs_data); * * Now we "swallow" the layout into the SWALLOW item of the prefs widget. * * @skipline elm_prefs_item_swallow(prefs, * * Page loaded and item changed callbacks will call update functions. * * @dontinclude prefs_example_03.c * @skip _page_loaded_cb(void *data, * @until _update_animation(obj, layout); * @skipline } * * These update functions will be called in order to get the new value from * the items and pass it as signal to edje handle it and affects on animation. * * @dontinclude prefs_example_03.c * @skip _update(Evas_Object *prefs, * @until } * * In this function we'll get the checkbox (bool) value and start or stop * the animation on edje. * * @dontinclude prefs_example_03.c * @skip _update_animation(Evas_Object *prefs, * @until } * * In this function we'll get the slider (float item) value and send it as * animation time to edje. * * @skip _update_animation_time(Evas_Object *prefs, * @until } * * Here we finish the example. The full source code can be found on * @ref prefs_example_03_c, * @ref prefs_example_03_epc and * @ref prefs_example_03_edc * */ /** * @page bg_example_01_c bg_example_01.c * @include bg_example_01.c * @example bg_example_01.c */ /** * @page bg_example_02_c bg_example_02.c * @include bg_example_02.c * @example bg_example_02.c */ /** * @page bg_example_03_c bg_example_03.c * @include bg_example_03.c * @example bg_example_03.c */ /** * @page actionslider_example_01 Actionslider example * @include actionslider_example_01.c * @example actionslider_example_01.c */ /** * @page transit_example_01_c Transit example 1 * @include transit_example_01.c * @example transit_example_01.c */ /** * @page transit_example_02_c Transit example 2 * @include transit_example_02.c * @example transit_example_02.c */ /** * @page general_functions_example_c General (top-level) functions example * @include general_funcs_example.c * @example general_funcs_example.c */ /** * @page clock_example_c Clock example * @include clock_example.c * @example clock_example.c */ /** * @page datetime_example_c Datetime example * @include datetime_example.c * @example datetime_example.c */ /** * @page dayselector_example_c Dayselector example * @include dayselector_example.c * @example dayselector_example.c */ /** * @page flipselector_example_c Flipselector example * @include flipselector_example.c * @example flipselector_example.c */ /** * @page fileselector_example_c Fileselector example * @include fileselector_example.c * @example fileselector_example.c */ /** * @page fileselector_button_example_c Fileselector button example * @include fileselector_button_example.c * @example fileselector_button_example.c */ /** * @page fileselector_entry_example_c Fileselector entry example * @include fileselector_entry_example.c * @example fileselector_entry_example.c */ /** * @page index_example_01_c Index example * @include index_example_01.c * @example index_example_01.c */ /** * @page index_example_02_c Index example * @include index_example_02.c * @example index_example_02.c */ /** * @page layout_example_01_c layout_example_01.c * @include layout_example_01.c * @example layout_example_01.c */ /** * @page layout_example_02_c layout_example_02.c * @include layout_example_02.c * @example layout_example_02.c */ /** * @page layout_example_03_c layout_example_03.c * @include layout_example_03.c * @example layout_example_03.c */ /** * @page layout_example_edc An example of layout theme file * * This theme file contains two groups. Each of them is a different theme, and * can be used by an Elementary Layout widget. A theme can be used more than * once by many different Elementary Layout widgets too. * * @include layout_example.edc * @example layout_example.edc */ /** * @page gengrid_example_c Gengrid example * @include gengrid_example.c * @example gengrid_example.c */ /** * @page genlist_example_01_c genlist_example_01.c * @include genlist_example_01.c * @example genlist_example_01.c */ /** * @page genlist_example_02_c genlist_example_02.c * @include genlist_example_02.c * @example genlist_example_02.c */ /** * @page genlist_example_04_c genlist_example_04.c * @include genlist_example_04.c * @example genlist_example_04.c */ /** * @page genlist_example_05_c genlist_example_05.c * @include genlist_example_05.c * @example genlist_example_05.c */ /** * @page thumb_example_01_c thumb_example_01.c * @include thumb_example_01.c * @example thumb_example_01.c */ /** * @page progressbar_example_c Progress bar example * @include progressbar_example.c * @example progressbar_example.c */ /** * @page slideshow_example_c Slideshow example * @include slideshow_example.c * @example slideshow_example.c */ /** * @page efl_thread_1_c EFL Threading example 1 * @include efl_thread_1.c * @example efl_thread_1.c */ /** * @page efl_thread_2_c EFL Threading example 2 * @include efl_thread_2.c * @example efl_thread_2.c */ /** * @page efl_thread_3_c EFL Threading example 3 * @include efl_thread_3.c * @example efl_thread_3.c */ /** * @page efl_thread_4_c EFL Threading example 4 * @include efl_thread_4.c * @example efl_thread_4.c */ /** * @page efl_thread_5_c EFL Threading example 5 * @include efl_thread_5.c * @example efl_thread_5.c */ /** * @page efl_thread_6_c EFL Threading example 6 * @include efl_thread_6.c * @example efl_thread_6.c */ /** * @page prefs_example_01_c prefs_example_01.c * @include prefs_example_01.c * @example prefs_example_01.c */ /** * @page prefs_example_01_epc prefs_example_01.epc * @include prefs_example_01.epc * @example prefs_example_01.epc */ /** * @page prefs_example_02_c prefs_example_02.c * @include prefs_example_02.c * @example prefs_example_02.c */ /** * @page prefs_example_02_epc prefs_example_02.epc * @include prefs_example_02.epc * @example prefs_example_02.epc */ /** * @page prefs_example_03_c prefs_example_03.c * @include prefs_example_03.c * @example prefs_example_03.c */ /** * @page prefs_example_03_epc prefs_example_03.epc * @include prefs_example_03.epc * @example prefs_example_03.epc */ /** * @page prefs_example_03_edc prefs_example_03.edc * @include prefs_example_03.edc * @example prefs_example_03.edc */ /** * @example prefs_data_example.c * @example glview_example_01.c * @example track_example_01.c * @example codegen_example.c * @example efl_thread_win32_1.c * @example efl_thread_win32_2.c * @example efl_thread_win32_3.c * @example efl_thread_win32_4.c * @example naviframe_example.c */ /** * @page tutorial_combobox Combobox example * @dontinclude combobox_example_01.c * * In this example we will create a combobox with 1000 items. * * We will start with the normal creation of window stuff: * @until show(bg) * * Next we will create a box. * @until show(bx) * * And now we create our combobox and set some of it's properties. We set @p win * as its parent, set a text "A Simple List" (which acts as a placeholder). * We pack the combobox in box. * @until show(combobox) * * Next we create a new genlist item class and sets its properties: * item_style as deafult , callback for text_get and set others as NULL. * @until itc->func.del = NULL; * Next we will append 1000 items to the combobox, this is similar to appending * items to the genlist * @until )); * * We also set a pair of callbacks to be called whenever any item is selected or * pressed. * when the combobox is activated, dismissed, expanded : * @until _combobox_item_pressed_cb, NULL); * * And then ask that our combobox be shown and run the main loop: * @until ELM_MAIN * * We now have the callback for setting text in the each item of genlist: * @until } * * Next we have the callback which is called when the combobox is clicked: * @until } * * Next we have the callback that is called whenever an item is selected and * text of that item is set on combobox: * @until } * Next we have the callback that is called whenever an item is pressed and * text of that item is set on combobox and the hover is closed: * @until } * * Next we have the callback that is called whenever an item is double-clicked * or pressing (enter|return|spacebar) on an item also the text(event_info) of that item is set on * combobox and the hover is closed: * @until } * And the callback that is called when the hover,genlist are closed. * @until } * * And finally the callback is called when hover,genlist are shown. * @until } * * Our example will initially look like this: * * @image html screenshots/combobox_example_01.png * @image latex screenshots/combobox_example_01.eps width=\textwidth * * @example combobox_example_01.c */