forked from enlightenment/efl
502 lines
14 KiB
Plaintext
502 lines
14 KiB
Plaintext
/**
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@file edje.dox
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@brief Edje Graphical Design Library
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These routines are used for Edje.
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*/
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/**
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@mainpage Edje Library Documentation
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@image html e.png
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@version @PACKAGE_VERSION@
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@author Carsten Haitzler <raster\@rasterman.com>
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@date 2003-2010
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@section intro What is Edje?
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Edje is a complex graphical design & layout library.
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It doesn't pretend to do containing and regular layout like a widget
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set, but it is the base for such components. Based on the requirements
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of Enlightenment 0.17, Edje should serve all the purposes of creating
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visual elements (borders of windows, buttons, scrollbars, etc.) and
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allow the designer the ability to animate, layout and control the look
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and feel of any program using Edje as its basic GUI constructor. This
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library allows for multiple collections of Layouts in one file,
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sharing the same image and font database and thus allowing a whole
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theme to be conveniently packaged into 1 file and shipped around.
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Edje separates the layout and behavior logic. Edje files ship with an
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image and font database, used by all the parts in all the collections
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to source graphical data. It has a directory of logical part names
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pointing to the part collection entry ID in the file (thus allowing
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for multiple logical names to point to the same part collection,
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allowing for the sharing of data between display elements). Each part
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collection consists of a list of visual parts, as well as a list of
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programs. A program is a conditionally run program that if a
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particular event occurs (a button is pressed, a mouse enters or leaves
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a part) will trigger an action that may affect other parts. In this
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way a part collection can be "programmed" via its file as to hilight
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buttons when the mouse passes over them or show hidden parts when a
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button is clicked somewhere etc. The actions performed in changing
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from one state to another are also allowed to transition over a period
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of time, allowing animation. Programs and animations can be run in
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"parallel".
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This separation and simplistic event driven style of programming can produce
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almost any look and feel one could want for basic visual elements. Anything
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more complex is likely the domain of an application or widget set that may
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use Edje as a convenient way of being able to configure parts of the display.
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For details of Edje's history, see the \ref history section.
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@section requirements What does Edje require?
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Edje requires fairly little on your system. to use the Edje runtime library
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you need:
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- Evas (library)
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- Ecore (library)
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- Eet (library)
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- Embryo (library)
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- Eina (library)
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Evas needs to be build with the JPEG, PNG and EET image loaders enabled at a
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minimum. Edje uses X for the test program, so you will need the SOFTWARE_X11
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engine built into Evas as well. A suggested configure list is below in the
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"cheat sheet" for Evas.
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Ecore needs the ECORE, ECORE_EVAS and ECORE_X modules built at a minimum.
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It's suggested to build all the Ecore modules, but the ECORE_FB modules is
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definitely optional.
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Eina, Eet and Embryo have no interesting options so just build and
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install them.
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It is suggested right now that you get the latest SVN versions of the
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required libraries. You also need to build them in the right order and make
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sure the right options are enabled in the required libraries. Here is a
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quick "cheat sheet" on how to get started.
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@verbatim
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1. You need Eina from the trunk svn branch.
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svn co http://svn.enlightenment.org/svn/e/trunk/eina/
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cd eina
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./autogen.sh
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./configure
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make
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sudo make install
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cd
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2. You need Eet from the trunk svn branch.
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svn co http://svn.enlightenment.org/svn/e/trunk/eet/
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cd eet
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./autogen.sh
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./configure
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make
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sudo make install
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cd
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3. You need Evas from the trunk svn branch built with eet, png and jpeg loader support.
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svn co http://svn.enlightenment.org/svn/e/trunk/evas/
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cd evas
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./autogen.sh
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./configure --enable-image-loader-eet --enable-font-loader-eet --enable-image-loader-jpeg --enable-image-loader-png --enable-buffer
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make
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sudo make install
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cd
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4. You need Ecore from the trunk svn branch built with ecore-x and ecore-evas.
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svn co http://svn.enlightenment.org/svn/e/trunk/ecore/
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cd ecore
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./autogen.sh
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./configure --enable-ecore-x --enable-ecore-evas --enable-ecore-evas-software-buffer --enable-ecore-evas-software-x11 --enable-ecore-evas-software-buffer
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make
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sudo make install
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cd
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5. You need embryo from the trunk svn branch
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svn co http://svn.enlightenment.org/svn/e/trunk/embryo/
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cd embryo
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./autogen.sh
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./configure
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make
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sudo make install
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cd
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@endverbatim
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@section compiling How to compile and test Edje
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Now you need to compile and install Edje.
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@verbatim
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./configure
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make
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sudo make install
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@endverbatim
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You now have it installed and ready to go, but you need input
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data. There are lots of examples in SVN, the best one is
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Enlightenment's own theme file.
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You may use different tools to edit and view the generated ".edj"
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files, for instance:
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- editje (http://trac.enlightenment.org/e/wiki/Editje)
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- edje_viewer (http://trac.enlightenment.org/e/wiki/Edje_Viewer)
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@section details So how does this all work?
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Edje internally holds a geometry state machine and state graph of what is
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visible, not, where, at what size, with what colors etc. This is described
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to Edje from an Edje .edj file containing this information. These files can
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be produced by using edje_cc to take a text file (a .edc file) and "compile"
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an output .edj file that contains this information, images and any other
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data needed.
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The application using Edje will then create an object in its Evas
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canvas and set the bundle file to use, specifying the @b group name to
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use. Edje will load such information and create all the required
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children objects with the specified properties as defined in each @b
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part of the given group. See the following annotated example:
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@code
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/*
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* edje_example.c:
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*
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* Creates a window using Ecore_Evas and inside it an object with
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* the edje group "my_group" from file "edje_example.edj".
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*
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* Requires edje_example.edj in the current folder.
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*
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* Compile:
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* gcc -o edje_example edje_example.c `pkg-config --cflags --libs eina evas ecore ecore-evas edje`
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*/
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#include <Eina.h>
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#include <Evas.h>
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#include <Ecore.h>
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#include <Ecore_Evas.h>
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#include <Edje.h>
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#define WIDTH 320
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#define HEIGHT 240
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static Evas_Object *create_my_group(Evas *canvas, const char *text)
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{
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Evas_Object *edje;
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/* create the edje object where we'll load our file */
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edje = edje_object_add(canvas);
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if (!edje)
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{
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EINA_LOG_CRIT("could not create edje object!");
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return NULL;
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}
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/* load our desired file */
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if (!edje_object_file_set(edje, "edje_example.edj", "my_group"))
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{
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int err = edje_object_load_error_get(edje);
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const char *errmsg = edje_load_error_str(err);
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EINA_LOG_ERR("could not load 'my_group' from edje_example.edj: %s",
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errmsg);
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evas_object_del(edje);
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return NULL;
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}
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if (text)
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{
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/* this is will replace the string used by "text" part in "my_group" */
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if (!edje_object_part_text_set(edje, "text", text))
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{
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EINA_LOG_WARN("could not set the text. "
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"Maybe part 'text' does not exist?");
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}
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}
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/* operate on edje as any other object */
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evas_object_move(edje, 0, 0);
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evas_object_resize(edje, WIDTH, HEIGHT);
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evas_object_show(edje);
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return edje;
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}
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int main(int argc, char *argv[])
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{
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Ecore_Evas *window;
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Evas *canvas;
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Evas_Object *edje;
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const char *text;
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eina_init();
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evas_init();
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ecore_init();
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ecore_evas_init();
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edje_init();
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window = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL);
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if (!window)
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{
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EINA_LOG_CRIT("could not create window.");
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return -1;
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}
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canvas = ecore_evas_get(window);
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text = (argc > 1) ? argv[1] : NULL;
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edje = create_my_group(canvas, text);
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if (!edje)
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return -2;
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ecore_evas_show(window);
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ecore_main_loop_begin();
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evas_object_del(edje);
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ecore_evas_free(window);
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return 0;
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}
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@endcode
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It requires the following source Edje file:
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@code
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// compile: edje_cc edje_example.edc
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collections {
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group {
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name: "my_group"; // must be the same as in edje_example.c
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parts {
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part {
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name: "background";
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type: RECT; // plain boring rectangle
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mouse_events: 0; // we don't need any mouse event on the background
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// just one state "default"
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description {
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state: "default" 0.0; // must always exist
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color: 255 255 255 255; // white
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// define part coordinates:
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rel1 { // top-left point at (0, 0) [WIDTH * 0 + 0, HEIGHT * 0 + 0]
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relative: 0.0 0.0;
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offset: 0 0;
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}
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rel2 { // bottom-right point at (WIDTH * 1.0 - 1, HEIGHT * 1.0 - 1)
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relative: 1.0 1.0;
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offset: -1 -1;
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}
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}
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}
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part {
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name: "text";
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type: TEXT;
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mouse_events: 1; // we want to change the color on mouse-over
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// 2 states, one "default" and another "over" to be used
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// on mouse over effect
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description {
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state: "default" 0.0;
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color: 255 0 0 255; // red
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// define part coordinates:
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rel1 { // top-left at (WIDTH * 0.1 + 5, HEIGHT * 0.2 + 10)
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relative: 0.1 0.2;
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offset: 5 10;
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}
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rel2 { // bottom-right at (WIDTH * 0.9 - 6, HEIGHT * 0.8 - 11)
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relative: 0.9 0.8;
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offset: -6 -11;
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}
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// define text specific state details
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text {
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font: "Sans"; /* using fontconfig name! */
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size: 10;
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text: "hello world";
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}
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}
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description {
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state: "over" 0.0;
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inherit: "default" 0.0; // copy everything from "default" at this point
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color: 0 255 0 255; // override color, now it is green
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}
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}
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// do programs to change color on text mouse in/out (over)
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programs {
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program {
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// what triggers this program:
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signal: "mouse,in";
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source: "text";
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// what this program does:
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action: STATE_SET "over" 0.0;
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target: "text";
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// do the state-set in a nice interpolation animation
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// using linear time in 0.1 second
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transition: LINEAR 0.1;
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}
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program {
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// what triggers this program:
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signal: "mouse,out";
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source: "text";
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// what this program does:
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action: STATE_SET "default" 0.0;
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target: "text";
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// do the state-set in a nice interpolation animation
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// using linear time in 0.1 second
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transition: LINEAR 0.1;
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}
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}
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}
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}
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}
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@endcode
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One should save these files as edje_example.c and edje_example.edc then:
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@verbatim
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gcc -o edje_example edje_example.c `pkg-config --cflags --libs eina evas ecore ecore-evas edje`
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edje_cc edje_example.edc
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./edje_example "some text"
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@endverbatim
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Although simple, this example illustrates that animations and state
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changes can be done from the Edje file itself without any requirement
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in the C application.
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Before digging into changing or creating your own Edje source (edc)
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files, read the \ref edcref.
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@section history Edje History
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It's a sequel to "Ebits" which has serviced the needs of Enlightenment
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development for early version 0.17. The original design parameters under
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which Ebits came about were a lot more restricted than the resulting
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use of them, thus Edje was born.
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Edje is a more complex layout engine compared to Ebits. It doesn't
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pretend to do containing and regular layout like a widget set. It
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still inherits the more simplistic layout ideas behind Ebits, but it
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now does them a lot more cleanly, allowing for easy expansion, and the
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ability to cover much more ground than Ebits ever could. For the
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purposes of Enlightenment 0.17, Edje was conceived to serve all the
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purposes of creating visual elements (borders of windows, buttons,
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scrollbars, etc.) and allow the designer the ability to animate,
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layout and control the look and feel of any program using Edje as its
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basic GUI constructor.
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Unlike Ebits, Edje separates the layout and behavior logic.
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@todo Complete documentation of API
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@todo Bytecode language for extending programs... but what/how?
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*/
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/**
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@example embryo_custom_state.edc
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This example show how to create a custom state from embryo. Clicking on the
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3 labels will rotate the object in the given direction.
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@example embryo_pong.edc
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Super-simple Pong implementation in pure embryo.
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@example embryo_run_program.edc
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This example show how to run an edje program from embryo code.
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@example embryo_set_state.edc
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This example show how to change the state of a part from embryo code.
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@example embryo_set_text.edc
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This example show how to set the text in TEXT part from embryo code.
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@example embryo_timer.edc
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This example show the usage of timers in embryo.
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@example external_elm_anchorblock.edc
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This example use an elementary anchorblock and a button to animate the text.
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@example external_elm_button.edc
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This example create some elementary buttons and do some actions on user click.
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@example external_elm_check.edc
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This example show EXTERNAL checkbox in action.
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@example external_elm_panes.edc
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This example show EXTERNAL elementary panes in action.
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@example external_emotion_elm.edc
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Super-concise video player example using Edje/Emotion/Elementary.
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@example lua_script.edc
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This example show the usage of lua scripting to create and animate some
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objects in the canvas.
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*/
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