#ifdef HAVE_CONFIG_H # include #endif #include "ephysics_test.h" static void _world_populate(Test_Data *test_data) { static const char *colors[] = {"blue-ball", "red-ball", "green-ball"}; Evas_Object *sphere, *shadow; EPhysics_Body *fall_body; int i, column, row; for (i = 0; i < 9; i++) { column = i % 3; row = i / 3; shadow = elm_layout_add(test_data->win); elm_layout_file_set( shadow, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", "shadow-ball"); evas_object_move(shadow, (1 + column) * WIDTH / 4, FLOOR_Y); evas_object_resize(shadow, 54, 3); evas_object_show(shadow); test_data->evas_objs = eina_list_append(test_data->evas_objs, shadow); sphere = elm_image_add(test_data->win); elm_image_file_set( sphere, PACKAGE_DATA_DIR "/" EPHYSICS_TEST_THEME ".edj", colors[column]); evas_object_move(sphere, (1 + column) * WIDTH / 4, 100 + row * 60 + row / 2 * 20); evas_object_resize(sphere, 54, 54); evas_object_show(sphere); test_data->evas_objs = eina_list_append(test_data->evas_objs, sphere); fall_body = ephysics_body_sphere_add(test_data->world); ephysics_body_evas_object_set(fall_body, sphere, EINA_TRUE); ephysics_body_event_callback_add(fall_body, EPHYSICS_CALLBACK_BODY_UPDATE, update_object_cb, shadow); ephysics_body_restitution_set(fall_body, 0.95); ephysics_body_friction_set(fall_body, 1); test_data->bodies = eina_list_append(test_data->bodies, fall_body); } } static void _restart(void *data, Evas_Object *obj __UNUSED__, const char *emission __UNUSED__, const char *source __UNUSED__) { Test_Data *test_data = data; DBG("Restart pressed"); test_clean(test_data); _world_populate(test_data); } void test_colliding_balls(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__) { EPhysics_Body *boundary; EPhysics_World *world; Test_Data *test_data; if (!ephysics_init()) return; test_data = test_data_new(); test_win_add(test_data, "Colliding Balls", EINA_TRUE); elm_object_signal_emit(test_data->layout, "borders,show", "ephysics_test"); elm_layout_signal_callback_add(test_data->layout, "restart", "test-theme", _restart, test_data); world = ephysics_world_new(); ephysics_world_render_geometry_set(world, 50, 40, -50, WIDTH - 100, FLOOR_Y - 40, DEPTH); test_data->world = world; boundary = ephysics_body_bottom_boundary_add(test_data->world); ephysics_body_restitution_set(boundary, 0.65); ephysics_body_friction_set(boundary, 2); ephysics_body_top_boundary_add(test_data->world); ephysics_body_left_boundary_add(test_data->world); ephysics_body_right_boundary_add(test_data->world); _world_populate(test_data); }