This example demonstrates how someone can set a perspective to be used by an Edje object, but setting a global perspective.
The API for setting a perspective for just one Edje object is almost the same and it's trivial, so we are not doing that on this example.
Let's go first to the main function, where we start creating our objects and loading the theme. We also set some variables that will be used globally in our program:
{
const char *edje_file = PACKAGE_DATA_DIR"/perspective.edj";
struct _App app;
Ecore_Evas *ee;
return EXIT_FAILURE;
goto shutdown_ecore_evas;
app.x = 0;
app.y = 0;
app.focal = 50;
EAPI int ecore_evas_init(void)
Inits the Ecore_Evas system.
Definition: ecore_evas.c:602
int edje_init(void)
Initializes the Edje library.
Definition: edje_main.c:35
void edje_frametime_set(double t)
Sets edje transitions' frame time.
Definition: edje_program.c:216
#define EINA_FALSE
boolean value FALSE (numerical value 0)
Definition: eina_types.h:533
#define EINA_UNUSED
Used to indicate that a function parameter is purposely unused.
Definition: eina_types.h:339
Eo Evas
An opaque handle to an Evas canvas.
Definition: Evas_Common.h:163
A boolean is used to indicate that we are animating.
We also set the app.x
and app.y
to (0, 0) because the original position of our text + rectangle part will be on top left. This is a convention that we are using in this example, and setting x, y to 1, 1 would mean bottom right. We do this to later define the name of the signals that we are sending to the theme.
After this, some boilerplate code to load the theme:
if (!ee) goto shutdown_edje;
EAPI void ecore_evas_callback_destroy_set(Ecore_Evas *ee, Ecore_Evas_Event_Cb func)
Sets a callback for Ecore_Evas destroy events.
Definition: ecore_evas.c:1185
EAPI void ecore_evas_title_set(Ecore_Evas *ee, const char *t)
Sets the title of an Ecore_Evas' window.
Definition: ecore_evas.c:1527
EAPI Evas * ecore_evas_get(const Ecore_Evas *ee)
Gets an Ecore_Evas's Evas.
Definition: ecore_evas.c:1300
EAPI void ecore_evas_data_set(Ecore_Evas *ee, const char *key, const void *data)
Stores user data in an Ecore_Evas structure.
Definition: ecore_evas.c:1103
EAPI Ecore_Evas * ecore_evas_new(const char *engine_name, int x, int y, int w, int h, const char *extra_options)
Creates a new Ecore_Evas based on engine name and common parameters.
Definition: ecore_evas.c:1039
EAPI void ecore_evas_callback_resize_set(Ecore_Evas *ee, Ecore_Evas_Event_Cb func)
Sets a callback for Ecore_Evas resize events.
Definition: ecore_evas.c:1140
#define EINA_TRUE
boolean value TRUE (numerical value 1)
Definition: eina_types.h:539
EVAS_API void evas_object_show(Evas_Object *eo_obj)
Makes the given Evas object visible.
Definition: evas_object_main.c:1814
EVAS_API void evas_object_color_set(Evas_Object *obj, int r, int g, int b, int a)
Sets the general/main color of the given Evas object to the given one.
Definition: evas_object_main.c:2024
EVAS_API void evas_object_focus_set(Efl_Canvas_Object *obj, Eina_Bool focus)
Indicates that this object is the keyboard event receiver on its canvas.
Definition: efl_canvas_object_eo.legacy.c:39
EVAS_API void evas_object_resize(Evas_Object *obj, Evas_Coord w, Evas_Coord h)
Changes the size of the given Evas object.
Definition: evas_object_main.c:1236
EVAS_API Evas_Object * evas_object_rectangle_add(Evas *e)
Adds a rectangle to the given evas.
Definition: evas_object_rectangle.c:78
Now we are going to setup a callback to tell us that the animation has ended. We do this just to avoid sending signals to the theme while it's animating.
@ EVAS_CALLBACK_KEY_DOWN
Key Press Event.
Definition: Evas_Common.h:430
Evas_Object * edje_object_add(Evas *evas)
Instantiates a new Edje object.
Definition: edje_smart.c:22
void edje_object_signal_callback_add(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func, void *data)
Adds a callback for an arriving Edje signal, emitted by a given Edje object.
Definition: edje_legacy.c:85
Eina_Bool edje_object_file_set(Evas_Object *obj, const char *file, const char *group)
Sets the EDJ file (and group within it) to load an Edje object's contents from.
Definition: edje_smart.c:467
EVAS_API void evas_object_event_callback_add(Evas_Object *eo_obj, Evas_Callback_Type type, Evas_Object_Event_Cb func, const void *data)
Add (register) a callback function to a given Evas object event.
Definition: evas_callbacks.c:478
EVAS_API void evas_object_move(Evas_Object *obj, Evas_Coord x, Evas_Coord y)
Move the given Evas object to the given location inside its canvas' viewport.
Definition: evas_object_main.c:1171
Finally, let's create our perspective object, define its position, focal distance and z plane position, and set it as global:
void edje_perspective_global_set(Edje_Perspective *ps, Eina_Bool global)
Makes this perspective object be global for its canvas.
Definition: edje_util.c:5343
Edje_Perspective * edje_perspective_new(Evas *e)
Creates a new perspective in the given canvas.
Definition: edje_util.c:5275
void edje_perspective_set(Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc)
Sets up the transform for this perspective object.
Definition: edje_util.c:5302
Notice that if we wanted to set it just to our edje object, instead of setting the perspective as global to the entire canvas, we could just use edje_object_perspective_set() instead of edje_perspective_global_set(). The rest of the code would be exactly the same.
Now, let's take a look at what we do in our callbacks.
The callback for key_down is converting the arrow keys to a signal that represents where we want our text and rectangle moved to. It does that by using the following function:
_part_move(struct _App *app, int dx, int dy)
{
char emission[64];
if (app->animating)
return;
app->x += dx;
app->y += dy;
if (app->x > 1)
app->x = 1;
if (app->x < 0)
app->x = 0;
if (app->y > 1)
app->y = 1;
if (app->y < 0)
app->y = 0;
snprintf(emission, sizeof(emission), "move,%d,%d", app->x, app->y);
}
void edje_object_signal_emit(Evas_Object *obj, const char *emission, const char *source)
Sends/emits an Edje signal to a given Edje object.
Definition: edje_legacy.c:147
Notice that, after sending the signal to the Edje object, we set our boolean to store that we are animating now. It will only be unset when we receive a signal from the theme that the animation has ended.
Now, on the key_down code, we just call this function when the arrows or "PgUp" or "PgDown" keys are pressed:
static void
{
struct _App *app = data;
if (!strcmp(ev->
key,
"h"))
{
printf(commands);
return;
}
else if (!strcmp(ev->
key,
"Down"))
{
_part_move(app, 0, 1);
}
else if (!strcmp(ev->
key,
"Up"))
{
_part_move(app, 0, -1);
}
else if (!strcmp(ev->
key,
"Left"))
{
_part_move(app, -1, 0);
}
else if (!strcmp(ev->
key,
"Right"))
{
_part_move(app, 1, 0);
}
else if (!strcmp(ev->
key,
"Prior"))
{
_part_move(app, -1, -1);
}
else if (!strcmp(ev->
key,
"Next"))
{
_part_move(app, 1, 1);
}
else if (!strcmp(ev->
key,
"KP_Add"))
{
app->focal += 5;
}
else if (!strcmp(ev->
key,
"KP_Subtract"))
{
app->focal -= 5;
if (app->focal < 5)
app->focal = 5;
}
else if (!strcmp(ev->
key,
"Escape"))
else
{
printf(
"unhandled key: %s\n", ev->
key);
void ecore_main_loop_quit(void)
Quits the main loop once all the events currently on the queue have been processed.
Definition: ecore_main.c:1321
void edje_object_calc_force(Edje_Object *obj)
Forces a Size/Geometry calculation.
Definition: edje_legacy.c:1110
Efl_Canvas_Object Evas_Object
An Evas Object handle.
Definition: Evas_Common.h:185
Key press event.
Definition: Evas_Legacy.h:314
const char * key
The logical key : (eg shift+1 == exclamation)
Definition: Evas_Legacy.h:320
printf(commands);
}
Notice that we also do something else when the numeric keyboard "+" and "-" keys are pressed. We change the focal distance of our global perspective, and that will affect the part that has a map rotation applied to it, with perspective enabled. We also need to call edje_object_calc_force(), otherwise the Edje object has no way to know that we changed the global perspective.
Try playing with these keys and see what happens to the animation when the value of the focal distance changes.
Finally we add a callback for the animation ended signal:
{
struct _App *app = data;
}
The example's window should look like this picture:
The full source code follows:
#ifdef HAVE_CONFIG_H
# include "config.h"
#else
# define EINA_UNUSED
#endif
#ifndef PACKAGE_DATA_DIR
#define PACKAGE_DATA_DIR "."
#endif
#include <Ecore.h>
#define WIDTH 480
#define HEIGHT 320
static const char commands[] = \
"commands are:\n"
"\tDown - move part down\n"
"\tUp - move part up\n"
"\tLeft - move part left\n"
"\tRight - move part right\n"
"\tPrior - move part up-left\n"
"\tNext - move part down-right\n"
"\tInsert - increase focal\n"
"\tSuppr - decrease focal\n"
"\tEsc - exit\n"
"\th - print help\n";
struct _App {
int x, y;
int focal;
};
static void
{
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
int w, h;
}
static void
_part_move(struct _App *app, int dx, int dy)
{
char emission[64];
if (app->animating)
return;
app->x += dx;
app->y += dy;
if (app->x > 1)
app->x = 1;
if (app->x < 0)
app->x = 0;
if (app->y > 1)
app->y = 1;
if (app->y < 0)
app->y = 0;
snprintf(emission, sizeof(emission), "move,%d,%d", app->x, app->y);
}
static void
{
struct _App *app = data;
if (!strcmp(ev->
key,
"h"))
{
printf(commands);
return;
}
else if (!strcmp(ev->
key,
"Down"))
{
_part_move(app, 0, 1);
}
else if (!strcmp(ev->
key,
"Up"))
{
_part_move(app, 0, -1);
}
else if (!strcmp(ev->
key,
"Left"))
{
_part_move(app, -1, 0);
}
else if (!strcmp(ev->
key,
"Right"))
{
_part_move(app, 1, 0);
}
else if (!strcmp(ev->
key,
"Prior"))
{
_part_move(app, -1, -1);
}
else if (!strcmp(ev->
key,
"Next"))
{
_part_move(app, 1, 1);
}
else if (!strcmp(ev->
key,
"KP_Add"))
{
app->focal += 5;
}
else if (!strcmp(ev->
key,
"KP_Subtract"))
{
app->focal -= 5;
if (app->focal < 5)
app->focal = 5;
}
else if (!strcmp(ev->
key,
"Escape"))
else
{
printf(
"unhandled key: %s\n", ev->
key);
printf(commands);
}
}
static void
{
struct _App *app = data;
}
int
{
const char *edje_file = PACKAGE_DATA_DIR"/perspective.edj";
struct _App app;
Ecore_Evas *ee;
return EXIT_FAILURE;
goto shutdown_ecore_evas;
app.x = 0;
app.y = 0;
app.focal = 50;
if (!ee) goto shutdown_edje;
printf(commands);
return EXIT_SUCCESS;
shutdown_edje:
shutdown_ecore_evas:
return EXIT_FAILURE;
}
Edje Graphical Design Library.
EAPI void ecore_evas_show(Ecore_Evas *ee)
Shows an Ecore_Evas' window.
Definition: ecore_evas.c:1480
EAPI void * ecore_evas_data_get(const Ecore_Evas *ee, const char *key)
Retrieves user data associated with an Ecore_Evas.
Definition: ecore_evas.c:1092
EAPI void ecore_evas_geometry_get(const Ecore_Evas *ee, int *x, int *y, int *w, int *h)
Gets the geometry of an Ecore_Evas.
Definition: ecore_evas.c:1362
EAPI int ecore_evas_shutdown(void)
Shuts down the Ecore_Evas system.
Definition: ecore_evas.c:666
EAPI void ecore_evas_free(Ecore_Evas *ee)
Frees an Ecore_Evas.
Definition: ecore_evas.c:1083
void ecore_main_loop_begin(void)
Runs the application main loop.
Definition: ecore_main.c:1311
int edje_shutdown(void)
Shuts down the Edje library.
Definition: edje_main.c:262
struct _Edje_Perspective Edje_Perspective
Perspective info for maps inside edje objects.
Definition: Edje_Common.h:140
unsigned char Eina_Bool
Type to mimic a boolean.
Definition: eina_types.h:527
The full .edc file
collections {
group {
name: "example/group";
min: 480 320;
parts {
part {
name: "bg";
type: RECT;
mouse_events: 1;
description {
state: "default" 0.0;
}
} // bg
part {
name: "rectangle";
type: RECT;
mouse_events: 0;
description {
state: "default" 0.0;
color: 255 0 0 128;
rel1 {
offset: -5 -5;
to: "title";
}
rel2 {
offset: 4 4;
to: "title";
}
map {
on: 1;
perspective_on: 1;
rotation {
x: 45;
}
}
}
} // rectangle
part {
name: "title";
type: TEXT;
mouse_events: 0;
description {
state: "default" 0.0;
color: 200 200 200 255;
align: 0.0 0.5;
rel1.relative: 0.1 0.1;
rel2.relative: 0.1 0.1;
text {
text: "Perspective example";
font: "Sans";
size: 16;
min: 1 1;
}
map {
on: 1;
perspective_on: 1;
rotation {
x: 45;
}
}
}
description {
state: "right" 0.0;
inherit: "default" 0.0;
rel1.relative: 0.5 0.1;
rel2.relative: 0.5 0.1;
}
description {
state: "bottom" 0.0;
inherit: "default" 0.0;
rel1.relative: 0.1 0.9;
rel2.relative: 0.1 0.9;
}
description {
state: "bottomright" 0.0;
inherit: "default" 0.0;
rel1.relative: 0.5 0.9;
rel2.relative: 0.5 0.9;
}
} // title
}
programs {
program {
name: "move,right";
signal: "move,1,0";
action: STATE_SET "right" 0.0;
transition: SINUSOIDAL 1.0;
target: "title";
after: "animation,end";
}
program {
name: "move,bottom";
signal: "move,0,1";
action: STATE_SET "bottom" 0.0;
transition: SINUSOIDAL 1.0;
target: "title";
after: "animation,end";
}
program {
name: "move,bottomright";
signal: "move,1,1";
action: STATE_SET "bottomright" 0.0;
transition: SINUSOIDAL 1.0;
target: "title";
after: "animation,end";
}
program {
name: "move,default";
signal: "move,0,0";
action: STATE_SET "default" 0.0;
transition: SINUSOIDAL 1.0;
target: "title";
after: "animation,end";
}
program {
name: "animation,end";
action: SIGNAL_EMIT "animation,end" "";
}
}
}
}
To compile use this command:
* gcc -o edje-perspective edje-perspective.c -DPACKAGE_BIN_DIR=\"/Where/enlightenment/is/installed/bin\"
* -DPACKAGE_LIB_DIR=\"/Where/enlightenment/is/installed/lib\"
* -DPACKAGE_DATA_DIR=\"/Where/enlightenment/is/installed/share\"
* `pkg-config --cflags --libs evas ecore ecore-evas edje`
*
* edje_cc perspective.edc
*