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evas_examples.dox 
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/**
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 * @page evas_examples Evas Examples
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 *
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 * Here is a page with examples.
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 *
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 * @ref Example_Evas_Buffer_Simple
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 *
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 * @ref Example_Evas_Init_Shutdown
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 *
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 * @ref Example_Evas_Text
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 *
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 * @ref Example_Evas_Images
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 *
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 * @ref Example_Evas_Images_2
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 *
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 * @ref Example_Evas_Events
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 *
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 * @ref Example_Evas_Object_Manipulation
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 *
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 * @ref Example_Evas_Aspect_Hints
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 *
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 * @ref Example_Evas_Size_Hints
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 *
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 * @ref Example_Evas_Stacking
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 *
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 * @ref Example_Evas_Smart_Objects
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 *
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 * @ref Example_Evas_Box Evas box
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 */
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/**
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 * @page Example_Evas_Buffer_Simple Simple Evas canvas example
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 *
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 * The canvas will here use the buffer engine.
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 *
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 * @include evas-buffer-simple.c
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 * @example evas-buffer-simple.c
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 */
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/**
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 * @page Example_Evas_Init_Shutdown Evas' init/shutdown routines example
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 *
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 * @include evas-init-shutdown.c
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 * @example evas-init-shutdown.c
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 */
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/**
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 * @page Example_Evas_Images Some image object functions examples
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 * @dontinclude evas-images.c
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 *
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 * In this example, we add two images to a canvas, each one having a
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 * quarter of the canvas' size, positioned on the top left and bottom
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 * right corners, respectively:
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 * @skip img1 = evas_object_image_add(d.evas);
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 * @until ecore_main_loop_begin
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 * See there is a border image around the top left one, <b>which is
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 * the one that should be displayed</b>. The other one will (on
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 * purpose) fail to load, because we set a wrong file path as image
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 * source on it:
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 * @dontinclude evas-images.c
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 * @skip valid_path
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 * @until bogus_path
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 * This is how one is supposed to test for success when binding source
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 * images to image objects: evas_object_image_load_error_get(),
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 * followed by evas_load_error_str(), if one wants to pretty print/log
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 * the error. We'll talk about the border image further.
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 *
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 * To interact with the program, there's a command line interface.
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 * A help string can be asked for with the 'h' key:
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 * @dontinclude evas-images.c
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 * @skip commands
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 * @until ;
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 * The first four commands will change the top left images's @b fill property
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 * values, which dictate how the source image (Enlightenment's logo)
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 * is to be displayed through the image object's area. Experiment with
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 * those switches until you get the idea of evas_object_fill_set().
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 *
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 * The 'f' command will toggle that image's "filled" property, which
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 * is whether it should track its size and set the fill one to fit the
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 * object's boundaries perfectly (stretching). Note that this command
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 * and the four above it will conflict: in real usage one would use
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 * one or other ways of setting an image object's viewport with regard
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 * to its image source.
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 *
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 * There are four commands which deal with the border image. This red
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 * frame is there to illustrate <b>image borders</b>. The image source
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 * for the border is a solid red rectangle, with a transparent @b
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 * rectangular area in its middle. See how we use it to get a 3 pixel
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 * wide frame with <code>evas_object_image_border_set(d.border, 3, 3,
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 * 3, 3)</code>. To finish the effect of showing it as a border, we
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 * issue <code>evas_object_image_border_center_fill_set(d.border,
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 * EVAS_BORDER_FILL_NONE)</code>.
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 *
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 * Use 't' to change the border's thickness. 'b' will change the
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 * border image's center region rendering schema: either a hole (no
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 * rendering), blending (see the original transparent area, in this
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 * case) or solid (the transparent area gets filled). Finally, 'c'
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 * will change the border's scaling factor.
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 *
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 * While you have the border in 'blending mode', test the command 'm':
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 * it will set whether to use or not smooth scaling on the border's
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 * source image. Since the image is small originally (30 x 30), we're
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 * obviously up-scaling it (except the border pixels, do you
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 * remember?). With this last switch, you'll either see the
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 * transparent shape in the middle flat (no smoothing) or blurry
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 * (smoothed).
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 *
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 * The full example follows.
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 *
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 * @include evas-images.c
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 * @example evas-images.c
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 */
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/**
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 * @page Example_Evas_Images_2 Some more image object functions examples (2nd block)
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 * @dontinclude evas-images2.c
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 *
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 * In this example, we have three images on the canvas, but one of
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 * them is special -- we're using it as a <b>proxy image
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 * object</b>. It will mirror the contents of the other two images
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 * (which are the ones on the top of the canvas), one at a time:
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 * @skip d.proxy_img = evas_object_image_filled_add(d.evas);
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 * @until evas_object_show(d.proxy_img);
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 * As in other examples, we have a command line interface on it.
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 * @dontinclude evas-images2.c
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 * @skip commands
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 * @until ;
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 * The 'p' one will change the source of the proxy image to one of the
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 * other two, as seem above.
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 * @skip if (strcmp(ev->key, "p") == 0)
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 * @until }
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 * Note the top right image, the smaller one:
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 * @dontinclude evas-images2.c
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 * @skip noise_img =
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 * @until show
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 * Since we are creating the data for its pixel buffer ourselves, we
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 * have to set its size with evas_object_image_size_set(), first. We
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 * set our data with the function evas_object_image_data_set(), where
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 * the second argument is a buffer with random data. There's a last
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 * command to print it's @b stride value. Since its created with one
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 * quarter of the canvas's original width
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 * @dontinclude evas-images2.c
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 * @skip define WIDTH
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 * @until define HEIGHT
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 * you can check this value.
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 *
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 * The image on the top left also has a subtlety: it is @b pre-loaded
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 * on this example.
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 * @dontinclude evas-images2.c
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 * @skip d.logo =
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 * @until show
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 * On real use cases we wouldn't be just printing something like this
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 * @dontinclude evas-images2.c
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 * @skip static void
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 * @until }
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 * naturally.
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 *
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 * The 's' command will save one of the images on the disk, in the png
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 * format:
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 * @dontinclude evas-images2.c
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 * @skip if (strcmp(ev->key, "a") == 0)
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 * @until }
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 *
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 * The full example follows.
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 *
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 * @include evas-images2.c
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 * @example evas-images2.c
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 */
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/**
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 * @page Example_Evas_Events Evas events (canvas and object ones) and some canvas operations example
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 * @dontinclude evas-events.c
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 *
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 * In this example we illustrate how to interact with canvas' (and its
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 * objects') events, including the key input ones. We also demonstrate
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 * precise point collision on objects and canvas "obscured regions",
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 * here.
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 *
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 * The example application consists of a window with a white
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 * background and an image -- the Enlightenment logo. The application
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 * begins with this image switching back and forth into two sizes: the
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 * exact canvas' size and one quarter of it (when it's placed on the
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 * top left quadrant). Thus, we'll have an @b animation going on,
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 * with image states set to change each 2 elapsed seconds.
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 *
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 * There's a global variable to aid accessing our desired context
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 * variables from anywhere in the code:
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 * @dontinclude evas-events.c
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 * @skip test_data
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 * @until {0}
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 *
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 * What interests us there are the @c canvas pointer, our image handle
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 * -- @c img -- and the background one, @c bg.
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 *
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 * The first interesting thing on the example is the registration of a
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 * callback on each canvas resizing event, where we put our canvas'
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 * size and the background rectangle's one in synchrony, so that we
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 * don't get bogus content on rendering with canvas resizes:
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 * @dontinclude evas-events.c
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 * @skip resize_set
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 * @until resize_set
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 * @dontinclude evas-events.c
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 * @skip here to keep
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 * @until }
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 *
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 * Than, after grabbing our canvas pointer from the Ecore Evas helper
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 * infrastructure, we registrate an event callbacks on it:
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 * @skip evas_event_callback_add(d.canvas, EVAS_CALLBACK_RENDER_FLUSH_PRE,
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 * @until two canvas event callbacks
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 * @dontinclude evas-events.c
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 * @skip render flush callback
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 * @until }
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 * It will be called whenever our canvas has to flush its rendering
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 * pipeline. In this example, two ways of observing that message
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 * which is printed in the cited callback are:
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 * - to resize the example's window (thus resizing the canvas' viewport)
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 * - let the animation run
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 *
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 * When one resizes the canvas, there's at least one operation it has
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 * to do which will require new calculation for rendering: the
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 * resizing of the background rectangle, in a callback we already
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 * shown you.
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 *
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 * The creation of our background rectangle is so that we give it a @b name,
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 * via evas_object_name_set() and we give it the canvas @b focus:
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 * @dontinclude evas-events.c
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 * @skip bg = evas_object_rectangle_add
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 * @until focus_set
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 *
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 * Still exemplifying events and callbacks, we register a callback on
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 * the canvas event of an object being focused:
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 * @dontinclude evas-events.c
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 * @skip add(d.canvas, EVAS_CALLBACK_CANVAS_OBJECT_FOCUS
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 * @until }
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 * @dontinclude evas-events.c
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 * @skip called when
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 * @until }
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 *
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 * In that call, @c event_info is going to be the focused object's
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 * handle, in this case our background rectangle. We print its name,
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 * so you can check it's the same. We check that pointer is the same
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 * reported by Evas' API with regard to the newest focused
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 * object. Finally, we check whether that object is really flagged as
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 * focused, now using an Evas object API function.
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 *
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 * The animation we talked about comes from a timer we register just
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 * before we start the example's main loop. As we said, the resizing
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 * of the image will also force the canvas to repaint itself, thus
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 * flushing the rendering pipeline whenever the timer ticks:
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 * @dontinclude evas-events.c
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 * @skip d.resize_timer = ecore
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 * @until d.resize_timer = ecore
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 * @dontinclude evas-events.c
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 * @skip put some action
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 * @until }
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 * When you start this example, this animation will be
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 * running, by default. To interact with the program, there's a
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 * command line interface. A help string can be asked for with the
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 * 'h' key:
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 * @dontinclude evas-events.c
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 * @skip static const char *commands
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 * @until ;
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 * These are the commands the example will accept at any time, except
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 * when one triggers the 'f' one. This command will exemplify
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 * evas_event_freeze(), which interrupts @b all input events
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 * processing for the canvas (in the example, just for 3 seconds). Try
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 * to issue events for it during that freeze time:
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 * @dontinclude evas-events.c
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 * @skip if (strcmp(ev->key, "f") == 0)
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 * @until }
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 * The 'd' command will unregister those two canvas callbacks for you,
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 * so you won't see the messages about the focused object and the
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 * rendering process anymore:
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 * @dontinclude evas-events.c
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 * @skip if (strcmp(ev->key, "d") == 0)
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 * @until }
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 * In this example, we start using a focused object to handle the input
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 * events -- the background rectangle. We register a callback on an key input
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 * event occurring on it, so that we can act on each key stroke:
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 * @skip object_event_callback_add
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 * @until }
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 * @dontinclude evas-events.c
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 * @skip examine the keys pressed
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 * @until key grab
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 * We do so by examining the @c ev->key string (remember the event
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 * information struct for key down events is the #Evas_Event_Key_Down
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 * one).  There's one more trick for grabbing input events on this
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 * example -- evas_object_key_grab(). The 'c' command will, when
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 * firstly used, @b unfocus the background rectangle. Unfocused
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 * objects on an Evas canvas will @b never receive key events. We
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 * grab, then, the keys we're interested at to the object forcefully:
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 * @skip if (d.focus)
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 * @until got here by key grabs
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 * This shows how one can handle input not depending on focus issues
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 * -- you can grab them globally. Switch back and forth focus and
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 * forced key grabbing with the 'c' key, and observe the messages
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 * printed about the focused object. Observe, also, that we register
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 * two more @b object callbacks, this time on the image object
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 * (Enlightenment logo), where we just print messages telling the mouse
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 * pointer has entered or exited it area:
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 * @skip evas_object_show(d.img);
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 * @until mouse_out, NULL
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 * @dontinclude evas-events.c
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 * @skip mouse enters the object's area
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 * @until mouse exits the object's area
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 * Experiment with moving the mouse pointer over the image, letting it
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 * enter and exit its area (stop the animation with 'a', for a better
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 * experience). When you start the example, Evas will consider this
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 * area by being the whole boundary rectangle around the picture. If
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 * you issue the 'p' command, though, you get a demonstration of Evas'
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 * precise point collision detection on objects. With
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 * evas_object_precise_is_inside_get(), one can make Evas consider the
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 * transparent areas of an object (the middle of the logo's E letter,
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 * in the case) as not belonging to it when calculating mouse
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 * in/out/up/down events:
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 * @dontinclude evas-events.c
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 * @skip if (strcmp(ev->key, "p") == 0)
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 * @until }
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 * To finish the example, try the command bound to Control + 'o',
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 * which exemplifies Evas' <b>obscured regions</b>. When firstly
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 * pressed, you'll get the same contents, in a region in the middle of
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 * the canvas, at the time the key was pressed, until you toggle the
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 * effect off again (make sure the animation is running on to get the
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 * idea better). When you toggle this effect off, we also demonstrate
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 * the use of evas_render_updates(), which will force immediate
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 * updates on the canvas rendering, bringing back the obscured
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 * region's contents to normal.
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 * @skip mods = evas_key_modifier_get(evas);
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 * @until end of obscured region command
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 *
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 * What follows is the complete code for this example.
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 *
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 * @include evas-events.c
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 * @example evas-events.c
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 */
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/**
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 * @page Example_Evas_Object_Manipulation Evas objects basic manipulation example
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 *
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 * @include evas-object-manipulation.c
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 * @example evas-object-manipulation.c
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 */
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/**
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 * @page Example_Evas_Aspect_Hints Evas aspect hints example
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 *
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 * @include evas-aspect-hints.c
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 * @example evas-aspect-hints.c
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 */
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/**
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 * @page Example_Evas_Size_Hints Evas alignment, minimum size, maximum size, padding and weight hints example
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 *
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 * In this code, we place a (vertical) box with two rectangles as
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 * child elements. It has a command line interface with which to act
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 * on those rectangles' <b>size hints</b>:
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 * @dontinclude evas-hints.c
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 * @skip static const char commands
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 * @until ;
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 *
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 * That should be self explanatory. Change those values (possibly
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 * resizing the box, which will resize together with the example's
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 * window) to get how size hints are honored by a container object,
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 * which in this case is the Evas box.
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 *
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 * More on this smart object can be found on @ref Example_Evas_Box.
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 * The full code for this example follows.
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 *
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 * @include evas-hints.c
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 * @example evas-hints.c
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 */
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/**
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 * @page Example_Evas_Box Evas box example
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 *
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 * In this example, we demonstrate the use of Evas box objects. We
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 * cover changing boxes' layouts (with a custom layout, besides the
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 * ones provided by Evas), box padding and alignment influence on the
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 * layouts, insertion and removal of box items.
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 *
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 * The interesting part of the code starts, naturally, when we add a
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 * box object to the canvas. Just after it, we place five rectangles,
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 * with random colors, inside of it. Those rectangles get a minimum
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 * size hint of 50 pixels on each axis, which will be respected by
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 * most of the box's possible layouts:
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 * @dontinclude evas-box.c
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 * @skip evas_object_box_add
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 * @until }
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 * @until }
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 *
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 * Just like in other Evas examples, we have a white background on the
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 * canvas and a red border around the container object of interest,
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 * the box, to mark its boundaries. Resizing of the canvas will keep
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 * the box's proportion with regard to the whole canvas', so that you
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 * can experiment with different sizes of the box to accommodate its
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 * children:
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 * @dontinclude evas-box.c
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 * @skip adjust canvas' contents on resizes
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 * @until }
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 *
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 * Again, one interacts with this program by means of key commands:
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 * @dontinclude evas-box.c
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 * @skip static const char *commands
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 * @until ;
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 *
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 * Let's start with the @b numeric ones, each of which will impose a
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 * different layout on the box object.
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 *
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 * The initial layout the box starts at is the one triggered by the
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 * key @c '1' -- the horizontal layout. Thus, the initial appearance
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 * of this program, demonstrating this layout, is something like:
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 *
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 * @image html evas-box-example-00.png
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 * @image rtf evas-box-example-00.png
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 * @image latex evas-box-example-00.eps
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 *
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 * The vertical layout (@c '2' key) is very similar, but just
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 * disposing the items vertically:
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 *
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 * @image html evas-box-example-01.png
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 * @image rtf evas-box-example-01.png
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 * @image latex evas-box-example-01.eps
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 *
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 * Note the influence of the (default) @c 0.5 box alignment property,
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 * which will let the children line in the middle of the box's
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 * area. Also, because the space required by them extrapolates the
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 * box's height (we resized it to be smaller), they'll be drawn out if
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 * its bounds.
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 *
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 * Next, comes the horizontal @b homogeneous layout (@c '3' key). See
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 * how it reserves an equal amount of space for each child to take:
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 *
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 * @image html evas-box-example-02.png
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 * @image rtf evas-box-example-02.png
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 * @image latex evas-box-example-02.eps
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 *
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 * Its vertical equivalent can be triggered by the @c '4' key. The
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 * next different layout of interest is the horizontal maximum size
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 * homogeneous (@c '5' key). It will reserve cells to children sized
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 * equally to the dimensions of the child with bigger size (or minimum
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 * size hints). For this example, all cells would be just the size of
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 * our rectangles' minimum size hints and, to prove that, insert a new
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 * (smaller) rectangle at position 3, say, with @c Ctrl and @c 3 keys
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 * together:
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 *
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 * @image html evas-box-example-03.png
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 * @image rtf evas-box-example-03.png
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 * @image latex evas-box-example-03.eps
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 *
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 * The code for the commands inserting and deleting box items is:
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 * @dontinclude evas-box.c
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 * @skip mods, "Shift"
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 * @until }
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 * @until }
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 * @dontinclude evas-box.c
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 * @skip new rectangle to be put in the box
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 * @until }
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 * In that code, we exemplify evas_object_box_children_get(), to fetch
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 * a child element at an exact position. After the element removal
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 * from the box (leaving it unparented again), we delete it and free
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 * that list. The code inserting a new rectangle, there, is
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 * straightforward.
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 *
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 * Try the @c '6' key for the vertical equivalent of the last shown
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 * layout. Then, comes the @b flow layout, triggered by the @c '7'
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 * key. We make our box small to demonstrate the effect on the items
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 * layouting:
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 *
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 * @image html evas-box-example-04.png
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 * @image rtf evas-box-example-04.png
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 * @image latex evas-box-example-04.eps
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 *
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 * The next two numerical commands are for the vertical equivalent of
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 * the last and the stack one, respectively. Try them out to get their
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 * looks.
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 *
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 * The last numerical key, @c '0', shows the effect of a @b custom
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 * layout on the box. We wrote one that would split the width and
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 * height of the box equally and, then, place the items in the cells
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 * in the diagonal:
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 * @dontinclude evas-box.c
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 * @skip key, "0"
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 * @until }
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 * @dontinclude evas-box.c
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 * @skip custom 'diagonal' layout
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 * @until }
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 * @until }
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 *
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 * @image html evas-box-example-05.png
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 * @image rtf evas-box-example-05.png
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 * @image latex evas-box-example-05.eps
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 *
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 * Finally, the @c 'a' and @c 'p' commands will change the box's
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 * alignment and padding property values, respectively. For each of
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 * the layouts above, see the effects they make by setting different
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 * values on those properties.
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 *
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 * The full code for this example follows. For an exercise on <b>the
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 * effect of children box elements' size hints on a box layout</b>,
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 * try the @ref Example_Evas_Size_Hints.
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 *
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 * @include evas-box.c
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 * @example evas-box.c
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 */
505

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/**
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 * @page Example_Evas_Stacking Evas object stacking functions (and some event handling)
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 * @dontinclude evas-stacking.c
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 *
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 * In this example, we illustrate how to stack objects in a custom
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 * manner and how to deal with layers.
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 *
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 * We have three objects of interest in it -- white background, red
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 * rectangle, green rectangle and blue rectangle.
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 * @skip d.bg = evas_object_rectangle_add(d.canvas);
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 * @until evas_object_resize(d.bg, WIDTH, HEIGHT);
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 * @skip d.rects[2] = evas_object_rectangle_add(d.canvas);
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 * @until evas_object_show(d.rects[0]);
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 * @dontinclude evas-stacking.c
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 * Like in other Evas examples, one interacts with it by means of key
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 * commands:
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 * @skip static const char *commands
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 * @until ;
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 * At any given point, like seem above, you'll be operating one rectangle only.
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 * You may stacking it below an adjacent object with "b":
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 * @skip evas_object_stack_below(d.rects[d.cur_rect], neighbour);
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 * @until evas_object_stack_below(d.rects[d.cur_rect], neighbour);
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 * @dontinclude evas-stacking.c
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 * "a" will do the opposite:
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 * @skip evas_object_stack_above(d.rects[d.cur_rect], neighbour);
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 * @until evas_object_stack_above(d.rects[d.cur_rect], neighbour);
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 * To bring it directly to the top/bottom, use "t"/"m", respectively:
533
 * @dontinclude evas-stacking.c
534
 * @skip evas_object_raise(d.rects[d.cur_rect]);
535
 * @until evas_object_raise(d.rects[d.cur_rect]);
536
 * @skip evas_object_lower(d.rects[d.cur_rect]);
537
 * @until evas_object_lower(d.rects[d.cur_rect]);
538
 * At any time, use the "s" command to see the status of the
539
 * ordering. It will show the background's ordering too. Note that it
540
 * also shows the @b layer for this object. It starts at a @b
541
 * different layer than the others. Use "l" to change its layer
542
 * (higher layer numbers mean higher layers). If the background is on
543
 * the same layer as the others (0), you'll see it interact with them
544
 * on the ordering. If it's in the layer above, no matter what you do,
545
 * you'll see nothing but the white rectangle: it covers the other
546
 * layers. For the initial layer (-1), it will never mess nor occlude
547
 * the others.
548
 *
549
 * Let's make some tests with those commands. The rectangle which starts
550
 * selected and which will receive our commands is the @b red one. It
551
 * starts stacked above all the others, like seem above:
552
 *
553
 * @image html evas-stacking-example-00.png
554
 * @image rtf evas-stacking-example-00.png
555
 * @image latex evas-stacking-example-00.eps
556
 *
557
 * Stack it one level below, with 'b', and you'll get:
558
 *
559
 * @image html evas-stacking-example-01.png
560
 * @image rtf evas-stacking-example-01.png
561
 * @image latex evas-stacking-example-01.eps
562
 * Note how the rectangle which laid above it, the green one, is now
563
 * on top of it. Now change the rectangle to operate on to the blue
564
 * one, with two consecutive 'c' commands. Note that it's the lowest
565
 * one on the stack of rectangles. Issue the 'a' command for it, thus
566
 * re-stacking it one level above:
567
 *
568
 * @image html evas-stacking-example-02.png
569
 * @image rtf evas-stacking-example-02.png
570
 * @image latex evas-stacking-example-02.eps
571
 * You can send it to the top of its layer directly with the 't' command:
572
 *
573
 * @image html evas-stacking-example-03.png
574
 * @image rtf evas-stacking-example-03.png
575
 * @image latex evas-stacking-example-03.eps
576
 * Now put it back to the bottom of that layer with 'm':
577
 *
578
 * @image html evas-stacking-example-04.png
579
 * @image rtf evas-stacking-example-04.png
580
 * @image latex evas-stacking-example-04.eps
581
 * Like said above, we have two layers used at the beginning of the
582
 * example: the default one (0) and the one immediately below it (-1),
583
 * for the white background. Let's change this setup by issuing the
584
 * 'l' command, which will change the background's layer to 1, i.e., a
585
 * layer @b above the one holding the other rectangles:
586
 *
587
 * @image html evas-stacking-example-05.png
588
 * @image rtf evas-stacking-example-05.png
589
 * @image latex evas-stacking-example-05.eps
590
 * See how it now covers everything else. Press 'l' again, taking it
591
 * now to layer 0. It's still covering everything because it lands the
592
 * layer as the highest one on the objects stack. As we have the blue
593
 * rectangle as the one receiving stacking commands, hit 't' and
594
 * you'll see it again:
595
 *
596
 * @image html evas-stacking-example-06.png
597
 * @image rtf evas-stacking-example-06.png
598
 * @image latex evas-stacking-example-06.eps
599
 * By bringing the background back to layer -1 ('l'), you'll get:
600
 *
601
 * @image html evas-stacking-example-07.png
602
 * @image rtf evas-stacking-example-07.png
603
 * @image latex evas-stacking-example-07.eps
604
 *
605
 * The last two commands available are "p" and "r", which will make
606
 * the target rectangle to @b pass (ignore) and @b repeat the mouse
607
 * events occurring on it (the commands will cycle through on and off
608
 * states). This is demonstrated with the following
609
 * #EVAS_CALLBACK_MOUSE_DOWN callback, registered on each of the
610
 * colored rectangles:
611
 * @dontinclude evas-stacking.c
612
 * @skip static void
613
 * @until }
614
 * Try to change these properties on the three rectangles while
615
 * experimenting with mouse clicks on their intersection region.
616
 *
617
 * The full example follows.
618
 *
619
 * @include evas-stacking.c
620
 * @example evas-stacking.c
621
 */
622

623
/**
624
 * @page Example_Evas_Map_Overview Evas Map - Overview
625
 * @dontinclude evas-map-utils.c
626
 *
627
 * Down to the very bottom, Map is simple: it takes an object and transforms
628
 * the way it will be shown on screen. But using it properly can be a bit
629
 * troublesome.
630
 *
631
 * For the most common operations there are utility functions that help in
632
 * setting up the map to achieve the desired effects. Now we'll go through
633
 * an overview of the map API and some of the things that can be done with
634
 * it.
635
 *
636
 * The full code can be found @ref evas-map-utils.c "here".
637
 *
638
 * To show how some functions work, this example listens to keys pressed to
639
 * toggle several options.
640
 * @skip typedef
641
 * @until App_Data
642
 * @until ;
643
 *
644
 * In this program, we divide the window in four quadrants, each holding an
645
 * object that will have different map configurations applied to them in each
646
 * call to an animator function.
647
 * @skip static Eina_Bool
648
 * @until evas_output_size_get
649
 *
650
 * Let's first create a map and set some of our options to it. Only four
651
 * points maps are supported, so we'll stick to that magic number. We can
652
 * set a color for each vertex or apply one for all of them at once
653
 * @until evas_map_util_points_color_set
654
 *
655
 * For the first object, we'll have a plain rectangle. At its creation, this
656
 * rectangle was set to be semi-transparent, but whether its own alpha is
657
 * used will be defined by the map's alpha setting. If the map's alpha is
658
 * disabled, then the object will be completely opaque. The map's own color,
659
 * however, will use any alpha set to it.
660
 *
661
 * So we get our object, initialize our map geometry to match the rectangle
662
 * and make it rotate around its own center, then apply the map to the
663
 * object so it takes effect.
664
 * @until evas_object_map_enable_set
665
 *
666
 * The second object is an image. Here we don't have any color set for the
667
 * object, but the image itself contains an alpha channel that will not be
668
 * affected by the map settings, so even with alpha set to be off, the image
669
 * will still be transparent. Color applied to the map will tint it though.
670
 * Since setting a map copies it into the object, we can reuse the same one
671
 * we created before. We initialize it to the new object while all other
672
 * options are kept the same. Notice that no rotation will be done here, as
673
 * that's just an utility function that takes the coordinates set for each
674
 * point of the map and transforms it accordingly.
675
 * @until evas_map_util_points_populate_from_object_full
676
 *
677
 * This time the object is a bit farther into the screen, by using a @c z
678
 * value higher than 0 to init the map. We also need to map the image used
679
 * by the object, so Evas knows how to transform it properly. For this we
680
 * use the evas_map_point_image_uv_set() to tell the map what coordinate
681
 * within the image corresponds to each point of the map.
682
 * @until evas_map_point_image_uv_set(m, 3
683
 *
684
 * This object will also be rotated, but in all three axis and around some
685
 * other point, not its center, chosen mostly at random. If enabled, lighting
686
 * will be applied to, from a light source at the center of the window.
687
 * @until evas_object_map_enable_set
688
 *
689
 * For the third object we are doing, once more, a 3D rotation, but this time
690
 * perspective will be applied to our map to make it look more realistic.
691
 * The lighting source also follows the mouse cursor and it's possible to
692
 * toggle backface culling, so that the object is hidden whenever we are
693
 * not seeing its front face.
694
 * @until evas_object_map_enable_set
695
 *
696
 * And we free this map, since we messed too much with it and for the
697
 * last object we want something cleaner.
698
 * @until evas_map_free
699
 *
700
 * The last object is actually two. One image, with an image set to it, and
701
 * one image proxying the first one with evas_object_image_source_set(). This
702
 * way, the second object will show whatever content its source has.
703
 * This time we'll be using a map more manually to simulate a simple reflection
704
 * of the original image.
705
 *
706
 * We know that the reflection object is placed just like the original, so
707
 * we take a shortcut by just getting the geometry of our to-be-mapped object.
708
 * We also need to get the image size of the source.
709
 * @until evas_object_image_size_get
710
 *
711
 * For this we'll create a map shaped so that it begins at the base of our
712
 * image and it expands horizontally as it grows (downwards) in height.
713
 * @until evas_map_point_coord_set(m, 3
714
 *
715
 * Since the reflection should show the image inverted, we need to map it
716
 * this way. The first point of the map (top-left) will be mapped to the
717
 * mapped to the first pixel of the last row. There's no horizontal reflection
718
 * and we want the full width of the image, but as we map its upper side ww
719
 * will only take two thirds of the image.
720
 * @until evas_map_point_image_uv_set(m, 3
721
 *
722
 * Finally, to fade out our reflection we set the colors for each point in
723
 * the map. The two at the top need to be visible, but we'll tone them down
724
 * a bit and make them a bit translucent. The other two will go straight to
725
 * full transparency. Evas interpolates the colors from one point to the next,
726
 * so this will make them fade out.
727
 * @until evas_object_map_enable_set
728
 *
729
 * Close up by freeing the map and do some other things needed to keep stuff
730
 * moving in our animations and we are done.
731
 * @until }
732
 *
733
 * The rest of the program is setup and listening to key events. Nothing that
734
 * matters within the scope of this example, so we are going to skip it.
735
 * Refer to it @ref evas-map-utils.c "here" however to see how everything
736
 * fits together.
737
 *
738
 * @example evas-map-utils.c
739
 */
740

741
/**
742
 * @page Example_Evas_Smart_Objects Evas object smart objects
743
 * @dontinclude evas-smart-object.c
744
 *
745
 * In this example, we illustrate how to create and handle Evas smart objects.
746
 *
747
 * A smart object is one that provides custom functions to handle
748
 * clipping, hiding, moving, resizing, color setting and more on @b
749
 * child elements, automatically, for the smart object's user. They
750
 * could be as simple as a group of objects that move together (see
751
 * @ref Evas_Smart_Object_Clipped) or implementations of whole complex
752
 * UI widgets, providing some intelligence (thus the name) and
753
 * extension to simple Evas objects.
754
 *
755
 * Here, we create one as an example. What it does is to control (at
756
 * maximum) 2 child objects, with regard to their geometries and
757
 * colors. There can be a "left" child and a "right" one. The former
758
 * will always occupy the top left quadrant of the smart object's
759
 * area, while the latter will occupy the bottom right. The smart
760
 * object will also contain an @b internal decorative border object,
761
 * which will also be controlled by it, naturally.
762
 *
763
 * Here is where we add it to the canvas:
764
 * @skip d.smt = evas_smart_example_add(d.evas);
765
 * @until show
766
 *
767
 * The magic starts to happen in the @c evas_smart_example_add()
768
 * function, which is one in the example smart object's defined @b
769
 * interface. These should be the functions you would export to the
770
 * users of your smart object. We made three for this one:
771
 * - @c evas_smart_example_add(): add a new instance of the example
772
 *   smart object to a canvas
773
 * - @c evas_smart_example_remove(): remove a given child of the smart
774
 *   object from it
775
 * - @c evas_smart_example_set_left(): set the left child of the smart
776
 *   object
777
 * - @c evas_smart_example_set_right(): set the right child of the
778
 *   smart object
779
 *
780
 * The object's creation takes place as:
781
 * @dontinclude evas-smart-object.c
782
 * @skip add a new example smart object to a canvas
783
 * @until }
784
 *
785
 * Smart objects are defined by <b>smart classes</b>, which are structs
786
 * defining their interfaces, or <b>smart functions</b> (see
787
 * #Evas_Smart_Class, the base class for any smart object).  As you
788
 * see, one has to use the evas_object_smart_add() function to
789
 * instantiate smart objects. Its second parameter is what matters --
790
 * an #Evas_Smart struct, which contains all the smart class
791
 * definitions (smart functions, smart callbacks, and the like). Note,
792
 * however, that @c _evas_smart_example_smart_class_new() seems not to
793
 * be defined in our example's code. That's because it came from a very
794
 * handy <b>helper macro</b>:
795
 * @dontinclude evas-smart-object.c
796
 * @skip EVAS_SMART_SUBCLASS_NEW
797
 * @until _smart_callbacks
798
 * What it does is to @b subclass a given existing smart class, thus
799
 * specializing it. This is very common and useful in Evas. There is a
800
 * built-in smart object, the "clipped smart object", which implements
801
 * a behavior mostly desired by many other smart object implementors:
802
 * it will clip its children to its area and move them along with it,
803
 * on evas_object_move() calls. Then, our example smart object will
804
 * get that behavior for free.
805
 *
806
 * The first argument to the macro,
807
 * @dontinclude evas-smart-object.c
808
 * @skip _evas_smart_example_type
809
 * @until _evas_smart_example_type
810
 * will define the new smart class' name. The second tells the macro
811
 * what is the @b prefix of the function it will be declaring with a @c
812
 * _smart_set_user() suffix. On this function, we may override/extend
813
 * any desired method from our parent smart class:
814
 * @dontinclude evas-smart-object.c
815
 * @skip setting our smart interface
816
 * @until }
817
 *
818
 * The first function pointer's code will take place at an example
819
 * smart object's @b creation time:
820
 * @dontinclude evas-smart-object.c
821
 * @skip create and setup
822
 * @until }
823
 *
824
 * The #EVAS_SMART_DATA_ALLOC macro will take care of allocating our
825
 * smart object data, which will be available on other contexts for us
826
 * (mainly in our interface functions):
827
 * @dontinclude evas-smart-object.c
828
 * @skip typedef struct _Evas_Smart_Example_Data
829
 * @until };
830
 *
831
 * See that, as we're inheriting from the clipped smart object's
832
 * class, we @b must have their data struct as our first member. Other
833
 * data of interest for us is a child members array and the border
834
 * object's handle. The latter is what is created in the last
835
 * mentioned function. Note how to tell Evas the border will be
836
 * managed by our smart object from that time on:
837
 * <code>evas_object_smart_member_add(priv->border, o);</code>.
838
 * The counterpart of this function is exemplified on the smart
839
 * object's interface function to remove children:
840
 * @skip remove a child element
841
 * @until set to
842
 *
843
 * At the end of that function we make use of an constant defined by
844
 * the #EVAS_SMART_SUBCLASS_NEW: @c _evas_smart_example_parent_sc. It
845
 * has the same prefix we passed to the macro, as you can see, and it
846
 * holds a pointer to our @b parent smart class. Then, we can call the
847
 * specialized method, itself, after our code. The @c del, @c hide, @c
848
 * show and @c resize specializations are straightforward, we let the
849
 * reader take a look at them below to check their behavior. What's
850
 * interesting is the @c calculate one:
851
 * @dontinclude evas-smart-object.c
852
 * @skip act on child objects' properties
853
 * @until setting
854
 *
855
 * This code will take place whenever the smart object itself is
856
 * flagged "dirty", i.e., must be recalculated for rendering (that
857
 * could come from changes on its clipper, resizing, moving,
858
 * etc). There, we make sure the decorative border lies on the edges of
859
 * the smart object and the children, if any, lie on their respective
860
 * quadrants.
861
 *
862
 * After instantiating our smart object, we do some checks to exemplify
863
 * some of the API on smart objects:
864
 * @dontinclude evas-smart-object.c
865
 * @skip ret = evas_object_smart_type_check
866
 * @until "no"
867
 * The evas_object_smart_type_check() one will assure we have the
868
 * string naming our smart class really set to the live object. The
869
 * evas_object_smart_clipped_clipper_get() exemplifies usage of
870
 * "static clippers" -- clipped smart objects have their global
871
 * clippers flagged static.
872
 *
873
 * Other important things we also exemplify here are <b>smart
874
 * callbacks</b> and smart callback @b introspection:
875
 * @dontinclude evas-smart-object.c
876
 * @skip EVT_CHILDREN_NUMBER_CHANGED
877
 * @until ;
878
 *
879
 * Here we declare our array of smart callback descriptions, which has
880
 * one element only, in this case. That callback will take place, as
881
 * the name indicates, whenever the number of member objects in our
882
 * smart object example instance changes. That global array variable
883
 * must be the last argument to #EVAS_SMART_SUBCLASS_NEW, so that it's
884
 * registered as the <b>smart class</b>'s callbacks description.
885
 *
886
 * After we instantiate the smart object, we take a look on those
887
 * descriptions and register a callback on that unique smart event:
888
 * @dontinclude evas-smart-object.c
889
 * @skip for (;
890
 * @until focus_set
891
 *
892
 * The code of the callback will just print how many member objects we
893
 * have, which is an integer argument of the callback itself, as
894
 * flagged by its description:
895
 * @dontinclude evas-smart-object.c
896
 * @skip callback on number of member objects changed
897
 * @until }
898
 *
899
 * One of the points at which we issue that callback is inside the @c
900
 * evas_smart_example_remove(), code that was already shown.
901
 *
902
 * As in other examples, to interact with this one there's a command
903
 * line interface. A help string can be asked for with the 'h' key:
904
 * @dontinclude evas-smart-object.c
905
 * @skip static const char *commands =
906
 * @until ;
907
 * Use 'l' and 'r' keys, to create new rectangles and place them on
908
 * the left (@c evas_smart_example_set_left()) or right (@c
909
 * evas_smart_example_set_right()) spots of our smart object,
910
 * respectively. The 'w' command will remove all member objects from
911
 * the smart object and delete them. The keyboard arrows will move the
912
 * smart object along the canvas. See how it takes any child objects
913
 * with it during its movement. The 'd' and 'i' keys will increase or
914
 * decrease the smart object's size -- see how it affects the
915
 * children's sizes, too. Finally, 'c' will change the color of the
916
 * smart object's clipper (which is the exact internal clipper coming
917
 * from a clipped smart object):
918
 * @dontinclude evas-smart-object.c
919
 * @skip d.clipper =
920
 * @until .a);
921
 *
922
 * "Real life" examples of smart objects are Edje and Emotion objects:
923
 * they both have independent libraries implementing their
924
 * behavior. The full example follows.
925
 *
926
 * @include evas-smart-object.c
927
 * @example evas-smart-object.c
928
 */
929

930
/**
931
 * @page Example_Evas_Smart_Interfaces Evas object smart interfaces
932
 * @dontinclude evas-smart-interface.c
933
 *
934
 * In this example, we illustrate how to create and handle Evas smart
935
 * @b interfaces. Note that we use the same code base of the @ref
936
 * Example_Evas_Smart_Objects example, here. We just augment it with
937
 * an interfaces demonstration.
938
 *
939
 * A smart interface is just a functions interface a given smart
940
 * object is declaring to support and or use. In Evas, interfaces are
941
 * very simple: no interface inheritance, no interface
942
 * overriding. Their purpose is to extend an object's capabilities and
943
 * behavior beyond the sub-classing schema.
944
 *
945
 * Here, together with a custom smart object, we create and declare
946
 * the object as using an Evas interface. It'll have a custom
947
 * function, too, besides the @c add() and del() obligatory ones. To
948
 * demonstrate interface data, which is bound to object @b instances,
949
 * we'll have a string as this data.
950
 *
951
 * Here is where we declare our interface:
952
 * @skip static const char iface1_data[]
953
 * @until (Evas_Smart_Interface *)&iface1, NULL
954
 * @until };
955
 *
956
 * Note that there's error checking for interfaces creation, by means of
957
 * the @c add() method's return value (@c _iface1_add(), here).
958
 *
959
 * Now note that here we are filling in the interface's fields dynamically.
960
 * Let's move on to that code region:
961
 *
962
 * @dontinclude evas-smart-interface.c
963
 * @skip iface = (Evas_Smart_Example_Interface *)&iface1;
964
 * @until d.smt = evas_smart_example_add(d.evas);
965
 *
966
 * As important as setting the function pointers, is declaring the @c
967
 * private_size as to match exactly the size of the data blob we want
968
 * to have allocated for us by Evas. This will happen automatically
969
 * inside @c evas_smart_example_add().  Later, on this code, we deal
970
 * exactly with that data blob, more specifically writing on it (as
971
 * it's not done inside @c _iface1_add(), here:
972
 *
973
 * @dontinclude evas-smart-interface.c
974
 * @skip iface = (Evas_Smart_Example_Interface *)evas_object_smart_interface_get
975
 * @until }
976
 *
977
 * Before accessing the interface data, we exercise the interface
978
 * fetching call evas_object_smart_interface_get(), with the name
979
 * string we used to be interface's name. With that handle in hands,
980
 * we issue evas_object_smart_interface_data_get() and write the
981
 * string we want as data on that memory region. That will make up for
982
 * the string you get on @c _iface1_del().
983
 *
984
 * The full example follows.
985
 *
986
 * @include evas-smart-interface.c
987
 * @example evas-smart-interface.c
988
 */
989

990
/**
991
 * @page Example_Evas_Text Evas text object example
992
 *
993
 * In this example, we illustrate how to use text objects in various
994
 * manners.
995
 *
996
 * We place, in the canvas, a text object along with a border image to
997
 * delimit its geometry.  After we instantiate the text object, we set
998
 * lots of properties on it to the initial ones from a preset list,
999
 * which has the following declaration:
1000
 * @dontinclude evas-text.c
1001
 * @skip init values
1002
 * @until };
1003
 *
1004
 * Then, we set the text string itself, on it, with
1005
 * evas_object_text_text_set(). We set an explicit size of 30 points
1006
 * for our font, as you could see, what we check back with the
1007
 * getter evas_object_text_font_get().
1008
 *
1009
 * Look at how it translates to code:
1010
 * @dontinclude evas-text.c
1011
 * @skip evas_object_text_add
1012
 * @until fprintf
1013
 *
1014
 * Like in other Evas examples, one interacts with it by means of key
1015
 * commands:
1016
 * @dontinclude evas-text.c
1017
 * @skip static const char *commands
1018
 * @until ;
1019
 *
1020
 * Use the 't' key to exercise the evas_object_text_style_set()
1021
 * function on the text -- it will cycle through all styles on
1022
 * #Evas_Text_Style_Type (note we start on #EVAS_TEXT_STYLE_PLAIN,
1023
 * thus with no effects on it) and, with other keys, you'll be able to
1024
 * set properties applicable to individual styles on the text object.
1025
 *
1026
 * The 'z' key will change the text's @b size, keeping the font family
1027
 * for it. Use 'f' to change the font, keeping the last size
1028
 * set. There are three font families the example will cycle through:
1029
 *
1030
 * The 'b' command shows us that evas_object_color_set(), on a given
1031
 * text object, will change the text's @b base color. Experiment with
1032
 * it, which will cycle through the colors in the <c>.text</c> list in
1033
 * @c init_data.
1034
 *
1035
 * The 's', 'o', 'w' and 'g' keys will make the text object to cycle
1036
 * to the preset values on colors for shadow, outline, glow and 'glow
1037
 * 2' effects, respectively. Naturally, they will only take effect on
1038
 * the text styles which resemble them.
1039
 *
1040
 * The full example follows.
1041
 *
1042
 * @include evas-text.c
1043
 * @example evas-text.c
1044
 */
1045

1046
/**
1047
 * @page tutorial_table Table Smart Object example
1048
 *
1049
 * This example will arrange  rectangles of different sizes(and colors) in a
1050
 * table. While it's possible to create the same layout we are doing here by
1051
 * positioning each rectangle independently, using a table makes it a lot
1052
 * easier, since the table will control layout of all the objects, allowing you
1053
 * to move, resize or hide the entire table.
1054
 *
1055
 * We'll start with creating the table, setting it to
1056
 * EVAS_OBJECT_TABLE_HOMOGENEOUS_NONE to have maximum flexibility and setting
1057
 * its padding to 0:
1058
 * @dontinclude evas-table.c
1059
 * @skip object_table
1060
 * @until show
1061
 *
1062
 * We then create each rectangle and add it to the table:
1063
 * @until table_pack
1064
 * @until table_pack
1065
 * @until table_pack
1066
 * @until table_pack
1067
 * @note Each rectangle has a different minimum size based on how many rows and
1068
 * columns it will occupy.
1069
 *
1070
 * The full source for this example follow:
1071
 * @include evas-table.c
1072
 * @example evas-table.c
1073
 */
1074

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