In this example we will figure out how to manipulate the animations on an Edje object.
After reading this document you will be able to manipulate the frametime, freeze, pause and stop, all animations on an Edje object.
To play with this example you will use the keyboard. Below are listed the keys and what each does.
Now that we've explained how to use our example, we will see how it is made. Let's start by looking at the piece of code responsible to the actions commented above.
{
double ft;
if (!strcmp(ev->
key,
"h"))
{
printf(commands);
return;
}
else if (!strcmp(ev->
key,
"plus"))
{
frametime *= 2.0;
printf("Increasing frametime to: %f\n", frametime);
}
else if (!strcmp(ev->
key,
"minus"))
{
frametime /= 2.0;
printf("Decreasing frametime to: %f\n", frametime);
}
else if (!strcmp(ev->
key,
"equal"))
{
printf("Frametime: %f\n", ft);
printf("Object is playing\n");
else
printf("Object was paused\n");
printf("Animation is running\n");
else
printf("Animation was stopped\n");
}
else if (!strcmp(ev->
key,
"s"))
{
printf("Pausing the object\n");
}
else if (!strcmp(ev->
key,
"p"))
{
printf("Playing the object\n");
}
else if (!strcmp(ev->
key,
"f"))
else if (!strcmp(ev->
key,
"t"))
else if (!strcmp(ev->
key,
"F"))
{
printf("Freezing all objects\n");
}
else if (!strcmp(ev->
key,
"T"))
{
printf("Thawing all objects\n");
}
else if (!strcmp(ev->
key,
"a"))
{
printf("Starting the animation in the Edje object\n");
}
else if (!strcmp(ev->
key,
"A"))
{
printf("Stopping the animation in the Edje object\n");
void edje_thaw(void)
Thaws Edje objects.
Definition edje_util.c:349
void edje_freeze(void)
Freezes Edje objects.
Definition edje_util.c:212
void edje_frametime_set(double t)
Sets edje transitions' frame time.
Definition edje_program.c:216
double edje_frametime_get(void)
Gets edje transitions' frame time.
Definition edje_program.c:222
int edje_object_thaw(Edje_Object *obj)
Thaws the Edje object.
Definition edje_legacy.c:1104
Eina_Bool edje_object_play_get(const Evas_Object *obj)
Whether this object is playing or not.
Definition edje_legacy.c:1122
void edje_object_animation_set(Efl_Canvas_Layout *obj, Eina_Bool on)
Whether this object is animating or not.
Definition efl_canvas_layout_eo.legacy.c:3
Eina_Bool edje_object_animation_get(const Efl_Canvas_Layout *obj)
Whether this object is animating or not.
Definition efl_canvas_layout_eo.legacy.c:9
int edje_object_freeze(Edje_Object *obj)
Freezes the Edje object.
Definition edje_legacy.c:1098
void edje_object_play_set(Evas_Object *obj, Eina_Bool play)
Whether this object is playing or not.
Definition edje_legacy.c:1116
#define EINA_TRUE
boolean value TRUE (numerical value 1)
Definition eina_types.h:539
#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
Key press event.
Definition Evas_Legacy.h:314
const char * key
The logical key : (eg shift+1 == exclamation)
Definition Evas_Legacy.h:320
}
else if (!strcmp(ev->
key,
"Escape"))
else
{
printf(
"unhandled key: %s\n", ev->
key);
printf(commands);
}
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
As you may have seen these set of functions are pretty easy to handle. The other important part of this example is the EDC file. The animations used in the code were created there
The full example 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 (400)
#define HEIGHT (300)
static const char commands[] = \
"commands are:\n"
"\t+ - increase frametime\n"
"\t- - decrease frametime\n"
"\t= - status of the animation\n"
"\ts - pause\n"
"\tp - play\n"
"\tf - freeze one object\n"
"\tF - freeze all objects\n"
"\tt - thaw one object\n"
"\tT - thaw all objects\n"
"\ta - start animation of one object\n"
"\tA - stop animation of one object\n"
"\tEsc - exit\n"
"\th - print help\n";
static double frametime = 1.0 / 30.0;
static void
{
}
static void
_on_canvas_resize(Ecore_Evas *ee)
{
Evas_Object *bg;
Evas_Object *edje_obj;
int w;
int h;
}
static void
{
double ft;
if (!strcmp(ev->
key,
"h"))
{
printf(commands);
return;
}
else if (!strcmp(ev->
key,
"plus"))
{
frametime *= 2.0;
printf("Increasing frametime to: %f\n", frametime);
}
else if (!strcmp(ev->
key,
"minus"))
{
frametime /= 2.0;
printf("Decreasing frametime to: %f\n", frametime);
}
else if (!strcmp(ev->
key,
"equal"))
{
printf("Frametime: %f\n", ft);
printf("Object is playing\n");
else
printf("Object was paused\n");
printf("Animation is running\n");
else
printf("Animation was stopped\n");
}
else if (!strcmp(ev->
key,
"s"))
{
printf("Pausing the object\n");
}
else if (!strcmp(ev->
key,
"p"))
{
printf("Playing the object\n");
}
else if (!strcmp(ev->
key,
"f"))
else if (!strcmp(ev->
key,
"t"))
else if (!strcmp(ev->
key,
"F"))
{
printf("Freezing all objects\n");
}
else if (!strcmp(ev->
key,
"T"))
{
printf("Thawing all objects\n");
}
else if (!strcmp(ev->
key,
"a"))
{
printf("Starting the animation in the Edje object\n");
}
else if (!strcmp(ev->
key,
"A"))
{
printf("Stopping the animation in the Edje object\n");
}
else if (!strcmp(ev->
key,
"Escape"))
else
{
printf(
"unhandled key: %s\n", ev->
key);
printf(commands);
}
}
int
{
const char *edje_file = PACKAGE_DATA_DIR"/animations.edj";
Ecore_Evas *ee;
Evas *evas;
Evas_Object *bg;
Evas_Object *edje_obj;
return EXIT_FAILURE;
goto shutdown_ecore_evas;
if (!ee) goto shutdown_edje;
_on_key_down, NULL);
printf(commands);
return EXIT_SUCCESS;
shutdown_edje:
shutdown_ecore_evas:
return EXIT_FAILURE;
}
Edje Graphical Design Library.
@ EVAS_CALLBACK_KEY_DOWN
Key Press Event.
Definition Evas_Common.h:430
EAPI int ecore_evas_init(void)
Inits the Ecore_Evas system.
Definition ecore_evas.c:608
EAPI void ecore_evas_title_set(Ecore_Evas *ee, const char *t)
Sets the title of an Ecore_Evas' window.
Definition ecore_evas.c:1541
EAPI void ecore_evas_callback_delete_request_set(Ecore_Evas *ee, Ecore_Evas_Event_Cb func)
Sets a callback for Ecore_Evas delete request events.
Definition ecore_evas.c:1190
EAPI void ecore_evas_show(Ecore_Evas *ee)
Shows an Ecore_Evas' window.
Definition ecore_evas.c:1494
EAPI Evas * ecore_evas_get(const Ecore_Evas *ee)
Gets an Ecore_Evas's Evas.
Definition ecore_evas.c:1314
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:1106
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:1376
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:1117
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:1053
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:1154
EAPI int ecore_evas_shutdown(void)
Shuts down the Ecore_Evas system.
Definition ecore_evas.c:672
EAPI void ecore_evas_free(Ecore_Evas *ee)
Frees an Ecore_Evas.
Definition ecore_evas.c:1097
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
int edje_init(void)
Initializes the Edje library.
Definition edje_main.c:35
Evas_Object * edje_object_add(Evas *evas)
Instantiates a new Edje object.
Definition edje_smart.c:22
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_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_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
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
collections {
group {
name: "animations_group";
min: 100 80;
parts {
part {
name: "part_one";
type: RECT;
scale: 1;
description {
min: 50 50;
state: "default" 0.0;
color: 0 0 0 255; /* black */
rel1.relative: 0.0 0.0;
rel2.relative: 0.33 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.0;
rel2.relative: 1.0 0.33;
}
}
part {
name: "part_two";
type: RECT;
scale: 1;
description {
min: 50 50;
state: "default" 0.0;
color: 255 255 0 255; /* yellow */
rel1.relative: 0.33 0.0;
rel2.relative: 0.66 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.66;
rel2.relative: 1.0 1.0;
}
}
part {
name: "part_three";
type: RECT;
description {
state: "default" 0.0;
color: 255 0 0 255; /* red */
rel1.relative: 0.66 0.0;
rel2.relative: 1.0 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.33;
rel2.relative: 1.0 0.66;
}
}
}
program {
signal: "load";
source: "";
in: 2.0 0.0;
after: "animation,state1";
}
program {
name: "animation,state1";
in: 1.0 0.0;
action: STATE_SET "invert" 1.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state2";
}
program {
name: "animation,state2";
in: 1.0 0.0;
action: STATE_SET "default" 0.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state1";
}
}