/**
* @page Examples Examples
*
* Here is a page with Elementary examples.
*
* @ref bg_01_example_page
*
* @ref bg_02_example_page
*
* @ref bg_03_example_page
*
* @ref actionslider_example_page
*
* @ref transit_example_01_explained
*
* @ref transit_example_02_explained
*
* @ref general_functions_example_page
*
* @ref calendar_example_01
*
* @ref calendar_example_02
*
* @ref calendar_example_03
*
* @ref calendar_example_04
*
* @ref calendar_example_05
*
* @ref calendar_example_06
*
* @ref spinner_example
*
* @ref slider_example
*
* @ref panes_example
*
* @ref clock_example
*
* @ref datetime_example
*
* @ref dayselector_example
*
* @ref mapbuf_example
* @ref map_example_01
*
* @ref map_example_02
*
* @ref map_example_03
*
* @ref diskselector_example_01
*
* @ref diskselector_example_02
*
* @ref list_example_01
*
* @ref list_example_02
*
* @ref list_example_03
*
* @ref toolbar_example_01
*
* @ref toolbar_example_02
*
* @ref toolbar_example_03
*
* @ref segment_control_example
*
* @ref flipselector_example
*
* @ref fileselector_example
*
* @ref fileselector_button_example
*
* @ref fileselector_entry_example
*
* @ref index_example_01
*
* @ref index_example_02
*
* @ref gengrid_example
*
* @ref genlist_example_01
*
* @ref genlist_example_02
*
* @ref genlist_example_03
*
* @ref genlist_example_04
*
* @ref genlist_example_05
*
* @ref thumb_example_01
*
* @ref progressbar_example
*
* @ref slideshow_example
*
* @ref efl_thread_1
*
* @ref efl_thread_2
*
* @ref efl_thread_3
*
* @ref efl_thread_4
*
* @ref efl_thread_5
*
* @ref efl_thread_6
*/
/**
* @page bg_01_example_page elm_bg - Plain color background.
* @dontinclude bg_example_01.c
*
* The full code for this example can be found at @ref bg_example_01_c,
* in the function @c test_bg_plain. It's part of the @c elementar_test
* suite, and thus has the code for the three examples referenced by this
* documentation.
*
* This first example just sets a default background with a plain color. The
* first part consists of creating an Elementary window. It's the common
* piece of code that you'll see everywhere in Elementary: @skip elm_main
* @until autodel_set
*
* Now we really create our background object, using the window object as
* its parent:
*
* @skipline bg_add
*
* Then we set the size hints of the background object so that it will use
* all space available for it, and then add it as a resize object to the
* window, making it visible in the end:
*
* @skip size_hint_weight_set
* @until resize_object_add
*
* See @ref evas_object_size_hint_weight_set and elm_win_resize_object_add()
* for more detailed info about these functions.
*
* The end of the example is quite simple, just setting the minimum and
* maximum size of the background, so the Elementary window knows that it
* has to have at least the minimum size. The background also won't scale to
* a size above its maximum. Then we resize the window and show it in the
* end:
*
* @skip set size hints
* @until }
*
* And here we finish our very simple background object usage example.
*/
/**
* @page bg_02_example_page elm_bg - Image background.
* @dontinclude bg_example_02.c
*
* The full code for this example can be found at @ref bg_example_02_c,
* in the function @c test_bg_image. It's part of the @c elementar_test
* suite, and thus has the code for the three examples referenced by this
* documentation.
*
* This is the second example, and shows how to use the Elementary
* background object to set an image as background of your application.
*
* We start this example exactly in the same way as the previous one, even
* when creating the background object:
*
* @skip elm_main
* @until bg_add
*
* Now it's the different part.
*
* Our background will have an image, that will be displayed over the
* background color. Before loading the image, we set the load size of the
* image. The load size is a hint about the size that we want the image
* displayed in the screen. It's not the exact size that the image will have,
* but usually a bit bigger. The background object can still be scaled to a
* size bigger than the one set here. Setting the image load size to
* something smaller than its real size will reduce the memory used to keep
* the pixmap representation of the image, and the time to load it. Here we
* set the load size to 20x20 pixels, but the image is loaded with a size
* bigger than that (since it's just a hint):
*
* @skipline load_size_set
*
* And set our background image to be centered, instead of stretched or
* scaled, so the effect of the elm_bg_load_size_set() can be easily
* understood:
*
* @skipline option_set
*
* We need a filename to set, so we get one from the previous installed
* images in the @c PACKAGE_DATA_DIR, and write its full path to a buffer.
* Then we use this buffer to set the filename in the background object:
*
* @skip snprintf
* @until bg_file_set
*
* Notice that the third argument of the elm_bg_file_set() function is @c
* NULL, since we are setting an image to this background. This function
* also supports setting an edje group as background, in which case the @c
* group parameter wouldn't be @c NULL, but be the name of the group
* instead.
*
* Finally, we can set the size hints, add the background as a resize
* object, and resize the window, exactly the same thing we do in the @ref
* bg_01_example_page example:
*
* @skip size_hint
* @until }
*
* And this is the end of this example.
*
* This example will look like this:
*
* @image html screenshots/bg_01.png
* @image latex screenshots/bg_01.eps width=\textwidth
*/
/**
* @page bg_03_example_page elm_bg - Background properties.
* @dontinclude bg_example_03.c
*
* The full code for this example can be found at @ref bg_example_03_c, in the
* function @c test_bg_options, with the callbacks @c _cb_overlay_changed, @c
* _cb_color_changed and @c _cb_radio_changed defined in the beginning of the
* file. It's part of the @c elementar_test suite, and thus has the code for
* the three examples referenced by this documentation.
*
* This example will show the properties available for the background object,
* and will use of some more widgets to set them.
*
* In order to do this, we will set some callbacks for these widgets. The
* first is for the radio buttons that will be used to choose the option
* passed as argument to elm_bg_option_set():
*
* @skip _cb_radio_changed
* @until }
*
* The next callback will be used when setting the overlay (using
* elm_object_content_set()):
*
* @skip _cb_overlay_changed
* @until }
* @until }
*
* And the last one, used to set the color (with elm_bg_color_set()):
*
* @skip _cb_color_changed
* @until }
*
* We will get back to what these functions do soon. If you want to know more
* about how to set these callbacks and what these widgets are, look for:
* @li elm_radio_add()
* @li elm_check_add()
* @li elm_spinner_add()
*
* Now going to the main function, @c test_bg_options, we have the common
* code with the other examples:
*
* @skip bg-options
* @until autodel_set
*
* We add a plain background to this window, so it will have the default
* background color behind everything:
*
* @skip bg = elm_bg_add
* @until evas_object_show(bg)
*
* Then we add a vertical box (elm_box_add()) that will hold the background
* object that we are going to play with, as well as a horizontal box that
* will hold widgets:
*
* @skip elm_box_add
* @until evas_object_show
*
* Now we add the background object that is going to be of use for our
* example. It is an image background, as used in @ref bg_02_example_page ,
* so the code should be familiar:
*
* @skip elm_bg_add
* @until evas_object_show
*
* Notice the call to elm_box_pack_end(): it will pack the background object
* in the end of the Elementary box declared above. Just refer to that
* documentation for more info.
*
* Since this Elementary background is already an image background, we are
* going to play with its other properties. We will change its option
* (CENTER, SCALE, STRETCH, TILE), its color (RGB), and add an overlay to it.
* For all of these properties, we are going to add widgets that will
* configure them.
*
* First, lets add the horizontal box that will hold these widgets:
* @skip hbox
* @until align_set
*
* For now, just consider this @c hbox as a rectangle that will contain the
* widgets, and will distribute them horizontally inside its content. Then we
* add radio buttons that will allow us to choose the property to use with
* this background:
*
* @skip radio_add
* @until evas_object_show
*
* Again, I won't give details about the use of these widgets, just look for
* their documentation if necessary. It's enough to know for now that we are
* packing them in the @c hbox, setting a label for them, and the most
* important parts: setting its value to @c ELM_BG_OPTION_CENTER and its
* callback to @c _cb_radio_changed (the function defined in the beginning of
* this example). We do this for the next 3 radio buttons added after this
* one, each of them with a different value.
*
* Now taking a look at the code of the callback @c _cb_radio_changed again,
* it will call elm_bg_option_set() with the value set from the checked radio
* button, thus setting the option for this background. The background is
* passed as argument to the @p data parameter of this callback, and is
* referenced here as @c o_bg.
*
* Later we set the default value for this radio button:
*
* @skipline elm_radio_value_set
*
* Then we add a checkbox for the elm_object_content_set() function for the bg:
*
* @skip check_add
* @until evas_object_show
*
* Now look at the code of the @c _cb_overlay_changed again. If the checkbox
* state is checked, an overlay will be added to the background. It's done by
* creating an Edje object, and setting it with elm_object_content_set() to the
* background object. For information about what are and how to set Edje
* object, look at the Edje documentation.
*
* Finally we add a spinner object (elm_spinner_add()) to be used to select
* the color of our background. In its callback it's possible to see the call
* to elm_bg_color_set(), which will change the color of this background.
* This color is used by the background to fill areas where the image doesn't
* cover (in this case, where we have an image background). The spinner is
* also packed into the @c hbox :
*
* @skip elm_spinner_add
* @until evas_object_show
*
* Then we just have to pack the @c hbox inside the @c box, set some size
* hints, and show our window:
*
* @skip pack_end
* @until }
*
* Now to see this code in action, open elementary_test, and go to the "Bg
* Options" test. It should demonstrate what was implemented here.
*/
/**
* @page actionslider_example_page Actionslider usage
* @dontinclude actionslider_example_01.c
*
* For this example we are going to assume knowledge of evas smart callbacks
* and some basic evas object functions. Elementary is not meant to be used
* without evas, if you're not yet familiar with evas it probably is worth
* checking that out.
*
* And now to the example, when using Elementary we start by including
* Elementary.h:
* @skipline #include
*
* Next we define some callbacks, they all share the same signature because
* they are all to be used with evas_object_smart_callback_add().
* The first one just prints the selected label(in two different ways):
* @until }
*
* This next callback is a little more interesting, it makes the selected
* label magnetic(except if it's the center label):
* @until }
*
* This callback enables or disables the magnetic propertty of the center
* label:
* @until }
*
* And finally a callback to stop the main loop when the window is closed:
* @until }
*
* To be able to create our actionsliders we need to do some setup, but this
* isn't really relevant here, so if you want to know about that go @ref
* Win "here".
*
* With all that boring stuff out of the way we can proceed to creating some
* actionsliders.@n
* All actionsliders are created the same way:
* @skipline actionslider_add
* Next we must choose where the indicator starts, and for this one we choose
* the right, and set the right as magnetic:
* @skipline indicator_pos_set
* @until magnet_pos_set
*
* We then set the labels for the left and right, passing NULL as an argument
* to any of the labels makes that position have no label.
* @until Stop
*
* Furthermore we mark both left and right as enabled positions, if we didn't
* do this all three positions would be enabled:
* @until RIGHT
*
* Having the the enabled positions we now add a smart callback to change
* which position is magnetic, so that only the last selected position is
* magnetic:
* @until NULL
*
* And finally we set our printing callback and show the actionslider:
* @until object_show
* @skip pack_end
*
* For our next actionslider we are going to do much as we did for the
* previous except we are going to have the center as the magnet(and not
* change it):
* @skipline actionslider_add
* @skipline indicator_pos_set
* @until object_show
*
* And another actionslider, in this one the indicator starts on the left.
* It has labels only in the center and right, and both bositions are
* magnetic. Because the left doesn't have a label and is not magnetic once
* the indicator leaves it can't return:
* @skipline actionslider_add
* @skipline indicator_pos_set
* @until object_show
* @note The greyed out area is a @ref Styles "style".
*
* And now an actionslider with a label in the indicator, and whose magnet
* properties change based on what was last selected:
* @skipline actionslider_add
* @skipline indicator_pos_set
* @until object_show
* @note The greyed out area is a @ref Styles "style".
*
* We are almost done, this next one is just an actionslider with all
* positions magnetized and having every possible label:
* @skipline actionslider_add
* @skipline indicator_pos_set
* @until object_show
*
* And for our last actionslider we have one that turns the magnetic property
* on and off:
* @skipline actionslider_add
* @skipline indicator_pos_set
* @until object_show
*
* The example will look like this:
*
* @image html screenshots/actionslider_01.png
* @image latex screenshots/actionslider_01.eps width=\textwidth
*
* See the full source code @ref actionslider_example_01 "here"
*/
/**
* @page transit_example_03_c elm_transit - Combined effects and options.
*
* This example shows how to apply the following transition effects:
* @li translation
* @li color
* @li rotation
* @li wipe
* @li zoom
* @li resizing
*
* It allows you to apply more than one effect at once, and also allows to
* set properties like event_enabled, auto_reverse, repeat_times and
* tween_mode.
*
* @include transit_example_03.c
*/
/**
* @page transit_example_04_c elm_transit - Combined effects over two objects.
*
* This example shows how to apply the transition effects:
* @li flip
* @li resizable_flip
* @li fade
* @li blend
* over two objects. This kind of transition effect is used to make one
* object disappear and another one appear on its place.
*
* You can mix more than one effect of this type on the same objects, and the
* transition will apply both.
*
* @include transit_example_04.c
*/
/**
* @page transit_example_01_explained elm_transit - Basic transit usage.
* @dontinclude transit_example_01.c
*
* The full code for this example can be found at @ref transit_example_01_c.
*
* This example shows the simplest way of creating a transition and applying
* it to an object. Similarly to every other elementary example, we create a
* window, set its title, size, autodel property, and setup a callback to
* exit the program when finished:
*
* @skip on_done
* @until evas_object_resize
*
* We also add a resizable white background to use behind our animation:
*
* @skip bg_add
* @until evas_object_show
*
* And then we add a button that we will use to demonstrate the effects of
* our animation:
*
* @skip button_add
* @until evas_object_show(win)
*
* Notice that we are not adding the button with elm_win_resize_object_add()
* because we don't want the window to control the size of the button. We
* will use the transition to change the button size, so it could conflict
* with something else trying to control that size.
*
* Now, the simplest code possible to create the resize animation:
*
* @skip transit_add
* @until transit_go
*
* As you can see, this code is very easy to understand. First, we create the
* transition itself with elm_transit_add(). Then we add the button to this
* transition with elm_transit_object_add(), which means that the transition
* will operate over this button. The effect that we want now is changing the
* object size from 100x50 to 300x150, and can be achieved by adding the
* resize effect with elm_transit_effect_resizing_add().
*
* Finally, we set the transition time to 5 seconds and start the transition
* with elm_transit_go(). If we wanted more effects applied to this
* button, we could add them to the same transition. See the
* @ref transit_example_03_c to watch many transitions being applied to an
* object.
*/
/**
* @page transit_example_02_explained elm_transit - Chained transitions.
* @dontinclude transit_example_02.c
*
* The full code for this example can be found at @ref transit_example_02_c.
*
* This example shows how to implement a chain of transitions. This chain is
* used to start a transition just after another transition ended. Similarly
* to every other elementary example, we create a window, set its title,
* size, autodel property, and setup a callback to exit the program when
* finished:
*
* @skip on_done
* @until evas_object_resize
*
* We also add a resizable white background to use behind our animation:
*
* @skip bg_add
* @until evas_object_show
*
* This example will have a chain of 4 transitions, each of them applied to
* one button. Thus we create 4 different buttons:
*
* @skip button_add
* @until evas_object_show(bt4)
*
* Now we create a simple translation transition that will be started as soon
* as the program loads. It will be our first transition, and the other
* transitions will be started just after this transition ends:
*
* @skip transit_add
* @until transit_go
*
* The code displayed until now has nothing different from what you have
* already seen in @ref transit_example_01_explained, but now comes the new
* part: instead of creating a second transition that will start later using
* a timer, we create the it normally, and use
* elm_transit_chain_transit_add() instead of elm_transit_go. Since we are
* adding it in a chain after the first transition, it will start as soon as
* the first transition ends:
*
* @skip transit_add
* @until transit_chain_transit_add
*
* Finally we add the 2 other transitions to the chain, and run our program.
* It will make one transition start after the other finish, and there is the
* transition chain.
*/
/**
* @page general_functions_example_page General (top-level) functions example
* @dontinclude general_funcs_example.c
*
* As told in their documentation blocks, the
* elm_app_compile_*_dir_set() family of functions have to be called
* before elm_app_info_set():
* @skip tell elm about
* @until elm_app_info_set
*
* We are here setting the fallback paths to the compiling time target
* paths, naturally. If you're building the example out of the
* project's build system, we're assuming they are the canonical ones.
*
* After the program starts, elm_app_info_set() will actually run and
* then you'll see an intrincasy: Elementary does the prefix lookup @b
* twice. This is so because of the quicklaunch infrastructure in
* Elementary (@ref Start), which will register a predefined prefix
* for possible users of the launch schema. We're not hooking into a
* quick launch, so this first call can't be avoided.
*
* If you ran this example from your "bindir" installation
* directiory, no output will emerge from these both attempts -- it
* will find the "magic" file there registered and set the prefixes
* silently. Otherwise, you could get something like:
@verbatim
WARNING: Could not determine its installed prefix for 'ELM'
so am falling back on the compiled in default:
usr
implied by the following:
bindir = usr/lib
libdir = usr/lib
datadir = usr/share/elementary
localedir = usr/share/locale
Try setting the following environment variables:
ELM_PREFIX - points to the base prefix of install
or the next 4 variables
ELM_BIN_DIR - provide a specific binary directory
ELM_LIB_DIR - provide a specific library directory
ELM_DATA_DIR - provide a specific data directory
ELM_LOCALE_DIR - provide a specific locale directory
@endverbatim
* if you also didn't change those environment variables (remember
* they are also a valid way of communicating your prefix to the
* binary) - this is the scenario where it fallbacks to the paths set
* for compile time.
*
* Then, you can check the prefixes set on the standard output:
* @skip prefix was set to
* @until locale directory is
*
* In the fragment
* @skip by using this policy
* @until elm_win_autodel_set
* we demonstrate the use of Elementary policies. The policy defining
* under which circunstances our application should quit automatically
* is set to when its last window is closed (this one has just one
* window, though). This will save us from having to set a callback
* ourselves on the window, like done in @ref bg_example_01_c "this"
* example. Note that we need to tell the window to delete itself's
* object on a request to destroy the canvas coming, with
* elm_win_autodel_set().
*
* What follows is some boilerplate code, creating a frame with a @b
* button, our object of interest, and, below, widgets to change the
* button's behavior and exemplify the group of functions in question.
*
* @dontinclude general_funcs_example.c
* We enabled the focus highlight object for this window, so that you
* can keep track of the current focused object better:
* @skip elm_win_focus_highlight_enabled_set
* @until evas_object_show
* Use the tab key to navigate through the focus chain.
*
* @dontinclude general_funcs_example.c
* While creating the button, we exemplify how to use Elementary's
* finger size information to scale our UI:
* @skip fprintf(stdout, "Elementary
* @until evas_object_show
*
* @dontinclude general_funcs_example.c
* The first checkbox's callback is:
* @skip static void
* @until }
* When unsetting the checkbox, we disable the button, which will get a new
* decoration (greyed out) and stop receiving events. The focus chain
* will also ignore it.
*
* Following, there are 2 more buttons whose actions are focus/unfocus
* the top button, respectively:
* @skip focus callback
* @until }
* and
* @skip unfocus callback
* @until }
* Note the situations in which they won't take effect:
* - the button is not allowed to get focus or
* - the button is disabled
*
* The first restriction above you'll get by a second checkbox, whose
* callback is:
* @skip focus allow callback
* @until }
* Note that the button will still get mouse events, though.
*
* Next, there's a slider controlling the button's scale:
* @skip scaling callback
* @until }
*
* Experiment with it, so you understand the effect better. If you
* change its value, it will mess with the button's original size,
* naturally.
*
* The full code for this example can be found
* @ref general_functions_example_c "here".
*/
/**
* @page theme_example_01 Theme - Using extensions
*
* @dontinclude theme_example_01.c
*
* Using extensions is extremely easy, discarding the part where you have to
* write the theme for them.
*
* In the following example we'll be creating two buttons, one to load or
* unload our extension theme and one to cycle around three possible styles,
* one of which we created.
*
* After including our one and only header we'll jump to the callback for
* the buttons. First one takes care of loading or unloading our extension
* file, relative to the default theme set (thus the @c NULL in the
* functions first parameter).
* @skipline Elementary.h
* @skip static void
* @until }
* @until }
* @until }
*
* The second button, as we said before, will just switch around different
* styles. In this case we have three of them. The first one is our custom
* style, named after something very unlikely to find in the default theme.
* The other two styles are the standard and one more, anchor, which exists
* in the default and is similar to the default, except the button vanishes
* when the mouse is not over it.
* @skip static void
* @until }
* @until }
*
* So what happens if the style switches to our custom one when the
* extension is loaded? Elementary falls back to the default for the
* widget.
*
* And the main function, simply enough, will create the window, set the
* buttons and their callbacks, and just to begin with our button styled
* we're also loading our extension at the beginning.
* @skip int
* @until ELM_MAIN
*
* In this case we wanted to easily remove extensions, but all adding an
* extension does is tell Elementary where else it should look for themes
* when it can't find them in the default theme. Another way to do this
* is to set the theme search order using elm_theme_set(), but this requires
* that the developer is careful not to override any user configuration.
* That can be helped by adding our theme to the end of whatver is already
* set, like in the following snippet.
* @code
* char buf[4096];
* snprintf(buf, sizeof(buf), "%s:./theme_example.edj", elme_theme_get(NULL);
* elm_theme_set(NULL, buf);
* @endcode
*
* If we were using overlays instead of extensions, the same thing applies,
* but the custom theme must be added to the front of the search path.
*
* In the end, we should be looking at something like this:
*
* @image html screenshots/theme_example_01.png
* @image latex screenshots/theme_example_01.eps width=\textwidth
*
* That's all. Boringly simple, and the full code in one piece can be found
* @ref theme_example_01.c "here".
*
* And the code for our extension is @ref theme_example.edc "here".
*
* @example theme_example_01.c
* @example theme_example.edc
*/
/**
* @page theme_example_02 Theme - Using overlays
*
* @dontinclude theme_example_02.c
*
* Overlays are like extensions in that you tell Elementary that some other
* theme contains the styles you need for your program. The difference is that
* they will be look in first, so they can override the default style of any
* widget.
*
* There's not much to say about them that hasn't been said in our previous
* example about @ref theme_example_01 "extensions", so going quickly through
* the code we have a function to load or unload the theme, which will be
* called when we click any button.
* @skipline Elementary.h
* @skip static void
* @until }
*
* And the main function, creating the window and adding some buttons to it.
* We load our theme as an overlay and nothing else. Notice there's no style
* set for any button there, which means they should be using the default
* that we override.
* @skip int
* @until ELM_MAIN
*
* That's pretty much it. The full code is @ref theme_example_02.c "here" and
* the definition of the theme is the same as before, and can be found in
* @ref theme_example.edc "here".
*
* @example theme_example_02.c
*/
/**
* @page button_example_01 Button - Complete example
*
* @dontinclude button_example_01.c
*
* A button is simple, you click on it and something happens. That said,
* we'll go through an example to show in detail the button API less
* commonly used.
*
* In the end, we'll be presented with something that looks like this:
*
* @image html screenshots/button_01.png
* @image latex screenshots/button_01.eps width=\textwidth
*
* The full code of the example is @ref button_example_01.c "here" and we
* will follow here with a rundown of it.
*
* @skip Elementary.h
* @until Elementary.h
* @skip struct
* @until App_Data
*
* We have several buttons to set different times for the autorepeat timeouts
* of the buttons that use it and a few more that we keep track of in our
* data struct. The mid button doesn't do much, just moves around according
* to what other buttons the user presses. Then four more buttons to move the
* central one, and we're also keeping track of the icon set in the middle
* button, since when this one moves, we change the icon, and when movement
* is finished (by releasing one of the four arrow buttons), we set back the
* normal icon.
* @skip static void
* @until }
*
* Keeping any of those four buttons pressed will trigger their autorepeat
* callback, where we move the button doing some size hint magic. To
* understand how that works better, refer to the @ref Box documentation.
* Also, the first time the function is called, we change the icon in the
* middle button, using elm_object_content_unset() first to keep the reference
* to the previous one, so we don't need to recreate it when we are done
* moving it.
* @skip static void
* @until }
* @until size_hint_align_set
* @until }
*
* One more callback for the option buttons, that just sets the timeouts for
* the different autorepeat options.
*
* @skip static void
* @until }
* @until }
* @until }
*
* And the main function, which does some setting up of the buttons in boxes
* to make things work. Here we'll go through some snippets only.
*
* For the option buttons, it's just the button with its label and callback.
* @skip elm_button_add
* @until smart_callback_add
*
* For the ones that move the central button, we have no labels. There are
* icons instead, and the autorepeat option is toggled.
* @skip Gap: 1.0
* @skip elm_button_add
* @until data.cursors.up
*
* And just to show the mid button, which doesn't have anything special.
* @skip data.cursors.left
* @skip elm_button_add
* @until data.mid
*
* And we are done.
*
* @example button_example_01.c
*/
/**
* @page bubble_01_example_page elm_bubble - Simple use.
* @dontinclude bubble_example_01.c
*
* This example shows a bubble with all fields set(label, info, content and
* icon) and the selected corner changing when the bubble is clicked. To be
* able use a bubble we need to do some setup and create a window, for this
* example we are going to ignore that part of the code since it isn't
* relevant to the bubble.
*
* To have the selected corner change in a clockwise motion we are going to
* use the following callback:
* @skip static
* @until }
* @until }
*
* Here we are creating an elm_label that is going to be used as the content
* for our bubble:
* @skipline elm_label
* @until show
* @note You could use any evas_object for this, we are using an elm_label
* for simplicity.
*
* Despite it's name the bubble's icon doesn't have to be an icon, it can be
* any evas_object. For this example we are going to make the icon a simple
* blue rectangle:
* @until show
*
* And finally we have the actual bubble creation and the setting of it's
* label, info and content:
* @until content
* @skipline show
* @note Because we didn't set a corner, the default("top_left") will be
* used.
*
* Now that we have our bubble all that is left is connecting the "clicked"
* signals to our callback:
* @line smart_callback
*
* This last bubble we created was very complete, so it's pertinent to show
* that most of that stuff is optional a bubble can be created with nothing
* but content:
* @until content
* @skipline show
*
* Our example will look like this:
*
* @image html screenshots/bubble_example_01.png
* @image latex screenshots/bubble_example_01.eps width=\textwidth
*
* See the full source code @ref bubble_example_01.c here.
* @example bubble_example_01.c
*/
/**
* @page box_example_01 Box - Basic API
*
* @dontinclude button_example_01.c
*
* As a special guest tonight, we have the @ref button_example_01 "simple
* button example". There are plenty of boxes in it, and to make the cursor
* buttons that moved a central one around when pressed, we had to use a
* variety of values for their hints.
*
* To start, let's take a look at the handling of the central button when
* we were moving it around. To achieve this effect without falling back to
* a complete manual positioning of the @c Evas_Object in our canvas, we just
* put it in a box and played with its alignment within it, as seen in the
* following snippet of the callback for the pressed buttons.
* @skip evas_object_size_hint_align_get
* @until evas_object_size_hint_align_set
*
* Not much to it. We get the current alignment of the object and change it
* by just a little, depending on which button was pressed, then set it
* again, making sure we stay within the 0.0-1.0 range so the button moves
* inside the space it has, instead of disappearing under the other objects.
*
* But as useful as an example as that may have been, the usual case with boxes
* is to set everything at the moment they are created, like we did for
* everything else in our main function.
*
* The entire layout of our program is made with boxes. We have one set as the
* resize object for the window, which means it will always be resized with
* the window. The weight hints set to @c EVAS_HINT_EXPAND will tell the
* window that the box can grow past it's minimum size, which allows resizing
* of it.
* @skip elm_main
* @skip elm_box_add
* @until evas_object_show
*
* Two more boxes, set to horizontal, hold the buttons to change the autorepeat
* configuration used by the buttons. We create each to take over all the
* available space horizontally, but we don't want them to grow vertically,
* so we keep that axis of the weight with 0.0. Then it gets packed in the
* main box.
* @skip box2
* @until evas_object_show
*
* The buttons in each of those boxes have nothing special, they are just packed
* in with their default values and the box will use their minimum size, as set
* by Elementary itself based on the label, icon, finger size and theme.
*
* But the buttons used to move the central one have a special disposition.
* The top one first, is placed right into the main box like our other smaller
* boxes. Set to expand horizontally and not vertically, and in this case we
* also tell it to fill that space, so it gets resized to take the entire
* width of the window.
* @skip Gap: 1.0
* @skip elm_button_add
* @until evas_object_show
*
* The bottom one will be the same, but for the other two we need to use a
* second box set to take as much space as we have, so we can place our side
* buttons in place and have the big empty space where the central button will
* move.
* @skip elm_box_add
* @until evas_object_show
*
* Then the buttons will have their hints inverted to the other top and bottom
* ones, to expand and fill vertically and keep their minimum size horizontally.
* @skip elm_button_add
* @until evas_object_show
*
* The central button takes every thing else. It will ask to be expanded in
* both directions, but without filling its cell. Changing its alignment by
* pressing the buttons will make it move around.
* @skip elm_button_add
* @until evas_object_show
*
* To end, the rightmost button is packed in the smaller box after the central
* one, and back to the main box we have the bottom button at the end.
*/
/**
* @page box_example_02 Box - Layout transitions
*
* @dontinclude box_example_02.c
*
* Setting a customized layout for a box is simple once you have the layout
* function, which is just like the layout function for @c Evas_Box. The new
* and fancier thing we can do with Elementary is animate the transition from
* one layout to the next. We'll see now how to do that through a simple
* example, while also taking a look at some of the API that was left
* untouched in our @ref box_example_01 "previous example".
*
* @image html screenshots/box_example_02.png
* @image latex screenshots/box_example_02.eps width=\textwidth
*
* @skipline Elementary.h
*
* Our application data consists of a list of layout functions, given by
* @c transitions. We'll be animating through them throughout the entire run.
* The box with the stuff to move around and the last layout that was set to
* make things easier in the code.
* @skip typedef
* @until Transitions_Data
*
* The box starts with three buttons, clicking on any of them will take it
* out of the box without deleting the object. There are also two more buttons
* outside, one to add an object to the box and the other to clear it.
* This is all to show how you can interact with the items in the box, add
* things and even remove them, while the transitions occur.
*
* One of the callback we'll be using creates a new button, asks the box for
* the list of its children and if it's not empty, we add the new object after
* the first one, otherwise just place at the end as it will not make any
* difference.
* @skip static void
* @until }
* @until }
*
* The clear button is even simpler. Everything in the box will be deleted,
* leaving it empty and ready to fill it up with more stuff.
* @skip static void
* @until }
*
* And a little function to remove buttons from the box without deleting them.
* This one is set for the @c clicked callback of the original buttons,
* unpacking them when clicked and placing it somewhere in the screen where
* they will not disturb. Once we do this, the box no longer has any control
* of it, so it will be left untouched until the program ends.
* @skip static void
* @until }
*
* If we wanted, we could just call @c evas_object_del() on the object to
* destroy it. In this case, no unpack is really necessary, as the box would
* be notified of a child being deleted and adjust its calculations accordingly.
*
* The core of the program is the following function. It takes whatever
* function is first on our list of layouts and together with the
* @c last_layout, it creates an ::Elm_Box_Transition to use with
* elm_box_layout_transition(). In here, we tell it to start from whatever
* layout we last set, end with the one that was at the top of the list and
* when everything is finished, call us back so we can create another
* transition. Finally, move the new layout to the end of the list so we
* can continue running through them until the program ends.
* @skip static void
* @until }
*
* The main function doesn't have antyhing special. Creation of box, initial
* buttons and some callback setting. The only part worth mentioning is the
* initialization of our application data.
* @skip tdata.box
* @until evas_object_box_layout_stack
*
* We have a simple static variable, set the box, the first layout we are
* using as last and create the list with the different functions to go
* through.
*
* And in the end, we set the first layout and call the same function we went
* through before to start the run of transitions.
* @until _test_box_transition_change
*
* For the full code, follow @ref box_example_02.c "here".
*
* @example box_example_02.c
*/
/**
* @page calendar_example_01 Calendar - Simple creation.
* @dontinclude calendar_example_01.c
*
* As a first example, let's just display a calendar in our window,
* explaining all steps required to do so.
*
* First you should declare objects we intend to use:
* @skipline Evas_Object
*
* Then a window is created, a title is set and its set to be autodeleted.
* More details can be found on windows examples:
* @until elm_win_autodel
*
* Next a simple background is placed on our windows. More details on
* @ref bg_01_example_page :
* @until evas_object_show(bg)
*
* Now, the exciting part, let's add the calendar with elm_calendar_add(),
* passing our window object as parent.
* @until evas_object_show(cal);
*
* To conclude our example, we should show the window and run elm mainloop:
* @until ELM_MAIN
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_01.png
* @image latex screenshots/calendar_example_01.eps width=\textwidth
*
* See the full source code @ref calendar_example_01.c here.
* @example calendar_example_01.c
*/
/**
* @page calendar_example_02 Calendar - Layout strings formatting.
* @dontinclude calendar_example_02.c
*
* In this simple example, we'll explain how to format the label displaying
* month and year, and also set weekday names.
*
* To format month and year label, we need to create a callback function
* to create a string given the selected time, declared under a
* struct tm .
*
* struct tm , declared on @c time.h, is a structure composed by
* nine integers:
* @li tm_sec seconds [0,59]
* @li tm_min minutes [0,59]
* @li tm_hour hour [0,23]
* @li tm_mday day of month [1,31]
* @li tm_mon month of year [0,11]
* @li tm_year years since 1900
* @li tm_wday day of week [0,6] (Sunday = 0)
* @li tm_yday day of year [0,365]
* @li tm_isdst daylight savings flag
* @note glib version has 2 additional fields.
*
* For our function, only stuff that matters are tm_mon and tm_year.
* But we don't need to access it directly, since there are nice functions
* to format date and time, as @c strftime.
* We will get abbreviated month (%b) and year (%y) (check strftime manpage
* for more) in our example:
* @skipline static char
* @until }
*
* We need to alloc the string to be returned, and calendar widget will
* free it when it's not needed, what is done by @c strdup.
* So let's register our callback to calendar object:
* @skipline elm_calendar_format_function_set
*
* To set weekday names, we should declare them as an array of strings:
* @dontinclude calendar_example_02.c
* @skipline weekdays
* @until }
*
* And finally set them to calendar:
* skipline weekdays_names_set
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_02.png
* @image latex screenshots/calendar_example_02.eps width=\textwidth
*
* See the full source code @ref calendar_example_02.c here.
* @example calendar_example_02.c
*/
/**
* @page calendar_example_03 Calendar - Years restrictions.
* @dontinclude calendar_example_03.c
*
* This example explains how to set max and min year to be displayed
* by a calendar object. This means that user won't be able to
* see or select a date before and after selected years.
* By default, limits are 1902 and maximun value will depends
* on platform architecture (year 2037 for 32 bits); You can
* read more about time functions on @c ctime manpage.
*
* Straigh to the point, to set it is enough to call
* elm_calendar_min_max_year_set(). First value is minimun year, second
* is maximum. If first value is negative, it won't apply limit for min
* year, if the second one is negative, won't apply for max year.
* Setting both to negative value will clear limits (default state):
* @skipline elm_calendar_min_max_year_set
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_03.png
* @image latex screenshots/calendar_example_03.eps width=\textwidth
*
* See the full source code @ref calendar_example_03.c here.
* @example calendar_example_03.c
*/
/**
* @page calendar_example_04 Calendar - Days selection.
* @dontinclude calendar_example_04.c
*
* It's possible to disable date selection and to select a date
* from your program, and that's what we'll see on this example.
*
* If isn't required that users could select a day on calendar,
* only interacting going through months, disabling days selection
* could be a good idea to avoid confusion. For that:
* @skipline elm_calendar_day_selection_enabled_set
*
* Also, regarding days selection, you could be interested to set a
* date to be highlighted on calendar from your code, maybe when
* a specific event happens, or after calendar creation. Let's select
* two days from current day:
* @dontinclude calendar_example_04.c
* @skipline SECS_DAY
* @skipline current_time
* @until elm_calendar_selected_time_set
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_04.png
* @image latex screenshots/calendar_example_04.eps width=\textwidth
*
* See the full source code @ref calendar_example_04.c here.
* @example calendar_example_04.c
*/
/**
* @page calendar_example_05 Calendar - Signal callback and getters.
* @dontinclude calendar_example_05.c
*
* Most of setters explained on previous examples have associated getters.
* That's the subject of this example. We'll add a callback to display
* all calendar information every time user interacts with the calendar.
*
* Let's check our callback function:
* @skipline static void
* @until double interval;
*
* To get selected day, we need to call elm_calendar_selected_time_get(),
* but to assure nothing wrong happened, we must check for function return.
* It'll return @c EINA_FALSE if fail. Otherwise we can use time set to
* our structure @p stime.
* @skipline elm_calendar_selected_time_get
* @until return
*
* Next we'll get information from calendar and place on declared vars:
* @skipline interval
* @until elm_calendar_weekdays_names_get
*
* The only tricky part is that last line gets an array of strings
* (char arrays), one for each weekday.
*
* Then we can simple print that to stdin:
* @skipline printf
* @until }
*
* struct tm is declared on @c time.h. You can check @c ctime
* manpage to read about it.
*
* To register this callback, that will be called every time user selects
* a day or goes to next or previous month, just add a callback for signal
* @b changed.
* @skipline evas_object_smart_callback_add
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_05.png
* @image latex screenshots/calendar_example_05.eps width=\textwidth
*
* See the full source code @ref calendar_example_05.c here.
* @example calendar_example_05.c
*/
/**
* @page calendar_example_06 Calendar - Calendar marks.
* @dontinclude calendar_example_06.c
*
* On this example marks management will be explained. Functions
* elm_calendar_mark_add(), elm_calendar_mark_del() and
* elm_calendar_marks_clear() will be covered.
*
* To add a mark, will be required to choose three things:
* @li mark style
* @li mark date, or start date if it will be repeated
* @li mark periodicity
*
* Style defines the kind of mark will be displayed over marked day,
* on caledar. Default theme supports @b holiday and @b checked.
* If more is required, is possible to set a new theme to calendar
* widget using elm_object_style_set(), and use
* the signal that will be used by such marks.
*
* Date is a struct tm , as defined by @c time.h. More can
* be read on @c ctime manpage.
* If a date relative from current is required, this struct can be set
* as:
* @skipline current_time
* @until localtime_r
*
* Or if it's an absolute date, you can just declare the struct like:
* @dontinclude calendar_example_06.c
* @skipline sunday
* @until christmas.tm_mon
*
* Periodicity is how frequently the mark will be displayed over the
* calendar. Can be a unique mark (that don't repeat), or it can repeat
* daily, weekly, monthly or annually. It's enumerated by
* @c Elm_Calendar_Mark_Repeat.
*
* So let's add some marks to our calendar. We will add christmas holiday,
* set Sundays as holidays, and check current day and day after that.
* @dontinclude calendar_example_06.c
* @skipline sunday
* @until christmas.tm_mon
* @skipline current_time
* @until ELM_CALENDAR_WEEKLY
*
* We kept the return of first mark add, because we don't really won't it
* to be checked, so let's remove it:
* @skipline elm_calendar_mark_del
*
* After all marks are added and removed, is required to draw them:
* @skipline elm_calendar_marks_draw
*
* Finally, to clear all marks, let's set a callback for our button:
* @skipline elm_button_add
* @until evas_object_show(bt);
*
* This callback will receive our calendar object, and should clear it:
* @dontinclude calendar_example_06.c
* @skipline static
* @until }
* @note Remember to draw marks after clear the calendar.
*
* Our example will look like this:
*
* @image html screenshots/calendar_example_06.png
* @image latex screenshots/calendar_example_06.eps width=\textwidth
*
* See the full source code @ref calendar_example_06.c here.
* @example calendar_example_06.c
*/
/**
* @page spinner_example Spinner widget example
*
* This code places seven Elementary spinner widgets on a window, each of
* them exemplifying a part of the widget's API.
*
* The first of them is the default spinner:
* @dontinclude spinner_example.c
* @skipline elm_spinner_add
* @until evas_object_show
* As you see, the defaults for a spinner are:
* @li no wrap
* @li min value set to 0
* @li max value set to 100
* @li step value set to 1
* @li label format set to "%0.f"
*
* If another format is required, see the second spinner. It will put a text
* before and after the value, and also format value to display two decimals:
* @skipline format_set
*
* The third one will use a customized step, define new minimum and maximum
* values and enable wrap, so when value reaches minimum it jumps to maximum,
* or jumps to minimum after maximum value is reached. Format is set to display
* a decimal:
* @skipline elm_spinner_add
* @until evas_object_show
*
* The fourth uses @c vertical style, so instead of left and right arrows,
* top and bottom are displayed. Also the change interval is reduced, so
* user can change value faster.
* @skipline style
* @skipline interval
*
* In the fifth the user won't be allowed to set value directly, i.e., will
* be obligate change value only using arrows:
* @skipline editable
*
* The sixth widget will receive a lot of special values, so
* instead of reading numeric values, user will see labels for each one.
* Also direct edition is disabled, otherwise users would see the numeric
* value on edition mode. User will be able to select a month in this widget:
* @skipline elm_spinner_add
* @until evas_object_show
*
* Finally the last widget will exemplify how to listen to widget's signals,
* changed and delay,changed . First we need to
* implement callback functions that will simply print spinner's value:
* @dontinclude spinner_example.c
* @skip static
* @skip }
* @skipline static
* @until }
* @until }
*
* The first callback function should be called everytime value changes,
* the second one only after user stops to increment or decrement. Try
* to keep arrows pressed and check the difference.
* @skip smart_callback
* @skipline smart_callback
* @skipline smart_callback
*
* See the full @ref spinner_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/spinner_example.png
* @image latex screenshots/spinner_example.eps width=\textwidth
*
* See the full @ref spinner_example.c "source code" for this example.
*
* @example spinner_example.c
*/
/**
* @page slider_example Slider widget example
*
* This code places seven Elementary slider widgets on a window, each of
* them exemplifying a part of the widget's API.
*
* The first of them is the default slider:
* @dontinclude slider_example.c
* @skipline elm_slider_add
* @until evas_object_show
*
* As you see, the defaults for a slider are:
* @li horizontal
* @li no label
* @li no values (on indicator or unit labels)
*
* Actually it's pretty useless this way. So let's learn how to improve it.
*
* If some decoration is required, a label can be set, and icon before and
* after the bar as well. On the second slider will add a @c home icon
* and a @c folder icon at @c end.
* @skipline text_set
* @until end_set
*
* If the bar size need to be changed, it can be done with span set function,
* that doesn't accounts other widget's parts size. Also the bar can starts
* with a not default value (0.0), as we done on third slider:
* @skipline value_set
* @skipline span_size_set
*
* So far, users won't be able to see the slider value. If it's required,
* it can be displayed in two different areas, units label or above
* the indicator.
*
* Let's place a units label on our widget, and also let's set minimum and
* maximum value (uses 0.0 and 1.0 by default):
* @skipline unit_format_set
* @skipline min_max_set
*
* If above the indicator is the place to display the value, just set it.
* Also, is possible to invert a bar, as you can see:
* @skipline indicator_format_set
* @skipline inverted_set
*
* But if you require to use a function a bit more customized to show the value,
* is possible to registry a callback function that will be called
* to display unit or indicator label. Only the value will be passed to this
* function, that should return a string.
* In this case, a function to free this string will be required.
*
* Let's exemplify with indicator label on our sixth slider:
* @dontinclude slider_example.c
* @skip static
* @skip }
* @skip static
* @skip }
* @skip static
* @skip }
* @skipline static
* @until }
* @until }
*
* Setting callback functions:
* @skipline indicator_format_function_set
* @skipline _indicator_free
*
* Also, a slider can be displayed vertically:
* @dontinclude slider_example.c
* @skipline elm_slider_horizontal_set
*
* Finally the last widget will exemplify how to listen to widget's signals,
* changed and delay,changed . First we need to
* implement callback functions that will simply print slider's value:
* @dontinclude slider_example.c
* @skip static
* @skip }
* @skipline static
* @until }
* @until }
*
* The first callback function should be called everytime value changes,
* the second one only after user stops to increment or decrement. Try
* to keep arrows pressed and check the difference.
* @skip smart_callback
* @skipline smart_callback
* @skipline smart_callback
*
* See the full @ref slider_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/slider_example.png
* @image latex screenshots/slider_example.eps width=\textwidth
*
* See the full @ref slider_example.c "source code" for this example.
*
* @example slider_example.c
*/
/**
* @page panes_example Panes widget example
*
* This code places two Elementary panes widgets on a window, one of them
* displayed vertically and the other horizontally, to exemplify
* a part of the widget's API. Also, all the signals emitted by this
* widget will be covered.
*
* Let's start adding a panes to our window:
* @dontinclude panes_example.c
* @skipline elm_panes_add
* @until evas_object_show
*
* Now we will set a content (a simple button) to the left side of our
* panes widget:
* @skipline elm_button_add
* @until content_left_set
*
* The content of the right side will be something a bit more elaborated, we'll
* place another panes, displayed vertically (it's displayed horizontally
* by default):
* @skipline elm_panes_add
* @until content_right_set
*
* When populating a panes displayed vertically, remember that left content
* will be placed at top, and right content will place at bottom. Next
* we will add two buttons to exemplify that:
* @skipline elm_button_add
* @until content_right_set
*
* Panes widgets emits 4 different signals, depending on users interaction
* with the draggable bar. We'll add a callback function for each of them.
*
* "clicked" signal :
*
* Callback function that just print "Clicked" to stdin:
* @dontinclude panes_example.c
* @skip static void
* @skip }
* @skip static void
* @skip }
* @skip static void
* @skip }
* @skipline static void
* @until }
*
* Also, add callback function to the panes:
* @skipline "clicked"
*
* "press" signal :
*
* Callback function that just print "Pressed" to stdin:
* @dontinclude panes_example.c
* @skip static void
* @skip }
* @skipline static void
* @until }
*
* Also, add callback function to the panes:
* @skipline "press"
*
* Now, let's try to make our callback functions a bit more useful:
*
* "unpress" signal :
*
* Suppose we want to know the size proportion of left content after
* user drags the bar. We need to listen for @c unpress signal, and
* get this size from our panes widget. It's done on the following
* function:
* @dontinclude panes_example.c
* @skip static void
* @skip }
* @skip static void
* @skip }
* @skipline static void
* @until }
*
* Adding the callback function to the panes:
* @skipline "unpress"
* "clicked,double" signal :
*
* Now, a interesting feature that could be addded to panes widget.
* Hide a content when user double click the draggable bar. It's done
* using a variable to store size and content left size getter and setter
* on the following function:
* @dontinclude panes_example.c
* @skipline static double
* @skip static void
* @skip }
* @skip static void
* @skip }
* @skip static void
* @skip }
* @skipline static void
* @until }
* @until }
* @until }
*
* Adding the callback function to the panes:
* @skipline "clicked,double"
* @until panes);
*
* See the full @ref panes_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/panes_example.png
* @image latex screenshots/panes_example.eps width=\textwidth
*
* @example panes_example.c
*/
/**
* @page clock_example Clock widget example
*
* This code places five Elementary clock widgets on a window, each of
* them exemplifying a part of the widget's API.
*
* The first of them is the pristine clock:
* @dontinclude clock_example.c
* @skip pristine
* @until evas_object_show
* As you see, the defaults for a clock are:
* - military time
* - no seconds shown
*
* For am/pm time, see the second clock:
* @dontinclude clock_example.c
* @skip am/pm
* @until evas_object_show
*
* The third one will show the seconds digits, which will flip in
* synchrony with system time. Note, besides, that the time itself is
* @b different from the system's -- it was customly set with
* elm_clock_time_set():
* @dontinclude clock_example.c
* @skip with seconds
* @until evas_object_show
*
* In both fourth and fifth ones, we turn on the edition
* mode. See how you can change each of the sheets on it, and be
* sure to try holding the mouse pressed over one of the sheet
* arrows. The forth one also starts with a custom time set:
* @dontinclude clock_example.c
* @skip in edition
* @until evas_object_show
*
* The fifth, besides editable, has only the time @b units editable,
* for hours, minutes and seconds. This exemplifies
* elm_clock_digit_edit_set():
* @dontinclude clock_example.c
* @skip but only
* @until evas_object_show
*
* See the full @ref clock_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/clock_example.png
* @image latex screenshots/clock_example.eps width=\textwidth
*
* See the full @ref clock_example_c "source code" for this example.
*
* @example clock_example.c
*/
/**
* @page datetime_example Datetime widget example
*
* This code places three Elementary Datetime widgets on a window, each of
* them exemplifying the widget's different usage.
*
* The first of them is "only Date display":
* @dontinclude datetime_example.c
* @skip only DATE
* @until evas_object_show
*
* For "only Time display", see the second datetime:
* @dontinclude datetime_example.c
* @skip only TIME
* @until evas_object_show
*
* The third one will display datetime shows both Date and Time, corresponding format will be
* taken from system @b locale. Note, besides, that the strings are different
* for different language settings.
*
* Datetime format can be programmatically set by using
* elm_datetime_format_set():
* @dontinclude datetime_example.c
* @skip DATE and TIME
* @until evas_object_show
* The default format of any locale consists:
* - Year Field
* - Month Field
* - Date Field
* - Hour Field(12hr/24hr format)
* - Minute Field
* - AM/PM (if exists).
*
* This is how the example program's window looks like with the datetime widget
* showing only date, only time and both date & time:
*
* @image html screenshots/datetime_example.png
* @image latex screenshots/datetime_example.eps width=\textwidth
*
* See the full @ref datetime_example_c "source code" for
* this example.
*
* @example datetime_example.c
*/
/**
* @page dayselector_example Dayselector widget example
*
* This code places two Elementary dayselector widgets on a window, each of
* them exemplifying the different widget styles.
*
* The first of them is the dayselector in default style:
* @dontinclude dayselector_example.c
* @skip weekdays starting from Sunday
* @until evas_object_show
*
* As you see, the default style displays the weekdays starting from Sunday.
*
* One can select/unselect a day just by clicking on the day object.
* The selection toggles once it is being pressed.
*
*
* For showing weekdays starting from Monday, see the second dayselector:
* @dontinclude dayselector_example.c
* @skip weekdays starting from Monday
* @until evas_object_show
*
*
* The following code exemplifies the selection APIs of Dayselector:
* @dontinclude dayselector_example.c
* @skip Callback function
* @until End of clicked callback
*
*
* See the full @ref dayselector_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/dayselector_example.png
* @image latex screenshots/dayselector_example.eps width=\textwidth
*
* See the full @ref dayselector_example_c "source code" for this example.
*
* @example dayselector_example.c
*/
/**
* @page mapbuf_example Mapbuf Widget Example
*
* This code places a Elementary mapbuf widget on a window,
* to exemplify part of the widget's API.
*
* First we'll add an window with a background and a vertical box to
* pack our interface elements:
* @dontinclude mapbuf_example.c
* @skipline win_add
* @until show(bx)
*
* Next we'll simply add the mapbuf widget to the box:
* @skipline mapbuf_add
* @until pack_end
*
* But mapbuf is a container widget, it won't do anything alone. So let's
* create a table full of icons. For that we'll loop to fill each line of each
* column. See @ref tutorial_table_01 "tutorial_table_01"
* if you don't know how to use tables:
* @skipline table_add
* @until }
* @until }
*
* Finally, setting mapbuf content:
* @skipline content_set
* @skipline show
*
* Also, would be good a horizontal box with some controls to change mapbuf
* behavior:
* @skipline box_add
* @until show
*
* By default map is disabled. So just setting content isn't enough.
* Alpha and smooth settings will be applied when map is enabled.
* So we'll add a toggle for that. Everytime the map properties
* are changed, map will need to be enabled again. So if you
* want to play a bit with our example, remember to always enable
* map again after concluding your changes.
* @skipline toggle_add
* @until show
*
* We have added a callback function to this toggle, so it will enable
* or disable map:
* @dontinclude mapbuf_example.c
* @skip static
* @skip }
* @skipline static
* @until }
*
* Let's add check boxes for alpha blending and smooth rendering:
* @skipline check_add
* @until show
* @until show
*
* By default, mapbuf would enable alpha blending and smooth rendering,
* so we need to check boxes to be consistent with its behavior.
*
* Callback functions look like the one added to the toggle. This way we
* could enable or disable the both properties:
* @dontinclude mapbuf_example.c
* @skip static
* @skip }
* @skip static
* @skip }
* @skipline static
* @until }
* @until }
*
* You'll see that disabling alpha blending will set a black rectangle below
* the icons. That's the reason you only should enable that when you're sure
* the mapbuf content is 100% solid.
*
* See @ref mapbuf_example.c "mapbuf_example.c", whose window should
* look like this picture:
*
* @image html screenshots/mapbuf_example.png
* @image latex screenshots/mapbuf_example.eps width=\textwidth
*
* @example mapbuf_example.c
*/
/**
* @page map_example_01 Map Example - Creation and Zoom
*
* This code places a Elementary map widget on a window,
* to exemplify part of the widget's API.
*
* Let's start adding a map to our window:
* @dontinclude map_example_01.c
* @skipline elm_map_add
* @until evas_object_show
*
* It's enough to display a world map inside our window. But usually you'll
* need to let user interact with the map. We need to place some buttons,
* so the user could control the map. It's done on the followin code.
* If you don't know about boxes, or buttons, check their examples,
* @ref box_example_01 "Box Example 1" and
* @ref button_example_01 "Button Example 1".
* @skipline elm_box_add
* @until _bt_zoom_fill
*
* We are adding callback functions that will be called when the user clicks
* over these buttons. Let's study such functions, starting from the function
* that will zoom in the map:
* @dontinclude map_example_01.c
* @skipline static void
* @until }
*
* First thing done is assure zoom mode is set to manual. It's the default
* mode, but the other buttons will change this, so before setting a new
* zoom value, we need to change the zoom mode.
*
* Then, we get the current zoom value, increment that, and set the new
* value to the map. If it's bigger than max zoom value allowed, it will
* remain on the maximum allowed, nothing bad will happen. This way we
* don't need to check first if it won't be bigger than max.
*
* Zoom out function is basically the same thing, but zoom will be decremented
* instead of incremented:
* @skipline static void
* @until }
*
* The "X" button, when pressed, will call a function that will
* zoom the map until it fits
* inside the scroll frame with no pixels outside this area:
* @skipline static void
* @until }
*
* And the "#" button, will call a function that will zoom until map fills
* scroll, ensuring no pixels are left unfilled:
* @skipline static void
* @until }
*
* But we can also set map to show something different from default
* world map, changing the zoom level and region shown. Let's pick a
* wonderful city coordinates, one placed at 43 20 S, 22 90 W .
* Since map uses double variables to represent latitude and longitude,
* to represent north or east, we should represent it as positive values,
* and south or west as negative. Also, the value will be represented as
* degree.min. So, for example, our longitude 43 20 S will
* be represented
* by the value -43.20 . A zoom set to @c 12 should be enough
* to show a city.
* @skipline region_show
* @until zoom_set
*
* See @ref map_example_01.c "map_example_01.c" for full source,
* whose window should
* look like this picture:
*
* @image html screenshots/map_example_01.png
* @image latex screenshots/map_example_01.eps width=\textwidth
*
* @example map_example_01.c
*/
/**
* @page map_example_02 Map Example - Overlay Usage
*
* This code places a Elementary map widget on a window,
* to exemplify part of the widget's API, related to overlays.
*
* We'll start this example in the same way
* @ref map_example_01 "Map Example 1". Adding a map with buttons to control
* zoom, so if you didn't read it yet, just do it now.
* @dontinclude map_example_02.c
* @skipline elm_map_add
* @until zoom_fill
*
* Overlays can be placed over the map to represent anything we want. Let's
* say we want to represent some countries and cities with overlays.
*
* Before we create city or country overlays, let's create class overlays.
*
* @skipline elm_map_overlay_class_add
* @until elm_map_overlay_icon_set
* These lines create a class overlay which represents cities.
* This class overlay will be used for grouping city overlays.
* Later city overlays in the same class are appended to this class overlay.
* if city overlays are near each other, they will be grouped.
*
* We can set the icon for the class so that the icon will be displayed
* when city overlays are grouped.
* We can set the zoom required to display the overlays that belongs
* to this class, so if the zoom is less than this value, nothing
* will be shown.
*
* Country class can be created in the same way.
* @skipline elm_map_overlay_class_add
* @until elm_map_overlay_icon_set
*
* Next we'll create some overlays representing cities and coutries.
* We set the data for the overlay so that can be used later when
* clicked callback is called.
* We'll append them into city class to be grouped.
* We'll append them in a list, to close up them later.
* To create a default overlay, we need to pass the coordinates.
* @skipline elm_map_overlay_add
* @until eina_list_append
*
* We subscribe a smart callback "overlay,clicked" to create bubble on
* the clicked overlay.
* @dontinclude map_example_02.c
* @skipline "overlay,clicked"
*
* Finally, on our @c main function, we ask the map to show all the overlays
* with the biggest zoom possible, passing the list of overlays added.
* @skipline elm_map_overlays_show
*
* We have created a specific structure for this example to store the name
* of the place and a path to a image file to represent it.
* @dontinclude map_example_02.c
* @skipline typedef
* @until Overlay_Data;
*
* We'll create instances for each place:
* @skipline argentina
* @until sky_03
*
* To return an icon, all we need to do is to add a elm_icon and return it:
* @dontinclude map_example_02.c
* @skipline _icon_get(
* @until }
*
* For the content, let's return something more elaborate. We will return
* a box with an image representing the place, and the name of this place:
* @skipline _box_get(
* @until }
*
* See @ref map_example_02.c "map_example_02.c" for full source,
* whose window should
* look like this picture:
*
* @image html screenshots/map_example_02.png
* @image latex screenshots/map_example_02.eps width=\textwidth
*
* @example map_example_02.c
*/
/**
* @page map_example_03 Map Example - Route and Name Usage
*
* This code places a Elementary map widget on a window,
* to exemplify part of the widget's API, related routes and names.
*
* In this example, we will suppose we need to set a route for the user
* from his current point (a gps could provide us this information)
* to somewhere else. So we would have coordinates of this
* start point, and would like that he enters the address of his
* destination in a entry, and we'll trace a route on the map.
*
* We'll start this example in the same way
* @ref map_example_01 "Map Example 1". Adding a map with buttons to control
* zoom, so if you didn't read it yet, just do it now. Actually there is
* a change, that we're aligning buttons to the top, since we wan't a
* vertical control box this time.
* @dontinclude map_example_03.c
* @skipline elm_map_add
* @until zoom_fill
* @until align_set
*
* Next we set the box to be vertical and change it's size, weight
* and alignment, so it will occupy the top of the window, from left
* to right:
* @skipline horizontal_set
* @until align_set
*
* We'll add an entry with a preliminar address, that I know will
* find a coordinate, to examplify names work. But you can try
* lots of addresses. From city or country names to pubs, or whatever
* you want. To try is enough to run the example, type the address and
* press "Route" button. This button will call a function that will
* get the typed address and find the route.
* @skipline entry_add
* @until align_set
* @until align_set
*
* The button pass an structure
* instance we make for this example, with all the fields we'll need.
* @dontinclude map_example_03.c
* @skipline _Example_Data
* @until example_data;
*
* Let's initialize it's fields:
* @skipline example_data.map
* @until example_data.start_lat
*
* @c map and @c entry are our elementary objects, @c route is set to @c NULL,
* since we don't have one yet, and the coordinates of the start point is set
* (longitude and latitude).
*
* Also, let's show this start point at the center of the map, and set a zoom
* nice enough to close it:
* @skipline region_show
* @until zoom_set
*
* These lines were already explained on @ref map_example_02 "Map Example 2".
*
* Now we'll see the "Route" button callback function:
* @dontinclude map_example_03.c
* @skip static void
* @skip }
* @skipline static void
* @until }
*
* First we get the address string from our entry. Then we use @c name
* conversion
* util functions, so we could get coordinates for this address. These
* functions return an #Elm_Map_Name handle for us.
* Function elm_map_utils_convert_name_into_coord() will do this job for us,
* but it's an assyncronous function, since it requires this
* information from the server.
*
* That's the reason we need to wait for
* "name,loaded" signal. We add a callback function for this:
* @dontinclude map_example_03.c
* @skipline static void
* @until }
*
* This function will check if a previous route was traced, and if it was,
* it will remove it. Next we'll get destination coordinates from our
* @c name, and use them to add a new route.
*
* To trace a route we need to know how the user will go through the path.
* Let's suppose he'll be walking, but doesn't like to walk, so we
* need to choose the shortest path intead of the route that would
* made him spend less time. Coordinates of the point from where he will
* start and of the destination point need to be passed as well.
*
* Finally we'll set a color different from solid red (default), to show
* our route. We set it green.
*
* See @ref map_example_03.c "map_example_03.c" for full source,
* whose window should
* look like this picture:
*
* @image html screenshots/map_example_03.png
* @image latex screenshots/map_example_03.eps width=\textwidth
*
* @example map_example_03.c
*/
/**
* @page diskselector_example_01 Diskselector widget example
*
* This code places 4 Elementary diskselector widgets on a window, each of
* them exemplifying a part of the widget's API.
*
* All of them will have weekdays as items, since we won't focus
* on items management on this example. For an example about this subject,
* check @ref diskselector_example_02.
*
* The first of them is a default diskselector.
* @dontinclude diskselector_example_01.c
* @skipline lbl
* @until }
* @skipline elm_diskselector_add
* @until evas_object_show
*
* We are just adding the diskselector, so as you can see, defaults for it are:
* @li Only 3 items visible each time.
* @li Only 3 characters are displayed for labels on side positions.
* @li The first added item remains centeres, i.e., it's the selected item.
*
* To add items, we are just appending it on a loop, using function
* elm_diskselector_item_append(), that will be better exaplained on
* items management example.
*
* For a circular diskselector, check the second widget. A circular
* diskselector will display first item after last, and last previous to
* the first one. So, as you can see, @b Sa will appears on left side
* of selected @b Sunday. This property is set with
* elm_diskselector_round_enabled_set().
*
* Also, we decide to display only 2 character for side labels, instead of 3.
* For this we call elm_diskselector_side_text_max_length_set(). As result,
* we'll see @b Mo displayed instead of @b Mon, when @b Monday is on a
* side position.
*
* @skipline elm_diskselector_add
* @until evas_object_show
*
* But so far, we are only displaying 3 items at once. If more are wanted,
* is enough to call elm_diskselector_display_item_num_set(), as you can
* see here:
* @skipline elm_diskselector_add
* @until evas_object_show
*
* @note You can't set less than 3 items to be displayed.
*
* You can get the number of items in the diskselector by calling
* elm_diskselector_display_item_num_get(), as you can see here:
* @skipline elm_diskselector_add
*
* Finally, if a bounce effect is required, or you would like to see
* scrollbars, it is possible. But, for default theme, diskselector
* scrollbars will be invisible anyway.
* @skipline elm_diskselector_add
* @until evas_object_show
*
* See the full @ref diskselector_example_01.c "diskselector_example_01.c"
* code, whose window should look like this picture:
*
* @image html screenshots/diskselector_example_01.png
* @image latex screenshots/diskselector_example_01.eps width=\textwidth
*
* @example diskselector_example_01.c
*/
/**
* @page diskselector_example_02 Diskselector - Items management
*
* This code places a Elementary diskselector widgets on a window,
* along with some buttons trigerring actions on it (though its API).
* It covers most of diskselector item functions.
*
* On our @c main function, we are adding a default diskselector with
* 3 items. We are only setting their labels (second parameter of function
* elm_diskselector_item_append):
* @dontinclude diskselector_example_02.c
* @skipline elm_diskselector_add
* @until Item 2
*
* Next we are adding lots of buttons, each one for a callback function
* that will realize a task covering part of diskselector items API.
* Lets check the first one:
* @skipline elm_button_add
* @until evas_object_show
*
* We are labeling the button with a task description with
* elm_object_text_set() and setting a callback
* function evas_object_smart_callback_add().
* Each callback function will have the signature:
* static void _task_cb(void *data, Evas_Object *obj,
* void *event_info) with the function name varying for each task.
*
* Now let's cover all of them.
*
* Appending an item:
* @dontinclude diskselector_example_02.c
* @skipline _add_cb
* @until }
*
* All items are included on diskselector after last one. You @b can't
* preprend items.
*
* The first parameter of elm_diskselector_item_append() is the diskselector
* object, that we are receiving as data on our callback function.
* The second one is a label, the string that will be placed in the center
* of our item. As we don't wan't icons or callback functions, we can
* send NULL as third, fourth and fifth parameters.
*
* Appending an item with icon:
* @dontinclude diskselector_example_02.c
* @skipline _add_ic_cb
* @until }
*
* If an icon is required, you can pass it as third paramenter on our
* elm_diskselector_item_append() function. It will be place on the
* left side of item's label, that will be shifted to right a bit.
*
* For more details about how to create icons, look for elm_icon examples.
*
* Appending an item with callback function for selected:
* @dontinclude diskselector_example_02.c
* @skipline _sel_cb
* @until }
* @until }
*
* To set a callback function that will be called every time an item is
* selected, i.e., everytime the diskselector stops with this item in
* center position, just pass the function as fourth paramenter.
*
* Appending an item with callback function for selected with data:
* @dontinclude diskselector_example_02.c
* @skipline _sel_data_cb
* @until }
* @until }
* @until }
* @until }
*
* If the callback function request an extra data, it can be attached to our
* item passing a pointer for data as fifth parameter.
* Our function _sel_data_cb will receive it as void *data .
*
* If you want to free this data, or handle that the way you need when the
* item is deleted, set a callback function for that, with
* elm_object_item_del_cb_set().
*
* As you can see we check if @c it is not @c NULL after appending it.
* If an error happens, we won't try to set a function for it.
*
* Deleting an item:
* @dontinclude diskselector_example_02.c
* @skip _del_cb
* @skipline _del_cb
* @until }
*
* To delete an item we simple need to call elm_object_item_del() with
* a pointer for such item.
*
* If you need, you can get selected item with
* elm_diskselector_selected_item_get(), that will return a pointer for it.
*
* Unselecting an item:
* @dontinclude diskselector_example_02.c
* @skipline _unselect_cb
* @until }
*
* To select an item, you should call elm_diskselector_item_selected_set()
* passing @c EINA_TRUE, and to unselect it, @c EINA_FALSE.
*
* If you unselect the selected item, diskselector will automatically select
* the first item.
*
* Printing all items:
* @dontinclude diskselector_example_02.c
* @skipline _print_cb
* @until }
*
* Clearing the diskselector:
* @dontinclude diskselector_example_02.c
* @skipline _clear_cb
* @until }
*
* Selecting the first item:
* @dontinclude diskselector_example_02.c
* @skipline _select_first_cb
* @until }
*
* Selecting the last item:
* @dontinclude diskselector_example_02.c
* @skipline _select_last_cb
* @until }
*
* Selecting the next item:
* @dontinclude diskselector_example_02.c
* @skipline _select_next_cb
* @until }
*
* Selecting the previous item:
* @dontinclude diskselector_example_02.c
* @skipline _select_prev_cb
* @until }
*
* See the full @ref diskselector_example_02.c "diskselector_example_02.c"
* code, whose window should look like this picture:
*
* @image html screenshots/diskselector_example_02.png
* @image latex screenshots/diskselector_example_02.eps width=\textwidth
*
* @example diskselector_example_02.c
*/
/**
* @page list_example_01 List widget example
*
* This code places a single Elementary list widgets on a window, just
* to exemplify the more simple and common use case: a list will be created
* and populated with a few items.
*
* To keep it simple, we won't show how to customize the list, for this check
* @ref list_example_02. Also, we won't focus
* on items management on this example. For an example about this subject,
* check @ref list_example_03.
*
* To add a list widget.
* @dontinclude list_example_01.c
* @skipline elm_list_add
*
* We are just adding the list, so as you can see, defaults for it are:
* @li Items are displayed vertically.
* @li Only one item can be selected.
* @li The list doesn't bouce.
*
* To add items, we are just appending it on a loop, using function
* elm_list_item_append(), that will be better exaplained on
* items management example.
* @dontinclude list_example_01.c
* @skipline lbl[]
* @until };
* @skipline for
* @skipline elm_list_item_append
*
* After we just want to show the list. But first we need to start the widget.
* It was done this way to improve widget's performance. So, always remember
* that:
* @warning Call elm_list_go before showing the object
* @skipline elm_list_go
* @skipline show
*
* See the full @ref list_example_01.c "list_example_01.c"
* code, whose window should look like this picture:
*
* @image html screenshots/list_example_01.png
* @image latex screenshots/list_example_01.eps width=\textwidth
*
* @example list_example_01.c
*/
/**
* @page list_example_02 List widget example
*
* This code places a single Elementary list widgets on a window,
* exemplifying a part of the widget's API.
*
* First, we will just create a simple list, as done on @ref list_example_01 :
* @dontinclude list_example_02.c
* @skipline lbl
* @until }
* @skipline elm_list_add
* @until elm_list_item_append
*
* Now, let's customize this list a bit. First we will display items
* horizontally:
* @skipline horizontal_set
*
* Then we will choose another list mode. There are four of them, and
* the default #Elm_List_Mode is #ELM_LIST_SCROLL. Let's set compress mode:
* @skipline mode_set
*
* To enable multiple items selection, we need to enable it, since only one
* selected item is allowed by default:
* @skipline elm_list_multi_select_set
*
* We are not adding items with callback functions here,
* since we'll explain it better on @ref list_example_03. But if the callback
* need to be called everytime user clicks an item, even if already selected,
* it's required to enable this behavior:
* @skipline elm_list_always_select_mode_set
*
* Finally, if a bounce effect is required, or you would like to see
* scrollbars, it is possible. But, for default theme, list
* scrollbars will be invisible anyway.
* @skipline bounce_set
* @until SCROLLER_POLICY_ON
*
* See the full @ref list_example_02.c "list_example_02.c"
* code, whose window should look like this picture:
*
* @image html screenshots/list_example_02.png
* @image latex screenshots/list_example_02.eps width=\textwidth
*
* @example list_example_02.c
*/
/**
* @page list_example_03 List - Items management
*
* This code places a Elementary list widgets on a window,
* along with some buttons trigerring actions on it (though its API).
* It covers most of elm_list_item functions.
*
* On our @c main function, we are adding a default list with
* 3 items. We are only setting their labels (second parameter of function
* elm_list_item_append):
* @dontinclude list_example_03.c
* @skipline elm_list_add
* @until Item 2
*
* Next we are adding lots of buttons, each one for a callback function
* that will realize a task covering part of list items API.
* Lets check the first one:
* @skipline elm_button_add
* @until evas_object_show
*
* We are labeling the button with a task description with
* elm_object_text_set() and setting a callback
* function evas_object_smart_callback_add().
* Each callback function will have the signature:
* static void _task_cb(void *data, Evas_Object *obj,
* void *event_info) with the function name varying for each task.
*
* Now let's cover all of them.
*
* Prepending an item:
* @dontinclude list_example_03.c
* @skipline _prepend_cb
* @until }
*
* The item will be placed on the begining of the list,
* i.e. it will be the first one.
*
* The first parameter of elm_list_item_prepend() is the list
* object, that we are receiving as data on our callback function.
* The second one is a label, the string that will be placed in the center
* of our item. As we don't wan't icons or callback functions, we can
* send NULL as third, fourth, fifth and sixth parameters.
*
* Appending an item:
* @dontinclude list_example_03.c
* @skipline _add_cb
* @until }
*
* Items included with append will be inserted inserted after the last one.
*
* Appending an item with icon:
* @dontinclude list_example_03.c
* @skipline _add_ic_cb
* @until }
*
* If an icon is required, you can pass it as third paramenter on our
* elm_list_item_append() function. It will be place on the
* left side of item's label. If an icon is wanted on the right side,
* it should be passed as fourth parameter.
*
* For more details about how to create icons, look for elm_icon examples
* @ref tutorial_icon.
*
* Appending an item with callback function for selected:
* @dontinclude list_example_03.c
* @skipline _sel_cb
* @until }
* @until }
*
* To set a callback function that will be called every time an item is
* selected, i.e., everytime the list stops with this item in
* center position, just pass the function as fifth paramenter.
*
* Appending an item with callback function for selected with data:
* @dontinclude list_example_03.c
* @skipline _sel_data_cb
* @until }
* @until }
* @until }
* @until }
*
* If the callback function request an extra data, it can be attached to our
* item passing a pointer for data as sixth parameter.
* Our function _sel_data_cb will receive it as void *data .
*
* If you want to free this data, or handle that the way you need when the
* item is deleted, set a callback function for that, with
* elm_list_item_del_cb_set().
*
* As you can see we check if @c it is not @c NULL after appending it.
* If an error happens, we won't try to set a function for it.
*
* Deleting an item:
* @dontinclude list_example_03.c
* @skipline _del_cb(
* @until }
*
* To delete an item we simple need to call elm_object_item_del() with
* a pointer for such item.
*
* If you need, you can get selected item with
* elm_list_selected_item_get(), that will return a pointer for it.
*
* Unselecting an item:
* @dontinclude list_example_03.c
* @skipline _unselect_cb
* @until }
*
* To select an item, you should call elm_list_item_selected_set()
* passing @c EINA_TRUE, and to unselect it, @c EINA_FALSE.
*
* Printing all items:
* @dontinclude list_example_03.c
* @skipline _print_cb
* @until }
*
* Clearing the list:
* @dontinclude list_example_03.c
* @skipline _clear_cb
* @until }
*
* Selecting the next item:
* @dontinclude list_example_03.c
* @skipline _select_next_cb
* @until }
*
* Inserting after an item:
* @dontinclude list_example_03.c
* @skipline _insert_after_cb
* @until }
*
* Selecting the previous item:
* @dontinclude list_example_03.c
* @skipline _select_prev_cb
* @until }
*
* Inserting before an item:
* @dontinclude list_example_03.c
* @skipline _insert_before_cb
* @until }
*
* If a separator is required, just set an item as such:
* @dontinclude list_example_03.c
* @skipline _set_separator_cb
* @until }
*
* Also an item can be disabled, and the user won't be allowed to (un)select it:
* @dontinclude list_example_03.c
* @skipline _disable_cb
* @until }
*
* See the full @ref list_example_03.c "list_example_03.c"
* code, whose window should look like this picture:
*
* @image html screenshots/list_example_03.png
* @image latex screenshots/list_example_03.eps width=\textwidth
*
* @example list_example_03.c
*/
/**
* @page toolbar_example_01 Toolbar Example - Simple Items
*
* This code places a Elementary toolbar widget on a window,
* to exemplify part of the widget's API.
*
* Let's start adding a button to our window, that will have its text
* modified depending on which item is selected. It's used just to exemplify
* how to change a window content from the toolbar.
* @dontinclude toolbar_example_01.c
* @skipline elm_button_add
* @until evas_object_show
*
* Also, we'll need a toolbar widget, obviously:
* @skipline elm_toolbar_add
* @until evas_object_show
*
* When appending an item is possible to set an icon, label, and a callback
* function that will receive passed data.
* @skipline _item_append
* @until Folder
*
* It's possible to disable items, so the user can't select then. We will
* disable the third item:
* @skipline _item_append
* @until disable
*
* Our callbacks will just set button's label:
* @dontinclude toolbar_example_01.c
* @skip static
* @skip }
* @skipline static
* @until }
* @until }
* @until }
*
* By default, toolbars would display items homogeneously, so item with
* long labels, like the third, will make all of them occupy a lot of space.
* To avoid that, we can disable it:
* @dontinclude toolbar_example_01.c
* @skipline homogeneous
*
* Another default behavior, is to add an menu item if we have more items
* that would fit on toolbar size. To simply enable scroll, without menus,
* it's required to change toolbar's shrink mode:
* @dontinclude toolbar_example_01.c
* @skipline shrink
*
* See @ref toolbar_example_01.c "toolbar_example_01.c", whose window should
* look like this picture:
*
* @image html screenshots/toolbar_example_01.png
* @image latex screenshots/toolbar_example_01.eps width=\textwidth
*
* @example toolbar_example_01.c
*/
/**
* @page toolbar_example_02 Toolbar Example - Items with States
*
* This code places a Elementary toolbar widget on a window,
* to exemplify part of the widget's API.
*
* Toolbar widgets has support to items with states. Each state
* can have it's own label, icon, and callback function.
*
* Let's start populating a toolbar with some regular items.
* If you don't know how to do that, see
* @ref toolbar_example_01 "Toolbar Example 1".
* @dontinclude toolbar_example_02.c
* @skipline elm_toolbar_add
* @until Update
*
* The only difference here is that we set shrink mode to #ELM_TOOLBAR_SHRINK_HIDE,
* that won't display items that doesn't fit to the window.
*
* Now, let's add an item with states. First, add the item just as any other.
* @skipline elm_toolbar_item_append
* @until _item_pressed
*
* After that states can be added to this item:
* @skipline state_add
* @until Full
* @until _item_pressed
*
* The both states and the item are using the same callback function,
* that will cycle between states and unselect the item. Unseleting
* is required because it won't call the callback if an user clicks
* over an item already selected:
* @dontinclude toolbar_example_02.c
* @skip static
* @skip }
* @skipline static
* @until }
*
* On our example, some items are hidden
* because we set the window to be small. But if an item should be displayed
* anyway, is needed to set its priority to be higher than others.
* Any positive value will be enough in our case. Let's force the item
* with multiple states to be displayed.
* @skipline priority
*
* See @ref toolbar_example_02.c "toolbar_example_02.c", whose window should
* look like this picture:
*
* @image html screenshots/toolbar_example_02.png
* @image latex screenshots/toolbar_example_02.eps width=\textwidth
*
* @example toolbar_example_02.c
*/
/**
* @page toolbar_example_03 Toolbar Example - Items with Menus
*
* Toolbar widgets have support to items with menus. This kind
* of item will display a menu when selected by the user.
*
* Let's start populating a toolbar with some regular items, the same
* way we started @ref toolbar_example_02 "Toolbar Example 2".
* @dontinclude toolbar_example_03.c
* @skipline elm_toolbar_add
* @until Update
*
* The only difference is that we'll keep the default shrink mode, that
* adds an item with a menu of hidden items.
*
* So, a important thing to do is to set a parent for toolbar menus, or they
* will use the toolbar as parent, and its size will be restricted to that.
* @skipline parent_set
*
* Not only items' menus will respect this parent, but also the own toolbar
* menu, used to show hidden items.
*
* Next, let's add an item set to display a menu:
* @skipline elm_toolbar_item_append
* @until _menu_set
*
* Now, to add two options to this item, we can get the menu object and use
* it as a regular elm_menu. See @ref tutorial_menu "Menu example" for more
* about menu widget.
* @skipline _menu_get
* @until Full
*
* See @ref toolbar_example_03.c "toolbar_example_03.c", whose window should
* look like this picture:
*
* @image html screenshots/toolbar_example_03.png
* @image latex screenshots/toolbar_example_03.eps width=\textwidth
*
* @example toolbar_example_03.c
*/
/**
* @page segment_control_example Segment Control Example
*
* This code places a Elementary segment control widgets on a window,
* to exemplify part of the widget's API.
*
* Let's start adding a segment control to our window:
* @dontinclude segment_control_example.c
* @skipline elm_segment_control_add
* @until evas_object_show
*
* Now will add an item only with label:
* @skipline item_add
*
* Really simple. To add an item with only an icon, the icon needs to be created
* first, them added with this same function:
* @skipline icon_add
* @until item_add
*
* If an item with label and icon is required, it can be done as well. In this
* case, instead of a label (or icon) centered, the item will display an icon
* at left and the label at right:
* @skipline icon_add
* @until item_add
*
* But, if you need to add some items that can have or not a label, but
* want that all of them looks the same way, with icon at left, just add
* an empty string label. It's done on our example to ilustrate that:
* @skipline icon_add
* @until item_add
*
* So far, all the item were added to the last position of the widget,
* but if something different is required, it can be done using another
* insertion function. Let's suppose we want to put an item just before
* the last item:
* @skipline count
* @until insert_at
*
* There are two ways to delete items. Using the item handle, like:
* @skipline insert_at
* @until del
*
* Or using item's index:
* @skipline insert_at
* @until del_at
*
* To set properties of an item already added to the widget, you just need
* to get the item and set icon or label, as the following code shows:
* @skipline item_get
* @until label_set
*
* Finally, it's possible to select an item from the code, and also get
* the selected item. We will select the item at the center of the widget
* and print its position.
* @skipline count_get
* @until printf
*
* See the full @ref segment_control_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/segment_control_example.png
* @image latex screenshots/segment_control_example.eps width=\textwidth
*
* @example segment_control_example.c
*/
/**
* @page flipselector_example Flip selector widget example
*
* This code places an Elementary flip selector widget on a window,
* along with two buttons trigerring actions on it (though its API).
*
* The selector is being populated with the following items:
* @dontinclude flipselector_example.c
* @skip lbl[]
* @until ;
*
* Next, we create it, populating it with those items and registering
* two (smart) callbacks on it:
* @dontinclude flipselector_example.c
* @skip fp = elm_flipselector_add
* @until object_show
*
* Those two callbacks will take place whenever one of those smart
* events occur, and they will just print something to @c stdout:
* @dontinclude flipselector_example.c
* @skip underflow callback
* @until static void
* Flip the sheets on the widget while looking at the items list, in
* the source code, and you'll get the idea of those events.
*
* The two buttons below the flip selector will take the actions
* described in their labels:
* @dontinclude flipselector_example.c
* @skip bt = elm_button_add
* @until callback_add(win
*
* @dontinclude flipselector_example.c
* @skip unselect the item
* @until underflow
*
* Click on them to exercise those flip selector API calls. To
* interact with the other parts of this API, there's a command line
* interface, whose help string can be asked for with the 'h' key:
* @dontinclude flipselector_example.c
* @skip commands
* @until ;
*
* The 'n' and 'p' keys will exemplify elm_flipselector_flip_next()
* and elm_flipselector_flip_prev(), respectively. 'f' and 'l' account
* for elm_flipselector_first_item_get() and
* elm_flipselector_last_item_get(), respectively. Finally, 's' will
* issue elm_flipselector_selected_item_get() on our example flip
* selector widget.
*
* See the full @ref flipselector_example.c "example", whose window should
* look like this picture:
*
* @image html screenshots/flipselector_example.png
* @image latex screenshots/flipselector_example.eps width=\textwidth
*
* See the full @ref flipselector_example_c "source code" for this example.
*
* @example flipselector_example.c
*/
/**
* @page fileselector_example File selector widget example
*
* This code places two Elementary file selector widgets on a window.
* The one on the left is layouting file system items in a @b list,
* while the the other is layouting them in a @b grid.
*
* The one having the majority of hooks of interest is on the left,
* which we create as follows:
* @dontinclude fileselector_example.c
* @skip first file selector
* @until object_show
*
* Note that we enable custom edition of file/directory selection, via
* the text entry it has on its bottom, via
* elm_fileselector_is_save_set(). It starts with the list view, which
* is the default, and we make it not expandable in place
* (elm_fileselector_expandable_set()), so that it replaces its view's
* contents with the current directory's entries each time one
* navigates to a different folder. For both of file selectors we are
* starting to list the contents found in the @c "/tmp" directory
* (elm_fileselector_path_set()).
*
* Note the code setting it to "grid mode" and observe the differences
* in the file selector's views, in the example. We also hide the
* second file selector's Ok/Cancel buttons -- since it's there just
* to show the grid view (and navigation) -- via
* elm_fileselector_buttons_ok_cancel_set().
*
* The @c "done" event, which triggers the callback below
* @dontinclude fileselector_example.c
* @skip 'done' cb
* @until }
* will be called at the time one clicks the "Ok"/"Cancel" buttons of
* the file selector (on the left). Note that it will print the path
* to the current selection, if any.
*
* The @c "selected" event, which triggers the callback below
* @dontinclude fileselector_example.c
* @skip bt = 'selected' cb
* @until }
* takes place when one selects a file (if the file selector is @b not
* under folders-only mode) or when one selects a folder (when in
* folders-only mode). Experiment it by selecting different file
* system entries.
*
* What comes next is the code creating the three check boxes and two
* buttons below the file selector in the right. They will exercise a
* bunch of functions on the file selector's API, for the instance on
* the left. Experiment with them, specially the buttons, to get the
* difference between elm_fileselector_path_get() and
* elm_fileselector_selected_get().
*
* Finally, there's the code adding the second file selector, on the
* right:
* @dontinclude fileselector_example.c
* @skip second file selector
* @until object_show
*
* Pay attention to the code setting it to "grid mode" and observe the
* differences in the file selector's views, in the example. We also
* hide the second file selector's Ok/Cancel buttons -- since it's
* there just to show the grid view (and navigation) -- via
* elm_fileselector_buttons_ok_cancel_set().
*
* See the full @ref fileselector_example.c "example", whose window
* should look like this picture:
*
* @image html screenshots/fileselector_example.png
* @image latex screenshots/fileselector_example.eps width=\textwidth
*
* See the full @ref fileselector_example_c "source code" for this example.
*
* @example fileselector_example.c
*/
/**
* @page fileselector_button_example File selector button widget example
*
* This code places an Elementary file selector button widget on a
* window, along with some other checkboxes and a text entry. Those
* are there just as knobs on the file selector button's state and to
* display information from it.
*
* Here's how we instantiate it:
* @dontinclude fileselector_button_example.c
* @skip ic = elm_icon_add
* @until evas_object_show
*
* Note that we set on it both icon and label decorations. It's set to
* list the contents of the @c "/tmp" directory, too, with
* elm_fileselector_button_path_set(). What follows are checkboxes to
* exercise some of its API funtions:
* @dontinclude fileselector_button_example.c
* @skip ck = elm_check_add
* @until evas_object_show(en)
*
* The checkboxes will toggle whether the file selector button's
* internal file selector:
* - must have an editable text entry for file names (thus, be in
* "save dialog mode")
* - is to be raised as an "inner window" (note it's the default
* behavior) or as a dedicated window
* - is to populate its view with folders only
* - is to expand its folders, in its view, in place, and not
* repainting it entirely just with the contents of a sole
* directory.
*
* The entry labeled @c "Last selection" will exercise the @c
* "file,chosen" smart event coming from the file selector button:
* @dontinclude fileselector_button_example.c
* @skip hook on the
* @until toggle inwin
*
* Whenever you dismiss or acknowledges the file selector, after it's
* raised, the @c event_info string will contain the last selection on
* it (if any was made).
*
* This is how the example, just after called, should look like:
*
* @image html screenshots/fileselector_button_example_00.png
* @image latex screenshots/fileselector_button_example_00.eps width=\textwidth
*
* Click on the file selector button to raise its internal file
* selector, which will be contained on an "inner window":
*
* @image html screenshots/fileselector_button_example_01.png
* @image latex screenshots/fileselector_button_example_01.eps width=\textwidth
*
* Toggle the "inwin mode" switch off and, if you click on the file
* selector button again, you'll get @b two windows, the original one
* (note the last selection there!)
*
* @image html screenshots/fileselector_button_example_02.png
* @image latex screenshots/fileselector_button_example_02.eps width=\textwidth
*
* and the file selector's new one
*
* @image html screenshots/fileselector_button_example_03.png
* @image latex screenshots/fileselector_button_example_03.eps width=\textwidth
*
* Play with the checkboxes to get the behavior changes on the file
* selector button. The respective API calls on the widget coming from
* those knobs where shown in the code already.
*
* See the full @ref fileselector_button_example_c "source code" for
* this example.
*
* @example fileselector_button_example.c
*/
/**
* @page fileselector_entry_example File selector entry widget example
*
* This code places an Elementary file selector entry widget on a
* window, along with some other checkboxes. Those are there just as
* knobs on the file selector entry's state.
*
* Here's how we instantiate it:
* @dontinclude fileselector_entry_example.c
* @skip ic = elm_icon_add
* @until evas_object_show
*
* Note that we set on it's button both icon and label
* decorations. It's set to exhibit the path of (and list the contents
* of, when internal file selector is launched) the @c "/tmp"
* directory, also, with elm_fileselector_entry_path_set(). What
* follows are checkboxes to exercise some of its API funtions:
* @dontinclude fileselector_entry_example.c
* @skip ck = elm_check_add
* @until callback_add(fs_entry
*
* The checkboxes will toggle whether the file selector entry's
* internal file selector:
* - must have an editable text entry for file names (thus, be in
* "save dialog mode")
* - is to be raised as an "inner window" (note it's the default
* behavior) or as a dedicated window
* - is to populate its view with folders only
* - is to expand its folders, in its view, in place, and not
* repainting it entirely just with the contents of a sole
* directory.
*
* Observe how the entry's text will match the string coming from the
* @c "file,chosen" smart event:
* @dontinclude fileselector_entry_example.c
* @skip hook on the
* @until }
* Whenever you dismiss or acknowledges the file selector, after it's
* raised, the @c event_info string will contain the last selection on
* it (if any was made).
*
* Try, also, to type in a valid system path and, then, open the file
* selector's window: it will start the file browsing there, for you.
*
* This is how the example, just after called, should look like:
*
* @image html screenshots/fileselector_entry_example_00.png
* @image latex screenshots/fileselector_entry_example_00.eps width=\textwidth
*
* Click on the file selector entry to raise its internal file
* selector, which will be contained on an "inner window":
*
* @image html screenshots/fileselector_entry_example_01.png
* @image latex screenshots/fileselector_entry_example_01.eps width=\textwidth
*
* Toggle the "inwin mode" switch off and, if you click on the file
* selector entry again, you'll get @b two windows, the original one
* (note the last selection there!)
*
* @image html screenshots/fileselector_entry_example_02.png
* @image latex screenshots/fileselector_entry_example_02.eps width=\textwidth
*
* and the file selector's new one
*
* @image html screenshots/fileselector_entry_example_03.png
* @image latex screenshots/fileselector_entry_example_03.eps width=\textwidth
*
* Play with the checkboxes to get the behavior changes on the file
* selector entry. The respective API calls on the widget coming from
* those knobs where shown in the code already.
*
* See the full @ref fileselector_entry_example_c "source code" for
* this example.
*
* @example fileselector_entry_example.c
*/
/**
* @page layout_example_01 Layout - Content, Table and Box
*
* This example shows how one can use the @ref Layout widget to create a
* customized distribution of widgets on the screen, controled by an Edje theme.
* The full source code for this example can be found at @ref
* layout_example_01_c.
*
* Our custom layout is defined by a file, @ref layout_example_edc, which is an
* Edje theme file. Look for the Edje documentation to understand it. For now,
* it's enough to know that we describe some specific parts on this layout
* theme:
* @li a title text field;
* @li a box container;
* @li a table container;
* @li and a content container.
*
* Going straight to the code, the following snippet instantiates the layout
* widget:
*
* @dontinclude layout_example_01.c
* @skip elm_layout_add
* @until evas_object_show(layout)
*
* As any other widget, we set some properties for the size calculation. But
* notice on this piece of code the call to the function elm_layout_file_set().
* Here is where the theme file is loaded, and particularly the specific group
* from this theme file. Also notice that the theme file here is referenced as
* an .edj, which is a .edc theme file compiled to its binary form. Again, look
* for the Edje documentation for more information about theme files.
*
* Next, we fetch from our theme a data string referenced by the key "title".
* This data was defined in the theme, and can be used as parameters which the
* program get from the specific theme that it is using. In this case, we store
* the title of this window and program in the theme, as a "data" entry, just
* for demonstration purposes:
*
* @until }
*
* This call elm_layout_data_get() is used to fetch the string based on the key,
* and elm_object_part_text_set() will set the part defined in the theme as
* "example/title" to contain this string. This key "example/title" has nothing
* special. It's just an arbitrary convention that we are using in this example.
* Every string in this example referencing a part of this theme will be of the
* form "example/".
*
* Now let's start using our layout to distribute things on the window space.
* Since the layout was added as a resize object to the elementary window, it
* will always occupy the entire space available for this window.
*
* The theme already has a title, and it also defines a table element which is
* positioned approximately between 50% and 70% of the height of this window,
* and has 100% of the width. We create some widgets (two icons, a clock and a
* button) and pack them inside the table, in a distribution similar to a HTML
* table:
*
* @until evas_object_show(bt)
*
* Notice that we just set size hints for every object, and call the function
* elm_layout_table_pack(), which does all the work. It will place the elements
* in the specified row/column, with row and column span if required, and then
* the object's size and position will be controled by the layout widget. It
* will also respect size hints, alignments and weight properties set to these
* widgets. The resulting distribution on the screen depends on the table
* properties (described in the theme), the size hints set on each widget, and
* on the cells of the table that are being used.
*
* For instance, we add the two icons and the clock on the first, second and
* third cells of the first row, and add the button the second row, making it
* span for 3 columns (thus having the size of the entire table width). This
* will result in a table that has 2 rows and 3 columns.
*
* Now let's add some widgets to the box area of our layout. This box is around
* 20% and 50% of the vertical size of the layout, and 100% of its width. The
* theme defines that it will use an "horizontal flow" distribution to its
* elements. Unlike the table, a box will distribute elements without knowing
* about rows and columns, and the distribution function selected will take care
* of putting them in row, column, both, or any other available layout. This is
* also described in the Edje documentation.
*
* This box area is similar to the @ref Box widget of elementary, with the
* difference that its position and properties are controled by the theme of the
* layout. It also contains more than one API to add items to it, since the
* items position now is defined in terms of a list of items, not a matrix.
* There's the first position (can have items added to it with
* elm_layout_box_prepend()), the last position (elm_layout_box_append()), the
* nth position (elm_layout_box_insert_at()) and the position right before an
* element (elm_layout_box_insert_before()). We use insert_at and prepend
* functions to add the first two buttons to this box, and insert_before on the
* callback of each button. The callback code will be shown later, but it
* basically adds a button just before the clicked button using the
* elm_layout_box_insert_before() function. Here's the code for adding the first
* 2 buttons:
*
* @until evas_object_show(item)
* @until evas_object_show(item)
*
* Finally, we have an area in this layout theme, in the bottom part of it,
* reserved for adding an specific widget. Differently from the 2 parts
* described until now, this one can only receive one widget with the call
* elm_object_part_content_set() for the layout. If there was already an item on this specific part,
* it will be deleted (one can use elm_object_part_content_unset() in order to remove
* it without deleting). An example of removing it without deleting, but
* manually deleting this widget just after that, can be seen on the callback
* for this button. Actually, the callback defined for this button will clean
* the two other parts (deleting all of their elements) and then remove and
* delete this button.
*
* @until _swallow_btn_cb
*
* Also notice that, for this last added button, we don't have to call
* evas_object_show() on it. This is a particularity of the theme for layouts,
* that will have total control over the properties like size, position,
* visibility and clipping of a widget added with elm_object_part_content_set().
* Again, read the Edje documentation to understand this better.
*
* Now we just put the code for the different callbacks specified for each kind
* of button and make simple comments about them:
*
* @dontinclude layout_example_01.c
* @skip static void
* @until evas_object_del(item)
* @until }
*
* The first callback is used for the button in the table, and will just remove
* itself from the table with elm_layout_table_unpack(), which remove items
* without deleting them, and then calling evas_object_del() on itself.
*
* The second callback is for buttons added to the box. When clicked, these
* buttons will create a new button, and add them to the same box, in the
* position just before the clicked button.
*
* And the last callback is for the button added to the "content" area. It will
* clear both the table and the box, passing @c EINA_TRUE to their respective @c
* clear parameters, which will imply on the items of these containers being
* deleted.
*
* A screenshot of this example can be seen on:
*
* @image html screenshots/layout_example_01.png
* @image latex screenshots/layout_example_01.eps width=\textwidth
*
*/
/**
* @page layout_example_02 Layout - Predefined Layout
*
* This example shows how one can use the @ref Layout with a predefined theme
* layout to add a back and next button to a simple window. The full source code
* for this example can be found at @ref layout_example_02_c.
*
* After setting up the window and background, we add the layout widget to the
* window. But instead of using elm_layout_file_set() to load its theme from a
* custom theme file, we can use elm_layout_theme_set() to load one of the
* predefined layouts that come with elementary. Particularly on this example,
* we load the them of class "layout", group "application" and style
* "content-back-next" (since we want the back and next buttons).
*
* @dontinclude layout_example_02.c
* @skip elm_layout_add
* @until evas_object_show(layout)
*
* This default theme contains only a "content" area named
* "elm.swallow.content", where we can add any widget (it can be even a
* container widget, like a box, frame, list, or even another layout). Since we
* just want to show the resulting layout, we add a simple icon to it:
*
* @until layout_content_set
*
* This default layout also provides some signals when the next and prev buttons
* are clicked. We can register callbacks to them with the
* elm_object_signal_callback_add() function:
*
* @until elm,action,next
*
* In the @ref layout_example_03 you can see how to send signals to the layout with
* elm_object_signal_emit().
*
* Now our callback just changes the picture being displayed when one of the
* buttons are clicked:
*
* @dontinclude layout_example_02.c
* @skip images
* @until standard_set
* @until }
*
* It's possible to see that it gets the name of the image being shown from the
* array of image names, going forward on this array when "next" is clicked and
* backward when "back" is clicked.
*
* A screenshot of this example can be seen on:
*
* @image html screenshots/layout_example_02.png
* @image latex screenshots/layout_example_02.eps width=\textwidth
*/
/**
* @page layout_example_03 Layout - Signals and Size Changed
*
* This example shows how one can send and receive signals to/from the layout,
* and what to do when the layout theme has its size changed. The full source
* code for this example can be found at @ref layout_example_03_c.
*
* In this exmaple we will use another group from the same layout theme file
* used in @ref layout_example_01. Its instanciation and loading happens in the
* following lines:
*
* @dontinclude layout_example_03.c
* @skip elm_layout_add
* @until evas_object_show
*
* This time we register a callback to be called whenever we receive a signal
* after the end of the animation that happens in this layout:
*
* @until signal_callback_add
*
* We also add a button that will send signals to the layout:
*
* @until callback_add
*
* The callback for this button will check what type of signal it should send,
* and then emit it. The code for this callback follows:
*
* @dontinclude layout_example_03.c
* @skip static Eina_Bool
* @until Enlarge
* @until }
* @until }
*
* As we said before, we are receiving a signal whenever the animation started
* by the button click ends. This is the callback for that signal:
*
* @until }
*
* Notice from this callback that the elm_layout_sizing_eval() function must be
* called if we want our widget to update its size after the layout theme having
* changed its minimum size. This happens because the animation specified in the
* theme increases the size of the content area to a value higher than the
* widget size, thus requiring more space. But the elementary layout widget
* has no way to know this, thus needing the elm_layout_sizing_eval() to
* be called on the layout, informing that this size has changed.
*
* A screenshot of this example can be seen on:
*
* @image html screenshots/layout_example_03.png
* @image latex screenshots/layout_example_03.eps width=\textwidth
*/
/**
* @page tutorial_hover Hover example
* @dontinclude hover_example_01.c
*
* On this example we are going to have a button that when clicked will show our
* hover widget, this hover will have content set on it's left, top, right and
* middle positions. In the middle position we are placing a button that when
* clicked will hide the hover. We are also going to use a non-default theme
* for our hover. We won't explain the functioning of button for that see @ref
* Button.
*
* We start our example with a couple of callbacks that show and hide the data
* they're given(which we'll see later on is the hover widget):
* @skip static
* @until }
* @until }
*
* In our main function we'll do some initialization and then create 3
* rectangles, one red, one green and one blue to use in our hover. We'll also
* create the 2 buttons that will show and hide the hover:
* @until show(bt2)
*
* With all of that squared away we can now get to the heart of the matter,
* creating our hover widget, which is easy as pie:
* @until hover
*
* Having created our hover we now need to set the parent and target. Which if
* you recall from the function documentations are going to tell the hover which
* area it should cover and where it should be centered:
* @until bt
*
* Now we set the theme for our hover. We're using the popout theme which gives
* our contents a white background and causes their appearance to be animated:
* @until popout
*
* And finally we set the content for our positions:
* @until bt2
*
* So far so good? Great 'cause that's all there is too it, what is left now is
* just connecting our buttons to the callbacks we defined at the beginning of
* the example and run the main loop:
* @until ELM_MAIN
*
* Our example will initially look like this:
*
* @image html screenshots/hover_example_01.png
* @image latex screenshots/hover_example_01.eps width=\textwidth
*
* And after you click the "Show hover" button it will look like this:
*
* @image html screenshots/hover_example_01_a.png
* @image latex screenshots/hover_example_01_a.eps width=\textwidth
*
* @example hover_example_01.c
*/
/**
* @page tutorial_flip Flip example
* @dontinclude flip_example_01.c
*
* This example will show a flip with two rectangles on it(one blue, one
* green). Our example will allow the user to choose the animation the flip
* uses and to interact with it. To allow the user to choose the interaction
* mode we use radio buttons, we will however not explain them, if you would
* like to know more about radio buttons see @ref Radio.
*
* We start our example with the usual setup and then create the 2 rectangles
* we will use in our flip:
* @until show(rect2)
*
* The next thing to do is to create our flip and set it's front and back
* content:
* @until show
*
* The next thing we do is set the interaction mode(which the user can later
* change) to the page animation:
* @until PAGE
*
* Setting a interaction mode however is not sufficient, we also need to
* choose which directions we allow interaction from, for this example we
* will use all of them:
* @until RIGHT
*
* We are also going to set the hitsize to the entire flip(in all directions)
* to make our flip very easy to interact with:
* @until RIGHT
*
* After that we create our radio buttons and start the main loop:
* @until ELM_MAIN()
*
* When the user clicks a radio button a function that changes the
* interaction mode and animates the flip is called:
* @until }
* @note The elm_flip_go() call here serves no purpose other than to
* ilustrate that it's possible to animate the flip programmatically.
*
* Our example will look like this:
*
* @image html screenshots/flip_example_01.png
* @image latex screenshots/flip_example_01.eps width=\textwidth
*
* @note Since this is an animated example the screenshot doesn't do it
* justice, it is a good idea to compile it and see the animations.
*
* @example flip_example_01.c
*/
/**
* @page tutorial_label Label example
* @dontinclude label_example_01.c
*
* In this example we are going to create 6 labels, set some properties on
* them and see what changes in appearance those properties cause.
*
* We start with the setup code that by now you should be familiar with:
* @until show(bg)
*
* For our first label we have a moderately long text(that doesn't fit in the
* label's width) so we will make it a sliding label. Since the text isn't
* too long we don't need the animation to be very long, 3 seconds should
* give us a nice speed:
* @until show(label
*
* For our second label we have the same text, but this time we aren't going
* to have it slide, we're going to ellipsize it. Because we ask our label
* widget to ellipsize the text it will first diminsh the fontsize so that it
* can show as much of the text as possible:
* @until show(label
*
* For the third label we are going to ellipsize the text again, however this
* time to make sure the fontsize isn't diminshed we will set a line wrap.
* The wrap won't actually cause a line break because we set the label to
* ellipsize:
* @until show(label
*
* For our fourth label we will set line wrapping but won't set ellipsis, so
* that our text will indeed be wrapped instead of ellipsized. For this label
* we choose character wrap:
* @until show(label
*
* Just two more, for our fifth label we do the same as for the fourth
* except we set the wrap to word:
* @until show(label
*
* And last but not least for our sixth label we set the style to "marker" and
* the color to red(the default color is white which would be hard to see on
* our white background):
* @until show(label
*
* Our example will look like this:
*
* @image html screenshots/label_example_01.png
* @image latex screenshots/label_example_01.eps width=\textwidth
*
* @example label_example_01.c
*/
/**
* @page tutorial_image Image example
* @dontinclude image_example_01.c
*
* This example is as simple as possible. An image object will be added to the
* window over a white background, and set to be resizable together with the
* window. All the options set through the example will affect the behavior of
* this image.
*
* We start with the code for creating a window and its background, and also
* add the code to write the path to the image that will be loaded:
*
* @skip int
* @until snprintf
*
* Now we create the image object, and set that file to be loaded:
*
* @until }
*
* We can now go setting our options.
*
* elm_image_no_scale_set() is used just to set this value to true (we
* don't want to scale our image anyway, just resize it).
*
* elm_image_resizable_set() is used to allow the image to be resized to a size
* smaller than the original one, but not to a size bigger than it.
*
* elm_elm_image_smooth_set() will disable the smooth scaling, so the scale
* algorithm used to scale the image to the new object size is going to be
* faster, but with a lower quality.
*
* elm_image_orient_set() is used to flip the image around the (1, 0) (0, 1)
* diagonal.
*
* elm_image_aspect_fixed_set() is used to keep the original aspect
* ratio of the image, even when the window is resized to another aspect ratio.
*
* elm_image_fill_outside_set() is used to ensure that the image will fill the
* entire area available to it, even if keeping the aspect ratio. The image
* will overflow its width or height (any of them that is necessary) to the
* object area, instead of resizing the image down until it can fit entirely in
* this area.
*
* elm_image_editable_set() is used just to cover the API, but won't affect
* this example since we are not using any copy & paste property.
*
* This is the code for setting these options:
*
* @until editable
*
* Now some last touches in our object size hints, window and background, to
* display this image properly:
*
* @until ELM_MAIN
*
* This example will look like this:
*
* @image html screenshots/image_example_01.png
* @image latex screenshots/image_example_01.eps width=\textwidth
*
* @example image_example_01.c
*/
/**
* @page tutorial_icon Icon example
* @dontinclude icon_example_01.c
*
* This example is as simple as possible. An icon object will be added to the
* window over a white background, and set to be resizable together with the
* window. All the options set through the example will affect the behavior of
* this icon.
*
* We start with the code for creating a window and its background:
*
* @skip int
* @until show(bg)
*
* Now we create the icon object, and set lookup order of the icon, and choose
* the "home" icon:
*
* @until home
*
* An intersting thing is that after setting this, it's possible to check where
* in the filesystem is the theme used by this icon, and the name of the group
* used:
*
* @until printf
*
* We can now go setting our options.
*
* elm_icon_no_scale_set() is used just to set this value to true (we
* don't want to scale our icon anyway, just resize it).
*
* elm_icon_resizable_set() is used to allow the icon to be resized to a size
* smaller than the original one, but not to a size bigger than it.
*
* elm_elm_icon_smooth_set() will disable the smooth scaling, so the scale
* algorithm used to scale the icon to the new object size is going to be
* faster, but with a lower quality.
*
* elm_icon_fill_outside_set() is used to ensure that the icon will fill the
* entire area available to it, even if keeping the aspect ratio. The icon
* will overflow its width or height (any of them that is necessary) to the
* object area, instead of resizing the icon down until it can fit entirely in
* this area.
*
* This is the code for setting these options:
*
* @until fill_outside
*
* However, if you try this example you may notice that this image is not being
* affected by all of these options. This happens because the used icon will be
* from elementary theme, and thus it has its own set of options like smooth
* scaling and fill_outside options. You can change the "home" icon to use some
* image (from your system) and see that then those options will be respected.
*
* Now some last touches in our object size hints, window and background, to
* display this icon properly:
*
* @until ELM_MAIN
*
* This example will look like this:
*
* @image html screenshots/icon_example_01.png
* @image latex screenshots/icon_example_01.eps width=\textwidth
*
* @example icon_example_01.c
*/
/**
* @page tutorial_hoversel Hoversel example
* @dontinclude hoversel_example_01.c
*
* In this example we will create a hoversel with 3 items, one with a label but
* no icon and two with both a label and an icon. Every item that is clicked
* will be deleted, but everytime the hoversel is activated we will also add an
* item. In addition our first item will print all items when clicked and our
* third item will clear all items in the hoversel.
*
* We will start with the normal creation of window stuff:
* @until show(bg)
*
* Next we will create a red rectangle to use as the icon of our hoversel:
* @until show
*
* And now we create our hoversel and set some of it's properties. We set @p win
* as its parent, ask it to not be horizontal(be vertical) and give it a label
* and icon:
* @until icon_set
*
* Next we will add our three items, setting a callback to be called for the
* first and third:
* @until _rm_items
*
* We also set a pair of callbacks to be called whenever any item is selected or
* when the hoversel is activated:
* @until clicked
*
* And then ask that our hoversel be shown and run the main loop:
* @until ELM_MAIN
*
* We now have the callback for our first item which prints all items in the
* hoversel:
* @until }
*
* Next we have the callback for our third item which removes all items from the
* hoversel:
* @until }
*
* Next we have the callback that is called whenever an item is clicked and
* deletes that item:
* @until }
*
* And the callback that is called when the hoversel is activated and adds an
* item to the hoversel. Note that since we allocate memory for the item we need
* to know when the item dies so we can free that memory:
* @until }
*
* And finally the callback that frees the memory we allocated for items created
* in the @p _add_item callback:
* @until }
*
* Our example will initially look like this:
*
* @image html screenshots/hoversel_example_01.png
* @image latex screenshots/hoversel_example_01.eps width=\textwidth
*
* And when the hoversel is clicked it will look like this:
*
* @image html screenshots/hoversel_example_01_a.png
* @image latex screenshots/hoversel_example_01_a.eps width=\textwidth
*
* @example hoversel_example_01.c
*/
/**
* @page conformant_example Conformant Example.
*
* In this example we'll explain how to create applications to work
* with illume, considering space required for virtual keyboards, indicator
* and softkeys.
*
* Illume is a module for Enlightenment that modifies the user interface
* to work cleanly and nicely on a mobile device. It has support for
* virtual keyboard, among other nice features.
*
* Let's start creating a very simple window with a vertical box
* with multi-line entry between two buttons.
* This entry will expand filling all space on window not used by buttons.
*
* @dontinclude conformant_example_01.c
* @skipline elm_main
* @until }
*
* For information about how to create windows, boxes, buttons or entries,
* look for documentation for these widgets.
*
* It will looks fine when you don't need a virtual keyboard, as you
* can see on the following image:
*
* @image html screenshots/conformant_example_01.png
* @image latex screenshots/conformant_example_01.eps width=\textwidth
*
* But if you call a virtual keyboard, the window will resize, changing
* widgets size and position. All the content will shrink.
*
* If you don't want such behaviour, you
* will need a conformant to account for space taken up by the indicator,
* virtual keyboard and softkey.
*
* In this case, using the conformant in a proper way, you will have
* a window like the following:
*
* @image html screenshots/conformant_example_02.png
* @image latex screenshots/conformant_example_02.eps width=\textwidth
*
* As you can see, it guess the space that will be required by the keyboard,
* indicator and softkey bars.
*
* So, let's study each step required to transform our initial example on
* the second one.
*
* First of all, we need to set the window as an illume conformant window:
* @dontinclude conformant_example_02.c
* @skipline elm_win_conformant_set
*
* Next, we'll add a conformant widget, and set it to resize with the window,
* instead of the box.
* @skipline conform
* @until evas_object_show
*
* Finally, we'll set the box as conformant's content, just like this:
* @skipline elm_object_content_set
*
* Compare both examples code:
* @ref conformant_example_01.c "conformant_example_01.c"
* @ref conformant_example_02.c "conformant_example_02.c"
*
* @example conformant_example_01.c
* @example conformant_example_02.c
*/
/**
* @page index_example_01 Index widget example 1
*
* This code places an Elementary index widget on a window, which also
* has a very long list of arbitrary strings on it. The list is
* sorted alphabetically and the index will be used to index the first
* items of each set of strings beginning with an alphabet letter.
*
* Below the list are some buttons, which are there just to exercise
* some index widget's API.
*
* Here's how we instantiate it:
* @dontinclude index_example_01.c
* @skip elm_list_add
* @until evas_object_show(d.index)
* where we're showing also the list being created. Note that we issue
* elm_win_resize_object_add() on the index, so that it's set to have
* the whole window as its container. Then, we have to populate both
* list and index widgets:
* @dontinclude index_example_01.c
* @skip for (i = 0; i < (sizeof(dict) / sizeof(dict[0])); i++)
* @until }
* @until }
*
* The strings populating the list come from a file
* @dontinclude index_example_01.c
* @skip static const char *dict
* @until }
*
* We use the @c curr char variable to hold the last initial letter
* seen on that ordered list of strings, so that we're able to have an
* index item pointing to each list item starting a new letter
* "section". Note that our index item data pointers will be the list
* item handles. We are also setting a callback function to index
* items deletion events:
* @dontinclude index_example_01.c
* @skip static void
* @until }
*
* There, we show you that the @c event_info pointer will contain the
* item in question's data, i.e., a given list item's pointer. Because
* item data is also returned in the @c data argument on
* @c Evas_Smart_Cb functions, those two pointers must have the same
* values. On this deletion callback, we're deleting the referred list
* item too, just to exemplify that anything could be done there.
*
* Next, we hook to two smart events of the index object:
* @dontinclude index_example_01.c
* @skip smart_callback_add(d.index
* @until _index_selected
* @dontinclude index_example_01.c
* @skip "delay,changed" hook
* @until }
* @until }
*
* Check that, whenever one holds the mouse pressed over a given index
* letter for some time, the list beneath it will roll down to the
* item pointed to by that index item. When one releases the mouse
* button, the second callback takes place. There, we check that the
* reported item data, on @c event_info, is the same reported by
* elm_index_item_selected_get(), which gives the last selection's
* data on the index widget.
*
* The first of the three buttons that follow will call
* elm_index_active_set(), thus showing the index automatically for
* you, if it's not already visible, what is checked with
* elm_index_active_get(). The second button will exercise @b deletion
* of index item objects, by the following code:
* @dontinclude index_example_01.c
* @skip delete an index item
* @until }
*
* It will get the last index item selected's data and find the
* respective index item handle(#Elm_Object_Item) with elm_index_item_find().
* We need the latter to query the indexing letter string from, with
* elm_index_item_letter_get(). Next, comes the delition, itself,
* which will also trigger the @c _index_item_del callback function,
* as said above.
*
* The third button, finally, will exercise elm_index_item_clear(),
* which will delete @b all of the index's items.
*
* This is how the example program's window looks like with the index
* widget hidden:
* @image html screenshots/index_example_00.png
* @image latex screenshots/index_example_00.eps
*
* When it's shown, it's like the following figure:
* @image html screenshots/index_example_01.png
* @image latex screenshots/index_example_01.eps
*
* See the full @ref index_example_01_c "source code" for
* this example.
*
* @example index_example_01.c
*/
/**
* @page index_example_02 Index widget example 2
*
* This code places an Elementary index widget on a window, indexing
* grid items. The items are placed so that their labels @b don't
* follow any order, but the index itself is ordered (through
* elm_index_item_sorted_insert()). This is a complement to to @ref
* index_example_01 "the first example on indexes".
*
* Here's the list of item labels to be used on the grid (in that
* order):
* @dontinclude index_example_02.c
* @skip static const char *items
* @until };
*
* In the interesting part of the code, here, we first instantiate the
* grid (more on grids on their examples) and, after creating our
* index, for each grid item we also create an index one to reference
* it:
* @dontinclude index_example_02.c
* @skip grid = elm_gengrid_add
* @until }
* @until smart_callback_add
*
* The order in which they'll appear in the index, though, is @b
* alphabetical, becase of elm_index_item_sorted_insert() usage
* together with the comparing function, where we take the letters of
* each index item to base our ordering on. The parameters on
* @c _index_cmp have to be declared as void pointers because of the
* @c Eina_Compare_Cb prototype requisition, but in this case we know
* they'll be index item(#Elm_Object_Item)'s:
* @dontinclude index_example_02.c
* @skip ordering alphabetically
* @until }
*
* The last interesting bit is the callback in the @c "delay,changed"
* smart event, which will bring the given grid item to the grid's
* visible area:
* @dontinclude index_example_02.c
* @skip static void
* @until }
*
* Note how the grid will move kind of randomly while you move your
* mouse pointer held over the index from top to bottom -- that's
* because of the the random order the items have in the grid itself.
*
* This is how the example program's window looks like:
* @image html screenshots/index_example_03.png
* @image latex screenshots/index_example_03.eps
*
* See the full @ref index_example.c "source code" for
* this example.
*
* @example index_example_02.c
*/
/**
* @page tutorial_ctxpopup Ctxpopup example
* @dontinclude ctxpopup_example_01.c
*
* In this example we have a list with two items, when either item is clicked
* a ctxpopup for it will be shown. Our two ctxpopups are quite different, the
* one for the first item is a vertical and it's items contain both labels and
* icons, the one for the second item is horizontal and it's items have icons
* but not labels.
*
* We will begin examining our example code by looking at the callback we'll use
* when items in the ctxpopup are clicked. It's very simple, all it does is
* print the label present in the ctxpopup item:
* @until }
*
* Next we examine a function that creates ctxpopup items, it was created to
* avoid repeating the same code whenever we needed to add an item to our
* ctxpopup. Our function creates an icon from the standard set of icons, and
* then creates the item, with the label received as an argument. We also set
* the callback to be called when the item is clicked:
* @until }
*
* Finally we have the function that will create the ctxpopup for the first item
* in our list. This one is somewhat more complex though, so let's go through it
* in parts. First we declare our variable and add the ctxpopup:
* @until ctxpopup_add
*
* Next we create a bunch of items for our ctxpopup, marking two of them as
* disabled just so we can see what that will look like:
* @until disabled_set
* @until disabled_set
*
* Then we ask evas where the mouse pointer was so that we can have our ctxpopup
* appear in the right place, set a maximum size for the ctxpopup, move it and
* show it:
* @until show
*
* And last we mark the list item as not selected:
* @until }
*
* Our next function is the callback that will create the ctxpopup for the
* second list item, it is very similar to the previous function. A couple of
* interesting things to note is that we ask our ctxpopup to be horizontal, and
* that we pass NULL as the label for every item:
* @until }
*
* And with all of that in place we can now get to our main function where we
* create the window, the list, the list items and run the main loop:
* @until ELM_MAIN()
*
* The example will initially look like this:
*
* @image html screenshots/ctxpopup_example_01.png
* @image latex screenshots/ctxpopup_example_01.eps width=\textwidth
*
* @note This doesn't show the ctxpopup tough, since it will only appear when
* we click one of the list items.
*
* Here is what our first ctxpopup will look like:
*
* @image html screenshots/ctxpopup_example_01_a.png
* @image latex screenshots/ctxpopup_example_01_a.eps width=\textwidth
*
* And here the second ctxpopup:
*
* @image html screenshots/ctxpopup_example_01_b.png
* @image latex screenshots/ctxpopup_example_01_b.eps width=\textwidth
*
* @example ctxpopup_example_01.c
*/
/**
* @page tutorial_separator Separator example
* @dontinclude separator_example_01.c
*
* In this example we are going to pack two rectangles in a box, and have a
* separator in the middle.
*
* So we start we the window, background, box and rectangle creation, all pretty
* normal stuff:
* @until pack_end
*
* Once we have our first rectangle in the box we create and add our separator:
* @until pack_end
* @note Since our box is in horizontal mode it's a good idea to set the
* separator to be horizontal too.
*
* And now we add our second rectangle and run the main loop:
* @until ELM_MAIN
*
* This example will look like this:
*
* @image html screenshots/separator_example_01.png
* @image latex screenshots/separator_example_01.eps width=\textwidth
*
* @example separator_example_01.c
*/
/**
* @page tutorial_radio Radio example
* @dontinclude radio_example_01.c
*
* In this example we will create 4 radio buttons, three of them in a group and
* another one not in the group. We will also have the radios in the group
* change the value of a variable directly and have then print it when the value
* changes. The fourth button is in the example just to make clear that radios
* outside the group don't affect the group.
*
* We'll start with the usual includes:
* @until #endif
*
* And move right to declaring a static variable(the one whose value the radios
* will change):
* @until static
*
* We now need to have a window and all that good stuff to be able to place our
* radios in:
* @until show(bx)
*
* And now we create a radio button, since this is the first button in our group
* we set the group to be the radio(so we can set the other radios in the same
* group). We also set the state value of this radio to 1 and the value pointer
* to @p val, since val is @p 1 this has the additional effect of setting the
* radio value to @p 1. For this radio we choose the default home icon:
* @until show
*
* To check that our radio buttons are working we'll add a callback to the
* "changed" signal of the radio:
* @until smart_callback
*
* The creation of our second radio button is almost identical, the 2
* differences worth noting are, the value of this radio 2 and that we add this
* radio to the group of the first radio:
* @until smart_callback
*
* For our third callback we'll omit the icon and set the value to 3, we'll also
* add it to the group of the first radio:
* @until smart_callback
*
* Our fourth callback has a value of 4, no icon and most relevantly is not a
* member of the same group as the other radios:
* @until show
*
* We finally run the main loop:
* @until ELM_MAIN
*
* And the last detail in our example is the callback that prints @p val so that
* we can see that the radios are indeed changing its value:
* @until }
*
* The example will look like this:
*
* @image html screenshots/radio_example_01.png
* @image latex screenshots/radio_example_01.eps width=\textwidth
*
* @example radio_example_01.c
*/
/**
* @page tutorial_toggle Toggle example
* @dontinclude toggle_example_01.c
*
* In this example we'll create 2 toggle widgets. The first will have an icon
* and the state names will be the default "on"/"off", it will also change the
* value of a variable directly. The second won't have a icon, the state names
* will be "Enabled"/"Disabled", it will start "Enabled" and it won't set the
* value of a variable.
*
* We start with the usual includes and prototype for callback which will be
* implemented and detailed later on:
* @until _cb2
*
* We then declare a static global variable(the one whose value will be changed
* by the first toggle):
* @until static
*
* We now have to create our window and all that usual stuff:
* @until show(bx)
*
* The creation of a toggle is no more complicated than that of any other
* widget:
* @until add
*
* For our first toggle we don't set the states labels so they will stay the
* default, however we do set a label for the toggle, an icon and the variable
* whose value it should change:
* @until show
*
* We also set the callback that will be called when the toggles value changes:
* @until smart_callback
*
* For our second toggle it important to note that we set the states labels,
* don't set an icon or variable, but set the initial state to
* EINA_TRUE("Enabled"):
* @until show
*
* For the second toggle we will use a different callback:
* @until smart_callback
*
* We then ask the main loop to start:
* @until ELM_MAIN
*
* The callback for our first toggle will look the value of @p val and print it:
* @until }
*
* For our second callback we need to do a little bit more, since the second
* toggle doesn't change the value of a variable we have to ask it what its
* state is:
* @until }
*
* This example will look like this:
*
* @image html screenshots/toggle_example_01.png
* @image latex screenshots/toggle_example_01.eps width=\textwidth
*
* @example toggle_example_01.c
*/
/**
* @page tutorial_panel Panel example
* @dontinclude panel_example_01.c
*
* In this example will have 3 panels, one for each possible orientation. Two of
* our panels will start out hidden, the third will start out expanded. For each
* of the panels we will use a label as the content, it's however possible to
* have any widget(including containers) as the content of panels.
*
* We start by doing some setup, code you should be familiar with from other
* examples:
* @until show(bx)
*
* And move right to creating our first panel, for this panel we are going to
* choose the orientation as TOP and toggle it(tell it to hide itself):
* @until pack_end
*
* For the second panel we choose the RIGHT orientation and explicitly set the
* state as hidden:
* @until pack_end
*
* For our third and last panel we won't set the orientation(which means it will
* use the default: LEFT):
* @until pack_end
*
* All that is left is running the main loop:
* @until ELM_MAIN
*
* This example will look like this;
*
* @image html screenshots/panel_example_01.png
* @image latex screenshots/panel_example_01.eps width=\textwidth
* @note The buttons with arrow allow the user to hide/show the panels.
*
* @example panel_example_01.c
*/
/**
* @page gengrid_example Gengrid widget example
*
* This application is a thorough exercise on the gengrid widget's
* API. We place an Elementary gengrid widget on a window, with
* various knobs below its viewport, each one acting on it somehow.
*
* The code's relevant part begins at the grid's creation. After
* instantiating it, we set its items sizes, so that we don't end with
* items one finger size wide, only. We're setting them to fat, 150
* pixel wide ones, for this example. We give it some size hints, not
* to be discussed in this context and, than, we register a callback
* on one of its smart events -- the one coming each time an item gets
* doubly clicked. There, we just print the item handle's value.
* @dontinclude gengrid_example.c
* @skip grid = elm_gengrid_add
* @until evas_object_sho
* @dontinclude gengrid_example.c
* @skip item double click callback
* @until }
*
* Before we actually start to deal with the items API, let's show
* some things items will be using throughout all the code. The first
* of them is a struct to be used as item data, for all of them:
* @dontinclude gengrid_example.c
* @skip typedef struct
* @until Item;
*
* That path will be used to index an image, to be swallowed into one
* of the item's icon spots. The imagens themselves are distributed
* with Elementary:
* @dontinclude gengrid_example.c
* @skip static const char *imgs
* @until ;
*
* We also have an (unique) gengrid item class we'll be using for
* items in the example:
* @dontinclude gengrid_example.c
* @skip static Elm_Gengrid_Item_Class
* @until static Elm_Gengrid_Item_Class
* @dontinclude gengrid_example.c
* @skip item_style =
* @until _grid_del
*
* As you see, our items will follow the default theme on gengrid
* items. For the label fetching code, we return a string composed of
* the item's image path:
* @dontinclude gengrid_example.c
* @skip label fetching callback
* @until }
*
* For item icons, we'll be populating the item default theme's two
* icon spots, @c "elm.swallow.icon" and @c "elm.swallow.end". The
* former will receive one of the images in our list (in the form of
* a @ref bg_02_example_page "background"), while the latter will be
* a check widget. Note that we prevent the check to propagate click
* events, so that the user can toggle its state without messing with
* the respective item's selection in the grid:
* @dontinclude gengrid_example.c
* @skip icon fetching callback
* @until return NULL
* @until }
*
* As the default gengrid item's theme does not have parts
* implementing item states, we'll be just returning false for every
* item state:
* @dontinclude gengrid_example.c
* @skip state fetching callback
* @until }
*
* Finally, the deletion callback on gengrid items takes care of
* freeing the item's label string and its data struct:
* @dontinclude gengrid_example.c
* @skip deletion callback
* @until }
*
* Let's move to item insertion/deletion knobs, them. They are four
* buttons, above the grid's viewport, namely
* - "Append" (to append an item to the grid),
* - "Prepend" (to prepend an item to the grid),
* - "Insert before" (to insert an item before the selection, on the
* grid),
* - "Insert after" (to insert an item after the selection, on the
* grid),
* - "Clear" (to delete all items in the grid),
* - "Bring in 1st" (to make the 1st item visible, by scrolling),
* - "Show last" (to directly show the last item),
* .
* which are displaced and declared in that order. We're not dealing
* with the buttons' creation code (see @ref button_example_01
* "a button example", for more details on it), but with their @c
* "clicked" registered callbacks. For all of them, the grid's handle
* is passed as @c data. The ones creating new items use a common
* code, which just gives a new @c Example_Item struct, with @c path
* filled with a random image in our images list:
* @dontinclude gengrid_example.c
* @skip new item with random path
* @until }
*
* Moreover, that ones will set a common function to be issued on the
* selection of the items. There, we print the item handle's value,
* along with the callback function data. The latter will be @c NULL,
* always, because it's what we pass when adding all icons. By using
* elm_object_item_data_get(), we can have the item data back and,
* with that, we're priting the item's path string. Finally, we
* exemplify elm_gengrid_item_pos_get(), printing the item's position
* in the grid:
* @dontinclude gengrid_example.c
* @skip item selection callback
* @until }
*
* The appending button will exercise elm_gengrid_item_append(), simply:
* @dontinclude gengrid_example.c
* @skip append an item
* @until }
*
* The prepending, naturally, is analogous, but exercising
* elm_gengrid_item_prepend(), on its turn. The "Insert before" one
* will expect an item to be selected in the grid, so that it will
* insert a new item just before it:
* @dontinclude gengrid_example.c
* @skip "insert before" callback
* @until }
*
* The "Insert after" is analogous, just using
* elm_gengrid_item_insert_after(), instead. The "Clear" button will,
* as expected, just issue elm_gengrid_clear():
* @dontinclude gengrid_example.c
* @skip delete items
* @until }
*
* The "Bring in 1st" button is there exercise two gengrid functions
* -- elm_gengrid_first_item_get() and elm_gengrid_item_bring_in().
* With the former, we get a handle to the first item and, with the
* latter, you'll see that the widget animatedly scrolls its view
* until we can see that item:
* @dontinclude gengrid_example.c
* @skip bring in 1st item
* @until }
*
* The "Show last", in its turn, will use elm_gengrid_last_item_get()
* and elm_gengrid_item_show(). The latter differs from
* elm_gengrid_item_bring_in() in that it immediately replaces the
* contents of the grid's viewport with the region containing the item
* in question:
* @dontinclude gengrid_example.c
* @skip show last item
* @until }
*
* To change the grid's cell (items) size, we've placed a spinner,
* which has the following @c "changed" smart callback:
* @dontinclude gengrid_example.c
* @skip change items' size
* @until }
*
* Experiment with it and see how the items are affected. The "Disable
* item" button will, as the name says, disable the currently selected
* item:
* @dontinclude gengrid_example.c
* @skip disable selected item
* @until }
* Note that we also make use of elm_gengrid_item_selected_set(),
* there, thus making the item unselected before we actually disable
* it.
*
* To toggle between horizontal and vertical layouting modes on the
* grid, use the "Horizontal mode" check, which will call the
* respective API function on the grid:
* @dontinclude gengrid_example.c
* @skip change layouting mode
* @until }
*
* If you toggle the check right after that one, "Always select",
* you'll notice all subsequent clicks on the @b same grid item will
* still issue the selection callback on it, what is different from
* when it's not checked. This is the
* elm_gengrid_always_select_mode_set() behavior:
* @dontinclude gengrid_example.c
* @skip "always select" callback
* @until }
*
* One more check follows, "Bouncing", which will turn on/off the
* bouncing animations on the grid, when one scrolls past its
* borders. Experiment with scrolling the grid to get the idea, having
* it turned on and off:
* @dontinclude gengrid_example.c
* @skip "bouncing mode" callback
* @until }
*
* The next two checks will affect items selection on the grid. The
* first, "Multi-selection", will make it possible to select more the
* one item on the grid. Because it wouldn't make sense to fetch for
* an unique selected item on this case, we also disable two of the
* buttons, which insert items relatively, if multi-selection is on:
* @dontinclude gengrid_example.c
* @skip multi-selection callback
* @until }
*
* Note that we also @b unselect all items in the grid, when returning
* from multi-selection mode, making use of
* elm_gengrid_item_selected_set().
*
* The second check acting on selection, "No selection", is just what
* its name depicts -- no selection will be allowed anymore, on the
* grid, while it's on. Check it out for yourself, interacting with
* the program:
* @dontinclude gengrid_example.c
* @skip no selection callback
* @until }
*
* We have, finally, one more line of knobs, now sliders, to change
* the grids behavior. The two first will change the horizontal @b
* alignment of the whole actual grid of items within the gengrid's
* viewport:
* @dontinclude gengrid_example.c
* @skip items grid horizontal alignment change
* @until }
*
* Naturally, the vertical counterpart just issues
* elm_gengrid_align_set() changing the second alignment component,
* instead.
*
* The last slider will change the grid's page size, relative
* to its own one. Try to change those values and, one manner of
* observing the paging behavior, is to scroll softly and release the
* mouse button, with different page sizes, at different grid
* positions, while having lots of items in it -- you'll see it
* snapping to page boundaries differenty, for each configuration:
* @dontinclude gengrid_example.c
* @skip page relative size change
* @until }
*
* This is how the example program's window looks like:
* @image html screenshots/gengrid_example.png
* @image latex screenshots/gengrid_example.eps width=\textwidth
*
* Note that it starts with three items which we included at will:
* @dontinclude gengrid_example.c
* @skip _clicked(grid,
* @until _clicked(grid,
* @until _clicked(grid,
* @until _clicked(grid,
*
* See the full @ref gengrid_example_c "source code" for
* this example.
*
* @example gengrid_example.c
*/
/**
* @page entry_example_01 Entry - Example of simple editing
*
* As a general overview of @ref Entry we are going to write an, albeit simple,
* functional editor. Although intended to show how elm_entry works, this
* example also makes extensive use of several other widgets. The full code
* can be found in @ref entry_example.c "entry_example.c" and in the following
* lines we'll go through the parts especific to the @ref Entry widget.
*
* The program itself is a simple editor, with a file already set to it, that
* can be set to autosave or not and allows insertion of emoticons and some
* formatted text. As of this writing, the capabilities of format edition in
* the entry are very limited, so a lot of manual work is required to change
* the current text.
*
* In any case, the program allows some changes by using the buttons on the
* top of the window and returning focus back to the main entry afterwards.
*
* @image html screenshots/entry_example.png
* @image latex screenshots/entry_example.eps width=\textwidth
*
* We'll begin by showing a few structures used throught the program. First,
* the application owns data that holds the main window and the main entry
* where the editting happens. Then, an auxiliar structure we'll use later
* when inserting icons in our text.
* @dontinclude entry_example.c
* @skip typedef
* @until App_Inwin_Data
*
* A little convenience function will insert whatever text we need in the
* buffer at the current cursor's position and set focus back to this entry.
* This is done mostly because clicking on any button will make them steal
* focus, which makes writing text more cumbersome.
* @skip static void
* @until }
*
* One of the buttons on the top will trigger an @ref Inwin to open and show
* us several icons we can insert into the text. We'll jump over most of these
* functions, but when all the options are chosen, we insert the special
* markup text that will show the chosen icon in place.
* @skip edje_file_collection_list_free(emos)
* @skip static void
* @until evas_object_del
* @until }
*
* As can be seen in that function, the program lets us add icons to our entry
* using all the possible configurations for them. That should help to
* clarify how the different combinations work out by actually seeing them
* in action.
*
* The same popup window has a page to set the settings of the chosen icon,
* that is, the size and how the item will be placed within the line.
*
* The size is done with two entries, limitted to accept numbers and a fixed
* size of characters. Changing the value in this entries will update the icon
* size in our struct as seen in the next two callbacks.
* @skip static void
* @until }
* @until }
*
* The rest of the options are handled with radio buttons, since only one type
* of size can be used (@c size, @c absize or @c relsize) and for the vertical
* sizing it needs to choose between @c ascent and @c full. Depending on which
* is chosen, the @c item tag is formed accordingly as seen before.
* @skip static Evas_Object
* @until evas_object_show(rvascent)
*
* The first of our entries is here. There's something worth mentioning about
* the way we'll create this one. Normally, any entry regardless of whether is
* single line or not, will be set to scrollable, but in this case, since we
* are limitting how many characters can fit in them and we know we don't need
* scrolling, we are not setting this flag. This makes the entry have virtually
* no appearance on screen, other than its text. This is because an entry is
* just that, a box that holds text, and in order to have some frame around it
* or a background color, another widget needs to provide this. When an entry
* is scrollable, the same scroller used internally does this.
* We are using @ref Frame "frames" here to provide some decoration around,
* then creating our entries, set them to single line, add our two filters and
* the callback for when their value change.
* @until _height_changed_cb
*
* This function ends with the button that will finally call the item
* into our editting string.
* @until }
*
* Then we get to the format edition. Here we can add the @c bold and
* @c emphasis tags to parts of our text. There's a lot of manual work to
* know what to do here, since we are not implementing an entire state manager
* and the entry itself doesn't, yet, support all the needed capabilities to
* make this simpler. We begin by getting the format we are using in our
* function from the button pressed.
* @skip aid->naviframe = naviframe;
* @until sizeof(fmt_close)
*
* Next we need to find out if we need to insert an opening or a closing tag.
* For this, we store the current cursor position and create a selection
* from this point until the beginning of our text, and then get the selected
* text to look for any existing format tags in it. This is currently the only
* way in which we can find out what formats is being used in the entry.
* @until }
* @until }
*
* Once we know what tag to insert, we need a second check in the case it was
* a closing tag. This is because any other closing tag that comes after would
* be left dangling alone, so we need to remove it to keep the text consistent.
* @until }
* @until }
* Finally, we clear our fake selections and return the cursor back to the
* position it had at first, since there is where we want to insert our format.
* @until cursor_pos_set
*
* And finish by calling our convenience function from before, to insert the
* text at the current cursor and give focus back to the entry.
* @until }
*
* A checkbox on the top of our program tells us if the text we are editing
* will autosave or not. In it's @c "changed" callback we get the value from
* the checkbox and call the elm_entry_autosave_set() function with it. If
* autosave is set, we also call elm_entry_file_save(). This is so the internal
* timer used to periodically store to disk our changes is started.
* @skip static void
* @until }
*
* Two more functions to show some cursor playing. Whenever we double click
* anywhere on our entry, we'll find what word is the cursor placed at and
* select it. Likewise, for triple clicking, we select the entire line.
* @skip static void
* @until _edit_tplclick_cb
* @until }
*
* And finally, the main window of the program contains the entry where we
* do all the edition and some helping widgets to change format, add icons
* or change the autosave flag.
* @skip elm_exit
* @skip int
* @until _image_insert_cb
*
* And the main entry of the program. Set to scroll, by default we disable
* autosave and we'll begin with a file set to it because no file selector
* is being used here. The file is loaded with #ELM_TEXT_FORMAT_MARKUP_UTF8
* so that any format contained in it is interpreted, otherwise the entry
* would load it as just text, escaping any tags found and no format or icons
* would be shown. Then we connect to the double and triple click signals
* and set focus on the entry so we can start typing right away.
* @until ELM_MAIN
*
* @example entry_example.c
*/
/**
* @page genlist_example_01 Genlist - basic usage
*
* This example creates a simple genlist with a small number of items and
* a callback that is called whenever an item is selected. All the properties of
* this genlist are the default ones. The full code for this example can be seen
* at @ref genlist_example_01_c.
*
* For the simplest list that you plan to create, it's necessary to define some
* of the basic functions that are used for creating each list item, and
* associating them with the "item class" for that list. The item class is just
* an struct that contains pointers to the specific list item functions that are
* common to all the items of the list.
*
* Let's show it by example. Our item class is declared globally and static as
* it will be the only item class that we need (we are just creating one list):
*
* @dontinclude genlist_example_01.c
* @skip static Elm_Genlist
* @until static Elm_Genlist
*
* This item class will be used for every item that we create. The only
* functions that we are going to set are @c label_get and @c icon_get. As the
* name suggests, they are used by the genlist to generate the label for the
* respective item, and to generate icon(s) to it too. Both the label and icon
* get functions can be called more than once for each item, with different @c
* part parameters, which represent where in the theme of the item that label or
* icon is going to be set.
*
* The default theme for the genlist contains only one area for label, and two
* areas for icon ("elm.swallow.icon" and "elm.swallow.end"). Since we just want
* to set the first icon (that will be at the left side of the label), we
* compare the part name given with "elm.swallow.icon". Notice that the
* @c label_get function must return a strduped string, that will be freed later
* automatically by the list. Here's the code for @c label_get and @c icon_get:
*
* @until static void
*
* We will also provide a function that will be called whenever an item is
* selected in the genlist. However, this function is not part of the item
* class, it will be passed for each item being added to the genlist explicitly.
* Notice the similarity of the function signature with those used by @c
* evas_object_smart_callback_add:
*
* @until }
*
* Now let's show the code used for really creating the list. Skipping
* boilerplate code used for creating a window and background, the first piece
* of code specific to our genlist example is setting the pointer functions of
* the item class to our above defined functions:
*
* @skip _itc
* @until func.del
*
* Notice that we also choose to use the "default" style for our genlist items.
* Another interesting point is that @c state_get and @c del are set to @c NULL,
* since we don't need these functions now. @c del doesn't need to be used
* because we don't add any data that must be freed to our items, and @c
* state_get is also not used since all of our items are the same and don't need
* to have different states to be used for each item. Finally we create our
* list:
*
* @until genlist_add
*
* Now we append several items to the list, and for all of them we need to give
* the list pointer, a pointer to the item class, the data that will be used
* with that item, a pointer to the parent of this item if it is in a group type
* list (this is not the case so we pass @c NULL), possible flags for this item,
* the callback for when the item is selected, and the data pointer that will be
* given to the selected callback.
*
* @until }
*
* The rest of the code is also common to all the other examples, so it will be
* omitted here (look at the full source code link above if you need it).
*
* You can try to play with this example, and see the selected callback being
* called whenever an item is clicked. It also already has some features enabled
* by default, like vertical bounce animation when reaching the end of the list,
* automatically visible/invisible scrollbar, etc. Look at the @ref
* genlist_example_02 to see an example of setting these properties to the list.
*
* The current example will look like this when running:
*
* @image html screenshots/genlist_example_01.png
* @image latex screenshots/genlist_example_01.eps width=\textwidth
*/
/**
* @page genlist_example_02 Genlist - list setup functions
*
* This example is very similar to the @ref genlist_example_01, but it fetch
* most of the properties of the genlist and displays them on startup (thus
* getting the default value for them) and then set them to some other values,
* to show how to use that API. The full source code is at @ref
* genlist_example_02_c.
*
* Considering that the base code for instantiating a genlist was already
* described in the previous example, we are going to focus on the new code.
*
* Just a small difference for the @c _item_label_get function, we are going to
* store the time that this function was called. This is the "realized" time,
* the time when the visual representation of this item was created. This is the
* code for the @c label_get function:
*
* @dontinclude genlist_example_02.c
* @skip static char
* @until return strdup
*
* Now let's go to the list creation and setup. First, just after creating the
* list, we get most of the default properties from it, and print them on the
* console:
*
* @skip genlist_add
* @until printf("\n")
*
* We are going to change some of the properties of our list.
*
* There's no need to call the selected callback at every click, just when the
* selected item changes, thus we call elm_genlist_always_select_mode_set() with
* false.
*
* For this list we don't want bounce animations at all, so we set both the
* horizontal bounce and the vertical bounce to false with
* elm_genlist_bounce_set().
*
* We also want our list to compress items if they are wider than the list
* width (thus we call elm_genlist_mode_set(obj, ELM_LIST_COMPRESS).
*
* The items have different width, so they are not homogeneous:
* elm_genlist_homogeneous_set() is set to false.
*
* Since the compress mode is active, the call to
* elm_genlist_mode_set() doesn't make difference, but the current
* option would make the list to have at least the width of the largest item.
*
* This list will support multiple selection, so we call
* elm_genlist_multi_select_set() on it.
*
* The option elm_genlist_height_for_width_mode_set() would allow text block to
* wrap lines if the Edje part is configured with "text.min: 0 1", for example.
* But since we are compressing the elements to the width of the list, this
* option wouldn't take any effect.
*
* We want the vertical scrollbar to be always displayed, and the orizontal one
* to never be displayed, and set this with elm_genlist_scroller_policy_set().
*
* The timeout to consider a longpress is set to half of a second with
* elm_genlist_longpress_timeout_set().
*
* We also change the block count to a smaller value, but that should have not
* impact on performance since the number of visible items is too small. We just
* increase the granularity of the block count (setting it to have at most 4
* items).
*
* @until block_count_set
*
* Now let's add elements to the list:
*
* @until item_append
* @until }
*
* It's exactly the same as the previous example. The difference is on the
* behavior of the list, if you try to scroll, select items and so.
*
* In this example we also need two buttons. One of them, when clicked, will
* display several status info about the current selection, the "realized"
* items, the item in the middle of the screen, and the current mode and active
* item of that mode for the genlist.
*
* The other button will ask the genlist to "realize" again the items already
* "realized", so their respective label_get and icon_get functions will be
* called again.
*
* These are the callbacks for both of these buttons:
*
* @dontinclude genlist_example_02.c
* @skip item_sel_cb
* @skip static
* @until }
* @until }
*
* Try to scroll, select some items and click on the "Show status" button.
* You'll notice that not all items of the list are "realized", thus consuming
* just a small amount of memory. The selected items are listed in the order
* that they were selected, and the current selected item printed using
* elm_genlist_selected_item_get() is the first selected item of the multiple
* selection.
*
* Now resize the window so that you can see the "realized time" of some items.
* This is the time of when the label_get function was called. If you click on
* the "Realize" button, all the already realized items will be rebuilt, so the
* time will be updated for all of them.
*
* The current example will look like this when running:
*
* @image html screenshots/genlist_example_02.png
* @image latex screenshots/genlist_example_02.eps width=\textwidth
*/
/**
* @page genlist_example_03 Genlist - different width options
*
* This example doesn't present any other feature that is not already present in
* the other examples, but visually shows the difference between using the
* default list options (first list of the example), setting the horizontal mode
* to #ELM_LIST_LIMIT (second list), enabling compress mode (third list) and
* using height_for_width option (fourth list).
*
* The full code for this example is listed below:
*
* @include genlist_example_03.c
*
* And the screenshot of the running example:
*
* @image html screenshots/genlist_example_03.png
* @image latex screenshots/genlist_example_03.eps width=\textwidth
*
* @example genlist_example_03.c
*/
/**
* @page genlist_example_04 Genlist - items manipulation
*
* This example is also similar ot the @ref genlist_example_01, but it
* demonstrates most of the item manipulation functions. See the full source
* code at @ref genlist_example_04_c.
*
* In this example, we also will use the concept of creating groups of items in
* the genlist. Each group of items is composed by a parent item (which will be
* the index of the group) and several children of this item. Thus, for the
* children, we declare a normal item class. But we also are going to declare a
* different item class for the group index (which in practice is another type
* of item in the genlist):
*
* @dontinclude genlist_example_04.c
* @skip _item_sel_cb
* @skip static
* @until }
* @until }
*
* We will add buttons to the window, where each button provides one
* functionality of the genlist item API. Each button will have a callback
* attached, that will really execute this functionality. An example of these
* callbacks is the next one, for the elm_genlist_item_insert_after() function:
*
* @skip insert_before_cb
* @skip static
* @until }
*
* If you want ot see the other button functions, look at the full source code
* link above.
*
* Each button will be created with a function that already creates the button,
* add it to an elementary box, and attach the specified callback. This is the
* function that does it:
*
* @skip genlist_item_update
* @skip static
* @until }
*
* In our @c elm_main function, besides the code for setting up the window, box
* and background, we also initialize our two item classes:
*
* @skip _itc.item_style
* @until _itc_group.func.del
*
* This example uses a different style for the items, the @a double_label, which
* provides a text field for the item text, and another text field for a subtext.
*
* For the group index we use the @a group_index style, which provides a
* different appearance, helping to identify the end of a group and beginning of
* another one.
*
* Now, after the code for creating the list, setting up the box and other
* stuff, let's add the buttons with their respective callbacks:
*
* @skip _button_add
* @until bt_top_show
*
* The main code for adding items to the list is a bit more complex than the one
* from the previous examples. We check if each item is multiple of 7, and if
* so, they are group indexes (thus each group has 6 elements by default, in
* this example):
*
* @skip for
* @until }
* @until }
*
* Then we also check for specific items, and add callbacks to them on the
* respective buttons, so we can show, bring in, etc.:
*
* @until }
* @until }
*
* Once you understand the code from the @ref genlist_example_01, it should be
* easy to understand this one too. Look at the full code, and also try to play
* a bit with the buttons, adding items, bringing them to the viewport, and so.
*
* The example will look like this when running:
*
* @image html screenshots/genlist_example_04.png
* @image latex screenshots/genlist_example_04.eps width=\textwidth
*/
/**
* @page genlist_example_05 Genlist - working with subitems
*
* This is probably the most complex example of elementary @ref Genlist. We
* create a tree of items, using the subitems properties of the items, and keep
* it in memory to be able to expand/hide subitems of an item. The full source
* code can be found at @ref genlist_example_05_c
*
* The main point is the way that Genlist manages subitems. Clicking on an
* item's button to expand it won't really show its children. It will only
* generate the "expand,request" signal, and the expansion must be done
* manually.
*
* In this example we want to be able to add items as subitems of another item.
* If an item has any child, it must be displayed using a parent class,
* otherwise it will use the normal item class.
*
* It will be possible to delete items too. Once a tree is constructed (with
* subitems of subitems), and the user clicks on the first parent (root of the
* tree), the entire subtree must be hidden. However, just calling
* elm_genlist_item_expanded_set(item, EINA_FALSE) won't hide them. The only
* thing that happens is that the parent item will change its appearance to
* represent that it's contracted. And the signal "contracted" will be emitted
* from the genlist. Thus, we must call elm_genlist_item_subitems_clear() to
* delete all its subitems, but still keep a way to recreate them when expanding
* the parent again. That's why we are going to keep a node struct for each
* item, that will be the data of the item, with the following information:
*
* @dontinclude genlist_example_05.c
* @skip typedef
* @until }
*
* This @c Node_Data contains the value for the item, a number indicating its
* level under the tree, a list of children (to be able to expand it later) and
* a boolean indicating if it's a favorite item or not.
*
* We use 3 different item classes in this example:
*
* One for items that don't have children:
*
* @skip nitems
* @skip static
* @until }
* @until }
*
* One for items that have children:
*
* @skip item_sel
* @skip static
* @until }
* @until }
*
* And one for items that were favorited:
*
* @skip static
* @until }
* @until }
*
* The favorite item class is there just to demonstrate the
* elm_genlist_item_item_class_update() function in action. It would be much
* simpler to implement the favorite behavior by just changing the icon inside
* the icon_get functions when the @c favorite boolean is activated.
*
* Now we are going to declare the callbacks for the buttons that add, delete
* and change items.
*
* First, a button for appending items to the list:
*
* @until item_append
* @until }
*
* If an item is selected, a new item will be appended to the same level of that
* item, but using the selected item's parent as its parent too. If no item is
* selected, the new item will be appended to the root of the tree.
*
* Then the callback for marking an item as favorite:
*
* @until elm_genlist_item_update
* @until }
*
* This callback is very simple, it just changes the item class of the selected
* item for the "favorite" one, or go back to the "item" or "parent" class
* depending on that item having children or not.
*
* Now, the most complex operation (adding a child to an item):
*
* @until elm_genlist_item_update
* @until }
*
* This function gets the data of the selected item, create a new data (for the
* item being added), and appends it to the children list of the selected item.
*
* Then we must check if the selected item (let's call it @c item1 now) to which
* the new item (called @c item2 from now on) was already a parent item too
* (using the parent item class) or just a normal item (using the default item
* class). In the first case, we just have to append the item to the end of the
* @c item1 children list.
*
* However, if the @c item1 didn't have any child previously, we have to change
* it to a parent item now. It would be easy to just change its item class to
* the parent type, but there's no way to change the item flags and make it be
* of the type #ELM_GENLIST_ITEM_TREE. Thus, we have to delete it and create
* a new item, and add this new item to the same position that the deleted one
* was. That's the reason of the checks inside the bigger @c if.
*
* After adding the item to the newly converted parent, we set it to not
* expanded (since we don't want to show the added item immediately) and select
* it again, since the original item was deleted and no item is selected at the
* moment.
*
* Finally, let's show the callback for deleting items:
*
* @until elm_genlist_item_update
* @until }
*
* Since we have an iternal list representing each element of our tree, once we
* delete an item we have to go deleting each child of that item, in our
* internal list. That's why we have the function @c _clear_list, which
* recursively goes freeing all the item data.
*
* This is necessary because only when we really want to delete the item is when
* we need to delete the item data. When we are just contracting the item, we
* need to hide the children by deleting them, but keeping the item data.
*
* Now there are two callbacks that will be called whenever the user clicks on
* the expand/contract icon of the item. They will just request to items to be
* contracted or expanded:
*
* @until elm_genlist_item_expanded_set(
* @until elm_genlist_item_expanded_set(
* @until }
*
* When the elm_genlist_item_expanded_set() function is called with @c
* EINA_TRUE, the @c _expanded_cb will be called. And when this happens, the
* subtree of that item must be recreated again. This is done using the internal
* list stored as item data for each item. The function code follows:
*
* @until }
*
* Each appended item is set to contracted, so we don't have to deal with
* checking if the item was contracted or expanded before its parent being
* contracted. It could be easily implemented, though, by adding a flag expanded
* inside the item data.
*
* Now, the @c _contracted_cb, which is much simpler:
*
* @until }
*
* We just have to call elm_genlist_item_subitems_clear(), that will take care
* of deleting every item, and keep the item data still stored (since we don't
* have any del function set on any of our item classes).
*
* Finally, the code inside @c elm_main is very similar to the other examples:
*
* @skip elm_main
* @until ELM_MAIN
*
* The example will look like this when running:
*
* @image html screenshots/genlist_example_05.png
* @image latex screenshots/genlist_example_05.eps width=\textwidth
*/
/**
* @page thumb_example_01 Thumb - generating thumbnails.
*
* This example shows how to create a simple thumbnail object with Elementary.
* The full source code can be found at @ref thumb_example_01_c
*
* Everything is very simple. First we need to tell elementary that we need
* Ethumb to generate the thumbnails:
*
* @dontinclude thumb_example_01.c
* @skipline elm_need_ethumb
*
* Then, after creating the window and background, we setup our client to
* generate images of 160x160:
*
* @skip client_get
* @until size_set
*
* After that, we can start creating thumbnail objects. They are very similar to
* image or icon objects:
*
* @until thumb_reload
*
* As you can see, the main different function here is elm_thumb_reload(), which
* will check if the options of the Ethumb client have changed. If so, it will
* re-generate the thumbnail, and show the new one.
*
* Notice in this example that the thumbnail object is displayed on the size of
* the window (320x320 pixels), but the thumbnail generated and stored has size
* 160x160 pixels. That's why the picture seems upscaled.
*
* Ideally, you will be generating thumbnails with the size that you will be
* using them.
*
* The example will look like this when running:
*
* @image html screenshots/thumb_example_01.png
* @image latex screenshots/thumb_example_01.eps width=\textwidth
*/
/**
* @page progressbar_example Progress bar widget example
*
* This application is a thorough example of the progress bar widget,
* consisting of a window with varios progress bars, each with a given
* look/style one can give to those widgets. With two auxiliary
* buttons, one can start or stop a timer which will fill in the bars
* in synchrony, simulating an underlying task being completed.
*
* We create @b seven progress bars, being three of them horizontal,
* three vertical and a final one under the "wheel" alternate style.
*
* For the first one, we add a progress bar on total pristine state,
* with no other call than the elm_progressbar_add() one:
* @dontinclude progressbar_example.c
* @skip pb with no label
* @until pb1
* See, than, that the defaults of a progress bar are:
* - no primary label shown,
* - unit label set to @c "%.0f %%",
* - no icon set
*
* The second progress bar is given a primary label, "Infinite
* bounce", and, besides, it's set to @b pulse. See how, after one
* starts the progress timer, with the "Start" button, it animates
* differently than the previous one. It won't account for the
* progress, itself, and just dumbly animate a small bar within its
* bar region.
* @dontinclude progressbar_example.c
* @skip pb with label
* @until pb2
*
* Next, comes a progress bar with an @b icon, a primary label and a
* @b custom unit label set. It's also made to grow its bar in an
* @b inverted manner, so check that out during the timer's progression:
* @dontinclude progressbar_example.c
* @skip ic1 =
* @until pb3
* Another important thing in this one is the call to
* elm_progressbar_span_size_set() -- this is how we forcefully set a
* minimum horizontal size to our whole window! We're not resizing it
* manually, as you can see in the @ref progressbar_example_c
* "complete code".
*
* The next three progress bars are just variants on the ones already
* shown, but now all being @b vertical. Another time we use one of
* than to give the window a minimum vertical size, with
* elm_progressbar_span_size_set(). To demonstrate this trick once
* more, the fifth one, which is also set to pulse, has a smaller
* hardcoded span size:
* @dontinclude progressbar_example.c
* @skip vertical pb, with pulse
* @until pb5
*
* We end the widget demonstration by showing a progress bar with the
* special @b "wheel" progress bar style. One does @b not need to set
* it to pulse, with elm_progressbar_pulse_set(), explicitly, because
* its theme does not take it in account:
* @dontinclude progressbar_example.c
* @skip "wheel"
* @until pb7
*
* The two buttons exercising the bars, the facto, follow:
* @dontinclude progressbar_example.c
* @skip elm_button_add
* @until evas_object_show(bt)
* @until evas_object_show(bt)
*
* The first of the callbacks will, for the progress bars set to
* pulse, start the pulsing animation at that time. For the others, a
* timer callback will take care of updating the values:
* @dontinclude progressbar_example.c
* @skip static Eina_Bool
* @until }
* @until }
* @until }
*
* Finally, the callback to stop the progress timer will stop the
* pulsing on the pulsing progress bars and, for the others, to delete
* the timer which was acting on their values:
* @dontinclude progressbar_example.c
* @skip end of show
* @until }
* @until }
*
* This is how the example program's window looks like:
* @image html screenshots/progressbar_example.png
* @image latex screenshots/progressbar_example.eps width=\textwidth
*
* See the full @ref progressbar_example_c "source code" for
* this example.
*
* @example progressbar_example.c
*/
/**
* @page tutorial_notify Notify example
* @dontinclude notify_example_01.c
*
* In this example we will have 3 notifys in 3 different positions. The first of
* which will dissapear after 5 seconds or when a click outside it occurs, the
* second and third will not dissapear and differ from each other only in
* position.
*
* We start our example with the usual stuff you've seen in other examples:
* @until show(bx)
*
* We now create a label to use as the content of our first notify:
* @until show
*
* Having the label we move to creating our notify, telling it to block events,
* setting its timeout(to autohide it):
* @until pack_end
*
* To have the notify dissapear when a click outside its area occur we have to
* listen to its "block,clicked" signal:
* @until smart_callback
*
* Our callback will look like this:
* @skip static
* @until }
* @dontinclude notify_example_01.c
*
* Next we create another label and another notify. Note, however, that this
* time we don't set a timeout and don't have it block events. What we do is set
* the orient so that this notify will appear in the bottom of its parent:
* @skip smart_callback
* @skip content
* @until pack_end
*
* For our third notify the only change is the orient which is now center:
* @until pack_end
*
* Now we tell the main loop to run:
* @until ELM_MAIN
*
* Our example will initially look like this:
*
* @image html screenshots/notify_example_01.png
* @image latex screenshots/notify_example_01.eps width=\textwidth
*
* Once the first notify is hidden:
*
* @image html screenshots/notify_example_01_a.png
* @image latex screenshots/notify_example_01_a.eps width=\textwidth
*
* @example notify_example_01.c
*/
/**
* @page popup_example_01_c popup_example_01.c
* @include popup_example_01.c
*
* This example will initially look like this:
*
* @image html screenshots/popup_example_01.png
* @image latex screenshots/popup_example_01.eps width=\textwidth
*
* Once the popup is hidden after timeout:
*
* @image html screenshots/popup_example_01_a.png
* @image latex screenshots/popup_example_01_a.eps width=\textwidth
*
* @example popup_example_01.c
*/
/** @page popup_example_02_c popup_example_02.c
* @include popup_example_02.c
*
* This example will look like this:
*
* @image html screenshots/popup_example_02.png
* @image latex screenshots/popup_example_02.eps width=\textwidth
*
* @example popup_example_02.c
*/
/**
* @page popup_example_03_c popup_example_03.c
* @include popup_example_03.c
*
* This example will look like this:
*
* @image html screenshots/popup_example_03.png
* @image latex screenshots/popup_example_03.eps width=\textwidth
*
* @example popup_example_03.c
*/
/**
* @page tutorial_frame Frame example
* @dontinclude frame_example_01.c
*
* In this example we are going to create 4 Frames with different styles and
* add a rectangle of different color in each.
*
* We start we the usual setup code:
* @until show(bg)
*
* And then create one rectangle:
* @until show
*
* To add it in our first frame, which since it doesn't have it's style
* specifically set uses the default style:
* @until show
*
* And then create another rectangle:
* @until show
*
* To add it in our second frame, which uses the "pad_small" style, note that
* even tough we are setting a text for this frame it won't be show, only the
* default style shows the Frame's title:
* @until show
* @note The "pad_small", "pad_medium", "pad_large" and "pad_huge" styles are
* very similar, their only difference is the size of the empty area around
* the content of the frame.
*
* And then create yet another rectangle:
* @until show
*
* To add it in our third frame, which uses the "outdent_top" style, note
* that even tough we are setting a text for this frame it won't be show,
* only the default style shows the Frame's title:
* @until show
*
* And then create one last rectangle:
* @until show
*
* To add it in our fourth and final frame, which uses the "outdent_bottom"
* style, note that even tough we are setting a text for this frame it won't
* be show, only the default style shows the Frame's title:
* @until show
*
* And now we are left with just some more setup code:
* @until ELM_MAIN()
*
* Our example will look like this:
*
* @image html screenshots/frame_example_01.png
* @image latex screenshots/frame_example_01.eps width=\textwidth
*
* @example frame_example_01.c
*/
/**
* @page tutorial_anchorblock_example Anchorblock/Anchorview example
* This example will show both Anchorblock and @ref Anchorview,
* since both are very similar and it's easier to show them once and side
* by side, so the difference is more clear.
*
* We'll show the relevant snippets of the code here, but the full example
* can be found here... sorry, @ref anchorblock_example_01.c "here".
*
* As for the actual example, it's just a simple window with an anchorblock
* and an anchorview, both containing the same text. After including
* Elementary.h and declaring some functions we'll need, we jump to our
* elm_main (see ELM_MAIN) and create our window.
* @dontinclude anchorblock_example_01.c
* @skip int
* @until const char
* @until ;
*
* With the needed variables declared, we'll create the window and a box to
* hold our widgets, but we don't need to go through that here.
*
* In order to make clear where the anchorblock ends and the anchorview
* begins, they'll be each inside a @ref Frame. After creating the frame,
* the anchorblock follows.
* @skip elm_frame_add
* @until elm_frame_content_set
*
* Nothing out of the ordinary there. What's worth mentioning is the call
* to elm_anchorblock_hover_parent_set(). We are telling our widget that
* when an anchor is clicked, the hover for the popup will cover the entire
* window. This affects the area that will be obscured by the hover and
* where clicking will dismiss it, as well as the calculations it does to
* inform the best locations where to insert the popups content.
* Other than that, the code is pretty standard. We also need to set our
* callback for when an anchor is clicked, since it's our task to populate
* the popup. There's no default for it.
*
* The anchorview is no different, we only change a few things so it looks
* different.
* @until elm_frame_content_set
*
* Then we run, so stuff works and close our main function in the usual way.
* @until ELM_MAIN
*
* Now, a little note. Normally you would use either one of anchorblock or
* anchorview, set your one callback to clicks and do your stuff in there.
* In this example, however, there are a few tricks to make it easier to
* show both widgets in one go (and to save me some typing). So we have
* two callbacks, one per widget, that will call a common function to do
* the rest. The trick is using ::Elm_Entry_Anchorblock_Info for the
* anchorview too, since both are equal, and passing a callback to use
* for our buttons to end the hover, because each widget has a different
* function for it.
* @until _anchorview_clicked_cb
* @until }
*
* The meat of our popup is in the following function. We check what kind
* of menu we need to show, based on the name set to the anchor in the
* markup text. If there's no type (something went wrong, no valid contact
* in the address list) we are just putting a button that does nothing, but
* it's perfectly reasonable to just end the hover and call it quits.
*
* Our popup will consist of one main button in the middle of our hover,
* and possibly a secondary button and a list of other options. We'll create
* first our main button and check what kind of popup we need afterwards.
* @skip static void
* @skip static void
* @until eina_stringshare_add
* @until }
*
* Each button has two callbacks, one is our hack to close the hover
* properly based on which widget it belongs to, the other a simple
* printf that will show the action with the anchors own data. This is
* not how you would usually do it. Instead, the common case is to have
* one callback for the button that will know which function to call to end
* things, but since we are doing it this way it's worth noting that
* smart callbacks will be called in reverse in respect to the order they
* were added, and since our @c btn_end_cb will close the hover, and thus
* delete our buttons, the other callback wouldn't be called if we had
* added it before.
*
* After our telephone popup, there are a few others that are practically
* the same, so they won't be shown here.
*
* Once we are done with that, it's time to place our actions into our
* hover. Main button goes in the middle without much questioning, and then
* we see if we have a secondary button and a box of extra options.
* Because I said so, secondary button goes on either side and box of
* options either on top or below the main one, but to choose which
* exactly, we use the hints our callback info has, which saves us from
* having to do the math and see which side has more space available, with
* a little special case where we delete our extra stuff if there's nowhere
* to place it.
* @skip url:
* @skip }
* @skip evas_object_smart
* @until evas_object_del(box)
* @until }
* @until }
*
* The example will look like this:
*
* @image html screenshots/anchorblock_01.png
* @image latex screenshots/anchorblock_01.eps width=\textwidth
*
* @example anchorblock_example_01.c
*/
/**
* @page tutorial_check Check example
* @dontinclude check_example_01.c
*
* This example will show 2 checkboxes, one with just a label and the second
* one with both a label and an icon. This example also ilustrates how to
* have the checkbox change the value of a variable and how to react to those
* changes.
*
* We will start with the usual setup code:
* @until show(bg)
*
* And now we create our first checkbox, set its label, tell it to change
* the value of @p value when the checkbox stats is changed and ask to be
* notified of state changes:
* @until show
*
* For our second checkbox we are going to set an icon so we need to create
* and icon:
* @until show
* @note For simplicity we are using a rectangle as icon, but any evas object
* can be used.
*
* And for our second checkbox we set the label, icon and state to true:
* @until show
*
* We now do some more setup:
* @until ELM_MAIN
*
* And finally implement the callback that will be called when the first
* checkbox's state changes. This callback will use @p data to print a
* message:
* @until }
* @note This work because @p data is @p value(from the main function) and @p
* value is changed when the checkbox is changed.
*
* Our example will look like this:
*
* @image html screenshots/check_example_01.png
* @image latex screenshots/check_example_01.eps width=\textwidth
*
* @example check_example_01.c
*/
/**
* @page tutorial_colorselector Color selector example
* @dontinclude colorselector_example_01.c
*
* This example shows how to change the color of a rectangle using a color
* selector. We aren't going to explain a lot of the code since it's the
* usual setup code:
* @until show(rect)
*
* Now that we have a window with background and a rectangle we can create
* our color_selector and set it's initial color to fully opaque blue:
* @until show
*
* Next we tell ask to be notified whenever the color changes:
* @until changed
*
* We follow that we some more run of the mill setup code:
* @until ELM_MAIN()
*
* And now get to the callback that sets the color of the rectangle:
* @until }
*
* This example will look like this:
*
* @image html screenshots/colorselector_example_01.png
* @image latex screenshots/colorselector_example_01.eps width=\textwidth
*
* @example colorselector_example_01.c
*/
/**
* @page slideshow_example Slideshow widget example
*
* This application is aimed to exemplify the slideshow widget. It
* consists of a window with a slideshow widget set as "resize
* object", along with a control bar, in the form of a notify. Those
* controls will exercise most of the slideshow's API functions.
*
* We create the slideshow, itself, first, making it @b loop on its
* image itens, when in slideshow mode:
* @dontinclude slideshow_example.c
* @skip slideshow = elm_slideshow_add
* @until evas_object_show
*
* Next, we define the item class for our slideshow
* items. Slideshow images are going to be Elementary @ref Photo "photo"
* widgets, here, as pointed by our @c get class
* function. We'll let the Elementary infrastructure to delete those
* objects for us, and, as there's no additional data attached to our
* slideshow items, the @c del class function can be left undefined:
* @dontinclude slideshow_example.c
* @skip itc
* @until ;
* @dontinclude slideshow_example.c
* @skip itc.func
* @until = NULL
* @dontinclude slideshow_example.c
* @skip get our images to make slideshow items
* @until }
*
* We now get to populate the slideshow widget with items. Our images
* are going to be some randomly chosen from the Elementary package,
* nine of them. For the first eight, we insert them ordered in the
* widget, by using elm_slideshow_item_sorted_insert(). The comparing
* function will use the image names to sort items. The last item is
* inserted at the end of the slideshow's items list, with
* elm_slideshow_item_add(). We check out how that list ends with
* elm_slideshow_items_get(), than:
* @dontinclude slideshow_example.c
* @skip static const char *img
* @until _2
* @dontinclude slideshow_example.c
* @skip first =
* @until data_get
*
* Note that we save the pointers to the first and last items in the
* slideshow, for future use.
*
* What follows is the code creating a notify, to be shown over the
* slideshow's viewport, with knobs to act on it. We're not showing
* that boilerplate code, but only the callbacks attached to the
* interesting smart events of those knobs. The first four are
* buttons, which will:
* - Select the @b next item in the slideshow
* - Select the @b previous item in the slideshow
* - Select the @b first item in the slideshow
* - Select the @b last item in the slideshow
*
* Check out the code for those four actions, being the two last @c
* data pointers the same @c first and @c last pointers we save
* before, respectively:
* @dontinclude slideshow_example.c
* @skip jump to next
* @until }
* @until }
* @until }
* @until }
*
* What follow are two hoversels, meant for one to change the
* slideshow's @b transition and @b layout styles, respectively. We
* fetch all the available transition and layout names to populate
* those widgets and, when one selects any of them, we apply the
* corresponding setters on the slideshow:
* @dontinclude slideshow_example.c
* @skip hv = elm_hoversel_add
* @until show(hv)
* @until show(hv)
* @dontinclude slideshow_example.c
* @skip transition changed
* @until }
* @until }
*
* For one to change the transition @b time on the slideshow widget,
* we use a spinner widget. We set it to the initial value of 3
* (seconds), which will be probed by the next knob -- a button
* starting the slideshow, de facto. Note that changing the transition
* time while a slideshow is already happening will ajust its
* transition time:
* @dontinclude slideshow_example.c
* @skip spin = elm_spinner_add
* @until evas_object_show
* @dontinclude slideshow_example.c
* @skip slideshow transition time has
* @until }
*
* Finally, we have two buttons which will, respectively, start and
* stop the slideshow on our widget. Here are their "clicked"
* callbacks:
* @dontinclude slideshow_example.c
* @skip start the show
* @until }
* @until }
*
* This is how the example program's window looks like:
* @image html screenshots/slideshow_example.png
* @image latex screenshots/slideshow_example.eps width=\textwidth
*
* See the full @ref slideshow_example_c "source code" for
* this example.
*
* @example slideshow_example.c
*/
/**
* @page tutorial_photocam Photocam example
* @dontinclude photocam_example_01.c
*
* In this example we will have a photocam and a couple of buttons and slider to
* control the photocam. To avoid cluttering we'll only show the parts of the
* example that relate to the photocam, the full source code can be seen @ref
* photocam_example_01.c "here".
*
* Creating a photocam is as easy as creating any other widget:
* @skipline elm_photocam_add
*
* A photocam is only useful if we have a image on it, so lets set a file for it
* to work with:
* @until file_set
*
* We now set the photocam to not bounce horizontally:
* @until bounce_set
*
* And we want to know when the photocam has finished loading the image so:
* @until smart_callback
*
* The reason to know when the image is loaded is so that we can bring the
* center of the image into view:
* @skip static
* @until }
*
* As mentioned we have 2 buttons in this example, the "Fit" one will cause
* the photocam to go in to a zoom mode that makes the image fit inside the
* photocam. Tough this has no effect on the image we also print what region was
* being viewed before setting the zoom mode:
* @until }
* @note When in fit mode our slider(explained below) won't work.
*
* The second button("Unfit") will bring the photocam back into manual zoom
* mode:
* @until }
*
* Our slider controls the level of zoom of the photocam:
* @until }
* @note It is important to note that this only works when in manual zoom mode.
*
* Our example will initially look like this:
*
* @image html screenshots/photocam_example_01.png
* @image latex screenshots/photocam_example_01.eps width=\textwidth
*
* @example photocam_example_01.c
*/
/**
* @page inwin_example_01 Inwin - General overview
*
* Inwin is a very simple widget to show, so this example will be a very simple
* one, just using all of the available API.
*
* The program is nothing but a window with a lonely button, as shown here.
*
* @image html screenshots/inwin_example.png
* @image latex screenshots/inwin_example.eps width=\textwidth
*
* And pressing the button makes an inwin appear.
*
* @image html screenshots/inwin_example_a.png
* @image latex screenshots/inwin_example_a.eps width=\textwidth
*
* And the code is just as simple. We being with some global variables to keep
* track of our Inwin.
* @dontinclude inwin_example.c
* @skip static
* @until current_style
*
* And two callbacks used by the buttons the above screenshot showed. In these,
* we check if @c inwin exists and execute the proper action on it. If it's not
* there anymore, then we were abandoned to our luck, so we disabled ourselves.
* @until _inwin_destroy
* @until }
* @until }
*
* The lonely button from the beginning, when clicked, will call the following
* function, which begins by checking if an inwin exists, and if it's there,
* we bring it back to the front and exit from our function without any further
* ado.
* @until }
*
* But if no inwin is there to show, we need to create one. First we need the
* top-most window for the program, as no inwin can be created using other
* objects as parents. Then we create our popup, set the next style in the list
* and show it.
* @until current_style =
*
* As for the content of our inwin, it's just a box with a label and some
* buttons inside.
* @until _inwin_destroy
* @until }
*
* Now, all the code above shows how every object must always be set as content
* for some other object, be it by setting the full content, packing it in a
* box or table or working as icon for some other widget. But we didn't do
* anything like that for the inwin, this one is just created and shown and
* everything works. Other widgets can be used this way, but they would need
* to be placed and resized manually or nothing would be shown correctly. The
* inwin, however, sets itself as a children of the top-level window and will
* be resized as the parent window changes too.
*
* Another characteristic of Inwin is that when it's shown above everyone else,
* it will work kind of like a modal window, blocking any other widget from
* receiving events until the window is manually dismissed by pressing some
* button to close it or having blocking task signalling its completion so
* normal operations can be resumed. This is unlike the @ref Hover widget,
* that would show its content on top of the designated target, but clicking
* anywhere else would dismiss it automatically.
*
* To illustrate that last point, when we close the main window and an inwin
* is still there, we'll take out the content from the inwin and place it in
* a hover.
* @until }
* @until }
*
* And the rest of the program doesn't have anything else related to inwin,
* so it won't be shown here, but you can find it in
* @ref inwin_example.c "inwin_example.c".
*
* @example inwin_example.c
*/
/**
* @page tutorial_scroller Scroller example
* @dontinclude scroller_example_01.c
*
* This example is very short and will illustrate one way to use a scroller.
* We'll omit the declaration of the @p text variable because it's a very long
* @htmlonly@endhtmlonly ipsum lorem
* @htmlonly@endhtmlonly. If you really want to see the full code, it's @ref
* scroller_example_01.c "scroller_example_01.c".
*
* We start our example by creating our window and background:
* @skip EAPI
* @until show(bg)
*
* Next we create a label and set it's text to @p text(very long ipsum lorem):
* @until show(label)
*
* We then create our scroller, ask that it have the same size as the window and
* set its content:
* @until content_set
*
* We are now going to set a number of properties in our scroller:
* @li We make it bounce horizontally but not vertically.
* @li We make both scrollbars always be visible.
* @li We have the events be propagated from the content to the scroller.
* @li We enforce a page policy vertically(having a page be the size of the
* viewport) and leave horizontal scrolling free.
* @li And finally we ask the scroller to show us a region starting at 50,50 and
* having a width and height of 200px.
* @until region_show
* @note Observant reader will note that the elm_scroller_region_show() didn't
* scroll the view vertically, this is because we told the scroller to only
* accept vertical scrolling in pages.
*
* And now we're done:
* @until ELM_MAIN
*
* Our example will look like this:
*
* @image html screenshots/scroller_example_01.png
* @image latex screenshots/scroller_example_01.eps width=\textwidth
*
* @example scroller_example_01.c
*/
/**
* @page tutorial_table_01
*
* In this example we add four labels to a homogeneous table that has a padding
* of 5px between cells.
*
* The interesting bits from this example are:
* @li Where we set the table as homogeneous and the padding:
* @dontinclude table_example_01.c
* @skip padding_set
* @until homogeneous_set
* @li Where we add each label to the table:
* @skipline elm_table_pack
* @skipline elm_table_pack
* @skipline elm_table_pack
* @skipline elm_table_pack
*
* Here you can see the full source:
* @include table_example_01.c
*
* Our example will look like this:
*
* @image html screenshots/table_example_01.png
* @image latex screenshots/table_example_01.eps width=\textwidth
*
* @example table_example_01.c
*/
/**
* @page tutorial_table_02
*
* For our second example we'll create a table with 4 rectangles in it. Since
* our rectangles are of different sizes our table won't be homogeneous.
*
* The interesting bits from this example are:
* @li Where we set the table as not homogeneous:
* @dontinclude table_example_02.c
* @skipline homogeneous_set
* @li Where we add each rectangle to the table:
* @skipline elm_table_pack
* @skipline elm_table_pack
* @skipline elm_table_pack
* @skipline elm_table_pack
*
* Here you can see the full source:
* @include table_example_02.c
*
* Our example will look like this:
*
* @image html screenshots/table_example_02.png
* @image latex screenshots/table_example_02.eps width=\textwidth
*
* @example table_example_02.c
*/
/**
* @page tutorial_menu Menu Example
* @dontinclude menu_example_01.c
*
* This example shows how to create a menu with regular items, object items,
* submenus and how to delete items from a menu. The full source for this
* example is @ref menu_example_01.c "menu_example_01.c".
*
* We'll start looking at the menu creation and how to create a very simple
* item:
* @skip menu_add
* @until item_add
*
* For our next item we are going to add an icon:
* @until item_add
*
* Now we are going to add more items, but these icons are going to have a
* parent, which will put them in a sub-menu. First just another item with an
* icon:
* @until item_add
*
* Next we are going to add a button to our menu(any elm widget can be added to
* a menu):
* @until item_add
*
* We are also going to have the button delete the first item of our
* sub-menu when clicked:
* @until smart_callback
* @dontinclude menu_example_01.c
* @skip static
* @until }
*
* We now add a separator and three more regular items:
* @until item_add
* @until item_add
* @until item_add
*
* We now add another item, however this time it won't go the sub-menu and it'll
* be disabled:
* @until disabled_set
*
* To make sure that our menu is shown whenever the window is clicked(and where
* clicked) we use the following callback:
* @dontinclude menu_example_01.c
* @skip static
* @skipline static
* @until }
*
* Our example will look like this:
*
* @image html screenshots/menu_example_01.png
* @image latex screenshots/menu_example_01.eps width=\textwidth
*
* @example menu_example_01.c
*/
/**
* @page win_example_01 Win - General API overview
*
* For most users of the Elementary API, the @ref Win widget has a lot more
* functions than what they need.
*
* In general, a developer will create a window, set some content on it and
* forget about it for the rest of its program's life, letting whatever
* Window Manager is there to handle the window. Here, however, we are going
* to show how to generally manage a window.
*
* We'll have a bit more than the usual includes here, since part of the
* example requires some low level fiddling.
* @dontinclude win_example.c
* @skip Elementary.h
* @until Ecore_X.h
*
* The program then, consists of one window with two lists of buttons, each
* of which operates on another two windows. One of them is a normal window,
* the other has the @c override flag set so the Window Manager ignores it.
*
* Pressing each button will call the corresponding function to act on the
* corresponding window. These are pretty self explanatory, so we'll show
* them in one batch.
* @skip static void
* @until elm_win_sticky_set
* @until }
*
* Next, we handle the main window closing. We have a @c "delete,request"
* callback set to ask if really want to quit. If so, we end the main loop,
* otherwise just delete the popup message and continue running normally.
* @until _no_quit_cb
* @until _no_quit_cb
* @until }
*
* The non-managed window, being completely ignored by the Window Manager,
* is likely to never receive keyboard focus, even if we click on its entry
* to write something. So we have a button on it that will forcefully focus
* it by using some lower level functions to act directly on the X window.
* Then, each time one of the window is focused, we print some message on a
* console to show this more clearly.
* @until _win_focused_cb
* @until }
*
* And to finalize, the main function creates a window to hold all the action
* buttons and another two to show how (and what) works on each of them.
*
* First, the main window will be a normal window, we'll enable the focus
* highlight regardless of how it is configured so it's easier to navigate
* the window with the keyboard. Then we hook our focus and delete callbacks
* and set up the rest of the window's content.
* @until evas_object_show(box)
*
* The first of our sub-windows is the managed one. We'll create it as a
* dialog, which should make the Window Manager treat it as a non-resizable
* window. We are also setting the window to be auto-deleted when the close
* button in the titlebar is pressed.
* @until evas_object_show(o)
*
* Now, we added an icon to the window as a resize object. We also set this
* icon to not scale, and no weight size hints have been set for it. This way,
* even if we hadn't created the window as a dialog, it would still not be
* resizable. The window size is defined by its content, so it would never be
* smaller than the smallest of its resize objects, and for it to be resizable,
* all of those objects have to allow it.
*
* Next, we add the buttons with the actions to perform on this window. Using
* a macro saves us typing and makes the world a happier place.
* @until WIN_ACTION(sticky)
*
* The maximize one is likely to not work, because the Window Manager will
* probably not enforce it upon a window that states its maximum size, much
* less a dialog. But that can be changed by editting the example to use
* #ELM_WIN_BASIC when creating the window and adding the following line to
* the icon set as content
* @code
* evas_object_size_hint_weight_set(o, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
* @endcode
*
* Lastly, the second sub-window will have it's override flag set. In it we
* have a label with some text, and entry and a button. The entry can be
* clicked normally to set focus on it, but whether it actually gets keyboard
* input will also depend on the window getting focus, and since the window
* is an override one, it will probably not gain it by normal means. The
* button is there to force the focus at the X level to go to our window.
* And to finish, another list of buttons with actions to perform on this
* last window. Remember that most of them are requests or hints for the
* Window Manager, so they are likely to do nothing on this window.
* Similarly, there won't be any way to move it or resize it, because we
* haven't implemented that kind of control on this example and that's
* something controlled by Window Managers on windows they are tracking, which
* is not the case with this one.
* @until ELM_MAIN
*
* The full code listing of this example can be found at
* @ref win_example.c "win_example.c".
*
* @example win_example.c
*/
/**
* @page web_example_01 Web - Simple example
*
* WebKit-EFL is independent of any particular toolkit, such as Elementary,
* so using it on applications requires that the programmer writes a lot of
* boiler plate code to manage to manage the web object.
*
* For a full featured browser this may make sense, as the programmer will
* want to have full control of every aspect of the web object, since it's the
* main component of the application. But other programs with simpler
* requirements, having to write so much code is undesired.
*
* This is where elm_web comes in. Its purpose is to provide a simple way
* for developers to embed a simple web object in their programs, simplifying
* the common use cases.
*
* This is not to say that a browser can't be made out of it, as this example
* shows.
*
* We'll be making a simple browser, consisting of one window with an URL bar,
* a toolbar to be used for the tabs and a pager to show one page at a time.
*
* When all tabs are closed, we'll be showing a default view with some custom
* content, for which we need to get the internal @c ewk_view object and use
* some WebKit functions on it, thus we need to include the necessary headers
* first.
*
* @dontinclude web_example.c
* @skip include
* @until EWebKit
*
* A struct to keep track of the different widgets in use and the currently
* shown tab. There's also an @c exiting flag, used to work around the overly
* simplistic way in which this example is written, just to avoid some
* warnings when closing the program.
*
* @skip typedef
* @skip typedef
* @until App_Data
*
* Each tab has its own struct too, but there's not much to it.
* @until };
*
* Whenever the currently selected tab changes, we need to update some state
* on the application. The back and forward buttons need to be disabled
* accordingly and the URL bar needs to show the right address.
*
* @skip static void
* @until naviframe_item_simple_promote
* @until }
*
* Other updates happen based on events from the web object, like title change
* to update the name shown in the tab, and URL change which will update the
* URL bar if the event came from the currently selected tab.
*
* @skip tab_current_set
* @skip static void
* @until }
* @until }
*
* Adding a new tab is just a matter of creating a new web widget, its data
* and pushing it into the pager. A lot of the things that we should handle
* here, such as how to react to popups and JavaScript dialogs, are done
* already in the @c elm_web widget, so we can rely on their default
* implementations. For the JavaScript dialogs we are going to avoid having
* them open in a new window by setting the @c Inwin mode.
*
* There is no default implementation, however, for the requests to create a
* new window, so we have to handle them by setting a callback function that
* will ultimately call this very same function to add a new tab.
*
* @skip Tab_Data
* @until }
*
* Entering an address in the URL bar will check if a tab exists, and if not,
* create one and set the URL for it. The address needs to conform to the URI
* format, so we check that it does and add the protocol if it's missing.
*
* @skip static char
* @until eina_stringshare_del
* @until }
*
* The navigation buttons are simple enough. As for the refresh, it normally
* reloads the page using anything that may exist in the caches if applicable,
* but we can press it while holding the @c Shift key to avoid the cache.
*
* @skip static void
* @until web_forward
* @until }
*
* The callback set for the new window request creates a new tab and returns
* the web widget associated with it. This is important, this function must
* return a valid web widget returned by elm_web_add().
*
* @skip static Evas_Object
* @until }
*
* Pressing @c Ctrl-F will bring up the search box. Nothing about the box
* itself is worth mentioning here, but it works as you would expect from any
* other browser. While typing on it, it will highlight all occurrences of the
* searched word. Pressing @c Enter will go to the next instance and the two
* buttons next to the entry will move forward and backwards through the found
* keywords.
*
* @skip win_del_request
* @skip static void
* @until win_search_trigger
* @until }
*
* Last, create the main window and put all of the things used above in it. It
* contains a default web widget that will be shown when no tabs exist. This
* web object is not browsable per se, so history is disabled in it, and we
* set the same callback to create new windows, on top of setting some custom
* content of our own on it, with some links that will open new tabs to start
* browsing quickly.
*
* @skip static void
* @until ELM_MAIN
*
* Some parts of the code were left out, as they are not relevant to the
* example, but the full listing can be found at @ref web_example.c
* "web_example.c".
*
* @example web_example.c
*/
/**
* @page efl_thread_1 EFL Threading example 1
*
* You can use threads with Elementary (and EFL) but you need to be careful
* to only use eina or eet calls inside a thread. Other libraries are not
* totally threadsafe except for some specific ecore calls designed for
* working from threads like the ecore_pipe_write() and ecore_thread calls.
*
* Below is an example of how to use EFL calls from a native thread you have
* already created. You have to put the EFL calls inside the critical block
* between ecore_thread_main_loop_begin() and ecore_thread_main_loop_end()
* which ensure you gain a lock on the mainloop. Beware that this requires
* that the thread WAIT to synchronize with the mainloop at the beginning of
* the critical section. It is highly suggested you use as few of these
* in your thread as possible and probably put just a single
* ecore_thread_main_loop_begin() / ecore_thread_main_loop_end() section
* at the end of the threads calculation or work when it is done and
* would otherwise exit to sit idle.
*
* For a progression of examples that become more complex and show other
* ways to use threading with EFL, please see:
*
* @ref efl_thread_2
*
* @ref efl_thread_3
*
* @ref efl_thread_4
*
* @ref efl_thread_5
*
* @ref efl_thread_6
*
* @include efl_thread_1.c
*/
/**
* @page efl_thread_2 EFL Threading example 2
*
* You can also use ecore_main_loop_thread_safe_call_sync() to call a
* specific function that needs to do EFL main loop operations. This call
* will block and wait to synchronise to the mainloop just like
* ecore_thread_main_loop_begin() / ecore_thread_main_loop_end() will,
* but instead you simply provide it the function callback to call instead
* of inlining your code.
*
* @ref efl_thread_3
*
* @ref efl_thread_4
*
* @ref efl_thread_5
*
* @ref efl_thread_6
*
* @include efl_thread_2.c
*/
/**
* @page efl_thread_3 EFL Threading example 3
*
* Like with ecore_main_loop_thread_safe_call_sync() you can provide a
* callback to call inline in the mainloop, but this time with
* ecore_main_loop_thread_safe_call_async() the callback is queued and
* called asynchronously, without the thread blocking. The mainloop will
* call this function when it comes around to its synchronisation point. This
* acts as a "fire and forget" way of having the mainloop do some work
* for a thread that has finished processing some data and is read to hand it
* off to the mainloop and the thread wants to march on and do some more work
* while the main loop deals with "displaying" the results of the previous
* calculation.
*
* @ref efl_thread_4
*
* @ref efl_thread_5
*
* @ref efl_thread_6
*
* @include efl_thread_3.c
*/
/**
* @page efl_thread_4 EFL Threading example 4
*
* Now when you want to have a thread do some work, send back results to
* the mainloop and continue running but the mainloop controls when the
* thread should stop working, you need some extra flags. This is an example
* of how you might use ecore_main_loop_thread_safe_call_async() and pthreads
* to do this.
*
* @ref efl_thread_5
*
* @ref efl_thread_6
*
* @include efl_thread_4.c
*/
/**
* @page efl_thread_5 EFL Threading example 5
*
* This is the same as @ref efl_thread_4 but now uses the ecore_thread
* infrastructure to have a running worker thread that feeds results back
* to the mainloop and can easily be cancelled. This saves some code in the
* application and makes for fewer problem spots if you forget a mutex.
*
* @ref efl_thread_6
*
* @include efl_thread_5.c
*/
/**
* @page efl_thread_6 EFL Threading example 6
*
* You can also use the ecore_thread infrastructure for compute tasks that
* don't send feedback as they go - they are one-shot compute jobs and when
* done they will trigger the end callback in the mainloop which is intended
* to pick up the results and "display them".
*
* @include efl_thread_6.c
*/
/**
* @page bg_example_01_c bg_example_01.c
* @include bg_example_01.c
* @example bg_example_01.c
*/
/**
* @page bg_example_02_c bg_example_02.c
* @include bg_example_02.c
* @example bg_example_02.c
*/
/**
* @page bg_example_03_c bg_example_03.c
* @include bg_example_03.c
* @example bg_example_03.c
*/
/**
* @page actionslider_example_01 Actionslider example
* @include actionslider_example_01.c
* @example actionslider_example_01.c
*/
/**
* @page transit_example_01_c Transit example 1
* @include transit_example_01.c
* @example transit_example_01.c
*/
/**
* @page transit_example_02_c Transit example 2
* @include transit_example_02.c
* @example transit_example_02.c
*/
/**
* @page general_functions_example_c General (top-level) functions example
* @include general_funcs_example.c
* @example general_funcs_example.c
*/
/**
* @page clock_example_c Clock example
* @include clock_example.c
* @example clock_example.c
*/
/**
* @page datetime_example_c Datetime example
* @include datetime_example.c
* @example datetime_example.c
*/
/**
* @page dayselector_example_c Dayselector example
* @include dayselector_example.c
* @example dayselector_example.c
*/
/**
* @page flipselector_example_c Flipselector example
* @include flipselector_example.c
* @example flipselector_example.c
*/
/**
* @page fileselector_example_c Fileselector example
* @include fileselector_example.c
* @example fileselector_example.c
*/
/**
* @page fileselector_button_example_c Fileselector button example
* @include fileselector_button_example.c
* @example fileselector_button_example.c
*/
/**
* @page fileselector_entry_example_c Fileselector entry example
* @include fileselector_entry_example.c
* @example fileselector_entry_example.c
*/
/**
* @page index_example_01_c Index example
* @include index_example_01.c
* @example index_example_01.c
*/
/**
* @page index_example_02_c Index example
* @include index_example_02.c
* @example index_example_02.c
*/
/**
* @page layout_example_01_c layout_example_01.c
* @include layout_example_01.c
* @example layout_example_01.c
*/
/**
* @page layout_example_02_c layout_example_02.c
* @include layout_example_02.c
* @example layout_example_02.c
*/
/**
* @page layout_example_03_c layout_example_03.c
* @include layout_example_03.c
* @example layout_example_03.c
*/
/**
* @page layout_example_edc An example of layout theme file
*
* This theme file contains two groups. Each of them is a different theme, and
* can be used by an Elementary Layout widget. A theme can be used more than
* once by many different Elementary Layout widgets too.
*
* @include layout_example.edc
* @example layout_example.edc
*/
/**
* @page gengrid_example_c Gengrid example
* @include gengrid_example.c
* @example gengrid_example.c
*/
/**
* @page genlist_example_01_c genlist_example_01.c
* @include genlist_example_01.c
* @example genlist_example_01.c
*/
/**
* @page genlist_example_02_c genlist_example_02.c
* @include genlist_example_02.c
* @example genlist_example_02.c
*/
/**
* @page genlist_example_04_c genlist_example_04.c
* @include genlist_example_04.c
* @example genlist_example_04.c
*/
/**
* @page genlist_example_05_c genlist_example_05.c
* @include genlist_example_05.c
* @example genlist_example_05.c
*/
/**
* @page thumb_example_01_c thumb_example_01.c
* @include thumb_example_01.c
* @example thumb_example_01.c
*/
/**
* @page progressbar_example_c Progress bar example
* @include progressbar_example.c
* @example progressbar_example.c
*/
/**
* @page slideshow_example_c Slideshow example
* @include slideshow_example.c
* @example slideshow_example.c
*/
/**
* @page efl_thread_1_c EFL Threading example 1
* @include efl_thread_1.c
* @example efl_thread_1.c
*/
/**
* @page efl_thread_2_c EFL Threading example 2
* @include efl_thread_2.c
* @example efl_thread_2.c
*/
/**
* @page efl_thread_3_c EFL Threading example 3
* @include efl_thread_3.c
* @example efl_thread_3.c
*/
/**
* @page efl_thread_4_c EFL Threading example 4
* @include efl_thread_4.c
* @example efl_thread_4.c
*/
/**
* @page efl_thread_5_c EFL Threading example 5
* @include efl_thread_5.c
* @example efl_thread_5.c
*/
/**
* @page efl_thread_6_c EFL Threading example 6
* @include efl_thread_6.c
* @example efl_thread_6.c
*/