*
* @ref actionslider_example_page
*
- * @ref elm_animator_example_page_01
- *
* @ref transit_example_01_explained
*
* @ref transit_example_02_explained
*
* @ref spinner_example
*
+ * @ref slider_example
+ *
+ * @ref panes_example
+ *
* @ref clock_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_03
*
+ * @ref toolbar_example_01
+ *
+ * @ref toolbar_example_02
+ *
+ * @ref toolbar_example_03
+ *
+ * @ref segment_control_example
+ *
* @ref flipselector_example
*
* @ref fileselector_example
*
* @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
*/
/**
* @until }
*
* The next callback will be used when setting the overlay (using
- * elm_bg_overlay_set()):
+ * elm_object_content_set()):
*
* @skip _cb_overlay_changed
* @until }
*
* @skipline elm_radio_value_set
*
- * Then we add a checkbox for the elm_bg_overlay_set() function:
+ * 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_bg_overlay_set() to the
+ * 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.
*
*/
/**
- * @page elm_animator_example_page_01 Animator usage
- * @dontinclude animator_example_01.c
- *
- * For this example we will be using a bit of evas, you could animate a
- * elementary widget in much the same way, but to keep things simple we use
- * an evas_object_rectangle.
- *
- * As every other example we start with our include and a simple callback to
- * exit the app when the window is closed:
- * @skipline #include
- * @until }
- *
- * This next callback is the one that actually creates our animation, it
- * changes the size, position and color of a rectangle given to it in @a
- * data:
- * @until }
- *
- * Next we have a callback that prints a string, nothing special:
- * @until }
- *
- * This next callback is a little more interesting, it has a state variable
- * to know if the animation is currently paused or running, and it toogles
- * the state of the animation accordingly:
- * @until }
- * @until }
- * @until }
- *
- * Finally we have a callback to stop the animation:
- * @until }
- *
- * As with every example we need to do a bit of setup before we can actually
- * use an animation, but for the purposes of this example that's not relevant
- * so let's just skip to the good stuff, creating an animator:
- * @skipline animator_add
- * @note Since elm_animator is not a widget we can give it a NULL parent.
- *
- * Now that we have an elm_animator we set it's duration to 1 second:
- * @line duration_set
- *
- * We would also like our animation to be reversible, so:
- * @line reverse_set
- *
- * We also set our animation to repeat as many times as possible, which will
- * mean that _end_cb will only be called after UINT_MAX * 2 seconds(UINT_MAX
- * for the animation running forward and UNIT_MAX for the animation running
- * backwards):
- * @line repeat_set
- *
- * To add some fun to our animation we will use the IN_OUT curve style:
- * @line curve_style
- *
- * To actually animate anything we need an operation callback:
- * @line operation_callback
- *
- * Even though we set our animation to repeat for a very long time we are
- * going to set a end callback to it:
- * @line completion_callback
- * @note Notice that stoping the animation with the stop button will not make
- * _end_cb be called.
- *
- * Now that we have fully set up our animator we can tell it to start
- * animating:
- * @line animate
- *
- * There's a bit more of code that doesn't really matter to use so we skip
- * right down to our last interesting point:
- * @skipline animator_del
- * @note Because we created our animator with no parent we need to delete it
- * ourselves.
- *
- * The example should look like this:
- *
- * @image html screenshots/animator_example_01.png
- * @image latex screenshots/animator_example_01.eps width=\textwidth
- * @n
- * @image html screenshots/animator_example_02.png
- * @image latex screenshots/animator_example_02.eps width=\textwidth
- * @n
- * @image html screenshots/animator_example_03.png
- * @image latex screenshots/animator_example_03.eps width=\textwidth
- *
- * The full source code for this example can be found @ref
- * animator_example_01_c "here"
- */
-
-/**
* @page transit_example_03_c elm_transit - Combined effects and options.
*
* This example shows how to apply the following transition effects:
* @skip on_done
* @until evas_object_resize
*
- * We also add a resizeable white background to use behind our animation:
+ * We also add a resizable white background to use behind our animation:
*
* @skip bg_add
* @until evas_object_show
* @skip on_done
* @until evas_object_resize
*
- * We also add a resizeable white background to use behind our animation:
+ * We also add a resizable white background to use behind our animation:
*
* @skip bg_add
* @until evas_object_show
* 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_button_icon_unset() first to keep the reference
+ * 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 elm_win_autodel
*
* Next a simple background is placed on our windows. More details on
- * @ref bg_01_example_page:
+ * @ref bg_01_example_page :
* @until evas_object_show(bg)
*
* Now, the exciting part, let's add the calendar with elm_calendar_add(),
* @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.
+ * 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,
+ * <tt> changed </tt> and <tt> delay,changed </tt>. 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.
+ *
+ * <tt> "clicked" signal </tt>:
+ *
+ * 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"
+ *
+ * <tt> "press" signal </tt>:
+ *
+ * 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:
+ *
+ * <tt> "unpress" signal </tt>:
+ *
+ * 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"
+
+ * <tt> "clicked,double" signal </tt>:
+ *
+ * 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
*/
/**
+ * @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 <tt> 43 20 S, 22 90 W </tt>.
+ * 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 <tt> 43 20 S </tt> will
+ * be represented
+ * by the value <tt> -43.20 </tt>. 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 - Markers Usage
+ *
+ * This code places a Elementary map widget on a window,
+ * to exemplify part of the widget's API, related to markers.
+ *
+ * We'll start this example 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
+ *
+ * Markers can be placed over the map to represent anything we want. Let's
+ * say we want to represent some countries and cities with markers. To add
+ * a mark we need a marker class and also a group class.
+ *
+ * A marker class can be created as the following code does:
+ * @skipline marker_class_new
+ * @until style_set
+ *
+ * These lines create a new class, set a function to return the object
+ * to be displayed inside the bubble that opens when a user clicks over
+ * the mark, set the function to retrieve an icon to be placed inside
+ * the marker, and defines the style of this marker. It can be @c empty
+ * that will just show the icon, @c radio, that will place a blue circle,
+ * and @c radio2 that will place a green circle.
+ *
+ * The group classes can be created in a very similar way, but you won't
+ * set callback functions to get stuff to be placed inside the bubble,
+ * since clicking over a group marker will just get the content
+ * of all the markers composing the group and place on this bubble.
+ * The limit of markers to get can be set with function
+ * elm_map_max_marker_per_group_set() but we won't need on this example.
+ * But we can set the zoom required to display the marks that belongs
+ * to this group class, so if the zoom is less than this value, nothing
+ * will be show. The group marker style will be used when markers are
+ * near each other, and the count of markers grouped will be placed
+ * inside the group marker.
+ * @skipline group_class_new
+ * @until displayed_set
+ *
+ * For marker and group classes to represent a country, the same is done:
+ * @skipline marker_class_new
+ * @until displayed_set
+ *
+ * Next we'll create some markers representing cities and coutries.
+ * We'll append them in a list, to close up them later. To create a marker
+ * we need to pass the coordinates, marker class, group class and optionally,
+ * data:
+ * @skipline marker_add
+ * @until data_chile
+ * @until append
+ *
+ * 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 Marker_Data;
+ *
+ * We'll create instances for each place:
+ * @skipline argentina
+ * @until sky_03
+ *
+ * Finally, on our @c main function, we ask the map to show all the markers
+ * with the biggest zoom possible, passing the list of markers added:
+ * @skipline list_show
+ *
+ * Actually the zoom is not what we want, so after the download of the map
+ * is concluded, let's set another zoom level. For this we add a callback
+ * for @c "downloaded" signal:
+ * @skipline callback_add
+ *
+ * The callback function will simply set the zoom level we want and remove
+ * the callback, otherwise it would be called all the time, after the map
+ * is downloaded:
+ * @dontinclude map_example_02.c
+ * @skipline _map_downloaded
+ * @until }
+ *
+ * We added two kinds of callback functions when we added the markers.
+ * One will return the content of the bubbles, and other the icon to be
+ * placed inside the marker.
+ *
+ * To return an icon, all we need to do is add a elm_icon and return it:
+ * @dontinclude map_example_02.c
+ * @skip static Evas_Object
+ * @skip }
+ * @skipline static Evas_Object
+ * @until }
+ *
+ * For the content, let's return something more elaboreate. We will return
+ * a box with an image representing the place, and the name of this place:
+ * @skipline static Evas_Object
+ * @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 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
+ * <tt> "name,loaded" </tt> 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
*
* @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.
*/
/**
- * @page flipselector_example Flip selector widget example
+ * @page toolbar_example_01 Toolbar Example - Simple Items
*
- * This code places an Elementary flip selector widget on a window,
- * along with two buttons trigerring actions on it (though its API).
+ * This code places a Elementary toolbar widget on a window,
+ * to exemplify part of the widget's API.
*
- * The selector is being populated with the following items:
- * @dontinclude flipselector_example.c
- * @skip lbl[]
+ * 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_SHRINK_MODE_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
* @until }
*
* This call elm_layout_data_get() is used to fetch the string based on the key,
- * and elm_object_text_part_set() will set the part defined in the theme as
+ * 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
* 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_layout_content_set(). If there was already an item on this specific part,
- * it will be deleted (one can use elm_layout_content_unset() in order to remove
+ * 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
* 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_layout_content_set().
+ * 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
* 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_exmaple_03.c
+ * @dontinclude layout_example_03.c
* @skip static Eina_Bool
* @until Enlarge
* @until }
* 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.
+ * 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:
* @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 resizeable together with 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.
*
* @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 resizeable together with 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.
*
* @until evas_object_show
*
* Finally, we'll set the box as conformant's content, just like this:
- * @skipline elm_conformant_content_set
+ * @skipline elm_object_content_set
*
* Compare both examples code:
* @ref conformant_example_01.c "conformant_example_01.c"
* @image html screenshots/index_example_03.png
* @image latex screenshots/index_example_03.eps
*
- * See the full @ref index_example_c "source code" for
+ * See the full @ref index_example.c "source code" for
* this example.
*
* @example index_example_02.c
* This example will look like this:
*
* @image html screenshots/separator_example_01.png
- * @image eps screenshots/separator_example_01.eps width=\textwidth
+ * @image latex screenshots/separator_example_01.eps width=\textwidth
*
* @example separator_example_01.c
*/
* The example will look like this:
*
* @image html screenshots/radio_example_01.png
- * @image latex screenshots/radio_example_01.epx width=\textwidth
+ * @image latex screenshots/radio_example_01.eps width=\textwidth
*
* @example radio_example_01.c
*/
* This example will look like this;
*
* @image html screenshots/panel_example_01.png
- * @image latex screenshots/panel_example_01.epx width=\textwidth
+ * @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 genlist_example_01
+ * @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
* The current example will look like this when running:
*
* @image html screenshots/genlist_example_01.png
- * @image latex screenshots/genlistexample_01.eps width=\textwidth
+ * @image latex screenshots/genlist_example_01.eps width=\textwidth
*/
/**
- * @page genlist_example_02
+ * @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
* The current example will look like this when running:
*
* @image html screenshots/genlist_example_02.png
- * @image latex screenshots/genlistexample_02.eps width=\textwidth
+ * @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_SUBITEMS. 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 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 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 actionslider_example_01 Actionslider example
- * @include actionslider_example_01.c
- * @example actionslider_example_01.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 animator_example_01_c Animator example 01
- * @include animator_example_01.c
- * @example animator_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 <b>item class</b> 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<a href="http://lipsum.com/">@endhtmlonly ipsum lorem
+ * @htmlonly</a>@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 pager_content_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
*/
/**
*
* @include layout_example.edc
* @example layout_example.edc
+ */
/**
* @page gengrid_example_c Gengrid example
*/
/**
+ * @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
+ */