* @li @ref tutorial_edje_multisense
* @li @ref tutorial_edje_basic2
* @li @ref tutorial_edje_signals_2
+ * @li @ref tutorial_edje_animations_2
*/
/**
* edje_cc -id /path/to/the/image signalsBubble.edc
* @endverbatim
*/
+
+/**
+ * @page tutorial_edje_animations_2 Edje animations example 2
+ *
+ * In this example we will make an animation of a bouncing ball.
+ *
+ * Our focus now will be in the .edc file, because in the C source code we just load the edje object and do
+ * nothing else.
+ *
+ * We want to give the freedom to the object to use the whole canvas of our program, so lets define
+ * the min, max of our group:
+ *
+ * @dontinclude animations2.edc
+ * @skipline max
+ * @skipline min
+ *
+ * You will notice that in our .c file the canvas will have this size
+ *
+ * Now we will define our part that's going to be our image, the ball:
+ * @skip part{
+ * @until type:
+ *
+ *
+ * At the description block bellow we are saying that this part has an image, defining
+ * the max and min size and it's position on the edje_object. The default state is the first
+ * state of the part, this means that when the edje object is loaded this one is going to be showed to you.
+ *
+ * Here it is:
+ * @dontinclude animations2.edc
+ * @skip description
+ * @until }
+ * @until }
+ *
+ * Now in the next description block we are saying where the ball is going to stop.
+ * Note that we have the "inherit" property. This means we are inheriting everything from default,
+ * except rel1 and rel2, because we are redefining it.
+ *
+ * Check the code:
+ *
+ * @skip description
+ * @until }
+ *
+ * We defined how our object will look like and it's position during the animation,
+ * now we need to define how it's going to act during the time. To do this we will
+ * use the programs block
+ *
+ * The first program block will start the animation, it will wait for the 'load' signal. This signal
+ * is generated when the edje object is loaded. The 'after' property is saying to this program block exactly this:
+ * "When you finish, call the program 'animation,state1' ". The 'in' property is saying, wait 0.5 seconds until you execute this program block.
+ *
+ * Here is the code:
+ *
+ * @skip program {
+ * @until }
+ *
+ * Now lets make the ball move and bounce it. In the second program block we are defining what we need to do
+ * with the action property. So we are saying change to the state "down-state" using the transition BOUNCE
+ * and apply this to the part "part_bubble". You can notice that BOUNCE has three parameters, the first one
+ * is saying how much time the transition will last, the second one is the factor of curviness
+ * and the last one is saying how many times and object will bounce.
+ *
+ * The code is very easy:
+ *
+ * @skip program {
+ * @until }
+ *
+ * Now all you have to do is compile the code and run it!
+ *
+ * When you compile and run it you should see this:
+ * @image html signal2final.png
+ * @image rtf signal2final.png
+ * @image latex signal2final.eps width=\textwidth
+ *
+ * The .edc file:
+ * @include animations2.edc
+ *
+ * The source code:
+ * @include animations2.c
+ *
+ * To compile use this command:
+ * @verbatim
+ * gcc -o animations2 animations2.c -DPACKAGE_BIN_DIR=\"/Where/enlightenment/is/installed/bin\"
+ * -DPACKAGE_LIB_DIR=\"/Where/enlightenment/is/installed/lib\"
+ * -DPACKAGE_DATA_DIR=\"/Where/enlightenment/is/installed/share\"
+ * `pkg-config --cflags --libs evas ecore ecore-evas edje`
+ *
+ * edje_cc animations2.edc
+ * @endverbatim
+ */
--- /dev/null
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#else
+#define PACKAGE_EXAMPLES_DIR "."
+#define __UNUSED__
+#endif
+
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <Edje.h>
+#include <stdio.h>
+
+#define WIDTH (700)
+#define HEIGHT (700)
+
+static void
+_on_delete(Ecore_Evas *ee)
+{
+ ecore_main_loop_quit();
+}
+
+int
+main(int argc __UNUSED__, char **argv)
+{
+ char edje_file_path[PATH_MAX];
+ const char *edje_file = "animations2.edj";
+ Evas *evas;
+ Ecore_Evas *ee;
+ Eina_Prefix *pfx;
+ Evas_Object *edje_obj;
+ Evas_Object *bg;
+
+ if (!ecore_evas_init()) return EXIT_FAILURE;
+
+ if (!edje_init()) goto shutdown_ecore_evas;
+
+ pfx = eina_prefix_new(argv[0], main, "EDJE_EXAMPLES", "edje/examples",
+ edje_file, PACKAGE_BIN_DIR, PACKAGE_LIB_DIR,
+ PACKAGE_DATA_DIR, PACKAGE_DATA_DIR);
+
+ if (!pfx) goto shutdown_edje;
+
+ ee = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL);
+
+ if (!ee) goto eina_prefix_free;
+
+ ecore_evas_callback_delete_request_set(ee, _on_delete);
+ ecore_evas_title_set(ee, "Animations");
+
+ evas = ecore_evas_get(ee);
+
+ bg = evas_object_rectangle_add(evas);
+ evas_object_color_set(bg, 255, 255, 255, 255);
+ evas_object_move(bg, 0, 0);
+ evas_object_resize(bg, WIDTH, HEIGHT);
+ evas_object_show(bg);
+
+ ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);
+ evas_object_focus_set(bg, EINA_TRUE);
+
+ edje_obj = edje_object_add(evas);
+
+ snprintf(edje_file_path, sizeof(edje_file_path), "%s/examples/%s",
+ eina_prefix_data_get(pfx), edje_file);
+
+ if (!edje_object_file_set(edje_obj, edje_file_path, "animation_group"))
+ {
+ int err = edje_object_load_error_get(edje_obj);
+ const char *errmsg = edje_load_error_str(err);
+ fprintf(stderr, "Could not load the edje file - reason:%s\n", errmsg);
+ goto eina_prefix_free;
+ }
+
+ evas_object_resize(edje_obj, 700, 700);
+ evas_object_move(edje_obj, 50, 50);
+ evas_object_show(edje_obj);
+
+ ecore_evas_show(ee);
+
+ ecore_main_loop_begin();
+
+ eina_prefix_free(pfx);
+ ecore_evas_free(ee);
+ edje_shutdown();
+ ecore_evas_shutdown();
+
+ return EXIT_SUCCESS;
+
+ eina_prefix_free: eina_prefix_free(pfx);
+
+ shutdown_edje: edje_shutdown();
+
+ shutdown_ecore_evas: ecore_evas_shutdown();
+
+ return EXIT_FAILURE;
+}
--- /dev/null
+collections {
+ group {
+ name: "animation_group";
+ max: 700 700;
+ min: 700 700;
+ images{
+ image: "bubble.png" COMP;
+ }
+ parts{
+ part{
+ name: "part_bubble";
+ type: IMAGE;
+ description{
+ state: "default" 0.0;
+ max: 63 63;
+ min: 63 63;
+ image{
+ normal: "bubble.png";
+ }
+ rel1.relative: 0.0 0.0;
+ rel2.relative: 0.0 0.0;
+ }
+ description {
+ state: "down-state" 1.0;
+ inherit: "default" 0.0;
+ rel1.relative: 0.0 1.0;
+ rel2.relative: 0.0 0.0;
+ }
+ }
+
+ }
+ programs{
+ program {
+ signal: "load";
+ source: "";
+ in: 0.5 0.0;
+ after: "animation,state1";
+ }
+ program {
+ name: "animation,state1";
+ source: "";
+ action: STATE_SET "down-state" 1.0;
+ target: "part_bubble";
+ transition: BOUNCE 2.5 0.0 5.0;
+ }
+ }
+ }
+}
- @ref tutorial_edje_box2
- @ref tutorial_edje_color_class
- @ref tutorial_edje_animations
+- @ref tutorial_edje_animations_2
- @ref Example_Edje_Signals_Messages
- @ref tutorial_edje_signals_2
- @ref tutorial_edje_text