--- /dev/null
+/*
+* This example shows how the work of events with callback of the mouse could be useful in node rotation.
+*
+* After clicking the mouse on cube callbacks began to emit autmatically,
+* depending on mouse's position change the cube rotates with a certain
+* speed while mouse is still on the cube, also rotation slows down when
+* leaving the boundaries of the cube, all this goes on while the mouse
+* is pressed. Note, that rotation is taking place around one axis only.
+*
+* Compile with "gcc -o evas-3d-cube-rotate evas-3d-cube-rotate.c -g `pkg-config --libs --cflags evas ecore ecore-evas eo` -lm"
+*/
+
+#define EFL_EO_API_SUPPORT
+#define EFL_BETA_API_SUPPORT
+
+#include <Ecore.h>
+#include <Ecore_Evas.h>
+#include <Evas.h>
+#include <Eo.h>
+
+
+#define WIDTH 400
+#define HEIGHT 400
+
+typedef struct _Scene_Data
+{
+ Eo *scene;
+ Eo *root_node;
+ Eo *camera_node;
+ Eo *light_node;
+ Eo *mesh_node;
+
+ Eo *camera;
+ Eo *light;
+ Eo *mesh;
+ Eo *material;
+ float angle;
+ Evas_Coord mouse_old_x;
+ int mouse_diff_x;
+ int mouse_indicator;
+} Scene_Data;
+
+Eo *scene = NULL;
+Ecore_Evas *ecore_evas = NULL;
+Evas *evas = NULL;
+Eo *background = NULL;
+Eo *image = NULL;
+static float angle = 0.0f;
+float d_angle = 0.5;
+float diff_angle_x = 1;
+float diff_angle_y = 1;
+int mouse_diff_x = 0;
+int mouse_diff_y = 0;
+int mouse_old_x = 0;
+int mouse_old_y = 0;
+int indicator = 0;
+
+
+static const float cube_vertices[] =
+{
+ /* Front */
+ -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
+ -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
+ 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Back */
+ 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0,
+ -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+
+ /* Left */
+ -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0,
+ -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0,
+ -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Right */
+ 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
+ 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0,
+
+ /* Top */
+ -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0,
+ 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
+ -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
+ 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0,
+
+ /* Bottom */
+ 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0,
+ -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0,
+ 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0,
+ -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0,
+};
+
+static const unsigned short cube_indices[] =
+{
+ /* Front */
+ 0, 1, 2, 2, 1, 3,
+
+ /* Back */
+ 4, 5, 6, 6, 5, 7,
+
+ /* Left */
+ 8, 9, 10, 10, 9, 11,
+
+ /* Right */
+ 12, 13, 14, 14, 13, 15,
+
+ /* Top */
+ 16, 17, 18, 18, 17, 19,
+
+ /* Bottom */
+ 20, 21, 22, 22, 21, 23
+};
+
+static void
+_on_delete(Ecore_Evas *ee EINA_UNUSED)
+{
+ ecore_main_loop_quit();
+}
+
+static void
+_on_canvas_resize(Ecore_Evas *ee)
+{
+ int w, h;
+
+ ecore_evas_geometry_get(ee, NULL, NULL, &w, &h);
+
+ evas_object_resize(background, w, h);
+ evas_object_resize(image, w, h);
+ evas_object_move(image, 0, 0);
+}
+
+static Eina_Bool
+_continue_scene(void *data)
+{
+ Scene_Data *d = (Scene_Data *)data;
+ if (d->mouse_indicator == 1)
+ {
+ evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &data);
+ }
+ return EINA_TRUE;
+}
+
+
+static void
+_rotate_x_reload(Evas_3D_Scene *scene, Evas_Event_Mouse_Down *ev, Evas_3D_Node *node, Evas_3D_Mesh *mesh,
+ float *angle_diff, Evas_Coord *mouse_coord)
+{
+ Evas_3D_Node *n;
+ Evas_3D_Mesh *m;
+ Evas_Real s, t;
+ int mouse_diff;
+
+ eo_do(scene, evas_3d_scene_pick(ev->canvas.x, ev->canvas.y, &n, &m, &s, &t));
+
+ if ((n == node) && (m == mesh))
+ {
+ mouse_diff = ev->canvas.x - (*mouse_coord);
+ *mouse_coord = ev->canvas.x;
+ *angle_diff = (mouse_diff)/4;
+ }
+ else
+ {
+ if (*angle_diff > 2)
+ (*angle_diff)-=1;
+ else if (*angle_diff >0)
+ (*angle_diff)-=0.25;
+ else if(*angle_diff < -2)
+ (*angle_diff)+=1;
+ else if (*angle_diff <0)
+ (*angle_diff)+=0.25;
+ }
+}
+
+static void
+_play_scene(void *data, Evas *evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info)
+{
+ Evas_Event_Mouse_Down *ev = event_info;
+ Scene_Data *d = (Scene_Data *)data;
+
+ _rotate_x_reload(scene, ev, d->mesh_node, d->mesh, &d->angle, &d->mouse_old_x);
+
+ /* Run this cycle only once to avoid the callback tree. */
+ if (d->mouse_indicator == 0)
+ ecore_timer_add(0.016, _continue_scene, data);
+
+ d->mouse_indicator = 1;
+}
+
+static void
+_stop_scene(void *data, Evas *evas EINA_UNUSED, Evas_Object *eo EINA_UNUSED, void *event_info EINA_UNUSED)
+{
+ Scene_Data *d = (Scene_Data *)data;
+ d->angle = 0.0;
+ d->mouse_indicator = 2;
+}
+
+static Eina_Bool
+_animate_scene(void *data)
+{
+ Scene_Data *scene = (Scene_Data *)data;
+
+ angle += scene->angle;
+
+ eo_do(scene->mesh_node, evas_3d_node_orientation_angle_axis_set(angle, 0, 1.0, 0.0));
+
+ return EINA_TRUE;
+}
+
+static void
+_camera_setup(Scene_Data *data)
+{
+ data->camera = eo_add(EVAS_3D_CAMERA_CLASS, evas);
+ eo_do(data->camera,
+ evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0));
+
+ data->camera_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_CAMERA));
+ eo_do(data->camera_node,
+ evas_3d_node_camera_set(data->camera),
+ evas_3d_node_position_set(3.0, 3.0, 10.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
+
+ eo_do(data->root_node, evas_3d_node_member_add(data->camera_node));
+}
+
+static void
+_light_setup(Scene_Data *data)
+{
+ data->light = eo_add(EVAS_3D_LIGHT_CLASS,evas);
+
+ eo_do(data->light,
+ evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0),
+ evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0),
+ evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0));
+
+ data->light_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_LIGHT));
+
+ eo_do(data->light_node,
+ evas_3d_node_light_set(data->light),
+ evas_3d_node_position_set(5.0, 5.0, 10.0),
+ evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0,
+ EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0));
+
+ eo_do(data->root_node, evas_3d_node_member_add(data->light_node));
+}
+
+static void
+_mesh_setup(Scene_Data *data)
+{
+ /* Setup material. */
+ data->material = eo_add(EVAS_3D_MATERIAL_CLASS, evas);
+
+ eo_do(data->material,
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE),
+ evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0),
+ evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0),
+ evas_3d_material_shininess_set(100.0));
+
+ /* Setup mesh. */
+ data->mesh = eo_add(EVAS_3D_MESH_CLASS, evas);
+ eo_do(data->mesh,
+ evas_3d_mesh_vertex_count_set(24),
+ evas_3d_mesh_frame_add(0),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION,
+ 12 * sizeof(float), &cube_vertices[ 0]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL,
+ 12 * sizeof(float), &cube_vertices[ 3]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR,
+ 12 * sizeof(float), &cube_vertices[ 6]),
+ evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD,
+ 12 * sizeof(float), &cube_vertices[10]),
+
+ evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]),
+ evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES),
+ evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG),
+ evas_3d_mesh_frame_material_set(0, data->material));
+
+ data->mesh_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas, evas_3d_node_constructor(EVAS_3D_NODE_TYPE_MESH));
+ eo_do(data->root_node,
+ evas_3d_node_member_add(data->mesh_node));
+ eo_do(data->mesh_node, evas_3d_node_mesh_add(data->mesh));
+}
+
+static void
+_scene_setup(Scene_Data *data)
+{
+ scene = eo_add(EVAS_3D_SCENE_CLASS, evas);
+ data->root_node = eo_add_custom(EVAS_3D_NODE_CLASS, evas,
+ evas_3d_node_constructor(EVAS_3D_NODE_TYPE_NODE));
+
+ eo_do(scene,
+ evas_3d_scene_size_set(WIDTH, HEIGHT),
+ evas_3d_scene_background_color_set(0.0, 0.0, 0.0, 0.0));
+
+ _camera_setup(data);
+ _light_setup(data);
+ _mesh_setup(data);
+
+ eo_do(scene,
+ evas_3d_scene_root_node_set(data->root_node),
+ evas_3d_scene_camera_node_set(data->camera_node));
+}
+
+int
+main(void)
+{
+ Scene_Data data;
+
+ if (!ecore_evas_init()) return 0;
+
+ ecore_evas = ecore_evas_new("opengl_x11", 10, 10, WIDTH, HEIGHT, NULL);
+
+ if (!ecore_evas) return 0;
+
+ ecore_evas_callback_delete_request_set(ecore_evas, _on_delete);
+ ecore_evas_callback_resize_set(ecore_evas, _on_canvas_resize);
+ ecore_evas_show(ecore_evas);
+
+ evas = ecore_evas_get(ecore_evas);
+
+ _scene_setup(&data);
+
+ data.angle = 0.5;
+ data.mouse_old_x = 0;
+ data.mouse_diff_x = 0;
+ data.mouse_indicator = 0;
+
+ /* Add a background rectangle objects. */
+ background = evas_object_rectangle_add(evas);
+ evas_object_color_set(background, 0, 0, 0, 255);
+ evas_object_move(background, 0, 0);
+ evas_object_resize(background, WIDTH, HEIGHT);
+ evas_object_show(background);
+
+ /* Add an image object for 3D scene rendering. */
+ image = evas_object_image_filled_add(evas);
+ evas_object_image_size_set(image, WIDTH, HEIGHT);
+ evas_object_move(image, 0, 0);
+ evas_object_resize(image, WIDTH, HEIGHT);
+ evas_object_show(image);
+
+ /* Set the image object as render target for 3D scene. */
+ eo_do(image,
+ evas_obj_image_scene_set(scene));
+
+ evas_object_focus_set(image, EINA_TRUE);
+
+ evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_DOWN, _play_scene, &data);
+ evas_object_event_callback_add(image, EVAS_CALLBACK_MOUSE_UP, _stop_scene, &data);
+
+ evas_event_feed_mouse_down(evas, 1, EVAS_BUTTON_NONE, 0, &data);
+
+ /* Add animation timer callback. */
+ ecore_timer_add(0.016, _animate_scene, &data);
+
+ /* Enter main loop. */
+ ecore_main_loop_begin();
+
+ ecore_evas_free(ecore_evas);
+ ecore_evas_shutdown();
+
+ return 0;
+}