/**
* Example of using the buffer engine in Evas.
*
- * You must have Evas compiled with the buffer engine, and have the
- * evas-software-buffer pkg-config files installed.
+ * In the evas-init-shutdown.c example we looked at how to turn Evas on
+ * and off. In this example we'll turn it on and off but also do
+ * something in between. We'll set up a canvas and add a few rectangles
+ * to show how graphics objects are configured.
+ *
+ * In Evas, graphic rendering is done by a 'backend engine', which can
+ * be changed to match the capabilities of the underlying hardware. For
+ * this example to keep things simple we will use the 'buffer engine'.
+ * The buffer engine simply does all the rendering directly into a memory
+ * buffer, with no hardware acceleration.
+ *
+ * In real world usage you probably would not be using the raw buffer
+ * access that we'll be looking at here, but instead using higher level
+ * functionality from Ecore and Ecore's Ecore-Evas submodule. Ecore
+ * provides convenience routines for creating and managing the canvas,
+ * integrating with the main loop, and automating scene drawing. Since
+ * we're not yet ready to dig into Ecore's functionality, we'll
+ * substitute our own dummy routines create_canvas(), destroy_canvas(),
+ * and draw_scene(), so we can focus on the overall process flow in
+ * main().
+ *
+ * For this example you must have Evas compiled with the buffer engine,
+ * and have the evas-software-buffer pkg-config files installed.
*
* @verbatim
* gcc -o evas-buffer-simple evas-buffer-simple.c `pkg-config --libs --cflags evas evas-software-buffer`
#define WIDTH (320)
#define HEIGHT (240)
-/*
- * create_canvas(), destroy_canvas() and draw_scene() are support functions.
- *
- * They are only required to use raw Evas, but for real world usage,
- * it is recommended to use ecore and its ecore-evas submodule, that
- * provide convenience canvas creators, integration with main loop and
- * automatic render of updates (draw_scene()) when system goes back to
- * main loop.
- */
-
static Evas *create_canvas(int width, int height);
static void destroy_canvas(Evas *canvas);
static void draw_scene(Evas *canvas);
-
-// support function to save scene as PPM image
static void save_scene(Evas *canvas, const char *dest);
int main(void)
evas_init();
- // create your canvas
- // NOTE: consider using ecore_evas_buffer_new() instead!
+ /* After turning Evas on, we create an Evas canvas to work in.
+ * Canvases are graphical workspaces used for placing and organizing
+ * graphical objects. Normally we'd be using Ecore-Evas to create
+ * the canvas, but for this example we'll hide the details in a
+ * separate routine for convenience.
+ */
canvas = create_canvas(WIDTH, HEIGHT);
if (!canvas)
return -1;
+ /* Next set the background to solid white. This is typically done by
+ * creating a rectangle sized to the canvas, placed at the canvas
+ * origin.
+ *
+ * Note that if the canvas were to change size, our background
+ * rectangle will not automatically resize itself; we'd need to do
+ * that manually with another evas_object_resize() call. In a real
+ * application using Ecore-Evas, functionality in Ecore will take
+ * care of resizing things. For this example, we'll just keep the
+ * canvas dimensions fixed to avoid the problem.
+ */
bg = evas_object_rectangle_add(canvas);
- evas_object_color_set(bg, 255, 255, 255, 255); // white bg
+ evas_object_color_set(bg, 255, 255, 255, 255); // white bg, no transparency
evas_object_move(bg, 0, 0); // at origin
evas_object_resize(bg, WIDTH, HEIGHT); // covers full canvas
evas_object_show(bg);
puts("initial scene, with just background:");
draw_scene(canvas);
+ /* To make the scene interesting let's add a few more rectangles of
+ * various sizes and colors, starting with a big red one.
+ *
+ * By default all Evas objects are created in a 'hidden' state,
+ * meaning they are not visible, won't be checked for changes during
+ * canvas rendering, and won't receive input events. Thus, like we
+ * did for the background object we must call evas_object_show() to
+ * make our graphics objects usable.
+ */
r1 = evas_object_rectangle_add(canvas);
evas_object_color_set(r1, 255, 0, 0, 255); // 100% opaque red
evas_object_move(r1, 10, 10);
evas_object_resize(r1, 100, 100);
evas_object_show(r1);
- // pay attention to transparency! Evas color values are pre-multiplied by
- // alpha, so 50% opaque green is:
- // non-premul: r=0, g=255, b=0 a=128 (50% alpha)
- // premul:
- // r_premul = r * a / 255 = 0 * 128 / 255 = 0
- // g_premul = g * a / 255 = 255 * 128 / 255 = 128
- // b_premul = b * a / 255 = 0 * 128 / 255 = 0
- //
- // this 50% green is over a red background, so it will show in the
- // final output as yellow (green + red = yellow)
+ /* Let's add a partly transparent rectangle on top of the red one.
+ *
+ * Graphics objects are treated as a stack in the canvas for drawing
+ * purposes, so subsequent objects are drawn above the ones we've
+ * already added to the canvas. This is important in objects that
+ * have partially transparent fill coloring since we'll see part of
+ * what's "behind" our object.
+ *
+ * In Evas, color values are pre-multiplied by their alpha. This means
+ * that if we want a green rectangle that's half transparent, we'd have:
+ *
+ * non-premul: r=0, g=255, b=0 a=128 (50% alpha)
+ * premul:
+ * r_premul = r * a / 255 = 0 * 128 / 255 = 0
+ * g_premul = g * a / 255 = 255 * 128 / 255 = 128
+ * b_premul = b * a / 255 = 0 * 128 / 255 = 0
+ *
+ * Since we're placing our half transparent green rectangle on top of
+ * a red one, in the final output we will actually see a yellow square
+ * (since in RGBA color green + red = yellow).
+ */
r2 = evas_object_rectangle_add(canvas);
evas_object_color_set(r2, 0, 128, 0, 128); // 50% opaque green
evas_object_move(r2, 10, 10);
evas_object_resize(r2, 50, 50);
evas_object_show(r2);
+ /* Lastly, for comparison add a dark green rectangle with no
+ * transparency. */
r3 = evas_object_rectangle_add(canvas);
evas_object_color_set(r3, 0, 128, 0, 255); // 100% opaque dark green
evas_object_move(r3, 60, 60);
puts("final scene (note updates):");
draw_scene(canvas);
+
+ /* In addition to displaying the canvas to the screen, let's also
+ * output the buffer to a graphics file, for comparison. Evas
+ * supports a range of graphics file formats, but PPM is particularly
+ * trivial to write, so our save_scene routine will output as PPM.
+ */
save_scene(canvas, "/tmp/evas-buffer-simple-render.ppm");
- // NOTE: use ecore_evas_buffer_new() and here ecore_evas_free()
destroy_canvas(canvas);
evas_shutdown();
return 0;
}
+/* Convenience routine to allocate and initialize the canvas.
+ * In a real application we'd be using ecore_evas_buffer_new() instead.
+ */
static Evas *create_canvas(int width, int height)
{
Evas *canvas;
int method;
void *pixels;
+ /* Request a handle for the 'buffer' type of rendering engine. */
method = evas_render_method_lookup("buffer");
if (method <= 0)
{
return NULL;
}
+ /* Create a general canvas object.
+ * Note that we are responsible for freeing the canvas when we're done. */
canvas = evas_new();
if (!canvas)
{
return NULL;
}
+ /* Specify that the canvas will be rendering using the buffer engine method.
+ * We also size the canvas and viewport to the same width and height, with
+ * the viewport set to the origin of the canvas.
+ */
evas_output_method_set(canvas, method);
evas_output_size_set(canvas, width, height);
evas_output_viewport_set(canvas, 0, 0, width, height);
+ /* Before we can use the engine, we *must* set its configuration
+ * parameters. The available parameters are kept in a struct
+ * named Evas_Engine_Info which is internal to Evas. Thus to set
+ * parameters we must first request the current info object from
+ * our canvas:
+ */
einfo = (Evas_Engine_Info_Buffer *)evas_engine_info_get(canvas);
if (!einfo)
{
return NULL;
}
- // ARGB32 is sizeof(int), that is 4 bytes, per pixel
+ /* Create the underlying data buffer that our canvas will use. This
+ * is a simple array of ARGB32 pixels. Each color component
+ * (including alpha) is one byte, resulting in 4 bytes per pixel (or
+ * 32 bits). We can thus store each pixel in an integer data type,
+ * thus calculating our data buffer as W x H x sizeof(int) bytes in
+ * length.
+ */
pixels = malloc(width * height * sizeof(int));
if (!pixels)
{
return NULL;
}
+ /* Next set the various configuration parameters. We
+ * register the pixel buffer that the canvas will use,
+ * indicate the pixel format as ARGB32, and the size of
+ * each row of data. */
einfo->info.depth_type = EVAS_ENGINE_BUFFER_DEPTH_ARGB32;
einfo->info.dest_buffer = pixels;
einfo->info.dest_buffer_row_bytes = width * sizeof(int);
einfo->info.alpha_threshold = 0;
einfo->info.func.new_update_region = NULL;
einfo->info.func.free_update_region = NULL;
+
+ /* Finally, we configure the canvas with our chosen parameters. */
evas_engine_info_set(canvas, (Evas_Engine_Info *)einfo);
return canvas;
}
+/* Convenience routine to shut down the canvas.
+ * In a real application we'd be using ecore_evas_free() instead
+ */
static void destroy_canvas(Evas *canvas)
{
Evas_Engine_Info_Buffer *einfo;
return;
}
+ /* Free the data buffer we allocated in create_buffer() */
free(einfo->info.dest_buffer);
+
+ /* Finally, free the canvas itself. */
evas_free(canvas);
}
+/* Convenience routine to update the scene.
+ * In a real application Ecore Evas would be doing this for us.
+ */
static void draw_scene(Evas *canvas)
{
Eina_List *updates, *n;
Eina_Rectangle *update;
- // render and get the updated rectangles:
+ /* Render the canvas, and get a list of the updated rectangles. */
updates = evas_render_updates(canvas);
- // informative only here, just print the updated areas:
+ /* Just for informative purposes, print out the areas being updated: */
EINA_LIST_FOREACH(updates, n, update)
printf("UPDATED REGION: pos: %3d, %3d size: %3dx%3d\n",
update->x, update->y, update->w, update->h);
- // free list of updates
+ /* Free the list of update rectangles */
evas_render_updates_free(updates);
}
+/* Output the canvas buffer to a Portable Pixel Map (PPM) file */
static void save_scene(Evas *canvas, const char *dest)
{
Evas_Engine_Info_Buffer *einfo;
int width, height;
FILE *f;
+ /* Retrieve the current data buffer. */
einfo = (Evas_Engine_Info_Buffer *)evas_engine_info_get(canvas);
if (!einfo)
{
fputs("ERROR: could not get evas engine info!\n", stderr);
return;
}
+
+ /* Retrieve the canvas dimensions */
evas_output_size_get(canvas, &width, &height);
+ /* Open our output PPM file for writing */
f = fopen(dest, "wb+");
if (!f)
{
return;
}
+ /* Write out the pixel data to the PPM file */
pixels = einfo->info.dest_buffer;
pixels_end = pixels + (width * height);
- // PPM P6 format is dead simple to write:
+ /* PPM P6 format is dead simple to write. First we output a magic
+ * number 'P6' to designate the file as PPM, then the width and
+ * height on their own line in ASCII decimal, followed by the maximum
+ * color value (255) on its own line in ASCII decimal, and finally a
+ * the pixel data in RGB order with each color component written as
+ * a char (byte). No alpha information is stored.
+ */
fprintf(f, "P6\n%d %d\n255\n", width, height);
for (; pixels < pixels_end; pixels++)
{