to an @ref Evas_Object "Evas Object". For the moment, these effects are
specific to the @ref Evas_Object_Text "Text Objects".
- The filters can be applied to an object using a simple script language
- specifically designed for these effects. A script will contain a series
- of buffer declarations and filter commands to apply to these buffers.
+ The filters can be applied to an object using simple Lua scripts. A script
+ will contain a series of buffer declarations and filter commands to apply
+ to these buffers. The Lua programming language reference can be found
+ <a href="http://www.lua.org/manual/5.1/manual.html">here</a>.
Basically, when applying an effect to a @ref Evas_Object_Text "Text Object",
an alpha-only @c input buffer is created, where the text is rendered, and
an RGBA @c output buffer is created, where the text with effects shall be
finally rendered.
- The script language is case insensitive, except for the buffer names.
- All spaces will be discarded during parsing.
+ The script language being Lua, it respects the usual Lua syntax and concepts.
+ As these are simple filters, the scripts should be kept as small and simple
+ as possible.
+
+ Note: Lua has been used since 1.10. The previous filters syntax is not
+ garanteed to be compatible with 1.10 and newer versions.
Here are the available commands:
<ul>
<ul>
<li> @ref sec_buffers_cspace "Colorspaces" </li>
<li> @ref sec_buffers_auto "Automatic buffers" </li>
- <li> @ref sec_buffers_cmd "BUFFER command" </li>
+ <li> @ref sec_buffers_cmd "@c buffer command" </li>
</ul>
<li> @ref sec_commands "Commands" </li>
<ul>
- <li> @ref sec_commands_blend "BLEND command"</li>
- <li> @ref sec_commands_blur "BLUR command"</li>
- <li> @ref sec_commands_grow "GROW command"</li>
- <li> @ref sec_commands_curve "CURVE command"</li>
- <li> @ref sec_commands_fill "FILL command"</li>
- <li> @ref sec_commands_mask "MASK command"</li>
- <li> @ref sec_commands_bump "BUMP command"</li>
- <li> @ref sec_commands_displace "DISPLACE command"</li>
- <li> @ref sec_commands_transform "TRANSFORM command"</li>
+ <li> @ref sec_commands_blend "@c blend command"</li>
+ <li> @ref sec_commands_blur "@c blur command"</li>
+ <li> @ref sec_commands_grow "@c grow command"</li>
+ <li> @ref sec_commands_curve "@c curve command"</li>
+ <li> @ref sec_commands_fill "@c fill command"</li>
+ <li> @ref sec_commands_mask "@c mask command"</li>
+ <li> @ref sec_commands_bump "@c bump command"</li>
+ <li> @ref sec_commands_displace "@c displace command"</li>
+ <li> @ref sec_commands_transform "@c transform command"</li>
</ul>
</ul>
@ref evas_obj_text_filter_program_set.
Note that most of the text effects work better with larger font sizes (> 50px),
- and so do the examples in this page.
+ and so do the examples in this page (embedded devices in mind).
*/
/**
Here is a simple example illustrating the syntax:
- @include filter_example_1.lua
+ @verbinclude filter_example_1.lua
This example will display a cyan and dark blue glow surrounding the
main text (its color depends on the object's theme).
The syntax is pretty simple and follows a small set of rules:
<ul>
- <li>All whitespaces are discarded</li>
- <li>All commands are case-insensitive, except for the buffer and source names</li>
<li>All dimensions are in pixels</li>
<li>The commands will be executed in sequential order</li>
- <li>All commands must be terminated by a semicolon ';'</li>
<li>Most commands have default values</li>
- <li>A command argument can either be set by name, or sequentially omitting the name (similarily to Python)</li>
- <li>Boolean values can be either 1/0, on/off, yes/no, enabled/disabled, true/false</li>
+ <li>A command argument can either be set by name, or sequentially omitting the name. So that:<br>
+ @verbatim function (arg1, arg2, arg3) @endverbatim</li>
+ <li>is equivalent to:<br>
+ @verbatim function ({ arg1, arg2, arg2 }) @endverbatim</li>
+ <li>or even (considering opt1, opt2 and opt3 are the first 3 arguments):<br>
+ @verbatim function ({ opt1 = arg1, opt2 = arg2, opt3 = arg3 }) @endverbatim</li>
+ <li>and since this is Lua, we can also write it as:<br>
+ @verbatim function { arg1, opt3 = arg3, opt2 = arg2 } @endverbatim</li>
+ <li>Boolean values are @c true/@c false but 1/0 and special string values are also accepted: 'yes'/'no', 'enabled'/'disabled'</li>
</ul>
- Since the spaces are discarded, the above code is equivalent to:
- @code
- buffer:fat(alpha);grow(5,dst=fat);blur(8,src=fat,color=darkblue);blur(4,color=cyan);blend();
- @endcode
-
<h3>Special keywords and their values</h3>
Some options accept a certain set of values (like enums):
<ul>
- <li>Booleans</li>
- <ul>
- <li>1/0, on/off, yes/no, enabled/disabled, true/false</li>
- </ul>
+ <li>@c color</li>
@anchor evasfilters_color
- <li>Color</li>
<ul>
- <li>Hexademical values: @c #RRGGBB, @c #RRGGBBAA, @c #RGB, @c #RGBA</li>
- <li>white: @c #FFFFFF</li>
- <li>black: @c #000000</li>
- <li>red: @c #FF0000</li>
- <li>green: @c #008000</li>
- <li>blue: @c #0000FF</li>
- <li>darkblue: @c #0000A0</li>
- <li>yellow: @c #FFFF00</li>
- <li>magenta: @c #FF00FF</li>
- <li>cyan: @c #00FFFF</li>
- <li>orange: @c #FFA500</li>
- <li>purple: @c #800080</li>
- <li>brown: @c #A52A2A</li>
- <li>maroon: @c #800000</li>
- <li>lime: @c #00FF00</li>
- <li>gray: @c #808080</li>
- <li>grey: @c #808080</li>
- <li>silver: @c #C0C0C0</li>
- <li>olive: @c #808000</li>
- <li>invisible, transparent: @c #0000 (alpha is zero)</li>
+ <li>Colors can be referred to by strings or integers:</li>
+ <li>An integer can refer to any RGB or ARGB values:
+ @c 0xRRGGBB or @c 0xAARRGGBB. If alpha is zero, the color
+ will be opaque (alpha = @c 0xFF), unless R=G=B=0 (invisible).
+ These colors are <b>not</b> premultiplied.
+ </li>
+ <li>Hexademical values: @c '#RRGGBB', @c '#RRGGBBAA', @c '#RGB', @c '#RGBA'</li>
+ <li>The following string values are also accepted:</li>
+ <tt><ul>
+ <li>'white' == '#FFFFFF'</li>
+ <li>'black' == '#000000'</li>
+ <li>'red' == '#FF0000'</li>
+ <li>'green' == '#008000'</li>
+ <li>'blue' == '#0000FF'</li>
+ <li>'darkblue' == '#0000A0'</li>
+ <li>'yellow' == '#FFFF00'</li>
+ <li>'magenta' == '#FF00FF'</li>
+ <li>'cyan' == '#00FFFF'</li>
+ <li>'orange' == '#FFA500'</li>
+ <li>'purple' == '#800080'</li>
+ <li>'brown' == '#A52A2A'</li>
+ <li>'maroon' == '#800000'</li>
+ <li>'lime' == '#00FF00'</li>
+ <li>'gray' == '#808080'</li>
+ <li>'grey' == '#808080'</li>
+ <li>'silver' == '#C0C0C0'</li>
+ <li>'olive' == '#808000'</li>
+ <li>'invisible', 'transparent' == '#0000' -- (alpha is zero)</li>
+ </ul></tt>
</ul>
+ <li>@c fillmode</li>
@anchor evasfilter_fillmode
- <li>Fillmode</li>
- <ul>
- <li>none</li>
- <li>stretch_x</li>
- <li>stretch_y</li>
- <li>repeat_x</li>
- <li>repeat_y</li>
- <li>repeat_x_stretch_y, stretch_y_repeat_x</li>
- <li>repeat_y_stretch_x, stretch_x_repeat_y</li>
- <li>repeat, repeat_xy</li>
- <li>stretch, stretch_xy</li>
- </ul>
+ <tt><ul>
+ <li>'none'</li>
+ <li>'stretch_x'</li>
+ <li>'stretch_y'</li>
+ <li>'repeat_x'</li>
+ <li>'repeat_y'</li>
+ <li>'repeat_x_stretch_y', 'stretch_y_repeat_x'</li>
+ <li>'repeat_y_stretch_x', 'stretch_x_repeat_y'</li>
+ <li>'repeat', 'repeat_xy'</li>
+ <li>'stretch', 'stretch_xy'</li>
+ </ul></tt>
</ul>
*/
The Evas filters subsystem is based on the concept of using various
buffers as image layers and drawing or applying filters to these buffers.
+ Think of it as how image drawing tools like The Gimp can combine multiple
+ layers and apply operations on them.
Most of the buffers are allocated automatically at runtime, depending on the
various inputs and commands used (eg. 2-D blur will require a temporary
Create a new buffer.
- @code
- name1 = buffer();
- name2 = buffer("alpha");
- name3 = buffer("rgba");
- name4 = buffer{src = "partname"};
- @endcode
+ @verbatim
+ name1 = buffer()
+ name2 = buffer("alpha")
+ name3 = buffer("rgba")
+ name4 = buffer({ type = "rgba" })
+ name5 = buffer({ src = "partname" })
+ @endverbatim
@param type Buffer type: @c rgba (default) or @c alpha
@param src An optional source. If set, @a type will be @c rgba.
renders one buffer on another, potentially using a color, an
offset and fill options.
- @code
- blend (src = input, dst = output, ox = 0, oy = 0, color = white, fillmode = none);
- @endcode
+ @verbatim
+ blend ({ src = input, dst = output, ox = 0, oy = 0, color = 'white', fillmode = 'none' })
+ @endverbatim
@param src Source buffer to blend.
@param dst Destination buffer for blending.
If @a src is an alpha buffer and @a dst is an RGBA buffer, then the @a color option should be set.
- @include filter_blend.lua
+ @verbinclude filter_blend.lua
<center>
@image html filter_blend.png
Apply blur effect on a buffer (box or gaussian).
- @code
- blur (rx = 3, ry = -1, type = default, ox = 0, oy = 0, color = white, src = input, dst = output);
- @endcode
+ @verbatim
+ blur ({ rx = 3, ry = nil, type = 'default', ox = 0, oy = 0, color = 'white', src = input, dst = output })
+ @endverbatim
@param rx X radius. Specifies the radius of the blurring kernel (X direction).
@param ry Y radius. Specifies the radius of the blurring kernel (Y direction). If -1 is used, then @a ry = @a rx.
If @a src is an alpha buffer and @a dst is an RGBA buffer, then the color option should be set.
@a ox and @a oy can be used to move the blurry output by a few pixels, like a drop shadow. Example:
- @include filter_blur.lua
+ @verbinclude filter_blur.lua
<center>
@image html filter_blur.png
This can be used to give a relief effect on the object.
- @code
- bump (map, azimuth = 135.0, elevation = 45.0, depth = 8.0, specular = 0.0,
- color = white, compensate = false, src = input, dst = output,
- black = black, white = white, fillmode = repeat);
- @endcode
+ @verbatim
+ bump ({ map, azimuth = 135.0, elevation = 45.0, depth = 8.0, specular = 0.0,
+ color = 'white', compensate = false, src = input, dst = output,
+ black = 'black', white = 'white', fillmode = 'repeat' })
+ @endverbatim
@param map An alpha buffer treated like a Z map for the light effect (bump map). Must be specified.
@param azimuth The angle between the light vector and the X axis in the XY plane (Z = 0). 135.0 means 45 degrees from the top-left. Counter-clockwise notation.
@note As of 2014/02/11, the ALPHA to RGBA support is of much better quality than ALPHA only, but @b very slow. RGBA sources are not supported yet.
Here is a full example of a very simple bevel effect:
- @include filter_bump.lua
+ @verbinclude filter_bump.lua
<center>
@image html filter_bump.png
Apply a color curve to a specific channel in a buffer.
- @code
- curve (points, interpolation = linear, channel = rgb, src = input, dst = output);
- @endcode
+ @verbatim
+ curve ({ points, interpolation = 'linear', channel = 'rgb', src = input, dst = output })
+ @endverbatim
Modify the colors of a buffer. This applies a color curve y = f(x) to every pixel.
The @a points argument contains a list of (X,Y) points in the range 0..255,
describing a function <tt>f(x) = y</tt> to apply to all pixel values.
- The syntax of this @a points string is <tt>x1:y1 - x2:y2 - x3:y3 - ... - xn:yn</tt>
+ The syntax of this @a points string is <tt>'x1:y1 - x2:y2 - x3:y3 - ... - xn:yn'</tt>
(remember that all spaces are discarded).
The points @c xn are in @a increasing order: <tt>x1 < x2 < x3 < ... < xn</tt>,
and all values @c xn or @c yn are within the range 0..255.
- The identity curve is then described as <tt>0:0-255:255</tt>, with linear interpolation:
- @code
- curve(points = 0:0 - 255:255, interpolation = linear);
- @endcode
+ The identity curve is then described as <tt>'0:0-255:255'</tt>, with linear interpolation:
+ @verbatim
+ curve ({ points = '0:0 - 255:255', interpolation = linear })
+ @endverbatim
If ignored, y(x = 0) is 0 and y(x = 255) is 255.
The following example will generate a 4px thick stroke around text letters:
- @include filter_curve.lua
+ @verbinclude filter_curve.lua
<center>
@image html filter_curve.png
instr->type = EVAS_FILTER_MODE_CURVE;
+ // TODO: Allow passing an array of 256 values as points.
+ // It could be easily computed from another function in the script.
_instruction_param_seq_add(instr, "points", VT_STRING, NULL);
param = EINA_INLIST_CONTAINER_GET(eina_inlist_last(instr->params), Instruction_Param);
param->allow_any_string = EINA_TRUE;
Apply a displacement map on a buffer.
- @code
- displace (map, intensity = 10, flags = 0, src = input, dst = output, fillmode = repeat);
- @endcode
+ @verbatim
+ displace ({ map, intensity = 10, flags = 0, src = input, dst = output, fillmode = 'repeat' })
+ @endverbatim
@param map An RGBA buffer containing a displacement map. See below for more details.
@param intensity Maximum distance for the displacement.
Considering <tt>I(x, y)</tt> represents the pixel at position (x, y) in the
image I, then here is how the displacement is applied to @a dst:
- @code
- D = map (x, y)
- dst (x, y) += D.alpha * src (D.red * intensity / 128, D.green * intensity / 128)
- @endcode
+ @verbatim
+ D = map (x, y)
+ dst (x, y) = D.alpha * src (x + (D.red - 128) * intensity / 128, y + (D.green - 128) * intensity / 128) / 255 + (255 - D.alpha) * dst (x, y) / 255
+ @endverbatim
Of course, the real algorithm takes into account interpolation between pixels as well.
@since 1.9
Fill a buffer with a specific color.
Not blending, can be used to clear a buffer.
- @code
- fill (dst = output, color = transparent, l = 0, r = 0, t = 0, b = 0);
- @endcode
+ @verbatim
+ fill ({ dst = output, color = 'transparent', l = 0, r = 0, t = 0, b = 0 })
+ @endverbatim
@param dst Target buffer to fill with @a color.
@param color The color used to fill the buffer. All pixels within the fill area will be reset to this value. See @ref evasfilters_color "colors".
Grow or shrink a buffer's contents. This is not a zoom effect.
- @code
- grow (radius, smooth = true, src = input, dst = output);
- @endcode
+ @verbatim
+ grow ({ radius, smooth = true, src = input, dst = output })
+ @endverbatim
@param radius The radius of the grow kernel.
If a negative value is specified, the contents will shrink rather than grow.
@param dst Destination buffer for blending. This must be of same size and colorspace as @a src.
Example:
- @include filter_grow.lua
+ @verbinclude filter_grow.lua
This will first grow the letters in the buffer @c input by a few pixels, and
then draw this buffer in black in the background.
Blend two input buffers into a third (target).
- @code
- mask (mask, src = input, dst = output, color = white, fillmode = repeat);
- @endcode
+ @verbatim
+ mask ({ mask, src = input, dst = output, color = 'white', fillmode = 'repeat' })
+ @endverbatim
@param mask A mask or texture to blend with the input @a src into the target @a dst.
@param src Source buffer. This can also be thought of a mask if @a src is alpha and @a mask is RGBA.
Note that @a src and @a mask are interchangeable, if they have the same dimensions.
Example:
- @include filter_mask.lua
+ @verbinclude filter_mask.lua
This will create an inner shadow effect.
Right now, only <b>vertical flip</b> is implemented and available.
This operation does not blend and assumes the destination buffer is empty.
- @code
- transform (dst, op = vflip, src = input, oy = 0);
- @endcode
+ @verbatim
+ transform ({ dst, op = 'vflip', src = input, oy = 0 })
+ @endverbatim
@param dst Destination buffer. Must be of the same colorspace as @a src. Must be specified.
- @param op Must be @c vflip. There is no other operation yet.
+ @param op Must be @c 'vflip'. There is no other operation yet.
@param src Source buffer to transform.
@param oy Y offset.
Example:
- @include filter_transform.lua
+ @verbinclude filter_transform.lua
This will create a mirrored text effect, for a font of 50px.
Forcily set a specific padding for this filter.
- @code
- padding_set (l, r = [l], t = [r], b = [t]);
- @endcode
+ @verbatim
+ padding_set ({ l, r = [l], t = [r], b = [t] })
+ @endverbatim
@param l Padding on the left side in pixels.
@param r Padding on the right side in pixels. If unset, defaults to @a l.