examples.dox   examples.dox 
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* In this example, we illustrate how to start using the Edje library, * In this example, we illustrate how to start using the Edje library,
* with the very basic one needs to instantiate an Edje object. * with the very basic one needs to instantiate an Edje object.
* *
* We place, in the canvas, an Edje object along with a @b red border * We place, in the canvas, an Edje object along with a @b red border
* image to delimit its geometry. After we instantiate the Edje * image to delimit its geometry. After we instantiate the Edje
* object, we @b have to set a file and a group, within that file, to * object, we @b have to set a file and a group, within that file, to
* bind to it. For this example, we're using an EDC file which * bind to it. For this example, we're using an EDC file which
* declares two parts (blue and green rectangles) and an item data: * declares two parts (blue and green rectangles) and an item data:
* @include basic.edc * @include basic.edc
* *
* We start by trying to acces an @b unexistant group in the file, so * We start by trying to access an @b unexistant group in the file, so
* that you can see the usefulness of edje_object_load_error_get() and * that you can see the usefulness of edje_object_load_error_get() and
* edje_load_error_str(). Check that the error message will tell you * edje_load_error_str(). Check that the error message will tell you
* just that -- a group which didn't exist in the file was called for: * just that -- a group which didn't exist in the file was called for:
* @dontinclude edje-basic.c * @dontinclude edje-basic.c
* @skip file_path * @skip file_path
* @until file_path * @until file_path
* @dontinclude edje-basic.c * @dontinclude edje-basic.c
* @skip edje_object_add * @skip edje_object_add
* @until } * @until }
* *
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* @skip color_get * @skip color_get
* @until x, y, w, h * @until x, y, w, h
* *
* The @c "min" and @c "max" EDC properties can be queried with the * The @c "min" and @c "max" EDC properties can be queried with the
* following calls: * following calls:
* @dontinclude edje-basic.c * @dontinclude edje-basic.c
* @skip max_get * @skip max_get
* @until min. size is * @until min. size is
* *
* The next two calls are to make <b>size calculations</b> on our * The next two calls are to make <b>size calculations</b> on our
* object. Because of the minumim size declared for @c "part_one" part's * object. Because of the minimum size declared for @c "part_one" part's
* default state description, that will be our exact minimum * default state description, that will be our exact minimum
* size calculated for the group (remember the @c "min" declaration at * size calculated for the group (remember the @c "min" declaration at
* group level is just a @b hint, not an enforcement). We then * group level is just a @b hint, not an enforcement). We then
* exercise the edje_object_size_min_restricted_calc() function, * exercise the edje_object_size_min_restricted_calc() function,
* passing a minimum size of 500, in each axis. Since we have @b no * passing a minimum size of 500, in each axis. Since we have @b no
* object bigger than that, it will be the minimum size calculated, in * object bigger than that, it will be the minimum size calculated, in
* the end: * the end:
* @dontinclude edje-basic.c * @dontinclude edje-basic.c
* @skip min_calc * @skip min_calc
* @until size calculation is * @until size calculation is
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* @endverbatim * @endverbatim
* @example edje-signals-messages.c * @example edje-signals-messages.c
*/ */
/** /**
* @page tutorial_edje_color_class Edje Color Class example * @page tutorial_edje_color_class Edje Color Class example
* @dontinclude edje-color-class.c * @dontinclude edje-color-class.c
* *
* This example shows how to manipulate and change Color classes. In this e xample * This example shows how to manipulate and change Color classes. In this e xample
* we will create two surfaces to show what happens when you change the col or * we will create two surfaces to show what happens when you change the col or
* class at the proccess and object level. * class at the process and object level.
* *
* It's a very simple example, there are two surfaces created from the same EDC, * It's a very simple example, there are two surfaces created from the same EDC,
* but just in one of them we will set a specific color class, althoug both will be * but just in one of them we will set a specific color class, although bot h will be
* affected by color class set at the process level as you will see. * affected by color class set at the process level as you will see.
* *
* It's important you know that all colors has the format R G B A. Just to be easier * It's important you know that all colors has the format R G B A. Just to be easier
* to understand this example, we will create a small set of colors that wi ll be used * to understand this example, we will create a small set of colors that wi ll be used
* along of the example. This piece of code is shown below: * along of the example. This piece of code is shown below:
* @skip static color colors_init_data * @skip static color colors_init_data
* @until return EINA_FALSE * @until return EINA_FALSE
* @until } * @until }
* *
* Focusing on the relevant parts of the code we go right to the part where we set * Focusing on the relevant parts of the code we go right to the part where we set
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*/ */
/** /**
* @page tutorial_edje_signals_2 Edje Signals example 2 * @page tutorial_edje_signals_2 Edje Signals example 2
* *
* In this example we will make use of signals to help to move an image awa y from the mouse pointer. * In this example we will make use of signals to help to move an image awa y from the mouse pointer.
* *
* Signals are software interruption, this means that when it happens and i f the program is sensitive to it * Signals are software interruption, this means that when it happens and i f the program is sensitive to it
* the program will stop whatever it is doing and handle the signal. * the program will stop whatever it is doing and handle the signal.
* *
* In this example we are only sensitive to the "mouve,move" signal so we n eed to register a callback to it. * In this example we are only sensitive to the "mouse,move" signal so we n eed to register a callback to it.
* To do this we will add a signal callback to our edje object that will de tect "mouse,move" signal * To do this we will add a signal callback to our edje object that will de tect "mouse,move" signal
* comming from the part "part_image" and when this happens we will call th e fuction _on_mouse_over passing * coming from the part "part_image" and when this happens we will call the function _on_mouse_over passing
* the evas pointer as a parameter. The evas pointer is passed as a paramet er because we need to know * the evas pointer as a parameter. The evas pointer is passed as a paramet er because we need to know
* where is the mouse pointer in the screen. * where is the mouse pointer in the screen.
* *
* We can see bellow how we can listen to the signal: * We can see bellow how we can listen to the signal:
* *
* @dontinclude signals2.c * @dontinclude signals2.c
* @skip edje_object_signal * @skip edje_object_signal
* @until ); * @until );
* *
* *
* Now, let's pass to the callback function. If we want to keep the ball aw ay from the mouse pointer * Now, let's pass to the callback function. If we want to keep the ball aw ay from the mouse pointer
* we need to now where is the ball and where is the mouse and we can easil y discovery these things using * we need to now where is the ball and where is the mouse and we can easil y discovery these things using
* this: * this:
* *
* For the the object position in the canvas: * For the object position in the canvas:
* @dontinclude signals2.c * @dontinclude signals2.c
* @skipline evas_object_geometry * @skipline evas_object_geometry
* *
* For the mouse position relative to the screen: * For the mouse position relative to the screen:
* @skipline evas_pointer_output * @skipline evas_pointer_output
* *
* Now that we have the position of the mouse and the object we just need * Now that we have the position of the mouse and the object we just need
* to set the new location and move the object. To set the new location we do this: * to set the new location and move the object. To set the new location we do this:
* @skip if * @skip if
* @until y -= ( * @until y -= (
* *
* You can change the formula above if you like. Because we are changing th e object's position * You can change the formula above if you like. Because we are changing th e object's position
* we need to do something if the new position is beyound the canvas size. So here it is: * we need to do something if the new position is beyond the canvas size. S o here it is:
* *
* @skip if * @skip if
* @until y = 0 * @until y = 0
* *
* Then now what we need to do is move the object: * Then now what we need to do is move the object:
* @skipline evas_object * @skipline evas_object
* *
* Here is the complete callback function: * Here is the complete callback function:
* *
* @dontinclude signals2.c * @dontinclude signals2.c
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