Edje Animations example
In this example we will figure out how to manipulate the animations on an Edje object.After reading this document you will be able to manipulate the frametime, freeze, pause and stop, all animations on an Edje object.
To play with this example you will use the keyboard. Below are listed the keys and what each does.
- '+' Increase the frametime;
- '-' Decrease the frametime;
- '=' Prints the actual frametime and says if the animations is playing;
- 'f' Freezes the animations in the Edje object;
- 'F' Freezes the animations in all objects in the running program;
- 't' Thaws the animations in the Edje object;
- 'T' Thaws the animations in all objects in the running program;
- 's' Pauses the animations;
- 'p' Plays the animations previously stopped;
- 'a' Starts the animation in the Edje object;
- 'A' Stops the animations in the Edje object;
Now that we've explained how to use our example, we will see how it is made. Let's start by looking at the piece of code responsible to the actions commented above.
_on_key_down_cb(void *data, Evas *evas, Evas_Object *obj, void *event_info) { Evas_Event_Key_Down *ev = event_info; double ft; if (!strcmp(ev->key, "plus")) { frametime *= 2.0; fprintf(stdout, "Increasing frametime to: %f\n", frametime); edje_frametime_set(frametime); } else if (!strcmp(ev->key, "minus")) { frametime /= 2.0; fprintf(stdout, "Decreasing frametime to: %f\n", frametime); edje_frametime_set(frametime); } else if (!strcmp(ev->key, "equal")) { ft = edje_frametime_get(); fprintf(stdout, "Frametime: %f\n", ft); if (edje_object_play_get(obj)) fprintf(stdout, "Object is playing\n"); else fprintf(stdout, "Object was paused\n"); if (edje_object_animation_get(obj)) fprintf(stdout, "Animation is running\n"); else fprintf(stdout, "Animation was stopped\n"); } else if (!strcmp(ev->key, "s")) { edje_object_play_set(obj, EINA_FALSE); fprintf(stdout, "Pausing the object\n"); } else if (!strcmp(ev->key, "p")) { edje_object_play_set(obj, EINA_TRUE); fprintf(stdout, "Playing the object\n"); } else if (!strcmp(ev->key, "f")) fprintf(stdout, "Freezing object. Count: %d\n", edje_object_freeze(obj)); else if (!strcmp(ev->key, "t")) fprintf(stdout, "Thawing object. Count: %d\n", edje_object_thaw(obj)); else if (!strcmp(ev->key, "F")) { edje_freeze(); fprintf(stdout, "Freezing all objects\n"); } else if (!strcmp(ev->key, "T")) { edje_thaw(); fprintf(stdout, "Thawing all objects\n"); } else if (!strcmp(ev->key, "a")) { edje_object_animation_set(obj, EINA_TRUE); fprintf(stdout, "Starting the animation in the Edje object\n"); } else if (!strcmp(ev->key, "A")) { edje_object_animation_set(obj, EINA_FALSE); fprintf(stdout, "Stopping the animation in the Edje object\n"); } }
- Note:
- The actions for the keys 'f' and 'F' will have the same effect in our example, just because there is only one object in the running program, The same happens with the keys 't' and 'T'.
program {
signal: "load";
source: "";
in: 2.0 0.0;
after: "animation,state1";
}
program {
name: "animation,state1";
signal: "animation,start";
source: "";
in: 1.0 0.0;
action: STATE_SET "invert" 1.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state2";
}
program {
name: "animation,state2";
signal: "animation,start";
source: "";
in: 1.0 0.0;
action: STATE_SET "default" 0.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state1";
}
}
The example's window should look like this picture:
The full example follows.
#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> #define WIDTH (400) #define HEIGHT (300) static const char *edje_file_path = PACKAGE_EXAMPLES_DIR "/animations.edj"; static Ecore_Evas *ee; static Evas_Object *bg, *edje_obj; static double frametime = 1.0/30.0; /* default value */ static void _on_delete_cb(Ecore_Evas *ee) { ecore_main_loop_quit(); } static void _canvas_resize_cb(Ecore_Evas *ee) { int w, h; ecore_evas_geometry_get(ee, NULL, NULL, &w, &h); evas_object_resize(bg, w, h); evas_object_resize(edje_obj, w, h); } static void _on_key_down_cb(void *data, Evas *evas, Evas_Object *obj, void *event_info) { Evas_Event_Key_Down *ev = event_info; double ft; if (!strcmp(ev->key, "plus")) { frametime *= 2.0; fprintf(stdout, "Increasing frametime to: %f\n", frametime); edje_frametime_set(frametime); } else if (!strcmp(ev->key, "minus")) { frametime /= 2.0; fprintf(stdout, "Decreasing frametime to: %f\n", frametime); edje_frametime_set(frametime); } else if (!strcmp(ev->key, "equal")) { ft = edje_frametime_get(); fprintf(stdout, "Frametime: %f\n", ft); if (edje_object_play_get(obj)) fprintf(stdout, "Object is playing\n"); else fprintf(stdout, "Object was paused\n"); if (edje_object_animation_get(obj)) fprintf(stdout, "Animation is running\n"); else fprintf(stdout, "Animation was stopped\n"); } else if (!strcmp(ev->key, "s")) { edje_object_play_set(obj, EINA_FALSE); fprintf(stdout, "Pausing the object\n"); } else if (!strcmp(ev->key, "p")) { edje_object_play_set(obj, EINA_TRUE); fprintf(stdout, "Playing the object\n"); } else if (!strcmp(ev->key, "f")) fprintf(stdout, "Freezing object. Count: %d\n", edje_object_freeze(obj)); else if (!strcmp(ev->key, "t")) fprintf(stdout, "Thawing object. Count: %d\n", edje_object_thaw(obj)); else if (!strcmp(ev->key, "F")) { edje_freeze(); fprintf(stdout, "Freezing all objects\n"); } else if (!strcmp(ev->key, "T")) { edje_thaw(); fprintf(stdout, "Thawing all objects\n"); } else if (!strcmp(ev->key, "a")) { edje_object_animation_set(obj, EINA_TRUE); fprintf(stdout, "Starting the animation in the Edje object\n"); } else if (!strcmp(ev->key, "A")) { edje_object_animation_set(obj, EINA_FALSE); fprintf(stdout, "Stopping the animation in the Edje object\n"); } } int main(int argc, char *argv[]) { Evas *evas; ecore_evas_init(); edje_init(); /* this will give you a window with an Evas canvas under the first * engine available */ ee = ecore_evas_new(NULL, 0, 0, WIDTH, HEIGHT, NULL); ecore_evas_callback_delete_request_set(ee, _on_delete_cb); ecore_evas_callback_resize_set(ee, _canvas_resize_cb); ecore_evas_title_set(ee, "Edje Animations Example"); ecore_evas_show(ee); evas = ecore_evas_get(ee); bg = evas_object_rectangle_add(evas); evas_object_color_set(bg, 255, 255, 255, 255); /* white bg */ evas_object_move(bg, 0, 0); /* at canvas' origin */ evas_object_resize(bg, WIDTH, HEIGHT); /* covers full canvas */ evas_object_show(bg); edje_obj = edje_object_add(evas); edje_object_file_set(edje_obj, edje_file_path, "animations_group"); evas_object_move(edje_obj, 0, 0); evas_object_resize(edje_obj, WIDTH, HEIGHT); evas_object_show(edje_obj); evas_object_event_callback_add(edje_obj, EVAS_CALLBACK_KEY_DOWN, _on_key_down_cb, NULL); evas_object_focus_set(edje_obj, EINA_TRUE); ecore_main_loop_begin(); ecore_evas_free(ee); ecore_evas_shutdown(); edje_shutdown(); return 0; }
collections {
group {
name: "animations_group";
min: 100 80;
parts {
part {
name: "part_one";
type: RECT;
scale: 1;
description {
min: 50 50;
state: "default" 0.0;
color: 0 0 0 255; /* black */
rel1.relative: 0.0 0.0;
rel2.relative: 0.33 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.0;
rel2.relative: 1.0 0.33;
}
}
part {
name: "part_two";
type: RECT;
scale: 1;
description {
min: 50 50;
state: "default" 0.0;
color: 255 255 0 255; /* yellow */
rel1.relative: 0.33 0.0;
rel2.relative: 0.66 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.66;
rel2.relative: 1.0 1.0;
}
}
part {
name: "part_three";
type: RECT;
description {
state: "default" 0.0;
color: 255 0 0 255; /* red */
rel1.relative: 0.66 0.0;
rel2.relative: 1.0 1.0;
}
description {
state: "invert" 1.0;
inherit: "default" 0.0;
rel1.relative: 0.0 0.33;
rel2.relative: 1.0 0.66;
}
}
}
program {
signal: "load";
source: "";
in: 2.0 0.0;
after: "animation,state1";
}
program {
name: "animation,state1";
signal: "animation,start";
source: "";
in: 1.0 0.0;
action: STATE_SET "invert" 1.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state2";
}
program {
name: "animation,state2";
signal: "animation,start";
source: "";
in: 1.0 0.0;
action: STATE_SET "default" 0.0;
target: "part_one";
target: "part_two";
target: "part_three";
transition: LINEAR 0.6;
after: "animation,state1";
}
}