/** @brief Edje Graphical Design Library These routines are used for Edje. @page edje_main Edje @date 2003 (created) @section toc Table of Contents @li @ref edje_main_intro @li @ref edje_main_work @li @ref edje_main_compiling @li @ref edje_main_next_steps @li @ref edje_main_intro_example @section edje_main_intro Introduction Edje is a complex graphical design & layout library. It doesn't intend to do containing and regular layout like a widget set, but it is the base for such components. Based on the requirements of Enlightenment 0.17, Edje should serve all the purposes of creating visual elements (borders of windows, buttons, scrollbars, etc.) and allow the designer the ability to animate, layout and control the look and feel of any program using Edje as its basic GUI constructor. This library allows for multiple collections of Layouts in one file, sharing the same image and font database and thus allowing a whole theme to be conveniently packaged into 1 file and shipped around. Edje separates the layout and behavior logic. Edje files ship with an image and font database, used by all the parts in all the collections to source graphical data. It has a directory of logical part names pointing to the part collection entry ID in the file (thus allowing for multiple logical names to point to the same part collection, allowing for the sharing of data between display elements). Each part collection consists of a list of visual parts, as well as a list of programs. A program is a conditionally run program that if a particular event occurs (a button is pressed, a mouse enters or leaves a part) will trigger an action that may affect other parts. In this way a part collection can be "programmed" via its file as to hilight buttons when the mouse passes over them or show hidden parts when a button is clicked somewhere etc. The actions performed in changing from one state to another are also allowed to transition over a period of time, allowing animation. Programs and animations can be run in "parallel". This separation and simplistic event driven style of programming can produce almost any look and feel one could want for basic visual elements. Anything more complex is likely the domain of an application or widget set that may use Edje as a convenient way of being able to configure parts of the display. For details of Edje's history, see the @ref edje_history section. @subsection edje_main_work So how does this all work? Edje internally holds a geometry state machine and state graph of what is visible, not, where, at what size, with what colors etc. This is described to Edje from an Edje .edj file containing this information. These files can be produced by using edje_cc to take a text file (a .edc file) and "compile" an output .edj file that contains this information, images and any other data needed. The application using Edje will then create an object in its Evas canvas and set the bundle file to use, specifying the @b group name to use. Edje will load such information and create all the required children objects with the specified properties as defined in each @b part of the given group. See the example at @ref edje_main_intro_example. Although simple, this example illustrates that animations and state changes can be done from the Edje file itself without any requirement in the C application. Before digging into changing or creating your own Edje source (edc) files, read the @ref edcref. @subsection edje_history Edje History It's a sequel to "Ebits" which has serviced the needs of Enlightenment development for early version 0.17. The original design parameters under which Ebits came about were a lot more restricted than the resulting use of them, thus Edje was born. Edje is a more complex layout engine compared to Ebits. It doesn't pretend to do containing and regular layout like a widget set. It still inherits the more simplistic layout ideas behind Ebits, but it now does them a lot more cleanly, allowing for easy expansion, and the ability to cover much more ground than Ebits ever could. For the purposes of Enlightenment 0.17, Edje was conceived to serve all the purposes of creating visual elements (borders of windows, buttons, scrollbars, etc.) and allow the designer the ability to animate, layout and control the look and feel of any program using Edje as its basic GUI constructor. Unlike Ebits, Edje separates the layout and behavior logic. @section edje_main_compiling How to compile Edje is a library your application links to. The procedure for this is very simple. You simply have to compile your application with the appropriate compiler flags that the @c pkg-config script outputs. For example: Compiling C or C++ files into object files: @verbatim gcc -c -o main.o main.c `pkg-config --cflags edje` @endverbatim Linking object files into a binary executable: @verbatim gcc -o my_application main.o `pkg-config --libs edje` @endverbatim See @ref pkgconfig @section edje_main_next_steps Next Steps After you understood what Edje is and installed it in your system you should proceed understanding the programming interface for all objects, then see the specific for the most used elements. We'd recommend you to take a while to learn @ref Ecore, @ref Evas, @ref Eo and @ref Eina as they are the building blocks for Edje. There is a widget set built on top of Edje providing high level elements such as buttons, lists and selectors called Elementary (http://docs.enlightenment.org/auto/elementary/) as they will likely save you tons of work compared to using just Evas directly. Recommended reading: @li @ref edcref @li @ref Edje_General_Group @li @ref Edje_Object_Group @li @ref Edje_External_Group @li @ref luaref @section edje_main_intro_example Introductory Example What follows is a list with various commented examples, covering a great part of Edje's API: @include edje_example.c The above example requires the following annotated source Edje file: @include edje_example.edc More examples can be found at @ref edje_examples. */ /** @example embryo_custom_state.edc This example shows how to create a custom state from embryo. Clicking on the 3 labels will rotate the object in the given direction. @example embryo_pong.edc Super-simple Pong implementation in pure embryo. @example embryo_run_program.edc This example shows how to run an edje program from embryo code. @example embryo_set_state.edc This example shows how to change the state of a part from embryo code. @example embryo_set_text.edc This example shows how to set the text in TEXT part from embryo code. @example embryo_timer.edc This example shows the usage of timers in embryo. @example external_elm_anchorblock.edc This example use an elementary anchorblock and a button to animate the text. @example external_elm_button.edc This example create some elementary buttons and do some actions on user click. @example external_elm_check.edc This example shows EXTERNAL checkbox in action. @example external_elm_panes.edc This example shows EXTERNAL elementary panes in action. @example external_emotion_elm.edc Super-concise video player example using Edje/Emotion/Elementary. @example lua_script.edc This example shows the usage of lua scripting to create and animate some objects in the canvas. @example toggle_using_filter.edc This example shows how to toggle the state of a part using the 'filter' param in edje programs */ /** * @file Edje.h * @brief Edje Graphical Design Library * * These routines are used for Edje. */ #ifndef _EDJE_H #define _EDJE_H #ifndef _MSC_VER # include #endif #include #include #include #include #include #include #ifdef EAPI # undef EAPI #endif #ifdef _WIN32 # ifdef EFL_EDJE_BUILD # ifdef DLL_EXPORT # define EAPI __declspec(dllexport) # else # define EAPI # endif /* ! DLL_EXPORT */ # else # define EAPI __declspec(dllimport) # endif /* ! EFL_EDJE_BUILD */ #else # ifdef __GNUC__ # if __GNUC__ >= 4 # define EAPI __attribute__ ((visibility("default"))) # else # define EAPI # endif # else # define EAPI # endif #endif #ifdef __cplusplus extern "C" { #endif #define EDJE_VERSION_MAJOR EFL_VERSION_MAJOR #define EDJE_VERSION_MINOR EFL_VERSION_MINOR #include "Edje_Common.h" #ifndef EFL_NOLEGACY_API_SUPPORT #include "Edje_Legacy.h" #endif #ifdef EFL_EO_API_SUPPORT #include "Edje_Eo.h" #endif #ifdef __cplusplus } #endif #undef EAPI #define EAPI #endif