Tizen Native API
6.5
|
evas-buffer-simple.c
#include <Evas.h> #include <Evas_Engine_Buffer.h> #include <stdio.h> #include <errno.h> #define WIDTH (320) #define HEIGHT (240) static Evas *create_canvas(int width, int height); static void destroy_canvas(Evas *canvas); static void draw_scene(Evas *canvas); static void save_scene(Evas *canvas, const char *dest); int main(void) { Evas *canvas; Evas_Object *bg, *r1, *r2, *r3; evas_init(); /* 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, 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); /* 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); evas_object_resize(r3, 50, 50); evas_object_show(r3); 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"); 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; Evas_Engine_Info_Buffer *einfo; int method; void *pixels; /* Request a handle for the 'buffer' type of rendering engine. */ method = evas_render_method_lookup("buffer"); if (method <= 0) { fputs("ERROR: evas was not compiled with 'buffer' engine!\n", stderr); 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) { fputs("ERROR: could not instantiate new evas canvas.\n", stderr); 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) { fputs("ERROR: could not get evas engine info!\n", stderr); evas_free(canvas); return NULL; } /* 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) { fputs("ERROR: could not allocate canvas pixels!\n", stderr); evas_free(canvas); 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.use_color_key = 0; 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; einfo = (Evas_Engine_Info_Buffer *)evas_engine_info_get(canvas); if (!einfo) { fputs("ERROR: could not get evas engine info!\n", stderr); evas_free(canvas); 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 the canvas, and get a list of the updated rectangles. */ updates = evas_render_updates(canvas); /* 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 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; const unsigned int *pixels, *pixels_end; 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) { fprintf(stderr, "ERROR: could not open for writing '%s': %s\n", dest, strerror(errno)); 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. 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++) { int r, g, b; r = ((*pixels) & 0xff0000) >> 16; g = ((*pixels) & 0x00ff00) >> 8; b = (*pixels) & 0x0000ff; fprintf(f, "%c%c%c", r, g, b); } fclose(f); printf("saved scene as '%s'\n", dest); }