Tizen Native API 5.5
Functions that deal with 3D projection of an 2D object.
Perspective is a graphical tool that makes objects represented in 2D look like they have a 3D appearance.
Edje allows us to use perspective on any edje object. This group of functions deal with the use of perspective, by creating and configuring a perspective object that must set to a edje object or a canvas, affecting all the objects inside that have no particular perspective set already.
|Edje_Perspective *||edje_perspective_new (Evas *e)|
|Creates a new perspective in the given canvas. |
|void||edje_perspective_free (Edje_Perspective *ps)|
|Deletes the given perspective object. |
|void||edje_perspective_set (Edje_Perspective *ps, Evas_Coord px, Evas_Coord py, Evas_Coord z0, Evas_Coord foc)|
|Sets up the transform for this perspective object. |
|void||edje_perspective_global_set (Edje_Perspective *ps, Eina_Bool global)|
|Makes this perspective object be global for its canvas. |
|Eina_Bool||edje_perspective_global_get (const Edje_Perspective *ps)|
|Gets whether the given perspective object is global or not. |
|const Edje_Perspective *||edje_evas_global_perspective_get (const Evas *e)|
|Gets the global perspective object set for this canvas. |
|void||edje_object_perspective_set (Evas_Object *obj, Edje_Perspective *ps)|
|Sets the given perspective object on this Edje object. |
|const Edje_Perspective *||edje_object_perspective_get (const Evas_Object *obj)|
|Gets the current perspective used on this Edje object. |
Gets the global perspective object set for this canvas.
e The given canvas (Evas).
- The perspective object set as global for this canvas. Or
NULLif there is no global perspective set and on errors.
This function will return the perspective object that was set as global with edje_perspective_global_set().
Gets the current perspective used on this Edje object.
See also edje_object_perspective_set()
[in] obj The object.
- The perspective object that will be used. 2.3
Sets the given perspective object on this Edje object.
Make the given perspective object be the default perspective for this Edje object.
There can be only one perspective object per Edje object, and if a previous one was set, it will be removed and the new perspective object will be used.
An Edje perspective will only affect a part if it doesn't point to another part to be used as perspective.
[in] obj The object. [in] ps The perspective object that will be used. 2.3
Deletes the given perspective object.
ps A valid perspective object, or
This function will delete the perspective object. If the perspective effect was being applied to any Edje object or part, this effect won't be applied anymore.
- See also:
- edje_perspective_new() 2.3
Gets whether the given perspective object is global or not.
ps The given perspective object.
EINA_TRUEif this perspective object is global,
- See also:
- edje_perspective_global_set() 2.3
Makes this perspective object be global for its canvas.
ps The given perspective object global
EINA_TRUEif the perspective should be global,
The canvas which this perspective object is being set as global is the one given as argument upon the object creation (the
evas parameter on the function
There can be only one global perspective object set per canvas, and if a perspective object is set to global when there was already another global perspective set, the old one will be set as non-global.
A global perspective just affects a part if its Edje object doesn't have a perspective object set to it, and if the part doesn't point to another part to be used as perspective.
Creates a new perspective in the given canvas.
e The given canvas (Evas).
- An Edje Perspective object for this canvas, or
This function creates a perspective object that can be set on an Edje object, or globally to all Edje objects on this canvas.
|void edje_perspective_set||(||Edje_Perspective *||ps,|
Sets up the transform for this perspective object.
This sets the parameters of the perspective transformation. X, Y and Z values are used. The px and py points specify the "infinite distance" point in the 3D conversion (where all lines converge to like when artists draw 3D by hand). The
z0 value specifies the z value at which there is a 1:1 mapping between spatial coordinates and screen coordinates. Any points on this z value will not have their X and Y values modified in the transform. Those further away (Z value higher) will shrink into the distance, and those less than this value will expand and become bigger. The
foc value determines the "focal length" of the camera. This is in reality the distance between the camera lens plane itself (at or closer than this rendering results are undefined) and the "z0" z value. This allows for some "depth" control and
foc must be greater than 0.
ps The perspective object px The perspective distance X coordinate py The perspective distance Y coordinate z0 The "0" z plane value foc The focal distance 2.3