Tizen Native API
4.0
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Functions that deal with 3D projection of an 2D object.
Perspective is a graphical tool that makes objets 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.
Functions | |
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. |
const Edje_Perspective* edje_evas_global_perspective_get | ( | const Evas * | e | ) |
Gets the global perspective object set for this canvas.
e | The given canvas (Evas). |
NULL
if 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().
void edje_perspective_free | ( | Edje_Perspective * | ps | ) |
Deletes the given perspective object.
ps | A valid perspective object, or NULL . |
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.
Eina_Bool edje_perspective_global_get | ( | const Edje_Perspective * | ps | ) |
Gets whether the given perspective object is global or not.
ps | The given perspective object. |
EINA_TRUE
if this perspective object is global, EINA_FALSE
otherwise.void edje_perspective_global_set | ( | Edje_Perspective * | ps, |
Eina_Bool | global | ||
) |
Makes this perspective object be global for its canvas.
ps | The given perspective object |
global | EINA_TRUE if the perspective should be global, EINA_FALSE otherwise. |
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 edje_perspective_new(evas)
).
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.
Edje_Perspective* edje_perspective_new | ( | Evas * | e | ) |
Creates a new perspective in the given canvas.
e | The given canvas (Evas). |
NULL
on errors.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, |
Evas_Coord | px, | ||
Evas_Coord | py, | ||
Evas_Coord | z0, | ||
Evas_Coord | foc | ||
) |
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 |