Functions | |
EAPI Evas_Object * | emotion_object_add (Evas *evas) |
Add an emotion object to the canvas. More... | |
EAPI void | emotion_object_module_option_set (Evas_Object *obj, const char *opt, const char *val) |
Set the specified option for the current module. More... | |
EAPI Eina_Bool | emotion_object_init (Evas_Object *obj, const char *module_filename) |
Initializes an emotion object with the specified module. More... | |
EAPI Eina_Bool | emotion_object_file_set (Evas_Object *obj, const char *filename) |
Set the file to be played in the Emotion object. More... | |
EAPI const char * | emotion_object_file_get (const Evas_Object *obj) |
Get the filename of the file associated with the emotion object. More... | |
Detailed Description
Function Documentation
EAPI Evas_Object* emotion_object_add | ( | Evas * | evas | ) |
Add an emotion object to the canvas.
- Parameters
-
evas The canvas where the object will be added to.
- Returns
- The emotion object just created.
This function creates an emotion object and adds it to the specified evas
. The returned object can be manipulated as any other Evas object, using the default object manipulation functions - evas_object_*.
After creating the object with this function, it's still necessary to initialize it with emotion_object_init(), and if an audio file is going to be played with this object instead of a video, use emotion_object_video_mute_set().
The next step is to open the desired file with emotion_object_file_set(), and start playing it with emotion_object_play_set().
- See Also
- emotion_object_init()
- emotion_object_video_mute_set()
- emotion_object_file_set()
- emotion_object_play_set()
- Examples:
- emotion_basic_example.c, emotion_signals_example.c, and emotion_test_main.c.
EAPI const char* emotion_object_file_get | ( | const Evas_Object * | obj | ) |
Get the filename of the file associated with the emotion object.
- Parameters
-
obj The emotion object from which the filename will be retrieved.
- Returns
- The path to the file loaded into this emotion object.
This function returns the path of the file loaded in this emotion object. If no object is loaded, it will return NULL
.
- Note
- Don't free or change the string returned by this function in any way. If you want to unset it, use
emotion_object_file_set(obj, NULL)
.
- See Also
- emotion_object_file_set()
- Examples:
- emotion_test_main.c.
EAPI Eina_Bool emotion_object_file_set | ( | Evas_Object * | obj, |
const char * | filename | ||
) |
Set the file to be played in the Emotion object.
- Parameters
-
obj The emotion object where the file is being loaded. filename Path to the file to be loaded. It can be absolute or relative path.
- Returns
- EINA_TRUE if the new file could be loaded successfully, and EINA_FALSE if the file could not be loaded. This happens when the filename is could not be found, when the module couldn't open the file, when no module is initialized in this object, or when the
filename
is the same as the one previously set.
This function sets the file to be used with this emotion object. If the object already has another file set, this file will be unset and unloaded, and the new file will be loaded to this emotion object. The seek position will be set to 0, and the emotion object will be paused, instead of playing.
If there was already a filename set, and it's the same as the one being set now, this function does nothing and returns EINA_FALSE.
Use NULL
as argument to filename
if you want to unload the current file but don't want to load anything else.
- Examples:
- emotion_basic_example.c, emotion_signals_example.c, and emotion_test_main.c.
Referenced by emotion_object_init().
EAPI Eina_Bool emotion_object_init | ( | Evas_Object * | obj, |
const char * | module_filename | ||
) |
Initializes an emotion object with the specified module.
- Parameters
-
obj The emotion object to be initialized. module_filename The name of the module to be used (gstreamer or xine).
- Returns
EINA_TRUE
if the specified module was successfully initialized for this object,EINA_FALSE
otherwise.
This function is required after creating the emotion object, in order to specify which module will be used with this object. Different objects can use different modules to play a media file. The current supported modules are gstreamer and xine.
To use any of them, you need to make sure that support for them was compiled correctly.
- Note
- It's possible to disable the build of a module with –disable-module_name.
- Examples:
- emotion_basic_example.c, emotion_signals_example.c, and emotion_test_main.c.
References emotion_object_file_set().
EAPI void emotion_object_module_option_set | ( | Evas_Object * | obj, |
const char * | opt, | ||
const char * | val | ||
) |
Set the specified option for the current module.
- Parameters
-
obj The emotion object which the option is being set to. opt The option that is being set. Currently supported optiosn: "video" and "audio". val The value of the option. Currently only supports "off" (?!?!?!)
This function allows one to mute the video or audio of the emotion object.
- Note
- Please don't use this function, consider using emotion_object_audio_mute_set() and emotion_object_video_mute_set() instead.