ephysics_logo.c
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <Elementary.h>
#include <EPhysics.h>
#include <Evas.h>
#define WIDTH (512)
#define HEIGHT (384)
#define DEPTH (100)
#define FLOOR_Y (HEIGHT - 80)
#define SH_THRESHOLD (250)
#define SH_OFFSET_X (- 16)
#define OFFSET_X (90)
#define PADDING_X_1 (16)
#define PADDING_X_2 (12)
#define PADDING_X_3 (22)
#define E_THRESHOLD (WIDTH + 560)
#define LAYER_SHADOW (10)
#define LAYER_LETTER (20)
#define CENTER(total, item) (((total) - (item)) / 2)
#define LIMIT(val, op, ref) (((val) op (ref)) ? (val) : (ref));
#define PROP_GET(pos, min, max) (((min) + ((max) - (min)) * (pos)) / (max))
static void
_update_box_cb(void *data __UNUSED__, EPhysics_Body *body, void *event_info)
{
Evas_Object *image = event_info;
Evas_Object *shadow = evas_object_data_get(image, "shadow");
Evas_Object *light = evas_object_data_get(image, "light");
int x, y, w, h, floor_distance, alpha = 0;
/* modify the evas object according to the body */
evas_object_geometry_get(image, &x, &y, &w, &h);
floor_distance = FLOOR_Y - h;
/* Bodies penetrates the ground slightly before bouncing. */
/* This is to be expected in realtime physics engines. */
// TODO BUG: should we move the object up by the difference????
//y = LIMIT(y, <=, floor_distance);
/* We should show the shadow when we're close enough to ground */
if (y > SH_THRESHOLD)
{
int sh_w, sh_h;
double pos_x;
evas_object_image_size_get(shadow, &sh_w, &sh_h);
/* shadow is darker with bigger y */
alpha = 255 * (y - SH_THRESHOLD) / (floor_distance - SH_THRESHOLD);
/* and with bigger x -- it's proportional to x / WIDTH, but varies
* from 100 to 255.
*/
pos_x = (double) x / (WIDTH - w);
alpha = alpha * PROP_GET(pos_x, 100, 255);
/* box shadow is not resized, just moved */
evas_object_move(shadow, x + CENTER(w, sh_w) + SH_OFFSET_X,
FLOOR_Y - sh_h + 2);
}
evas_object_color_set(shadow, alpha, alpha, alpha, alpha);
evas_object_move(light, x, y);
/* it's lighter with bigger y */
alpha = (y <= 0) ? 0 : y * 255 / floor_distance;
/* and with bigger x */
alpha = alpha * (x - OFFSET_X + 80) / (WIDTH - OFFSET_X);
evas_object_color_set(light, alpha, alpha, alpha, alpha);
}
static void
_update_circle_cb(void *data __UNUSED__, EPhysics_Body *body, void *event_info)
{
Evas_Object *image = event_info;
Evas_Object *shadow = evas_object_data_get(image, "shadow");
Evas_Object *light = evas_object_data_get(image, "light");
int x, y, w, h, sh_w, sh_h, alpha = 0;
const Evas_Map *map;
/* modify the evas object according to the body */
evas_object_geometry_get(image, &x, &y, &w, &h);
evas_object_move(light, x, y);
alpha = x * 255 / (WIDTH - w);
evas_object_color_set(light, alpha, alpha, alpha, alpha);
/* use the same map from image to the light (rotate it) */
map = evas_object_map_get(image);
evas_object_map_set(light, map);
evas_object_image_size_get(shadow, &sh_w, &sh_h);
evas_object_move(shadow, x + CENTER(w, sh_w) + SH_OFFSET_X,
FLOOR_Y - sh_h + 2);
alpha = 127 + alpha / 2;
evas_object_color_set(shadow, alpha, alpha, alpha, alpha);
if (x > E_THRESHOLD)
ephysics_body_move(body, -w - 1, y, -15);
}
static void
_letter_add(Evas *evas, const char *letter, Evas_Object **image, Evas_Object **light, Evas_Object **shadow)
{
int w, h, sh_w, sh_h;
char buf[1024];
snprintf(buf, sizeof(buf), PACKAGE_DATA_DIR "/logo_shadow-%s.png", letter);
evas_object_image_file_set(*shadow, buf, NULL);
evas_object_image_size_get(*shadow, &sh_w, &sh_h);
evas_object_resize(*shadow, sh_w, sh_h);
evas_object_color_set(*shadow, 0, 0, 0, 0);
evas_object_layer_set(*shadow, LAYER_SHADOW);
evas_object_show(*shadow);
snprintf(buf, sizeof(buf), PACKAGE_DATA_DIR "/logo_letter-%s.png", letter);
evas_object_image_file_set(*image, buf, NULL);
evas_object_image_size_get(*image, &w, &h);
evas_object_resize(*image, w, h);
evas_object_layer_set(*image, LAYER_LETTER);
snprintf(buf, sizeof(buf), PACKAGE_DATA_DIR "/logo_light-%s.png", letter);
evas_object_image_file_set(*light, buf, NULL);
evas_object_resize(*light, w, h);
evas_object_layer_set(*light, LAYER_LETTER);
/* allow easy access to shadow and light from the letter image */
evas_object_data_set(*image, "shadow", *shadow);
evas_object_data_set(*image, "light", *light);
}
static void
_letter_body_setup_common(EPhysics_Body *body, Evas_Object *view)
{
}
static EPhysics_Body *
_letter_body_box_add(EPhysics_World *world, Evas_Object *image)
{
_letter_body_setup_common(body, image);
(body, EPHYSICS_CALLBACK_BODY_UPDATE, _update_box_cb, NULL);
return body;
}
static EPhysics_Body *
_letter_body_circle_add(EPhysics_World *world, Evas_Object *image)
{
_letter_body_setup_common(body, image);
(body, EPHYSICS_CALLBACK_BODY_UPDATE, _update_circle_cb, NULL);
return body;
}
EAPI_MAIN int
elm_main(int argc __UNUSED__, char **argv __UNUSED__)
{
Evas_Object *win, *bg, *image, *light, *shadow;
EPhysics_Body *ground_body, *letter_body;
unsigned int i = 0;
int x, w, h, sh_w;
Evas *evas;
struct letter_desc {
const char *letter;
int padding;
} falling_letters[] = {
{"P", PADDING_X_1},
{"H", PADDING_X_1},
{"Y", PADDING_X_3},
{"S1", PADDING_X_2},
{"I", PADDING_X_2},
{"C", PADDING_X_3},
{"S2", 0}
};
if (!ephysics_init())
return - 1;
win = elm_win_add(NULL, "main", ELM_WIN_SPLASH);
elm_win_title_set(win, "EPhysics Logo");
bg = elm_bg_add(win);
elm_bg_file_set(bg, PACKAGE_DATA_DIR "/logo_background.png", NULL);
evas_object_size_hint_min_set(bg, WIDTH, HEIGHT);
evas_object_size_hint_max_set(bg, WIDTH, HEIGHT);
world = ephysics_world_new();
ephysics_world_render_geometry_set(world, 0, 0, -50, WIDTH, HEIGHT, DEPTH);
ground_body = ephysics_body_box_add(world);
ephysics_body_geometry_set(ground_body, -100, FLOOR_Y, -15, WIDTH + 800, 10,
30);
ephysics_body_restitution_set(ground_body, 0.65);
ephysics_body_friction_set(ground_body, 0.8);
evas = evas_object_evas_get(win);
x = OFFSET_X;
for (i = 0; i < EINA_C_ARRAY_LENGTH(falling_letters); i++)
{
_letter_add(evas, falling_letters[i].letter, &image, &light, &shadow);
evas_object_image_size_get(shadow, &sh_w, NULL);
/* place image and light on top, above what the viewport can show */
evas_object_move(image, x, -h * (i + 1) - 50);
evas_object_move(light, x, -h * (i + 1) - 50);
/* place shadow below the hit-line: FLOOR_Y, centered at image */
evas_object_move(shadow, x + CENTER(w, sh_w), FLOOR_Y);
x += falling_letters[i].padding + w;
letter_body = _letter_body_box_add(world, image);
ephysics_body_friction_set(letter_body, 0.4);
}
/* E is a circle that comes rolling on the floor */
_letter_add(evas, "E", &image, &light, &shadow);
evas_object_color_set(shadow, 255, 255, 255, 255);
evas_object_image_size_get(shadow, &sh_w, NULL);
/* place image and light so they are above the floor,
* and to the left of viewport
*/
evas_object_move(image, -w - 1, FLOOR_Y - h + 1);
evas_object_move(light, -w - 1, FLOOR_Y - h + 1);
/* place the shadow below the hit-line: FLOOR_Y, centered at image */
evas_object_move(shadow, -w - 1 + CENTER(w, sh_w), FLOOR_Y);
letter_body = _letter_body_circle_add(world, image);
ephysics_body_friction_set(letter_body, 1);
ephysics_body_mass_set(letter_body, 1);
/* make the "E" logo get into the viewport by applying an horizontal force */
ephysics_body_central_impulse_apply(letter_body, 390, 0, 0);
return 0;
}