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Building Exciting
User Interfaces
on new Tizen Platform
with EFL/DALi
Govindaraju S M
Samsung R&D Institute, Bangalore
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2
Tools to realize your App Ideas
Features Light Weight Ease of Use
EFL
Performance
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3
Coverage
Tizen Native UI Framework Architecture
EFL Features & APIs
EFL Sample App & Demo
DALi Features, Sample App
Summary
Key take away from this session
Basics &
Features
How to
create UI? What to
Choose?
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4
Base Operating System / display etc. ( Linux )
EFL DALi
Windowing System
( X11 )
Font
(Fontconfig, freetype2) ISF, Voice FW
(isf, ise, STT, TTS)
Window Manager &
Compositor ( E17)
OpenGL ES /
EGL
Tizen Native UI Framework - Subsystems
Applications EFL App DALi App
Cairo
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5
Tizen Native UI Framework
2D ~ 2.5D UI Framework A collection of libraries supporting 2D ~ 2.5D UI
Splits GUI Design & Functionality
Enlightenment Open source Project: http://www.enlightenment.org
3D Scene Graph UI Rendering Engine Open GL ES 2.0 Shaders, Vertices and Textures based
Rendering and Effects
2D world is the Z plane 0 in the 3D world
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Enlightenment Foundation
Libraries (EFL)
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7
EFL Architecture
Bindings
Edje
Elementary
EFL
Efreet Eeze Eio Ethumb EDbus
Embryo
Eina
Eet
Ecore
Emotion
Base Operating System / display etc. ( Linux )
Applications
Evas
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8
Evas : (E + CanVAS)
Canvas Library
Rendering Objects
Stencil
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9
Evas Scene Graph
Hierarchy setup with parent and child objects
Tracks state of objects
Handles rendering of each object
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10
Retained Rendering Mode
No “rendering” API – Scene Graph
Application
EFL
Drawing Commands
Scene
(Model) Build Scene ( UI layout )
Update
Primitives Object
Rectangle
Line
Polygon
Text
Textblock
Textgrid
Image
Vector Graphic
Smart Object
box
grid
table
customized smart objects(elm widgets)
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11
Evas Map - 3D Transformation Interface
Transformations : Rotation, Zoom, 3D Perspective
Texture
mapping
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Vector Graphics objects Scene graph
Evas VG
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13
Eina
Eina is a library for
data types and some useful tools.
eina_list eina_array
eina_rbtree eina_stringshare
eina_mempool eina_module
eina_benachmark
eina_file
eina_log
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14
Ecore ( E + Core )
Setup Idler FD Handler
calls
Event
Handlers
Event
Job
Event
Timers,
Pollers,
Animators
…
Clean and tiny event loop library
with many convenience modules
Ecore - Mainloop
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Ecore
Ecore Main loop
Ecore Thread
Ecore Pipe
Ecore Timer
Ecore Job
Ecore Idler
Ecore Animator
Ecore Audio
Ecore IMF
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16
Edje
EFL Application
Edje text script file (.edc) / GUI
Layout binary (.edj)
Executable logic binary (C)
Edje : Graphical design and layout
library
Edje Data Collection (EDC): Layout
Script, Enables UI layout development
outside C code
.edc
.edj
.c
Executable
Edje_cc Compile
Load
Run
Compile time
Run time
Edje
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17
Scalable UI
Saleable for multi-size/resolution/aspect-ratio of screens
Continuous scaling based on a scale value
Screen coordinates are mapped between 0 & 1.
Full HD 60” WXGA 10.1” HD 4.65” WVGA 3.8” HVGA 3.27”
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Edje Demo collections {
group {
name: "demo_group";
images.image: "ball.png" COMP;
parts{
part{
name: "part_image";
type: IMAGE;
description{ state: "default" 0.0;
rel1.relative: 0.1 0.1;
rel2.relative: 0.3 0.3;
image{
normal: "ball.png";
}
}
description{ state: "bottom" 0.0;
inherit: "default" 0.0;
rel1.relative: 0.9 0.9;
rel2.relative: 1.0 1.0;
}
}
}
program { name: "start";
signal: "show";
action: STATE_SET "bottom" 0.0;
target: "part_image";
transition: ACCELERATE 0.5;
after: "bounce";
}
program { name: "bounce";
action: STATE_SET "default" 0.0;
target: "part_image";
transition: DECELERATE 1.0;
after: "start";
}
}
}
Demo1
Edje_Basic
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19
Elementary : Widget Set Library
Button
Check
Radio
Edit Field
Gengrid
Color Selector
Date Time
Slider
NaviFrame
Tool Bar
Page Control
Progress Bar
MultiButtonEntry
Ctx Popup
Popup
Map
Window &
Conformant
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20
//Create window
Evas_Object *win = elm_win_add(NULL, "hello",
ELM_WIN_BASIC);
elm_win_title_set(win, "Hello");
//Create a layout object
Evas_Object* ly = elm_layout_add(win);
//Load an edj file
elm_layout_file_set(ly, “sample.edj”, “group_name”);
…
evas_object_show(ly);
Elementary : How to combine an EDC with C?
C Program (.c)
GUI Layout
.edj
Evas
Object
elm_layout_file_set
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21
Send a signal from C to Edje
…
part {
name: "test_part";
//…
//show state
description {
name: "show" 0.0;
visible: 1;
}
//hide state
description {
name: "hide" 0.0
visible: 0;
}
programs {
program {
name: "hide_test_part";
signal: “elm,state,test_part,hidden"; //signal
source: “elm”;
target: "test_part"; //action target
action: STATE_SET "hide" 0.0; //action definition
}
…
void fn(Evas_Object *parent) {
Evas_Object *ly = elm_layout_add(parent);
//…
elm_object_signal_emit( ly,
"elm,state,test_part,hidden", "elm");
}
elm_object_signal_emit
How to combine an Edje with C?
.edc .c
C Program (.c)
GUI Layout
.edj
Evas
Object
hide_test_part
program
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22
//…
parts {
part {
name: "test_part";
//…
}
//…
}
programs {
program {
name: "clicked”;
source: “test_part”;
signal: “mouse,clicked,1”;
action: SIGNAL_EMIT “clicked” “*”;
}
//…
}
//…
static void _cb( void *data,
Evas_Object *obj,
const char *emission,
const char *source)
{ //… }
static void fn(Evas_Object *parent) {
Evas_Object *ly = elm_layout_add(parent);
//…
elm_object_signal_callback_add( ly, “clicked”, “*”, _cb, NULL);
}
.edc
.c
How to combine an Edje with C? Send a signal from Edje to C
C Program (.c)
GUI Layout .edj
Evas
Object
Clicked
program
Mouse
Clicked
Event
signal
callback
_cb Signal Emit
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23
Elementary Application : Widgets & Layout
#include <Elementary.h>
EAPI_MAIN int
elm_main(int argc, char **argv)
{
Evas_Object *win, *layout, *btn;
// Create Window
win = elm_win_util_standard_add(“Name", “Win Title");
// Add Layout
layout = elm_layout_add(win);
elm_layout_file_set(layout, "layout.edj", "demo_group");
elm_win_resize_object_add(win, layout);
// Create Controls
btn = elm_button_add(win);
elm_object_text_set(btn, "Click me!");
elm_object_part_content_set(layout, "part_swallow", btn);
//Show the Controls & Window
evas_object_show(layout);
evas_object_show(win);
// Blocking mainloop: process events and callbacks
elm_run();
elm_shutdown();
return 0;
}
ELM_MAIN()
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Demo2
Edje_Swallow
Edje Layout : Swallow collections {
group {
name: "demo_group";
parts {
part {
name: "bg";
…
part{
name: "part_swallow";
type: SWALLOW;
description{ state: "default" 0.0;
rel1.relative: 0.1 0.1;
rel2.relative: 0.2 0.2;
}
description{ state: "bottom" 0.0;
inherit: "default" 0.0;
rel1.relative: 0.9 0.9;
rel2.relative: 1.0 1.0;
}
}
program { name: "start";
signal: "show";
action: STATE_SET "bottom" 0.0;
target: "part_swallow";
transition: LINEAR 3.0;
after: "bounce";
}
program { name: "bounce";
action: STATE_SET "default" 0.0;
target: "part_swallow";
transition: LINEAR 3.0;
after: "start";
}
}
}
… part{
name: "part_swallow";
type: SWALLOW;
description{ state: "default" 0.0;
max: 200 100;
…
map {
on: 1;
perspective_on: 1;
rotation {
y: 0;
}
} }
description{ state: "bottom" 0.0;
inherit: "default" 0.0;
…
map {
rotation {
y: 360;
} }
…
Demo3
Swallow_Map
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Theme
App Code (.c)
Theme2.edc
Functionality
theme1.edc
GUI Layout Style
GUI Layout Style
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Theme : Priority
System based Theme (Basic Themes)
ELM_THEME = tizen:tizen2:tizen3
Application based Theme
Extension Themes (lower than Basic Themes) elm_theme_extension_add();
elm_theme_extension_del();
Overlay Themes (higher than Basic Themes) elm_theme_overlay_add();
elm_theme_overlay_del();
......
Extension 1
Pantheon
Default
...
...
Overlay 1
Overlay 2
Extension 2
Extension 1
Custom Themes
……
……
BasicThemes
Tizen
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Custom 2D/3D Rendering on EFL
2D / Vector Rendering : use Cairo + Evas Image
Elm GLView simplifies 3D rendering
Evas
Image
Image
Buffer Cairo
Render
Image Data
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Dynamic Animation Library
(DALi)
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DALi
3D Animation/effect based UIFW library
+ve X
+ve Y
+ve Z
World Origin (0, 0, 0)
Default Camera
3D Dali World
Demo4
Dali_Features
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OpenGL ES
DALi Toolkit
UI Controls
DALi Architecture
Applications DALi App
DALi API (C++, Java Script)
Shaders
DALi
Geometry
3D models
Styling
Scene Graph
Events
3D Effects
3D Animation
Rendering
Layout
DALi Adaptor
X11 Adaptor
EFL
Plugin JS
Binding
ISF
Assimp
Image
decoders
Freetype
Physics
Engine
Future Plan,
beyond Tizen 2.4
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DALi Basics
Scene graph based rendering
Stage defines whole 3D world
Actors handle input events
Effects with Shaders
3D Model support#
# Future Plan,
beyond Tizen 2.4
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DALi Actors
Image Actor
Text Actor Model Actor
Camera
Actor
Light Actor
Custom
Actor
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Constraints and Property Notifications
Constraint : Property based on function of other properties
Property notification : Notified on property reaches or crosses a value
Ball Size & Position
Paddle Size & Position Property: Collision (Yes/No)
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Animation
Property animation
Vertex & Mesh animation
Shader Uniform animation
Model / Key frame animation
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Effects : Modifies Object Appearance
Actor Default Shader: Override Geometry (vertex) / Pixels (fragment)
Bendy
Blend
Bubble
Carousel
Displace
ment
Dissolve
Page
turn
Mirror
Motion-
blur
Ripple
Shear Water
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3D Models
Collada, Maya® , 3DS Max®, DALi format, etc…
Open Asset Import Library (assimp) Model Importer
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UI Controls
Basic Building blocks : Image, Text and Mesh Actors
UI Controls provide additional Layout, Effects, Scrolling
Image View
Button, Pop-up
Item-view
Text-field Scroll-view
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using namespace Dali::Toolkit; #include <dali.h> class DaliExample { public: DaliExample(Application& mApplication) { mApplication.InitSignal().Connect(this,&DaliExample::OnInit);
} virtual ~DaliExample() {} void OnInit(Application& app) { ResourceImage image= ResourceImage::New(“Path”);
DALi application
ImageView imageView = ImageView::New(image); Stage::GetCurrent().Add(imageView);
} }; int main(int argc, char** argv) { Application app = Application::New(&argc, &argv); DaliExample test(app); app.MainLoop(); return 0; }
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EFL or DALi ?
EFL DALi
2D ~ 2.5D
Effects
Software
or GPU
based
Rich 3D
effects /
Physics
3D
Models
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