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70
.gitmodules
vendored
@ -1,70 +0,0 @@
|
||||
|
||||
[submodule "external/glew/glew"]
|
||||
path = external/glew/glew
|
||||
url = https://github.com/HeeroYui/glew.git
|
||||
[submodule "build"]
|
||||
path = build
|
||||
url = https://github.com/HeeroYui/Build.git
|
||||
[submodule "external/etk"]
|
||||
path = external/etk
|
||||
url = https://github.com/HeeroYui/etk.git
|
||||
[submodule "external/agg"]
|
||||
path = external/agg
|
||||
url = https://github.com/HeeroYui/libagg.git
|
||||
[submodule "external/portaudio"]
|
||||
path = external/portaudio
|
||||
url = https://github.com/HeeroYui/libportaudio.git
|
||||
[submodule "external/freetype"]
|
||||
path = external/freetype
|
||||
url = https://github.com/HeeroYui/libfreetype.git
|
||||
[submodule "external/png"]
|
||||
path = external/png
|
||||
url = https://github.com/HeeroYui/libpng.git
|
||||
[submodule "external/ogg"]
|
||||
path = external/ogg
|
||||
url = https://github.com/HeeroYui/libogg.git
|
||||
[submodule "external/lua"]
|
||||
path = external/lua
|
||||
url = https://github.com/HeeroYui/liblua.git
|
||||
[submodule "external/z/zlib"]
|
||||
path = external/z/zlib
|
||||
url = https://github.com/madler/zlib.git
|
||||
[submodule "external/bullet/bullet"]
|
||||
path = external/bullet/bullet
|
||||
url = https://github.com/HeeroYui/bullet.git
|
||||
[submodule "external/esvg"]
|
||||
path = external/esvg
|
||||
url = https://github.com/HeeroYui/esvg.git
|
||||
[submodule "external/exml"]
|
||||
path = external/exml
|
||||
url = https://github.com/HeeroYui/exml.git
|
||||
[submodule "external/egami"]
|
||||
path = external/egami
|
||||
url = https://github.com/HeeroYui/egami.git
|
||||
[submodule "external/ejson"]
|
||||
path = external/ejson
|
||||
url = https://github.com/HeeroYui/ejson.git
|
||||
[submodule "external/ege"]
|
||||
path = external/ege
|
||||
url = https://github.com/HeeroYui/ege.git
|
||||
[submodule "monk"]
|
||||
path = monk
|
||||
url = https://github.com/HeeroYui/monk.git
|
||||
[submodule "external/rtaudio/rtaudio"]
|
||||
path = external/rtaudio/rtaudio
|
||||
url = https://github.com/HeeroYui/rtaudio.git
|
||||
[submodule "external/eaudiofx"]
|
||||
path = external/eaudiofx
|
||||
url = https://github.com/HeeroYui/eaudiofx.git
|
||||
[submodule "external/airtaudio"]
|
||||
path = external/airtaudio
|
||||
url = https://github.com/HeeroYui/AirTAudio.git
|
||||
[submodule "external/ewolsa"]
|
||||
path = external/ewolsa
|
||||
url = https://github.com/HeeroYui/ewolsa.git
|
||||
[submodule "ios-deploy"]
|
||||
path = ios-deploy
|
||||
url = https://github.com/HeeroYui/ios-deploy.git
|
||||
[submodule "external/enet"]
|
||||
path = external/enet
|
||||
url = https://github.com/HeeroYui/enet.git
|
95
.travis.yml
Normal file
@ -0,0 +1,95 @@
|
||||
language: cpp
|
||||
|
||||
sudo: required
|
||||
dist: trusty
|
||||
|
||||
branches:
|
||||
only:
|
||||
- master
|
||||
- dev
|
||||
|
||||
addons:
|
||||
apt:
|
||||
sources:
|
||||
- ubuntu-toolchain-r-test
|
||||
packages:
|
||||
- g++-4.9
|
||||
- expect
|
||||
- binutils-mingw-w64-x86-64 # 64bit MinGW
|
||||
- gcc-mingw-w64-x86-64
|
||||
- g++-mingw-w64-x86-64
|
||||
|
||||
matrix:
|
||||
include:
|
||||
- os: linux
|
||||
env: CONF=release BUILDER=gcc TARGET=Linux TAG=Linux COMPILATOR_OPTION="--compilator-version=4.9"
|
||||
compiler: gcc
|
||||
- os: linux
|
||||
env: CONF=debug BUILDER=clang TARGET=Linux
|
||||
compiler: clang
|
||||
- os: linux
|
||||
env: CONF=release BUILDER=gcc TARGET=Windows TAG=Mingw
|
||||
compiler: x86_64-w64-mingw32-gcc
|
||||
- os: linux
|
||||
env: CONF=release BUILDER=gcc TARGET=Android TAG=Android DISABLE_PACKAGE=-p
|
||||
compiler: gcc
|
||||
- os: osx
|
||||
env: CONF=release BUILDER=clang TARGET=MacOs TAG=MacOs
|
||||
compiler: clang
|
||||
- os: osx
|
||||
env: CONF=release BUILDER=clang TARGET=IOs TAG=IOs
|
||||
compiler: clang
|
||||
|
||||
|
||||
install:
|
||||
- cd ..
|
||||
- pip install --user lutin
|
||||
- if [ "$TAG" == "Android" ]; then
|
||||
git clone --depth 1 --branch master https://github.com/HeeroYui/android-download-tool;
|
||||
./android-download-tool/dl-android.sh;
|
||||
fi
|
||||
- git clone --depth 1 --branch master https://github.com/atria-soft/ci.git
|
||||
- cd -
|
||||
|
||||
before_script:
|
||||
- cd ..
|
||||
- mkdir bin
|
||||
- curl https://storage.googleapis.com/git-repo-downloads/repo > bin/repo
|
||||
- chmod a+x bin/repo
|
||||
- git config --global user.email "travis@travis.com"
|
||||
- git config --global user.name "Travis"
|
||||
- git config --global color.ui "auto"
|
||||
- git config --global core.editor "vi"
|
||||
- mkdir WORKING_DIRECTORY
|
||||
- cd WORKING_DIRECTORY
|
||||
- ../bin/repo init -u https://github.com/atria-soft/manifest.git
|
||||
- ../bin/repo sync -j4
|
||||
- ../bin/repo forall -c git checkout master
|
||||
- ../bin/repo forall -c git checkout $TRAVIS_BRANCH; STATUS=$?
|
||||
- rm -rf atria-soft/ewol
|
||||
- cd ..
|
||||
- pwd
|
||||
- ls -l
|
||||
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
|
||||
export PATH=$PATH:/Users/travis/Library/Python/2.7/bin/;
|
||||
fi
|
||||
- ./ci/build_send.py --tag=$TAG --status=START;
|
||||
|
||||
script:
|
||||
- lutin -w -j4 -C -P -t$TARGET -c $BUILDER $COMPILATOR_OPTION $BUS -m $CONF $GCOV $DISABLE_PACKAGE ewol-test ewol-sample-*; STATUS=$?
|
||||
- ./ci/build_send.py --tag=$TAG --status="$STATUS";
|
||||
|
||||
after_script:
|
||||
- if [ "$GCOV" != "" ]; then
|
||||
./ci/warning_send.py --find-path ./out/Linux_x86_64/$CONF/build/$BUILDER/ewol/;
|
||||
fi
|
||||
- ./out/Linux_x86_64/$CONF/staging/$BUILDER/ewol-test/ewol-test.app/bin/ewol-test --elog-level=6 | tee out_test.txt
|
||||
- if [ "$GCOV" != "" ]; then
|
||||
./ci/test_send.py --file=out_test.txt;
|
||||
lutin -C -P -t $TARGET -c $BUILDER $COMPILATOR_OPTION $BUS -m $CONF -p ewol?gcov;
|
||||
./ci/coverage_send.py --json=out/Linux_x86_64/$CONF/build/$BUILDER/ewol/ewol_coverage.json;
|
||||
fi
|
||||
|
||||
notifications:
|
||||
email:
|
||||
- yui.heero@gmail.com
|
@ -1,8 +0,0 @@
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
|
||||
# include external sub libs :
|
||||
SUBDIRS(external)
|
||||
#include ewol sources
|
||||
SUBDIRS(sources)
|
||||
|
||||
#add_subdirectory
|
373
LICENSE
Normal file
@ -0,0 +1,373 @@
|
||||
Mozilla Public License Version 2.0
|
||||
==================================
|
||||
|
||||
1. Definitions
|
||||
--------------
|
||||
|
||||
1.1. "Contributor"
|
||||
means each individual or legal entity that creates, contributes to
|
||||
the creation of, or owns Covered Software.
|
||||
|
||||
1.2. "Contributor Version"
|
||||
means the combination of the Contributions of others (if any) used
|
||||
by a Contributor and that particular Contributor's Contribution.
|
||||
|
||||
1.3. "Contribution"
|
||||
means Covered Software of a particular Contributor.
|
||||
|
||||
1.4. "Covered Software"
|
||||
means Source Code Form to which the initial Contributor has attached
|
||||
the notice in Exhibit A, the Executable Form of such Source Code
|
||||
Form, and Modifications of such Source Code Form, in each case
|
||||
including portions thereof.
|
||||
|
||||
1.5. "Incompatible With Secondary Licenses"
|
||||
means
|
||||
|
||||
(a) that the initial Contributor has attached the notice described
|
||||
in Exhibit B to the Covered Software; or
|
||||
|
||||
(b) that the Covered Software was made available under the terms of
|
||||
version 1.1 or earlier of the License, but not also under the
|
||||
terms of a Secondary License.
|
||||
|
||||
1.6. "Executable Form"
|
||||
means any form of the work other than Source Code Form.
|
||||
|
||||
1.7. "Larger Work"
|
||||
means a work that combines Covered Software with other material, in
|
||||
a separate file or files, that is not Covered Software.
|
||||
|
||||
1.8. "License"
|
||||
means this document.
|
||||
|
||||
1.9. "Licensable"
|
||||
means having the right to grant, to the maximum extent possible,
|
||||
whether at the time of the initial grant or subsequently, any and
|
||||
all of the rights conveyed by this License.
|
||||
|
||||
1.10. "Modifications"
|
||||
means any of the following:
|
||||
|
||||
(a) any file in Source Code Form that results from an addition to,
|
||||
deletion from, or modification of the contents of Covered
|
||||
Software; or
|
||||
|
||||
(b) any new file in Source Code Form that contains any Covered
|
||||
Software.
|
||||
|
||||
1.11. "Patent Claims" of a Contributor
|
||||
means any patent claim(s), including without limitation, method,
|
||||
process, and apparatus claims, in any patent Licensable by such
|
||||
Contributor that would be infringed, but for the grant of the
|
||||
License, by the making, using, selling, offering for sale, having
|
||||
made, import, or transfer of either its Contributions or its
|
||||
Contributor Version.
|
||||
|
||||
1.12. "Secondary License"
|
||||
means either the GNU General Public License, Version 2.0, the GNU
|
||||
Lesser General Public License, Version 2.1, the GNU Affero General
|
||||
Public License, Version 3.0, or any later versions of those
|
||||
licenses.
|
||||
|
||||
1.13. "Source Code Form"
|
||||
means the form of the work preferred for making modifications.
|
||||
|
||||
1.14. "You" (or "Your")
|
||||
means an individual or a legal entity exercising rights under this
|
||||
License. For legal entities, "You" includes any entity that
|
||||
controls, is controlled by, or is under common control with You. For
|
||||
purposes of this definition, "control" means (a) the power, direct
|
||||
or indirect, to cause the direction or management of such entity,
|
||||
whether by contract or otherwise, or (b) ownership of more than
|
||||
fifty percent (50%) of the outstanding shares or beneficial
|
||||
ownership of such entity.
|
||||
|
||||
2. License Grants and Conditions
|
||||
--------------------------------
|
||||
|
||||
2.1. Grants
|
||||
|
||||
Each Contributor hereby grants You a world-wide, royalty-free,
|
||||
non-exclusive license:
|
||||
|
||||
(a) under intellectual property rights (other than patent or trademark)
|
||||
Licensable by such Contributor to use, reproduce, make available,
|
||||
modify, display, perform, distribute, and otherwise exploit its
|
||||
Contributions, either on an unmodified basis, with Modifications, or
|
||||
as part of a Larger Work; and
|
||||
|
||||
(b) under Patent Claims of such Contributor to make, use, sell, offer
|
||||
for sale, have made, import, and otherwise transfer either its
|
||||
Contributions or its Contributor Version.
|
||||
|
||||
2.2. Effective Date
|
||||
|
||||
The licenses granted in Section 2.1 with respect to any Contribution
|
||||
become effective for each Contribution on the date the Contributor first
|
||||
distributes such Contribution.
|
||||
|
||||
2.3. Limitations on Grant Scope
|
||||
|
||||
The licenses granted in this Section 2 are the only rights granted under
|
||||
this License. No additional rights or licenses will be implied from the
|
||||
distribution or licensing of Covered Software under this License.
|
||||
Notwithstanding Section 2.1(b) above, no patent license is granted by a
|
||||
Contributor:
|
||||
|
||||
(a) for any code that a Contributor has removed from Covered Software;
|
||||
or
|
||||
|
||||
(b) for infringements caused by: (i) Your and any other third party's
|
||||
modifications of Covered Software, or (ii) the combination of its
|
||||
Contributions with other software (except as part of its Contributor
|
||||
Version); or
|
||||
|
||||
(c) under Patent Claims infringed by Covered Software in the absence of
|
||||
its Contributions.
|
||||
|
||||
This License does not grant any rights in the trademarks, service marks,
|
||||
or logos of any Contributor (except as may be necessary to comply with
|
||||
the notice requirements in Section 3.4).
|
||||
|
||||
2.4. Subsequent Licenses
|
||||
|
||||
No Contributor makes additional grants as a result of Your choice to
|
||||
distribute the Covered Software under a subsequent version of this
|
||||
License (see Section 10.2) or under the terms of a Secondary License (if
|
||||
permitted under the terms of Section 3.3).
|
||||
|
||||
2.5. Representation
|
||||
|
||||
Each Contributor represents that the Contributor believes its
|
||||
Contributions are its original creation(s) or it has sufficient rights
|
||||
to grant the rights to its Contributions conveyed by this License.
|
||||
|
||||
2.6. Fair Use
|
||||
|
||||
This License is not intended to limit any rights You have under
|
||||
applicable copyright doctrines of fair use, fair dealing, or other
|
||||
equivalents.
|
||||
|
||||
2.7. Conditions
|
||||
|
||||
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
|
||||
in Section 2.1.
|
||||
|
||||
3. Responsibilities
|
||||
-------------------
|
||||
|
||||
3.1. Distribution of Source Form
|
||||
|
||||
All distribution of Covered Software in Source Code Form, including any
|
||||
Modifications that You create or to which You contribute, must be under
|
||||
the terms of this License. You must inform recipients that the Source
|
||||
Code Form of the Covered Software is governed by the terms of this
|
||||
License, and how they can obtain a copy of this License. You may not
|
||||
attempt to alter or restrict the recipients' rights in the Source Code
|
||||
Form.
|
||||
|
||||
3.2. Distribution of Executable Form
|
||||
|
||||
If You distribute Covered Software in Executable Form then:
|
||||
|
||||
(a) such Covered Software must also be made available in Source Code
|
||||
Form, as described in Section 3.1, and You must inform recipients of
|
||||
the Executable Form how they can obtain a copy of such Source Code
|
||||
Form by reasonable means in a timely manner, at a charge no more
|
||||
than the cost of distribution to the recipient; and
|
||||
|
||||
(b) You may distribute such Executable Form under the terms of this
|
||||
License, or sublicense it under different terms, provided that the
|
||||
license for the Executable Form does not attempt to limit or alter
|
||||
the recipients' rights in the Source Code Form under this License.
|
||||
|
||||
3.3. Distribution of a Larger Work
|
||||
|
||||
You may create and distribute a Larger Work under terms of Your choice,
|
||||
provided that You also comply with the requirements of this License for
|
||||
the Covered Software. If the Larger Work is a combination of Covered
|
||||
Software with a work governed by one or more Secondary Licenses, and the
|
||||
Covered Software is not Incompatible With Secondary Licenses, this
|
||||
License permits You to additionally distribute such Covered Software
|
||||
under the terms of such Secondary License(s), so that the recipient of
|
||||
the Larger Work may, at their option, further distribute the Covered
|
||||
Software under the terms of either this License or such Secondary
|
||||
License(s).
|
||||
|
||||
3.4. Notices
|
||||
|
||||
You may not remove or alter the substance of any license notices
|
||||
(including copyright notices, patent notices, disclaimers of warranty,
|
||||
or limitations of liability) contained within the Source Code Form of
|
||||
the Covered Software, except that You may alter any license notices to
|
||||
the extent required to remedy known factual inaccuracies.
|
||||
|
||||
3.5. Application of Additional Terms
|
||||
|
||||
You may choose to offer, and to charge a fee for, warranty, support,
|
||||
indemnity or liability obligations to one or more recipients of Covered
|
||||
Software. However, You may do so only on Your own behalf, and not on
|
||||
behalf of any Contributor. You must make it absolutely clear that any
|
||||
such warranty, support, indemnity, or liability obligation is offered by
|
||||
You alone, and You hereby agree to indemnify every Contributor for any
|
||||
liability incurred by such Contributor as a result of warranty, support,
|
||||
indemnity or liability terms You offer. You may include additional
|
||||
disclaimers of warranty and limitations of liability specific to any
|
||||
jurisdiction.
|
||||
|
||||
4. Inability to Comply Due to Statute or Regulation
|
||||
---------------------------------------------------
|
||||
|
||||
If it is impossible for You to comply with any of the terms of this
|
||||
License with respect to some or all of the Covered Software due to
|
||||
statute, judicial order, or regulation then You must: (a) comply with
|
||||
the terms of this License to the maximum extent possible; and (b)
|
||||
describe the limitations and the code they affect. Such description must
|
||||
be placed in a text file included with all distributions of the Covered
|
||||
Software under this License. Except to the extent prohibited by statute
|
||||
or regulation, such description must be sufficiently detailed for a
|
||||
recipient of ordinary skill to be able to understand it.
|
||||
|
||||
5. Termination
|
||||
--------------
|
||||
|
||||
5.1. The rights granted under this License will terminate automatically
|
||||
if You fail to comply with any of its terms. However, if You become
|
||||
compliant, then the rights granted under this License from a particular
|
||||
Contributor are reinstated (a) provisionally, unless and until such
|
||||
Contributor explicitly and finally terminates Your grants, and (b) on an
|
||||
ongoing basis, if such Contributor fails to notify You of the
|
||||
non-compliance by some reasonable means prior to 60 days after You have
|
||||
come back into compliance. Moreover, Your grants from a particular
|
||||
Contributor are reinstated on an ongoing basis if such Contributor
|
||||
notifies You of the non-compliance by some reasonable means, this is the
|
||||
first time You have received notice of non-compliance with this License
|
||||
from such Contributor, and You become compliant prior to 30 days after
|
||||
Your receipt of the notice.
|
||||
|
||||
5.2. If You initiate litigation against any entity by asserting a patent
|
||||
infringement claim (excluding declaratory judgment actions,
|
||||
counter-claims, and cross-claims) alleging that a Contributor Version
|
||||
directly or indirectly infringes any patent, then the rights granted to
|
||||
You by any and all Contributors for the Covered Software under Section
|
||||
2.1 of this License shall terminate.
|
||||
|
||||
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
|
||||
end user license agreements (excluding distributors and resellers) which
|
||||
have been validly granted by You or Your distributors under this License
|
||||
prior to termination shall survive termination.
|
||||
|
||||
************************************************************************
|
||||
* *
|
||||
* 6. Disclaimer of Warranty *
|
||||
* ------------------------- *
|
||||
* *
|
||||
* Covered Software is provided under this License on an "as is" *
|
||||
* basis, without warranty of any kind, either expressed, implied, or *
|
||||
* statutory, including, without limitation, warranties that the *
|
||||
* Covered Software is free of defects, merchantable, fit for a *
|
||||
* particular purpose or non-infringing. The entire risk as to the *
|
||||
* quality and performance of the Covered Software is with You. *
|
||||
* Should any Covered Software prove defective in any respect, You *
|
||||
* (not any Contributor) assume the cost of any necessary servicing, *
|
||||
* repair, or correction. This disclaimer of warranty constitutes an *
|
||||
* essential part of this License. No use of any Covered Software is *
|
||||
* authorized under this License except under this disclaimer. *
|
||||
* *
|
||||
************************************************************************
|
||||
|
||||
************************************************************************
|
||||
* *
|
||||
* 7. Limitation of Liability *
|
||||
* -------------------------- *
|
||||
* *
|
||||
* Under no circumstances and under no legal theory, whether tort *
|
||||
* (including negligence), contract, or otherwise, shall any *
|
||||
* Contributor, or anyone who distributes Covered Software as *
|
||||
* permitted above, be liable to You for any direct, indirect, *
|
||||
* special, incidental, or consequential damages of any character *
|
||||
* including, without limitation, damages for lost profits, loss of *
|
||||
* goodwill, work stoppage, computer failure or malfunction, or any *
|
||||
* and all other commercial damages or losses, even if such party *
|
||||
* shall have been informed of the possibility of such damages. This *
|
||||
* limitation of liability shall not apply to liability for death or *
|
||||
* personal injury resulting from such party's negligence to the *
|
||||
* extent applicable law prohibits such limitation. Some *
|
||||
* jurisdictions do not allow the exclusion or limitation of *
|
||||
* incidental or consequential damages, so this exclusion and *
|
||||
* limitation may not apply to You. *
|
||||
* *
|
||||
************************************************************************
|
||||
|
||||
8. Litigation
|
||||
-------------
|
||||
|
||||
Any litigation relating to this License may be brought only in the
|
||||
courts of a jurisdiction where the defendant maintains its principal
|
||||
place of business and such litigation shall be governed by laws of that
|
||||
jurisdiction, without reference to its conflict-of-law provisions.
|
||||
Nothing in this Section shall prevent a party's ability to bring
|
||||
cross-claims or counter-claims.
|
||||
|
||||
9. Miscellaneous
|
||||
----------------
|
||||
|
||||
This License represents the complete agreement concerning the subject
|
||||
matter hereof. If any provision of this License is held to be
|
||||
unenforceable, such provision shall be reformed only to the extent
|
||||
necessary to make it enforceable. Any law or regulation which provides
|
||||
that the language of a contract shall be construed against the drafter
|
||||
shall not be used to construe this License against a Contributor.
|
||||
|
||||
10. Versions of the License
|
||||
---------------------------
|
||||
|
||||
10.1. New Versions
|
||||
|
||||
Mozilla Foundation is the license steward. Except as provided in Section
|
||||
10.3, no one other than the license steward has the right to modify or
|
||||
publish new versions of this License. Each version will be given a
|
||||
distinguishing version number.
|
||||
|
||||
10.2. Effect of New Versions
|
||||
|
||||
You may distribute the Covered Software under the terms of the version
|
||||
of the License under which You originally received the Covered Software,
|
||||
or under the terms of any subsequent version published by the license
|
||||
steward.
|
||||
|
||||
10.3. Modified Versions
|
||||
|
||||
If you create software not governed by this License, and you want to
|
||||
create a new license for such software, you may create and use a
|
||||
modified version of this License if you rename the license and remove
|
||||
any references to the name of the license steward (except to note that
|
||||
such modified license differs from this License).
|
||||
|
||||
10.4. Distributing Source Code Form that is Incompatible With Secondary
|
||||
Licenses
|
||||
|
||||
If You choose to distribute Source Code Form that is Incompatible With
|
||||
Secondary Licenses under the terms of this version of the License, the
|
||||
notice described in Exhibit B of this License must be attached.
|
||||
|
||||
Exhibit A - Source Code Form License Notice
|
||||
-------------------------------------------
|
||||
|
||||
This Source Code Form is subject to the terms of the Mozilla Public
|
||||
License, v. 2.0. If a copy of the MPL was not distributed with this
|
||||
file, You can obtain one at http://mozilla.org/MPL/2.0/.
|
||||
|
||||
If it is not possible or desirable to put the notice in a particular
|
||||
file, then You may include the notice in a location (such as a LICENSE
|
||||
file in a relevant directory) where a recipient would be likely to look
|
||||
for such a notice.
|
||||
|
||||
You may add additional accurate notices of copyright ownership.
|
||||
|
||||
Exhibit B - "Incompatible With Secondary Licenses" Notice
|
||||
---------------------------------------------------------
|
||||
|
||||
This Source Code Form is "Incompatible With Secondary Licenses", as
|
||||
defined by the Mozilla Public License, v. 2.0.
|
120
README.md
@ -3,44 +3,122 @@ Ewol
|
||||
|
||||
`Ewol` (Edn Widget OpenGl Layer) is a FREE software.
|
||||
|
||||
Release (master)
|
||||
----------------
|
||||
|
||||
[](https://travis-ci.org/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
Developement (dev)
|
||||
------------------
|
||||
|
||||
[](https://travis-ci.org/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
[](http://atria-soft.com/ci/atria-soft/ewol)
|
||||
|
||||
Instructions
|
||||
============
|
||||
|
||||
download the software :
|
||||
download Build system:
|
||||
----------------------
|
||||
|
||||
git clone git://github.com/HeeroYui/ewol.git
|
||||
cd ewol
|
||||
git submodule init
|
||||
git submodule update
|
||||
sudo pip install lutin
|
||||
sudo pip install pillow
|
||||
|
||||
Compile software and install :
|
||||
need google repo:
|
||||
-----------------
|
||||
|
||||
For this you might use a project that create binaries or something else ...
|
||||
Show http://github.com/HeeroYui/edn project
|
||||
see: http://source.android.com/source/downloading.html#installing-repo
|
||||
|
||||
mkdir ~/.bin
|
||||
PATH=~/.bin:$PATH
|
||||
curl https://storage.googleapis.com/git-repo-downloads/repo > ~/.bin/repo
|
||||
chmod a+x ~/.bin/repo
|
||||
|
||||
|
||||
download the software:
|
||||
----------------------
|
||||
|
||||
mkdir WORKING_DIRECTORY
|
||||
cd WORKING_DIRECTORY
|
||||
repo init -u git://github.com/atria-soft/manifest.git
|
||||
repo sync -j8
|
||||
|
||||
|
||||
Compile software and test:
|
||||
--------------------------
|
||||
|
||||
lutin ewol-*
|
||||
|
||||
Dependency packages
|
||||
===================
|
||||
|
||||
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
|
||||
# if you want to compile with clang :
|
||||
sudo apt-get install clang
|
||||
# For andoid compilation (jdk 7 does not work...)
|
||||
sudo apt-get install javacc openjdk-6-jdk
|
||||
# if you want to compile for windows :
|
||||
sudo apt-get install mingw32
|
||||
# on 64 bits processor for compatibility
|
||||
sudo apt-get install ia32-libs
|
||||
Ubuntu Or Debian:
|
||||
|
||||
License (APACHE v2.0)
|
||||
=====================
|
||||
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
|
||||
# Compile with Clang:
|
||||
sudo apt-get install clang
|
||||
# For andoid compilation (jdk 7 does not work...):
|
||||
sudo apt-get install javacc openjdk-6-jdk
|
||||
# Cross compile for windows:
|
||||
sudo add-apt-repository ppa:ubuntu-toolchain-r/test
|
||||
sudo apt-get update
|
||||
sudo apt-get install gcc-mingw-w64
|
||||
# On 64 bits processor for compatibility:
|
||||
sudo apt-get install ia32-libs
|
||||
sudo apt-get install g++-multilib libc6-dev-i386
|
||||
|
||||
Arch-linux:
|
||||
|
||||
# Cross compile for windows:
|
||||
pacman -S mingw-w64-gcc
|
||||
|
||||
# Cross compile for Android:
|
||||
in /etc/pacman.conf file uncomment:
|
||||
[multilib]
|
||||
Include = /etc/pacman.d/mirrorlist
|
||||
# update the system:
|
||||
Pacman -Syu
|
||||
# install lib C:
|
||||
pacman -S lib32-glibc lib32-zlib lib32-gcc-libs
|
||||
# install open-jdk 7.0
|
||||
pacman -S jdk7-openjdk
|
||||
# connect adb: (and you can do a "android/sdk/platform-tools/adb shell" to enable computer key on device)
|
||||
pacman -S android-udev
|
||||
|
||||
|
||||
Simple framework overview
|
||||
=========================
|
||||
|
||||

|
||||
|
||||
License (MPL v2.0)
|
||||
==================
|
||||
|
||||
Copyright ewol Edouard DUPIN
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
Licensed under the Mozilla Public License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
https://www.mozilla.org/MPL/2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
|
1
authors.txt
Normal file
@ -0,0 +1 @@
|
||||
MR Edouard DUPIN <yui.heero@gmail.com>
|
@ -1,218 +0,0 @@
|
||||
# add this folder in ~/.config/blender/2.66/scripts/addons
|
||||
|
||||
|
||||
bl_info = {
|
||||
"name": "Ewol Mesh file format emf",
|
||||
"author": "Edouard DUPIN",
|
||||
"blender": (2, 53, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "Import-Export emf, Import EMF mesh, UV's, materials and textures",
|
||||
"warning": "",
|
||||
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/EwolMechFile_EMF",
|
||||
"tracker_url": "",
|
||||
"support": 'OFFICIAL',
|
||||
"category": "Import-Export"}
|
||||
|
||||
if "bpy" in locals():
|
||||
import imp
|
||||
if "import_emf" in locals():
|
||||
imp.reload(import_emf)
|
||||
if "export_emf" in locals():
|
||||
imp.reload(export_emf)
|
||||
|
||||
|
||||
import bpy
|
||||
from bpy.props import (BoolProperty,
|
||||
FloatProperty,
|
||||
StringProperty,
|
||||
EnumProperty,
|
||||
)
|
||||
from bpy_extras.io_utils import (ExportHelper,
|
||||
ImportHelper,
|
||||
path_reference_mode,
|
||||
axis_conversion,
|
||||
)
|
||||
|
||||
|
||||
class ImportEMF(bpy.types.Operator, ImportHelper):
|
||||
"""Load a Wavefront EMF File"""
|
||||
bl_idname = "import_scene.emf"
|
||||
bl_label = "Import EMF"
|
||||
bl_options = {'PRESET', 'UNDO'}
|
||||
|
||||
filename_ext = ".emf"
|
||||
filter_glob = StringProperty(
|
||||
default="*.emf",
|
||||
options={'HIDDEN'},
|
||||
)
|
||||
|
||||
axis_forward = EnumProperty(
|
||||
name="Forward",
|
||||
items=(('X', "X Forward", ""),
|
||||
('Y', "Y Forward", ""),
|
||||
('Z', "Z Forward", ""),
|
||||
('-X', "-X Forward", ""),
|
||||
('-Y', "-Y Forward", ""),
|
||||
('-Z', "-Z Forward", ""),
|
||||
),
|
||||
default='-X',
|
||||
)
|
||||
|
||||
axis_up = EnumProperty(
|
||||
name="Up",
|
||||
items=(('X', "X Up", ""),
|
||||
('Y', "Y Up", ""),
|
||||
('Z', "Z Up", ""),
|
||||
('-X', "-X Up", ""),
|
||||
('-Y', "-Y Up", ""),
|
||||
('-Z', "-Z Up", ""),
|
||||
),
|
||||
default='Z',
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
# print("Selected: " + context.active_object.name)
|
||||
from . import import_obj
|
||||
|
||||
keywords = self.as_keywords(ignore=("axis_forward",
|
||||
"axis_up",
|
||||
"filter_glob",
|
||||
"split_mode",
|
||||
))
|
||||
|
||||
global_matrix = axis_conversion(from_forward=self.axis_forward,
|
||||
from_up=self.axis_up,
|
||||
).to_4x4()
|
||||
keywords["global_matrix"] = global_matrix
|
||||
|
||||
return import_obj.load(self, context, **keywords)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
row = layout.row(align=True)
|
||||
|
||||
row = layout.split(percentage=0.67)
|
||||
row.prop(self, "global_clamp_size")
|
||||
layout.prop(self, "axis_forward")
|
||||
layout.prop(self, "axis_up")
|
||||
|
||||
layout.prop(self, "use_image_search")
|
||||
|
||||
|
||||
class ExportEMF(bpy.types.Operator, ExportHelper):
|
||||
"""Save a Wavefront EMF File"""
|
||||
|
||||
bl_idname = "export_scene.emf"
|
||||
bl_label = 'Export EMF'
|
||||
bl_options = {'PRESET'}
|
||||
|
||||
filename_ext = ".emf"
|
||||
filter_glob = StringProperty(
|
||||
default="*.emf",
|
||||
options={'HIDDEN'},
|
||||
)
|
||||
|
||||
# context group
|
||||
use_selection = BoolProperty(
|
||||
name="Selection Only",
|
||||
description="Export selected objects only",
|
||||
default=True,
|
||||
)
|
||||
# generate binary file
|
||||
use_binary = BoolProperty(
|
||||
name="Binary",
|
||||
description="Export the filein binary mode",
|
||||
default=False,
|
||||
)
|
||||
|
||||
global_scale = FloatProperty(
|
||||
name="Scale",
|
||||
description="Scale all data",
|
||||
min=0.01, max=1000.0,
|
||||
soft_min=0.01,
|
||||
soft_max=1000.0,
|
||||
default=1.0,
|
||||
)
|
||||
|
||||
collision_object_name = StringProperty(
|
||||
name="Collision root name (strat with)",
|
||||
description="The top-level name that will contain the physics shapes",
|
||||
default="phys"
|
||||
)
|
||||
|
||||
axis_forward = EnumProperty(
|
||||
name="Forward",
|
||||
items=(('X', "X Forward", ""),
|
||||
('Y', "Y Forward", ""),
|
||||
('Z', "Z Forward", ""),
|
||||
('-X', "-X Forward", ""),
|
||||
('-Y', "-Y Forward", ""),
|
||||
('-Z', "-Z Forward", ""),
|
||||
),
|
||||
default='-Z',
|
||||
)
|
||||
|
||||
axis_up = EnumProperty(
|
||||
name="Up",
|
||||
items=(('X', "X Up", ""),
|
||||
('Y', "Y Up", ""),
|
||||
('Z', "Z Up", ""),
|
||||
('-X', "-X Up", ""),
|
||||
('-Y', "-Y Up", ""),
|
||||
('-Z', "-Z Up", ""),
|
||||
),
|
||||
default='Y',
|
||||
)
|
||||
|
||||
path_mode = path_reference_mode
|
||||
|
||||
check_extension = True
|
||||
|
||||
def execute(self, context):
|
||||
from . import export_emf
|
||||
|
||||
from mathutils import Matrix
|
||||
keywords = self.as_keywords(ignore=("axis_forward",
|
||||
"axis_up",
|
||||
"global_scale",
|
||||
"check_existing",
|
||||
"filter_glob",
|
||||
))
|
||||
|
||||
global_matrix = Matrix()
|
||||
|
||||
global_matrix[0][0] = \
|
||||
global_matrix[1][1] = \
|
||||
global_matrix[2][2] = self.global_scale
|
||||
|
||||
global_matrix = (global_matrix *
|
||||
axis_conversion(to_forward=self.axis_forward,
|
||||
to_up=self.axis_up,
|
||||
).to_4x4())
|
||||
|
||||
keywords["global_matrix"] = global_matrix
|
||||
return export_emf.save(self, context, **keywords)
|
||||
|
||||
|
||||
def menu_func_import(self, context):
|
||||
self.layout.operator(ImportEMF.bl_idname, text="Ewol mesh file (.emf)")
|
||||
|
||||
|
||||
def menu_func_export(self, context):
|
||||
self.layout.operator(ExportEMF.bl_idname, text="Ewol mesh File (.emf)")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
bpy.types.INFO_MT_file_import.append(menu_func_import)
|
||||
bpy.types.INFO_MT_file_export.append(menu_func_export)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
||||
bpy.types.INFO_MT_file_import.remove(menu_func_import)
|
||||
bpy.types.INFO_MT_file_export.remove(menu_func_export)
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
@ -1,661 +0,0 @@
|
||||
|
||||
import os
|
||||
import time
|
||||
|
||||
import bpy
|
||||
import mathutils
|
||||
import bpy_extras.io_utils
|
||||
|
||||
def getChildren(obj):
|
||||
children = []
|
||||
for ob in bpy.data.objects:
|
||||
if ob.parent == obj:
|
||||
children.append(ob)
|
||||
return children
|
||||
|
||||
|
||||
import bpy
|
||||
from bpy.props import *
|
||||
import mathutils, math, struct
|
||||
from mathutils import *
|
||||
import os
|
||||
from os import remove
|
||||
import time
|
||||
import bpy_extras
|
||||
from bpy_extras.io_utils import ExportHelper
|
||||
import time
|
||||
import shutil
|
||||
|
||||
"""
|
||||
Usage Notes:
|
||||
To create a compound physics collision shape for a mesh in blender:
|
||||
|
||||
1. place the 3D cursor at the origin of the mesh object.
|
||||
2. Add > Empty, name it "physics"
|
||||
3. Create a physics shape with Add > Mesh > Cube, UV Sphere, Cylinder, Cone or create an arbitrary mesh for a ConvexHull shape.
|
||||
4. Parent the new shape to the "physics" Empty.
|
||||
5. The mesh name must start with: Box, Sphere, Cylinder, Cone, Capsule, or ConvexHull, depending on the shape you want.
|
||||
6. Position and scale the shape object, but do not modify the internal vertices, unless it is a ConvexHull type.
|
||||
7. Repeat step 3-6 until your shape is complete. Shapes can only be a 1-level deep hierarchy.
|
||||
8. IMPORTANT: Select the empty object you named "physics"
|
||||
9. Click File > Export > Physics Shapes (.yaml)
|
||||
"""
|
||||
|
||||
"""
|
||||
use_y_up = BoolProperty(name="Convert To Y-Up",
|
||||
description="Converts the values to a Y-Axis Up coordinate system",
|
||||
default=True)
|
||||
"""
|
||||
|
||||
# Methods for writing point, scale, and quaternion types to a YAML file.
|
||||
# This particular implementation converts values to a Y-up coordinate system.
|
||||
def out_point3_y_up( v ):
|
||||
return "%g %g %g" % ( v.x, v.z, -v.y )
|
||||
def out_scale3_y_up( s ):
|
||||
return "%g %g %g" % ( s.x, s.z, s.y )
|
||||
def out_quaternion_y_up( q ):
|
||||
return "%g %g %g %g" % ( q.w, q.x, q.z, -q.y )
|
||||
# This implementation maintains blender's Z-up coordinate system.
|
||||
def out_point3_z_up( v ):
|
||||
return "%g %g %g" % ( v.x, v.y, v.z )
|
||||
def out_scale3_z_up( s ):
|
||||
return "%g %g %g" % ( s.x, s.y, s.z )
|
||||
def out_quaternion_z_up( q ):
|
||||
return "%g %g %g %g" % ( q.w, q.x, q.y, q.z )
|
||||
|
||||
|
||||
def getPhysicsShape(obj, mainObjScale, use_y_up=False):
|
||||
shape = ""
|
||||
props = { }
|
||||
name = obj.name.lower()
|
||||
scale = Vector(( abs(obj.scale.x), abs(obj.scale.y), abs(obj.scale.z) ))
|
||||
|
||||
if use_y_up:
|
||||
out_point3 = out_point3_y_up
|
||||
out_scale3 = out_scale3_y_up
|
||||
out_quaternion = out_quaternion_y_up
|
||||
else:
|
||||
out_point3 = out_point3_z_up
|
||||
out_scale3 = out_scale3_z_up
|
||||
out_quaternion = out_quaternion_z_up
|
||||
|
||||
# BOX
|
||||
if name.startswith('box') \
|
||||
or name.startswith('cube'):
|
||||
shape = "Box"
|
||||
props["half-extents"] = out_scale3( scale )
|
||||
# SPHERE
|
||||
elif name.startswith('sph'):
|
||||
shape = "Sphere"
|
||||
props["radius"] = obj.scale.x * mainObjScale.x
|
||||
# CONE
|
||||
elif name.startswith('cone'):
|
||||
shape = "Cone"
|
||||
props["radius"] = obj.scale.x
|
||||
props["height"] = obj.scale.z * 2.0
|
||||
# CYLINDER
|
||||
elif name.startswith('cyl'):
|
||||
shape = "Cylinder"
|
||||
props["half-extents"] = out_scale3( scale )
|
||||
# CAPSULE
|
||||
elif name.startswith('cap'):
|
||||
shape = "Capsule"
|
||||
props["radius"] = obj.scale.x
|
||||
props["height"] = obj.scale.z
|
||||
# CONVEX-HULL
|
||||
elif name.startswith('convex'):
|
||||
shape = "ConvexHull"
|
||||
mesh = obj.to_mesh( bpy.context.scene, True, 'PREVIEW' )
|
||||
props["points"] = ""
|
||||
for v in mesh.vertices:
|
||||
props["points"] += "" + out_point3( v.co ) + "|"
|
||||
props["points"] = props["points"].rstrip("|")
|
||||
if scale != Vector((1,1,1)):
|
||||
props["scale"] = out_scale3( scale )
|
||||
# remove mesh
|
||||
|
||||
print(" shape type : '%s' from element name : '%s'" % (shape, obj.name))
|
||||
|
||||
if obj.location != Vector((0,0,0)):
|
||||
props["origin"] = out_point3( obj.location )
|
||||
|
||||
if obj.rotation_mode == 'QUATERNION':
|
||||
qrot = obj.rotation_quaternion
|
||||
else:
|
||||
qrot = obj.matrix_local.to_quaternion()
|
||||
|
||||
if qrot != Quaternion((1,0,0,0)):
|
||||
props["rotate"] = out_quaternion( qrot )
|
||||
|
||||
return (shape, props)
|
||||
|
||||
|
||||
def writeCollisionShape(object, file, mainObjScale):
|
||||
if len(getChildren(object))==0:
|
||||
# no phisical shape ...
|
||||
return
|
||||
fw = file.write
|
||||
fw('\t\tPhysics : \n')
|
||||
for subObj in getChildren(object):
|
||||
print(" element='%s' type '%s'" % (subObj.name,str(subObj.type)))
|
||||
if subObj.type != 'MESH':
|
||||
continue
|
||||
(shape, props) = getPhysicsShape(subObj, mainObjScale)
|
||||
if shape=="":
|
||||
print("error of shape detection type ...");
|
||||
continue
|
||||
fw("\t\t\t" + shape + "\n" )
|
||||
for (k,v) in props.items():
|
||||
fw("\t\t\t\t%s : %s\n" % (k, v) )
|
||||
|
||||
|
||||
|
||||
def name_compat(name):
|
||||
if name is None:
|
||||
return 'None'
|
||||
else:
|
||||
return name.replace(' ', '_')
|
||||
|
||||
|
||||
def mesh_triangulate(me):
|
||||
import bmesh
|
||||
bm = bmesh.new()
|
||||
bm.from_mesh(me)
|
||||
bmesh.ops.triangulate(bm, faces=bm.faces)#, use_beauty=False)
|
||||
bm.to_mesh(me)
|
||||
bm.free()
|
||||
|
||||
|
||||
def write_mtl(scene, file, filepath, path_mode, copy_set, mtl_dict):
|
||||
from mathutils import Color
|
||||
world = scene.world
|
||||
if world:
|
||||
world_amb = world.ambient_color
|
||||
else:
|
||||
world_amb = Color((0.0, 0.0, 0.0))
|
||||
source_dir = os.path.dirname(bpy.data.filepath)
|
||||
dest_dir = os.path.dirname(filepath)
|
||||
fw = file.write
|
||||
fw('\nMaterials : %i\n' % len(mtl_dict))
|
||||
mtl_dict_values = list(mtl_dict.values())
|
||||
mtl_dict_values.sort(key=lambda m: m[0])
|
||||
# Write material/image combinations we have used.
|
||||
# Using mtl_dict.values() directly gives un-predictable order.
|
||||
for mtl_mat_name, mat, face_img in mtl_dict_values:
|
||||
# Get the Blender data for the material and the image.
|
||||
# Having an image named None will make a bug, dont do it :)
|
||||
fw('\t%s\n' % mtl_mat_name) # Define a new material: matname_imgname
|
||||
if mat:
|
||||
# convert from blenders spec to 0 - 1000 range.
|
||||
if mat.specular_shader == 'WARDISO':
|
||||
tspec = (0.4 - mat.specular_slope) / 0.0004
|
||||
else:
|
||||
tspec = (mat.specular_hardness - 1) * 1.9607843137254901
|
||||
fw('\t\tNs %.6f\n' % tspec)
|
||||
del tspec
|
||||
fw('\t\tKa %.6f %.6f %.6f\n' % (mat.ambient * world_amb)[:]) # Ambient, uses mirror color,
|
||||
fw('\t\tKd %.6f %.6f %.6f\n' % (mat.diffuse_intensity * mat.diffuse_color)[:]) # Diffuse
|
||||
fw('\t\tKs %.6f %.6f %.6f\n' % (mat.specular_intensity * mat.specular_color)[:]) # Specular
|
||||
if hasattr(mat, "ior"):
|
||||
fw('\t\tNi %.6f\n' % mat.ior) # Refraction index
|
||||
else:
|
||||
fw('\t\tNi %.6f\n' % 1.0)
|
||||
fw('\t\td %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
|
||||
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
|
||||
if mat.use_shadeless:
|
||||
fw('\t\tillum 0\n') # ignore lighting
|
||||
elif mat.specular_intensity == 0:
|
||||
fw('\t\tillum 1\n') # no specular.
|
||||
else:
|
||||
fw('\t\tillum 2\n') # light normaly
|
||||
else:
|
||||
#write a dummy material here?
|
||||
fw('\t\tNs 0\n')
|
||||
fw('\t\tKa %.6f %.6f %.6f\n' % world_amb[:]) # Ambient, uses mirror color,
|
||||
fw('\t\tKd 0.8 0.8 0.8\n')
|
||||
fw('\t\tKs 0.8 0.8 0.8\n')
|
||||
fw('\t\td 1\n') # No alpha
|
||||
fw('\t\tillum 2\n') # light normaly
|
||||
# Write images!
|
||||
if face_img: # We have an image on the face!
|
||||
filepath = face_img.filepath
|
||||
if filepath: # may be '' for generated images
|
||||
# write relative image path
|
||||
filepath = bpy_extras.io_utils.path_reference(filepath,
|
||||
source_dir,
|
||||
dest_dir,
|
||||
path_mode,
|
||||
"",
|
||||
copy_set,
|
||||
face_img.library)
|
||||
fw('\t\tmap_Kd %s\n' % filepath) # Diffuse mapping image
|
||||
del filepath
|
||||
else:
|
||||
# so we write the materials image.
|
||||
face_img = None
|
||||
if mat: # No face image. if we havea material search for MTex image.
|
||||
image_map = {}
|
||||
# backwards so topmost are highest priority
|
||||
for mtex in reversed(mat.texture_slots):
|
||||
if mtex and mtex.texture and mtex.texture.type == 'IMAGE':
|
||||
image = mtex.texture.image
|
||||
if image:
|
||||
# texface overrides others
|
||||
if( mtex.use_map_color_diffuse
|
||||
and (face_img is None)
|
||||
and (mtex.use_map_warp is False)
|
||||
and (mtex.texture_coords != 'REFLECTION')
|
||||
):
|
||||
image_map["map_Kd"] = image
|
||||
if mtex.use_map_ambient:
|
||||
image_map["map_Ka"] = image
|
||||
# this is the Spec intensity channel but Ks stands for specular Color
|
||||
if mtex.use_map_color_spec: # specular color
|
||||
image_map["map_Ks"] = image
|
||||
if mtex.use_map_hardness: # specular hardness/glossiness
|
||||
image_map["map_Ns"] = image
|
||||
if mtex.use_map_alpha:
|
||||
image_map["map_d"] = image
|
||||
if mtex.use_map_translucency:
|
||||
image_map["map_Tr"] = image
|
||||
if mtex.use_map_normal and (mtex.texture.use_normal_map is True):
|
||||
image_map["map_Bump"] = image
|
||||
if mtex.use_map_normal and (mtex.texture.use_normal_map is False):
|
||||
image_map["map_Disp"] = image
|
||||
if mtex.use_map_color_diffuse and (mtex.texture_coords == 'REFLECTION'):
|
||||
image_map["map_refl"] = image
|
||||
if mtex.use_map_emit:
|
||||
image_map["map_Ke"] = image
|
||||
for key, image in image_map.items():
|
||||
filepath = bpy_extras.io_utils.path_reference(image.filepath,
|
||||
source_dir,
|
||||
dest_dir,
|
||||
path_mode,
|
||||
"",
|
||||
copy_set,
|
||||
image.library)
|
||||
fw('\t\t%s %s\n' % (key, repr(filepath)[1:-1]))
|
||||
|
||||
|
||||
"""
|
||||
" @brief Basic write function. The context and options must be already set.
|
||||
"""
|
||||
def write_file(filepath,
|
||||
objects,
|
||||
scene,
|
||||
EXPORT_GLOBAL_MATRIX=None,
|
||||
EXPORT_PATH_MODE='AUTO',
|
||||
EXPORT_BINARY_MODE=False,
|
||||
EXPORT_COLLISION_NAME=""
|
||||
):
|
||||
if EXPORT_GLOBAL_MATRIX is None:
|
||||
EXPORT_GLOBAL_MATRIX = mathutils.Matrix()
|
||||
|
||||
def veckey3d(v):
|
||||
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
|
||||
|
||||
def veckey2d(v):
|
||||
return round(v[0], 6), round(v[1], 6)
|
||||
|
||||
print('EMF Export path: %r' % filepath)
|
||||
|
||||
time1 = time.time()
|
||||
|
||||
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
|
||||
|
||||
file = open(filepath, "w", encoding="utf8", newline="\n")
|
||||
fw = file.write
|
||||
|
||||
# Write Header
|
||||
fw('EMF(STRING)\n') # if binary : fw('EMF(BINARY)\n')
|
||||
fw('# Blender v%s EMF File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
|
||||
|
||||
# Initialize totals, these are updated each object
|
||||
totverts = totuvco = totno = 1
|
||||
|
||||
face_vert_index = 1
|
||||
|
||||
globalNormals = {}
|
||||
|
||||
# A Dict of Materials
|
||||
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
|
||||
mtl_dict = {}
|
||||
# Used to reduce the usage of matname_texname materials, which can become annoying in case of
|
||||
# repeated exports/imports, yet keeping unique mat names per keys!
|
||||
# mtl_name: (material.name, image.name)
|
||||
mtl_rev_dict = {}
|
||||
|
||||
copy_set = set()
|
||||
|
||||
# Get all meshes
|
||||
for ob_main in objects:
|
||||
print("**************** '%s' *******************" % str(ob_main.name))
|
||||
if ob_main.type != 'MESH':
|
||||
print(ob_main.name, 'is not a mesh type - ignoring')
|
||||
fw('# can not export : "%s" : type="%s"\n' % (ob_main.name, str(ob_main.type)))
|
||||
continue
|
||||
#print("name : '%s'" % ob_main.name)
|
||||
#for plop in ob_main.child:
|
||||
# print(" child : '%s'" % plop.name)
|
||||
# ignore dupli children
|
||||
if ob_main.parent and ob_main.parent.dupli_type in {'VERTS', 'FACES'}:
|
||||
# XXX
|
||||
print(ob_main.name, 'is a dupli child - ignoring')
|
||||
continue
|
||||
obs = []
|
||||
if ob_main.dupli_type != 'NONE':
|
||||
# XXX
|
||||
print('creating dupli_list on', ob_main.name)
|
||||
ob_main.dupli_list_create(scene)
|
||||
obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
|
||||
# XXX debug print
|
||||
print(ob_main.name, 'has', len(obs), 'dupli children')
|
||||
else:
|
||||
obs = [(ob_main, ob_main.matrix_world)]
|
||||
idMesh=0
|
||||
for ob, ob_mat in obs:
|
||||
try:
|
||||
# apply the mesh modifieur at the curent object :
|
||||
me = ob.to_mesh(scene, True, 'PREVIEW', calc_tessface=False)
|
||||
except RuntimeError:
|
||||
me = None
|
||||
if me is None:
|
||||
continue
|
||||
idMesh = idMesh+1;
|
||||
fw('Mesh : %d\n' % idMesh)
|
||||
me.transform(EXPORT_GLOBAL_MATRIX * ob_mat)
|
||||
#print("ploppp : " + str(EXPORT_GLOBAL_MATRIX) )
|
||||
#print("ploppp : " + str(ob_mat) )
|
||||
# _must_ do this first since it re-allocs arrays
|
||||
# triangulate all the mesh :
|
||||
mesh_triangulate(me)
|
||||
# calculated normals:
|
||||
me.calc_normals()
|
||||
# export UV mapping :
|
||||
faceuv = len(me.uv_textures) > 0
|
||||
if faceuv:
|
||||
uv_texture = me.uv_textures.active.data[:]
|
||||
uv_layer = me.uv_layers.active.data[:]
|
||||
me_verts = me.vertices[:]
|
||||
# Make our own list so it can be sorted to reduce context switching
|
||||
face_index_pairs = [(face, index) for index, face in enumerate(me.polygons)]
|
||||
# faces = [ f for f in me.tessfaces ]
|
||||
edges = me.edges
|
||||
if not (len(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is somthing to write
|
||||
# clean up
|
||||
bpy.data.meshes.remove(me)
|
||||
continue # dont bother with this mesh.
|
||||
|
||||
materials = me.materials[:]
|
||||
material_names = [m.name if m else None for m in materials]
|
||||
# avoid bad index errors
|
||||
if not materials:
|
||||
materials = [None]
|
||||
material_names = [name_compat(None)]
|
||||
# Sort by Material, then images
|
||||
# so we dont over context switch in the obj file.
|
||||
if faceuv:
|
||||
face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_texture[a[1]].image), a[0].use_smooth))
|
||||
elif len(materials) > 1:
|
||||
face_index_pairs.sort(key=lambda a: (a[0].material_index, a[0].use_smooth))
|
||||
else:
|
||||
# no materials
|
||||
face_index_pairs.sort(key=lambda a: a[0].use_smooth)
|
||||
# Set the default mat to no material and no image.
|
||||
contextMat = 0, 0 # Can never be this, so we will label a new material the first chance we get.
|
||||
contextSmooth = None # Will either be true or false, set bad to force initialization switch.
|
||||
# use : blen obs ??? what is this ....
|
||||
if True:
|
||||
name1 = ob.name
|
||||
name2 = ob.data.name
|
||||
if name1 == name2:
|
||||
obnamestring = name_compat(name1)
|
||||
else:
|
||||
obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
|
||||
fw('\t%s\n' % obnamestring) # Write Object name
|
||||
###########################################################
|
||||
## Vert
|
||||
###########################################################
|
||||
fw('\t\tVertex : %d\n\t\t\t' % len(me_verts))
|
||||
for v in me_verts:
|
||||
fw('%.6f %.6f %.6f|' % v.co[:])
|
||||
fw('\n')
|
||||
###########################################################
|
||||
## UV
|
||||
###########################################################
|
||||
fw('\t\tUV-mapping :\n\t\t\t')
|
||||
if faceuv:
|
||||
# in case removing some of these dont get defined.
|
||||
uv = uvkey = uv_dict = f_index = uv_index = None
|
||||
uv_face_mapping = [None] * len(face_index_pairs)
|
||||
uv_dict = {} # could use a set() here
|
||||
for f, f_index in face_index_pairs:
|
||||
uv_ls = uv_face_mapping[f_index] = []
|
||||
for uv_index, l_index in enumerate(f.loop_indices):
|
||||
uv = uv_layer[l_index].uv
|
||||
uvkey = veckey2d(uv)
|
||||
try:
|
||||
uv_k = uv_dict[uvkey]
|
||||
except:
|
||||
uv_k = uv_dict[uvkey] = len(uv_dict)
|
||||
fw('%.6f %.6f|' % uv[:])
|
||||
uv_ls.append(uv_k)
|
||||
uv_unique_count = len(uv_dict)
|
||||
del uv, uvkey, uv_dict, f_index, uv_index, uv_ls, uv_k
|
||||
# Only need uv_unique_count and uv_face_mapping
|
||||
fw('\n')
|
||||
###########################################################
|
||||
## NORMAL
|
||||
###########################################################
|
||||
if f.use_smooth:
|
||||
localIsSmooth = 'vertex'
|
||||
else:
|
||||
localIsSmooth = 'face'
|
||||
fw('\t\tNormal(%s) : %d\n\t\t\t' % (localIsSmooth, len(face_index_pairs)) )
|
||||
for f, f_index in face_index_pairs:
|
||||
if f.use_smooth:
|
||||
for v_idx in f.vertices:
|
||||
v = me_verts[v_idx]
|
||||
noKey = veckey3d(v.normal)
|
||||
if noKey not in globalNormals:
|
||||
globalNormals[noKey] = totno
|
||||
totno += 1
|
||||
fw('%.6f %.6f %.6f|' % noKey)
|
||||
else:
|
||||
# Hard, 1 normal from the face.
|
||||
noKey = veckey3d(f.normal)
|
||||
if noKey not in globalNormals:
|
||||
globalNormals[noKey] = totno
|
||||
totno += 1
|
||||
fw('%.6f %.6f %.6f|' % noKey)
|
||||
|
||||
fw('\n')
|
||||
if not faceuv:
|
||||
f_image = None
|
||||
###########################################################
|
||||
## faces
|
||||
###########################################################
|
||||
fw('\t\tFace : %d' % len(face_index_pairs))
|
||||
for f, f_index in face_index_pairs:
|
||||
f_smooth = f.use_smooth
|
||||
f_mat = min(f.material_index, len(materials) - 1)
|
||||
if faceuv:
|
||||
tface = uv_texture[f_index]
|
||||
f_image = tface.image
|
||||
# MAKE KEY
|
||||
if faceuv and f_image: # Object is always true.
|
||||
key = material_names[f_mat], f_image.name
|
||||
else:
|
||||
key = material_names[f_mat], None # No image, use None instead.
|
||||
# CHECK FOR CONTEXT SWITCH
|
||||
if key == contextMat:
|
||||
pass # Context already switched, dont do anything
|
||||
else:
|
||||
if key[0] is None and key[1] is None:
|
||||
# inform the use of a material :
|
||||
fw("\n\t\t\t---:") # mat, image
|
||||
else:
|
||||
mat_data = mtl_dict.get(key)
|
||||
if not mat_data:
|
||||
# First add to global dict so we can export to mtl
|
||||
# Then write mtl
|
||||
# Make a new names from the mat and image name,
|
||||
# converting any spaces to underscores with name_compat.
|
||||
# If none image dont bother adding it to the name
|
||||
# Try to avoid as much as possible adding texname (or other things)
|
||||
# to the mtl name (see [#32102])...
|
||||
mtl_name = "%s" % name_compat(key[0])
|
||||
if mtl_rev_dict.get(mtl_name, None) not in {key, None}:
|
||||
if key[1] is None:
|
||||
tmp_ext = "_NONE"
|
||||
else:
|
||||
tmp_ext = "_%s" % name_compat(key[1])
|
||||
i = 0
|
||||
while mtl_rev_dict.get(mtl_name + tmp_ext, None) not in {key, None}:
|
||||
i += 1
|
||||
tmp_ext = "_%3d" % i
|
||||
mtl_name += tmp_ext
|
||||
mat_data = mtl_dict[key] = mtl_name, materials[f_mat], f_image
|
||||
mtl_rev_dict[mtl_name] = key
|
||||
# set the use of a material :
|
||||
fw("\n\t\t\t%s\n\t\t\t\t" % mat_data[0]) # can be mat_image or (null)
|
||||
contextMat = key
|
||||
f_v = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
|
||||
if faceuv:
|
||||
# export the normals :
|
||||
if f_smooth: # Smoothed, use vertex normals
|
||||
for vi, v in f_v:
|
||||
fw(" %d/%d/%d" %
|
||||
(v.index + totverts-1,
|
||||
totuvco + uv_face_mapping[f_index][vi]-1,
|
||||
globalNormals[veckey3d(v.normal)]-1,
|
||||
)) # vert, uv, normal
|
||||
else: # No smoothing, face normals
|
||||
no = globalNormals[veckey3d(f.normal)]
|
||||
for vi, v in f_v:
|
||||
fw(" %d/%d/%d" %
|
||||
(v.index + totverts-1,
|
||||
totuvco + uv_face_mapping[f_index][vi]-1,
|
||||
no-1,
|
||||
)) # vert, uv, normal
|
||||
face_vert_index += len(f_v)
|
||||
else: # No UV's
|
||||
# export the normals :
|
||||
if f_smooth: # Smoothed, use vertex normals
|
||||
for vi, v in f_v:
|
||||
fw(" %d//%d" % (
|
||||
v.index + totverts-1,
|
||||
globalNormals[veckey3d(v.normal)]-1,
|
||||
))
|
||||
else: # No smoothing, face normals
|
||||
no = globalNormals[veckey3d(f.normal)]
|
||||
for vi, v in f_v:
|
||||
fw(" %d//%d" % (v.index + totverts-1, no-1))
|
||||
fw('|')
|
||||
fw('\n')
|
||||
# Write edges. ==> did not know what it is ...
|
||||
#fw('Faces : %d' % len(edges))
|
||||
#for ed in edges:
|
||||
# if ed.is_loose:
|
||||
# fw('%d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
|
||||
|
||||
# Make the indices global rather then per mesh
|
||||
totverts += len(me_verts)
|
||||
if faceuv:
|
||||
totuvco += uv_unique_count
|
||||
# clean up
|
||||
bpy.data.meshes.remove(me)
|
||||
if ob_main.dupli_type != 'NONE':
|
||||
ob_main.dupli_list_clear()
|
||||
#####################################################################
|
||||
## Save collision shapes (for one object :
|
||||
#####################################################################
|
||||
for subObj in getChildren(ob_main):
|
||||
print(" child : '%s'" % (subObj.name))
|
||||
if subObj.name.lower().startswith(EXPORT_COLLISION_NAME):
|
||||
print(" find physics : '%s'" % (subObj.name))
|
||||
writeCollisionShape(subObj, file, ob_main.scale)
|
||||
|
||||
#####################################################################
|
||||
## Now we have all our materials, save them in the material section
|
||||
#####################################################################
|
||||
write_mtl(scene, file, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
|
||||
|
||||
#####################################################################
|
||||
## End of the file generation:
|
||||
#####################################################################
|
||||
file.close()
|
||||
|
||||
# copy all collected files.
|
||||
bpy_extras.io_utils.path_reference_copy(copy_set)
|
||||
|
||||
print("EMF Export time: %.2f" % (time.time() - time1))
|
||||
|
||||
|
||||
"""
|
||||
" @brief generate the requested object file ... with his material inside and ...
|
||||
"
|
||||
"""
|
||||
def _write(context,
|
||||
filepath,
|
||||
EXPORT_SEL_ONLY,
|
||||
EXPORT_GLOBAL_MATRIX,
|
||||
EXPORT_PATH_MODE,
|
||||
EXPORT_BINARY_MODE,
|
||||
EXPORT_COLLISION_NAME,
|
||||
):
|
||||
#
|
||||
base_name, ext = os.path.splitext(filepath)
|
||||
# create the output name :
|
||||
context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
|
||||
# get the curent scene :
|
||||
scene = context.scene
|
||||
# Exit edit mode before exporting, so current object states are exported properly.
|
||||
if bpy.ops.object.mode_set.poll():
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
# get the curent frame selected :
|
||||
frame = scene.frame_current
|
||||
# Loop through all frames in the scene and export.
|
||||
scene.frame_set(frame, 0.0)
|
||||
# get only the object that are selected or all ...
|
||||
if EXPORT_SEL_ONLY:
|
||||
objects = context.selected_objects
|
||||
else:
|
||||
objects = scene.objects
|
||||
|
||||
full_path = ''.join(context_name)
|
||||
|
||||
write_file(full_path,
|
||||
objects,
|
||||
scene,
|
||||
EXPORT_GLOBAL_MATRIX,
|
||||
EXPORT_PATH_MODE,
|
||||
EXPORT_BINARY_MODE,
|
||||
EXPORT_COLLISION_NAME,
|
||||
)
|
||||
|
||||
|
||||
|
||||
"""
|
||||
" @brief Save the current element in the file requested.
|
||||
"
|
||||
"""
|
||||
def save(operator,
|
||||
context,
|
||||
filepath="",
|
||||
use_selection=True,
|
||||
use_binary=False,
|
||||
collision_object_name="",
|
||||
global_matrix=None,
|
||||
path_mode='AUTO'
|
||||
):
|
||||
_write(context,
|
||||
filepath,
|
||||
EXPORT_SEL_ONLY=use_selection,
|
||||
EXPORT_GLOBAL_MATRIX=global_matrix,
|
||||
EXPORT_PATH_MODE=path_mode,
|
||||
EXPORT_BINARY_MODE=use_binary,
|
||||
EXPORT_COLLISION_NAME=collision_object_name,
|
||||
)
|
||||
|
||||
return {'FINISHED'}
|
1
build
@ -1 +0,0 @@
|
||||
Subproject commit 885a60f22ce3dfde99819d3471a86fdbd3836237
|
196
codingStyle.txt
@ -1,196 +0,0 @@
|
||||
last update:02/10/2013
|
||||
|
||||
=========================
|
||||
== Ewol coding style ==
|
||||
=========================
|
||||
|
||||
We need to use the same coding style in c and c++ to simplify inter-reading code.
|
||||
|
||||
------------------
|
||||
-- 1: Comment --
|
||||
------------------
|
||||
- One line comment: (never in #define xxx ==> too dangerous)
|
||||
//
|
||||
- Multiple line comment
|
||||
/*
|
||||
* xxxx yyyy
|
||||
* zzzz
|
||||
*/
|
||||
- Documentation : doxygen (do not set un-nneded field)
|
||||
/**
|
||||
* @brief my summery
|
||||
* @param[in,out] _xxxx Comment on the variable
|
||||
* @return my return explanation
|
||||
*/
|
||||
- one line documlentation:
|
||||
xxxxx, //!< my comment
|
||||
|
||||
---------------------------
|
||||
-- 2: number of colomn --
|
||||
---------------------------
|
||||
I do not linit the number of colomn, but it could be good to limit at
|
||||
150 char. Many screen have the main display like this
|
||||
|
||||
|
||||
-------------------------------
|
||||
-- 3: Indentation & braces --
|
||||
-------------------------------
|
||||
Tab size is a personal choice then, when you write code, you might be
|
||||
tab proof. If someone want to have the golden number for theire tabs,
|
||||
he will be able to do it.
|
||||
When you set a brace '{' you need to add a brace, and when you set a
|
||||
stop brace '}' you need to remove a tab
|
||||
To be simple : (tab stop at the 'if' start)
|
||||
if:
|
||||
if ( xxx == yyy
|
||||
&& xxx == kkk) {
|
||||
your action ...;
|
||||
}
|
||||
switch:
|
||||
switch (suffix) {
|
||||
case 'G':
|
||||
case 'g':
|
||||
mem <<= 30;
|
||||
break;
|
||||
case 'M':
|
||||
case 'm':
|
||||
mem <<= 20;
|
||||
break;
|
||||
case 'K':
|
||||
case 'k':
|
||||
mem <<= 10;
|
||||
// fall through
|
||||
default:
|
||||
break;
|
||||
}
|
||||
function:
|
||||
void myFunction(void) {
|
||||
actions ...;
|
||||
}
|
||||
classes:
|
||||
class MyClass {
|
||||
public:
|
||||
MyClass(void);
|
||||
~MyClass(void);
|
||||
private:
|
||||
const char* getName(void);
|
||||
};
|
||||
namespace:
|
||||
namespace appl {
|
||||
void get(void);
|
||||
};
|
||||
For special element like : you might add a tabulation too
|
||||
case xxx:
|
||||
actions...
|
||||
public:
|
||||
definition ...
|
||||
An exception for the inline function inside c++ header:
|
||||
class Plop {
|
||||
private:
|
||||
int32_t m_value; //!< my value of money gain
|
||||
public:
|
||||
int32_t getValue(void) const { return m_value; };
|
||||
|
||||
----------------
|
||||
-- 4: types --
|
||||
----------------
|
||||
the element 'typedef' must not be use, like this it is not needed to add
|
||||
special element like '_te' or '_ts' to say respectively 'tpedef enum' and
|
||||
'typedef struct'
|
||||
Structure is not availlable in c++, just use normal class, this is the same.
|
||||
|
||||
|
||||
------------------------
|
||||
-- 5: star position --
|
||||
------------------------
|
||||
The star will be near the type :
|
||||
void* myVariableName;
|
||||
|
||||
--------------------
|
||||
-- 6: C and c++ --
|
||||
--------------------
|
||||
All C header files might have :
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
...
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
-----------------
|
||||
-- 7: Naming --
|
||||
-----------------
|
||||
- Fonction/Methods:
|
||||
Camel case with first letter in lower case.
|
||||
void myExampleFontionName(void);
|
||||
- Valiable:
|
||||
Camel case with first letter in lower case.
|
||||
int32_t myVariableExample;
|
||||
- namespace:
|
||||
one world in lower case
|
||||
namspace ewol {
|
||||
- Class:
|
||||
Camel case with first letter in upper case.
|
||||
class MyClass;
|
||||
- Members fields :
|
||||
put a 'm' prefix and then a normal Variable name
|
||||
int32_t m_memberField;
|
||||
- enum:
|
||||
Camel case with first letter in lower case.
|
||||
enum myEnum {
|
||||
myEnumDef1,
|
||||
myEnumDef2,
|
||||
myEnumDef3,
|
||||
};
|
||||
- structure (C only)
|
||||
use naming like Classes (and for mamber too)
|
||||
- minimum size : Do not use variable with size <3, the for a iterator
|
||||
for a 'for' :
|
||||
for (int32_t iii=0; iii<xxx; ++iii) {
|
||||
actions ...
|
||||
}
|
||||
|
||||
----------------
|
||||
-- 8: types --
|
||||
----------------
|
||||
Une stanndard Type :
|
||||
bool
|
||||
int8_t / uint8_t
|
||||
int16_t / uint16_t
|
||||
int32_t / uint32_t
|
||||
int64_t / uint64_t
|
||||
size_t
|
||||
int (some case needed)
|
||||
float / double
|
||||
float_t to automatic match whith the compilation choice between float or double
|
||||
|
||||
-----------------------
|
||||
-- 9: return value --
|
||||
-----------------------
|
||||
use the best simple way to check the return value :
|
||||
use 'int' type and return 0 whenall is ok, or -errno if an error
|
||||
occured, note thet the >0 value, you can set what you want.
|
||||
|
||||
--------------------------
|
||||
-- 9: C++ specificity --
|
||||
--------------------------
|
||||
- STL
|
||||
You can use the Stl, but the porting and the result can be
|
||||
different depending on the board you are.
|
||||
- Heritage:
|
||||
Simple Heritage is a good use of the C++, multiple heritage is
|
||||
not really supported in every compilators.
|
||||
- const:
|
||||
Set the parameter and fonction const all time you can, this
|
||||
permit to avaoid re-copy.
|
||||
- exception:
|
||||
They are not manage in all platforms, then by restriction, do
|
||||
not use it.
|
||||
- -rtti & cast
|
||||
Runtime type information : not available on all systems
|
||||
(android), so don't use dynamic_cast. (only one availlable :
|
||||
static_cast<xxx>(****) )
|
||||
|
@ -6,5 +6,5 @@ precision mediump int;
|
||||
varying vec4 f_color;
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = f_color;
|
||||
gl_FragColor = f_color;
|
||||
}
|
||||
|
@ -7,12 +7,12 @@ precision mediump int;
|
||||
attribute vec3 EW_coord3d;
|
||||
attribute vec4 EW_color;
|
||||
uniform mat4 EW_MatrixTransformation;
|
||||
uniform mat4 EW_MatrixPosition;
|
||||
|
||||
// output :
|
||||
varying vec4 f_color;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
|
||||
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
|
||||
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
|
||||
f_color = EW_color;
|
||||
}
|
||||
|
50
data/ewol-gui-file-chooser.xml
Normal file
@ -0,0 +1,50 @@
|
||||
<popup>
|
||||
<sizer mode="vert" lock="true" fill="true" expand="true">
|
||||
<sizer mode="hori">
|
||||
<checkbox name="[{ID}]file-shooser:show-hiden-file">
|
||||
<label>_T{ShowHiddenFiles}</label>
|
||||
</checkbox>
|
||||
<spacer expand="true,false"/>
|
||||
<button name="[{ID}]file-shooser:button-validate">
|
||||
<sizer mode="hori">
|
||||
<image src="THEME_GUI:///Load.svg?lib=ewol" fill="true" size="7,7mm"/>
|
||||
<label name="[{ID}]file-shooser:validate-label">_T{Validate}</label>
|
||||
</sizer>
|
||||
</button>
|
||||
<button name="[{ID}]file-shooser:button-cancel">
|
||||
<sizer mode="hori">
|
||||
<image src="THEME_GUI:///Remove.svg?lib=ewol" fill="true" size="7,7mm"/>
|
||||
<label name="[{ID}]file-shooser:cancel-label">_T{Cancel}</label>
|
||||
</sizer>
|
||||
</button>
|
||||
</sizer>
|
||||
<sizer mode="hori">
|
||||
<spacer min-size="2,2mm"/>
|
||||
<ListFileSystem name="[{ID}]file-shooser:list-folder"
|
||||
min-size="20,0%"
|
||||
expand="false,true"
|
||||
show-hidden="false"
|
||||
show-file="false"
|
||||
show-folder="true"
|
||||
show-temporary="false"/>
|
||||
<spacer min-size="2,2mm"/>
|
||||
<ListFileSystem name="[{ID}]file-shooser:list-files"
|
||||
expand="true,true"
|
||||
show-hidden="false"
|
||||
show-file="true"
|
||||
show-folder="false"
|
||||
show-temporary="false"/>
|
||||
<spacer min-size="2,2mm"/>
|
||||
</sizer>
|
||||
<sizer mode="hori">
|
||||
<image name="[{ID}]file-shooser:img-file" src="THEME_GUI:///File.svg?lib=ewol" expand="false" size="8,8mm"/>
|
||||
<entry name="[{ID}]file-shooser:entry-file" expand="true,false" fill="true,false"/>
|
||||
</sizer>
|
||||
<sizer mode="hori">
|
||||
<image name="[{ID}]file-shooser:img-folder" src="THEME_GUI:///Folder.svg?lib=ewol" expand="false" size="8,8mm"/>
|
||||
<entry name="[{ID}]file-shooser:entry-folder" expand="true,false" fill="true,false"/>
|
||||
<image name="[{ID}]file-shooser:img-home" src="THEME_GUI:///Home.svg?lib=ewol" expand="false" size="8,8mm"/>
|
||||
</sizer>
|
||||
<label name="[{ID}]file-shooser:title-label">_T{Title}</label>
|
||||
</sizer>
|
||||
</popup>
|
@ -30,7 +30,7 @@ void main(void) {
|
||||
|
||||
// Smooth
|
||||
gl_FragColor = vec4(f_color[0], f_color[1], f_color[2], f_color[3]*alpha);
|
||||
|
||||
//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
// Outline
|
||||
/*
|
||||
float mu = smoothstep(outline_center-width, outline_center+width, dist);
|
||||
|
@ -50,9 +50,6 @@ void main(void) {
|
||||
specularLight = pow(ecNormalDotLightHalfplane, EW_material.shininess) * EW_directionalLight.specularColor * EW_material.specularFactor;
|
||||
specularLight = EW_directionalLight.specularColor * EW_material.specularFactor;
|
||||
}
|
||||
|
||||
|
||||
vec4 light = ambientLight + diffuseLight + specularLight;
|
||||
|
||||
gl_FragColor = tmpElementColor * light;
|
||||
gl_FragColor = tmpElementColor;// * light;
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifdef GL_ES
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
#endif
|
||||
|
||||
// Input :
|
||||
|
@ -3,7 +3,7 @@ precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
// Input :
|
||||
// Input:
|
||||
uniform sampler2D EW_texID;
|
||||
|
||||
varying vec2 f_texcoord;
|
||||
|
@ -2,17 +2,17 @@
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
// Input :
|
||||
// Input:
|
||||
attribute vec3 EW_coord3d;
|
||||
attribute vec2 EW_texture2d;
|
||||
uniform mat4 EW_MatrixTransformation;
|
||||
uniform mat4 EW_MatrixPosition;
|
||||
|
||||
// output :
|
||||
// output:
|
||||
varying vec2 f_texcoord;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
|
||||
// set texture output coord
|
||||
f_texcoord = EW_texture2d;
|
||||
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
|
||||
}
|
||||
|
@ -5,6 +5,6 @@
|
||||
{ name:"EW_foreground", color:"#8884" },
|
||||
{ name:"EW_foregroundHover", color:"#00A6" },
|
||||
{ name:"EW_foregroundSelected", color:"#000A" },
|
||||
{ name:"EW_foregroundPressed", color:"#A006" },
|
||||
{ name:"EW_foregroundPressed", color:"#000A" },
|
||||
]
|
||||
}
|
||||
|
7
data/theme/default/Add.svg
Normal file
@ -0,0 +1,7 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg width="64" height="64">
|
||||
<g transform="matrix(1.2,0,0,1.2,-579.7336,-567.9832)">
|
||||
<path d="m 509.778,477.486 c -12.426,0 -22.5,10.072 -22.5,22.5 0,12.426 10.074,22.5 22.5,22.5 12.428,0 22.5,-10.074 22.5,-22.5 0,-12.427 -10.072,-22.5 -22.5,-22.5 z m 11.5,25 c 0,0.549 -0.451,1 -1,1 h -6 c -0.551,0 -1.001,0.449 -1.001,1 v 6 c 0,0.549 -0.45,1 -1,1 h -5 c -0.55,0 -1,-0.451 -1,-1 v -6 c 0,-0.551 -0.45,-1 -1,-1 h -6 c -0.55,0 -1,-0.451 -1,-1 v -5 c 0,-0.551 0.45,-1 1,-1 h 6 c 0.55,0 1,-0.451 1,-1 v -6 c 0,-0.551 0.45,-1 1,-1 h 5 c 0.55,0 1,0.449 1,1 v 6 c 0,0.549 0.45,1 1.001,1 h 6 c 0.549,0 1,0.449 1,1 v 5 z"
|
||||
style="fill:#333333;fill-rule:evenodd" />
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 735 B |
11
data/theme/default/AtoZ.svg
Normal file
@ -0,0 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg width="64" height="64">
|
||||
<g transform="matrix(1.2,0,0,1.2,-651.9616,-494.5316)">
|
||||
<path d="m 562.663,451.271 -1.24,-3.193 h -0.188 c -0.463,0.631 -0.926,1.174 -1.389,1.629 -0.463,0.457 -0.967,0.832 -1.514,1.125 -0.547,0.295 -1.16,0.512 -1.838,0.65 -0.682,0.143 -1.469,0.211 -2.365,0.211 -0.953,0 -1.836,-0.148 -2.648,-0.455 -0.813,-0.299 -1.516,-0.756 -2.111,-1.361 -0.596,-0.611 -1.061,-1.381 -1.396,-2.314 -0.336,-0.932 -0.506,-2.035 -0.506,-3.311 0,-2.494 0.799,-4.332 2.396,-5.518 1.598,-1.184 3.986,-1.838 7.168,-1.965 l 3.74,-0.125 v -1.766 c 0,-0.967 -0.279,-1.682 -0.842,-2.145 -0.559,-0.461 -1.344,-0.693 -2.354,-0.693 -1.01,0 -1.994,0.146 -2.953,0.441 -0.959,0.295 -1.924,0.688 -2.891,1.178 l -2.08,-4.246 c 1.178,-0.658 2.48,-1.177 3.908,-1.554 1.43,-0.379 2.93,-0.568 4.498,-0.568 2.93,0 5.174,0.688 6.736,2.06 1.563,1.373 2.344,3.461 2.344,6.264 v 15.658 h -4.477 v -0.002 z m -1.891,-10.887 -2.123,0.084 c -0.854,0.027 -1.578,0.141 -2.164,0.336 -0.59,0.195 -1.063,0.457 -1.42,0.787 -0.357,0.33 -0.615,0.721 -0.777,1.178 -0.16,0.455 -0.24,0.963 -0.24,1.523 0,0.98 0.238,1.678 0.713,2.092 0.477,0.412 1.102,0.619 1.871,0.619 0.59,0 1.135,-0.102 1.641,-0.305 0.504,-0.203 0.941,-0.504 1.313,-0.902 0.373,-0.4 0.662,-0.891 0.873,-1.471 0.211,-0.582 0.314,-1.252 0.314,-2.01 v -1.931 l -10e-4,0 z"
|
||||
style="fill:#333333" />
|
||||
<path d="m 568.976,440.552 v -4.244 h 9.549 v 4.244 h -9.549 z"
|
||||
style="fill:#333333" />
|
||||
<path d="m 592.468,451.241 h -17.279 v -3.785 l 9.607,-14.816 h -8.953 v -4.896 h 16.225 v 4.159 l -9.289,14.441 h 9.689 v 4.897 z"
|
||||
style="fill:#333333" />
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 1.6 KiB |
7
data/theme/default/Attache.svg
Normal file
@ -0,0 +1,7 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg width="64" height="64">
|
||||
<g transform="matrix(1.199923,0,0,1.199923,-436.75556,-134.85476)">
|
||||
<path d="m 374.192,161.556 c -1.619,0 -3.152,-0.607 -4.269,-1.707 -1.237,-1.221 -1.877,-2.961 -1.755,-4.776 l 0.501,-7.477 c 0.198,-2.952 1.959,-6.933 4.009,-9.065 l 20.588,-21.415 c 0.854,-0.89 2.268,-0.916 3.154,-0.063 0.886,0.853 0.916,2.266 0.063,3.154 l -20.589,21.416 c -1.347,1.401 -2.644,4.331 -2.772,6.271 l -0.502,7.477 c -0.035,0.526 0.119,0.988 0.436,1.3 0.317,0.312 0.776,0.465 1.306,0.417 l 6.095,-0.496 c 1.936,-0.158 4.842,-1.497 6.219,-2.865 l 21.382,-21.251 c 0.413,-0.411 0.64,-0.957 0.637,-1.537 -0.005,-0.58 -0.236,-1.123 -0.655,-1.529 l -4.043,-3.92 c -0.874,-0.847 -2.334,-0.832 -3.189,0.037 l -16.287,16.555 c -0.512,0.521 -0.809,1.177 -0.794,1.759 0.007,0.303 0.097,0.537 0.268,0.693 0.524,0.485 1.872,0.332 2.826,-0.589 l 12.685,-12.247 c 0.886,-0.856 2.297,-0.831 3.154,0.056 0.855,0.886 0.83,2.298 -0.057,3.153 l -12.684,12.248 c -2.605,2.517 -6.623,2.811 -8.952,0.656 -1.06,-0.979 -1.664,-2.352 -1.7,-3.865 -0.043,-1.788 0.713,-3.608 2.072,-4.992 l 16.289,-16.556 c 2.582,-2.623 6.83,-2.675 9.475,-0.111 l 4.043,3.92 c 1.285,1.246 2,2.917 2.01,4.705 0.012,1.788 -0.682,3.467 -1.952,4.729 l -21.382,21.25 c -2.098,2.086 -6.053,3.907 -9.002,4.148 l -6.094,0.496 c -0.18,0.013 -0.358,0.021 -0.534,0.021 l 0,0 z"
|
||||
style="fill:#333333" />
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 1.4 KiB |
13
data/theme/default/CaseSensitive.svg
Normal file
@ -0,0 +1,13 @@
|
||||
<svg xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://www.w3.org/2000/svg" height="64" width="64" version="1.1" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/">
|
||||
<metadata>
|
||||
<rdf:RDF>
|
||||
<cc:Work rdf:about="">
|
||||
<dc:format>image/svg+xml</dc:format>
|
||||
<dc:type rdf:resource="http://purl.org/dc/dcmitype/StillImage"/>
|
||||
<dc:title/>
|
||||
</cc:Work>
|
||||
</rdf:RDF>
|
||||
</metadata>
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<path d="m 214.529,68.586 c 3.002,1.214 5.396,3.615 6.603,6.622 l 5.852,1.219 C 225.679,69.495 220.22,64.032 213.289,62.725 l 1.24,5.861 z"
|
||||
style="fill:#451c54" />
|
||||
<path d="m 205.614,90.663 c -3,-1.219 -5.391,-3.624 -6.592,-6.632 l -5.85,-1.218 c 1.299,6.935 6.754,12.402 13.684,13.715 l -1.242,-5.865 z"
|
||||
style="fill:#451c54" />
|
||||
</g>
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 1.3 KiB |
13
data/theme/default/WrapAround.svg
Normal file
@ -0,0 +1,13 @@
|
||||
<svg xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns="http://www.w3.org/2000/svg" height="64" width="64" version="1.1" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/">
|
||||
<metadata>
|
||||
<rdf:RDF>
|
||||
<cc:Work rdf:about="">
|
||||
<dc:format>image/svg+xml</dc:format>
|
||||
<dc:type rdf:resource="http://purl.org/dc/dcmitype/StillImage"/>
|
||||
<dc:title/>
|
||||
</cc:Work>
|
||||
</rdf:RDF>
|
||||
</metadata>
|
||||
<path d="m36.594,31.471,9.9047,12.555,9.3732-12.561-9.4514,0.0011z" fill="#333"/>
|
||||
<path fill="#353535" d="m31.724,51.573c-6.6423,0-11.845-9.0656-11.845-20.048s5.203-20.048,11.845-20.048c7.389,0,12.257,7.595,11.625,20.494,3.1648,0.01798,3.0508-0.01346,7.1142-0.17954,0.674-20.911-8.501-28.985-18.739-28.985-9.0867,0-18.935,12.636-18.935,28.584s9.849,29.002,18.935,28.855"/>
|
||||
</svg>
|
After Width: | Height: | Size: 818 B |
9
data/theme/default/ZoomIn.svg
Normal file
@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg width="64" height="64">
|
||||
<g transform="matrix(1.20002,0,0,1.20002,-651.97375,-639.15903)">
|
||||
<path d="m 591.775,574.756 -10.129,-10.127 c -0.762,-0.762 -1.918,-0.887 -2.822,-0.393 l -2.16,-2.16 c 1.84,-2.613 2.932,-5.791 2.932,-9.223 0,-8.857 -7.207,-16.063 -16.064,-16.063 -8.857,0 -16.063,7.205 -16.063,16.063 0,8.858 7.205,16.064 16.063,16.064 3.418,0 6.582,-1.08 9.188,-2.906 l 2.174,2.176 c -0.467,0.896 -0.336,2.029 0.414,2.781 l 10.129,10.127 c 0.924,0.926 2.439,0.926 3.363,0 l 2.977,-2.975 c 0.922,-0.925 0.922,-2.438 -0.002,-3.364 z m -28.244,-11.787 c -5.584,0 -10.113,-4.529 -10.113,-10.115 0,-5.584 4.529,-10.113 10.113,-10.113 5.586,0 10.115,4.529 10.115,10.113 0,5.585 -4.529,10.115 -10.115,10.115 z"
|
||||
style="fill:#333333" />
|
||||
<path d="m 568.498,550.863 h -3 v -3 c 0,-1.104 -0.895,-2 -2,-2 -1.104,0 -2,0.896 -2,2 v 3 h -3 c -1.104,0 -2,0.896 -2,2 0,1.105 0.896,2 2,2 h 3 v 3 c 0,1.105 0.896,2 2,2 1.105,0 2,-0.895 2,-2 v -3 h 3 c 1.105,0 2,-0.895 2,-2 0,-1.103 -0.894,-2 -2,-2 z"
|
||||
style="fill:#333333" />
|
||||
</g>
|
||||
</svg>
|
After Width: | Height: | Size: 1.1 KiB |
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:Button.prog",
|
||||
color:"THEME:COLOR:Button.json"
|
||||
program:"THEME_GUI:///Button.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Button.json?lib=ewol"
|
||||
}
|
||||
|
@ -6,6 +6,6 @@
|
||||
padding-top:10,
|
||||
padding-buttom:10,
|
||||
change-time:356,
|
||||
program:"THEME:GUI:CheckBox.prog",
|
||||
color:"THEME:COLOR:CheckBox.json"
|
||||
program:"THEME_GUI:///CheckBox.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///CheckBox.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:ContextMenu.prog",
|
||||
color:"THEME:COLOR:ContextMenu.json"
|
||||
program:"THEME_GUI:///ContextMenu.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///ContextMenu.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:Entry.prog",
|
||||
color:"THEME:COLOR:Entry.json"
|
||||
program:"THEME_GUI:///Entry.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Entry.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:PopUp.prog",
|
||||
color:"THEME:COLOR:PopUp.json"
|
||||
program:"THEME_GUI:///PopUp.prog?lib=ewol,
|
||||
color:"THEME_COLOR:///PopUp.json?lib=ewol"
|
||||
}
|
||||
|
@ -4,6 +4,6 @@
|
||||
padding-top:16,
|
||||
padding-buttom:16,
|
||||
change-time:200,
|
||||
program:"THEME:GUI:WidgetScrolled.prog",
|
||||
color:"THEME:COLOR:WidgetScrolled.json"
|
||||
program:"THEME_GUI:///WidgetScrolled.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///WidgetScrolled.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:Button.prog",
|
||||
color:"THEME:COLOR:Button.json"
|
||||
program:"THEME_GUI:///Button.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Button.json?lib=ewol"
|
||||
}
|
||||
|
@ -20,6 +20,6 @@
|
||||
box-size:20,
|
||||
box-inside:12,
|
||||
change-time:356,
|
||||
program:"THEME:GUI:CheckBox.prog",
|
||||
color:"THEME:COLOR:CheckBox.json"
|
||||
program:"THEME_GUI:///CheckBox.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///CheckBox.json?lib=ewol"
|
||||
}
|
@ -42,12 +42,16 @@ void main(void) {
|
||||
colorOld = EW_foregroundPressed;
|
||||
} else if(EW_status.stateOld == 2) {
|
||||
colorOld = EW_foregroundHover;
|
||||
} else if(EW_status.stateOld == 3) {
|
||||
colorOld = EW_foregroundSelected;
|
||||
}
|
||||
vec4 colorNew = EW_foreground;
|
||||
if(EW_status.stateNew == 1) {
|
||||
colorNew = EW_foregroundPressed;
|
||||
} else if(EW_status.stateNew == 2) {
|
||||
colorNew = EW_foregroundHover;
|
||||
} else if(EW_status.stateNew == 3) {
|
||||
colorNew = EW_foregroundSelected;
|
||||
}
|
||||
|
||||
v_colorInside = EW_foreground;
|
||||
@ -58,6 +62,10 @@ void main(void) {
|
||||
// note : int() is needed for the OpenGL ES platform
|
||||
v_colorTansition = colorOld * (1.0 - EW_status.transition)
|
||||
+ colorNew * EW_status.transition;
|
||||
// for test ... TODO : Remove
|
||||
if (EW_status.activate == 1) {
|
||||
v_colorTansition = EW_foregroundSelected;
|
||||
}
|
||||
v_colorBorder = EW_border;
|
||||
v_colorBackground = EW_background;
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:2,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:ContextMenu.prog",
|
||||
color:"THEME:COLOR:ContextMenu.json"
|
||||
program:"THEME_GUI:///ContextMenu.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///ContextMenu.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:2,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:Entry.prog",
|
||||
color:"THEME:COLOR:Entry.json"
|
||||
program:"THEME_GUI:///Entry.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Entry.json?lib=ewol"
|
||||
}
|
||||
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:2,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME:GUI:PopUp.prog",
|
||||
color:"THEME:COLOR:PopUp.json"
|
||||
program:"THEME_GUI:///PopUp.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///PopUp.json?lib=ewol"
|
||||
}
|
||||
|
5
data/theme/shape/square/Select.json
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
entry-shaper:"THEME_GUI:///SelectEntry.json?lib=ewol",
|
||||
up-shaper:"THEME_GUI:///SelectBt.json?lib=ewol",
|
||||
up-data:"<label>*</label>",
|
||||
}
|
23
data/theme/shape/square/SelectBt.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
mode:2,
|
||||
display-outside:false,
|
||||
|
||||
padding-out-left:0,
|
||||
padding-out-right:1,
|
||||
padding-out-top:1,
|
||||
padding-out-buttom:1,
|
||||
|
||||
border-left:1,
|
||||
border-right:1,
|
||||
border-top:1,
|
||||
border-buttom:1,
|
||||
|
||||
padding-in-left:1,
|
||||
padding-in-right:1,
|
||||
padding-in-top:1,
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME_GUI:///Button.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Button.json?lib=ewol"
|
||||
}
|
23
data/theme/shape/square/SelectEntry.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
mode:2,
|
||||
display-outside:false,
|
||||
|
||||
padding-out-left:0,
|
||||
padding-out-right:0,
|
||||
padding-out-top:1,
|
||||
padding-out-buttom:1,
|
||||
|
||||
border-left:1,
|
||||
border-right:0,
|
||||
border-top:1,
|
||||
border-buttom:1,
|
||||
|
||||
padding-in-left:2,
|
||||
padding-in-right:2,
|
||||
padding-in-top:1,
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME_GUI:///Entry.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Entry.json?lib=ewol"
|
||||
}
|
7
data/theme/shape/square/Spin.json
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
entry-shaper:"THEME_GUI:///SpinEntry.json?lib=ewol",
|
||||
up-shaper:"THEME_GUI:///SpinUp.json?lib=ewol",
|
||||
up-data:"<label>+</label>",
|
||||
down-shaper:"THEME_GUI:///SpinDown.json?lib=ewol",
|
||||
down-data:"<label>-</label>",
|
||||
}
|
23
data/theme/shape/square/SpinDown.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
mode:2,
|
||||
display-outside:false,
|
||||
|
||||
padding-out-left:0,
|
||||
padding-out-right:0,
|
||||
padding-out-top:1,
|
||||
padding-out-buttom:1,
|
||||
|
||||
border-left:1,
|
||||
border-right:0,
|
||||
border-top:1,
|
||||
border-buttom:1,
|
||||
|
||||
padding-in-left:1,
|
||||
padding-in-right:1,
|
||||
padding-in-top:1,
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME_GUI:///Button.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Button.json?lib=ewol"
|
||||
}
|
23
data/theme/shape/square/SpinEntry.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
mode:2,
|
||||
display-outside:false,
|
||||
|
||||
padding-out-left:0,
|
||||
padding-out-right:0,
|
||||
padding-out-top:1,
|
||||
padding-out-buttom:1,
|
||||
|
||||
border-left:1,
|
||||
border-right:0,
|
||||
border-top:1,
|
||||
border-buttom:1,
|
||||
|
||||
padding-in-left:2,
|
||||
padding-in-right:2,
|
||||
padding-in-top:1,
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME_GUI:///Entry.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Entry.json?lib=ewol"
|
||||
}
|
23
data/theme/shape/square/SpinUp.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
mode:2,
|
||||
display-outside:false,
|
||||
|
||||
padding-out-left:0,
|
||||
padding-out-right:0,
|
||||
padding-out-top:1,
|
||||
padding-out-buttom:1,
|
||||
|
||||
border-left:1,
|
||||
border-right:1,
|
||||
border-top:1,
|
||||
border-buttom:1,
|
||||
|
||||
padding-in-left:1,
|
||||
padding-in-right:1,
|
||||
padding-in-top:1,
|
||||
padding-in-buttom:1,
|
||||
|
||||
change-time:356,
|
||||
program:"THEME_GUI:///Button.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///Button.json?lib=ewol"
|
||||
}
|
@ -18,6 +18,6 @@
|
||||
padding-in-buttom:3,
|
||||
|
||||
change-time:200,
|
||||
program:"THEME:GUI:WidgetScrolled.prog",
|
||||
color:"THEME:COLOR:WidgetScrolled.json"
|
||||
program:"THEME_GUI:///WidgetScrolled.prog?lib=ewol",
|
||||
color:"THEME_COLOR:///WidgetScrolled.json?lib=ewol"
|
||||
}
|
||||
|
@ -1,35 +0,0 @@
|
||||
=?=EWOL: Bases =?=
|
||||
__________________________________________________
|
||||
[right][tutorial[000_Build | Next: Tutorals]][/right]
|
||||
|
||||
=== Overview:===
|
||||
EWOL is an OpenGL library for creating graphical user interfaces.
|
||||
It works on many UNIX-like platforms, Windows, and OS X and some mobile platforms Android, iOs(soon).
|
||||
EWOL is released under the BSD 3 clauses license (BSD v3), which allows for very flexible licensing of client applications.
|
||||
EWOL has a C++ architecture that allows for maximum flexibility.
|
||||
|
||||
The main idea of EWOL is to create a complete abstraction of the platforms.
|
||||
This generate some restriction that you will see an overwiew in the under section.
|
||||
|
||||
===User requires:===
|
||||
To use ewol you need to know only C++ language. It could be usefull to know:
|
||||
:** [b]Python[/b] for all build tool.
|
||||
:** [b]git[/b] for all version management
|
||||
:** [b]OpenGL-ES2[/b] if you want to create custum advenced widget.
|
||||
|
||||
=== Architecture:===
|
||||
One of the important point to know in this framwork is some of absurd things came from the multiple architecture type.
|
||||
|
||||
I will Explain the main points:
|
||||
:** IOs does [b]NOT[/b] simply support the shared object sub lib, this force ewol to be BSD, and depend on some sub-library with small license restriction.
|
||||
:** Android have a JAVA main, then the application main will not be used with this platform
|
||||
:** Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
|
||||
:** Only one graphyc framework is availlable on all platform. This is OpenGL
|
||||
:** Main interesting point is packaging of the application data:
|
||||
::** Linux store it in /usr/share/applName/*
|
||||
::** MacOs store it in applName.app/subFolder/*
|
||||
::** Android store it in the .pkg that is a renamed .zip that the name is dynamic
|
||||
::** Windows (TODO : Never done a pakage)
|
||||
:: This will generate a complex result of data access...
|
||||
:** Sub lib Change on all the platform, the I will use the idea of Apple, that incluse in a package all needed libs. This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem, is not really a problem.
|
||||
|
53
doc/001_bases.md
Normal file
@ -0,0 +1,53 @@
|
||||
EWOL: Bases {#ewol_page_bases}
|
||||
===========
|
||||
|
||||
@tableofcontents
|
||||
|
||||
Overview: {#ewol_page_bases_overview}
|
||||
=========
|
||||
|
||||
EWOL is an OpenGL library for creating graphical user interfaces.
|
||||
It works on many UNIX-like platforms, Windows, and OS X and some mobile platforms Android, iOs.
|
||||
EWOL is released under the MPL v2.0 license, which allows for very flexible licensing of client applications.
|
||||
EWOL has a C++ architecture that allows for maximum flexibility.
|
||||
|
||||
**MPL v2.0 license limitation:** I limit myself to use only Apache2 / MIT / BSD / PNG / MPL licencing to permit to release binary on IOs.
|
||||
This I a big point, because it need to rewrite many libraries (like SVG...).
|
||||
|
||||
|
||||
The main idea of EWOL is to create a complete abstraction of the platforms.
|
||||
This generate some restriction that you will see an overwiew in the under section.
|
||||
|
||||
User requires: {#ewol_page_bases_require}
|
||||
==============
|
||||
|
||||
To use ewol you need to know only C++ language. It could be usefull to know:
|
||||
- **Python** for [lutin](http://HeeroYui.github.io/lutin) build tool.
|
||||
- **git** and **repo** for all version management.
|
||||
- **OpenGL-ES2** if you want to create custum advanced widget.
|
||||
|
||||
If you just want to have an interface of the openGl just refer to the [gale library](http://atria-soft.github.io/gale)
|
||||
|
||||
Ewol does not manage the Audio but it is full integrated in [audio-river library](http://musicdsp.github.io/audio-river).
|
||||
|
||||
|
||||
Architecture: {#ewol_page_bases_architecture}
|
||||
=============
|
||||
|
||||
One of the important point to know in this framework is some of absurd things came from the multiple architecture type.
|
||||
|
||||
I will Explain the main points:
|
||||
- IOs does **NOT** simply support the shared object sub lib, this force ewol to be MPL v2.0, and depend on some sub-library with small license restriction.
|
||||
- Android have a JAVA main, then the application main will not be used with this platform
|
||||
- Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
|
||||
- Only one graphyc framework is availlable on all platform. This is OpenGL (windows phone is not supported (moribund archi))
|
||||
- Main interesting point is packaging of the application data:
|
||||
* Linux store it in /usr/share/applName/*
|
||||
* MacOs store it in applName.app/subFolder/*
|
||||
* Android store it in the .pkg that is a renamed .zip that the name is dynamic
|
||||
* Windows (TODO : Never done a pakage)
|
||||
This will generate a complex result of data access...
|
||||
- Sub lib Change on all the platform, then I will use the idea of Apple, that incluse in a package all needed libs.
|
||||
This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem,
|
||||
is not really a problem.
|
||||
|
188
doc/build.md
Normal file
@ -0,0 +1,188 @@
|
||||
Build lib & build sample {#ewol_build}
|
||||
========================
|
||||
|
||||
@tableofcontents
|
||||
Linux dependency packages {#ewol_build_dependency}
|
||||
=========================
|
||||
|
||||
Ubuntu or Debian {#ewol_build_dependency_debian}
|
||||
----------------
|
||||
|
||||
```{.sh}
|
||||
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
|
||||
# Compile with Clang:
|
||||
sudo apt-get install clang
|
||||
# For andoid compilation (jdk 7 does not work...):
|
||||
sudo apt-get install javacc openjdk-6-jdk
|
||||
# Cross compile for windows:
|
||||
sudo add-apt-repository ppa:ubuntu-toolchain-r/test
|
||||
sudo apt-get update
|
||||
sudo apt-get install gcc-mingw-w64
|
||||
# On 64 bits processor for compatibility:
|
||||
sudo apt-get install ia32-libs
|
||||
sudo apt-get install g++-multilib libc6-dev-i386
|
||||
```
|
||||
|
||||
Arch-linux {#ewol_build_dependency_archlinux}
|
||||
----------
|
||||
```{.sh}
|
||||
# Cross compile for windows:
|
||||
pacman -S mingw-w64-gcc
|
||||
|
||||
# Cross compile for Android:
|
||||
in /etc/pacman.conf file uncomment:
|
||||
[multilib]
|
||||
Include = /etc/pacman.d/mirrorlist
|
||||
# update the system:
|
||||
Pacman -Syu
|
||||
# install lib C:
|
||||
pacman -S lib32-glibc lib32-zlib lib32-gcc-libs
|
||||
# install open-jdk 7.0
|
||||
pacman -S jdk7-openjdk
|
||||
# connect adb: (and you can do a "android/sdk/platform-tools/adb shell" to enable computer key on device)
|
||||
pacman -S android-udev
|
||||
```
|
||||
|
||||
Download: {#ewol_build_download}
|
||||
=========
|
||||
|
||||
ewol use some tools to manage source and build it:
|
||||
|
||||
need google repo: {#ewol_build_download_repo}
|
||||
-----------------
|
||||
|
||||
see: http://source.android.com/source/downloading.html#installing-repo
|
||||
|
||||
On all platform:
|
||||
```{.sh}
|
||||
mkdir ~/.bin
|
||||
PATH=~/.bin:$PATH
|
||||
curl https://storage.googleapis.com/git-repo-downloads/repo > ~/.bin/repo
|
||||
chmod a+x ~/.bin/repo
|
||||
```
|
||||
|
||||
On ubuntu
|
||||
```{.sh}
|
||||
sudo apt-get install repo
|
||||
```
|
||||
|
||||
On archlinux
|
||||
```{.sh}
|
||||
sudo pacman -S repo
|
||||
```
|
||||
|
||||
lutin (build-system): {#ewol_build_download_lutin}
|
||||
---------------------
|
||||
|
||||
```{.sh}
|
||||
pip install lutin --user
|
||||
# optionnal dependency of lutin (manage image changing size for application release)
|
||||
pip install pillow --user
|
||||
```
|
||||
|
||||
The full build tool documentation is availlable here : [lutin](http://heeroyui.github.io/lutin/)
|
||||
|
||||
|
||||
dependency: {#ewol_build_download_dependency}
|
||||
-----------
|
||||
|
||||
```{.sh}
|
||||
mkdir -p WORKING_DIRECTORY/framework
|
||||
cd WORKING_DIRECTORY/framework
|
||||
repo init -u git://github.com/atria-soft/manifest.git
|
||||
repo sync -j8
|
||||
cd ../..
|
||||
```
|
||||
|
||||
sources: {#ewol_build_download_sources}
|
||||
--------
|
||||
|
||||
They are already download in the repo manifest in:
|
||||
|
||||
```{.sh}
|
||||
cd WORKING_DIRECTORY/framework/atria-soft/ewol
|
||||
```
|
||||
|
||||
Build: {#ewol_build_build}
|
||||
======
|
||||
|
||||
you must stay in zour working directory...
|
||||
```{.sh}
|
||||
cd WORKING_DIRECTORY
|
||||
```
|
||||
|
||||
library: {#ewol_build_build_library}
|
||||
--------
|
||||
|
||||
```{.sh}
|
||||
lutin -mdebug ewol
|
||||
```
|
||||
|
||||
Sample: {#ewol_build_build_sample}
|
||||
-------
|
||||
|
||||
```{.sh}
|
||||
lutin -mdebug ewol-sample-*
|
||||
```
|
||||
|
||||
Run sample: {#ewol_build_run_sample}
|
||||
-----------
|
||||
|
||||
Basic way
|
||||
|
||||
```{.sh}
|
||||
lutin -mdebug ewol-sample-*?run
|
||||
```
|
||||
|
||||
With some option: (set global log leval at 2 (print, error, warning), and "appl" library at log level 6
|
||||
|
||||
```{.sh}
|
||||
lutin -mdebug ewol-sample-*?run:--elog-level=2:--elog-lib=appl:6
|
||||
```
|
||||
|
||||
|
||||
Build for Android and install: {#ewol_build_android}
|
||||
==============================
|
||||
|
||||
Sample: {#ewol_build_android_sample}
|
||||
-------
|
||||
|
||||
```{.sh}
|
||||
lutin -tAndroid -mdebug ewol-sample-*
|
||||
```
|
||||
|
||||
Sample: {#ewol_build_android_install_sample}
|
||||
-------
|
||||
|
||||
```{.sh}
|
||||
lutin -tAndroid -mdebug ewol-sample-*?install
|
||||
```
|
||||
|
||||
Worktree explanation: {#ewol_build_workspace}
|
||||
=====================
|
||||
|
||||
The workspace is a simple folder that contain all the modules ans sub module availlable for build.
|
||||
It will create a tree like this :
|
||||
|
||||
- **workspace**
|
||||
* **application:** set your application here, it is a good position
|
||||
* **framework:** framework download by repo
|
||||
+ **atria-soft:** graphic framework
|
||||
+ **generic-library:** open sources library that is wrapped on lutin builder
|
||||
+ **musicdsp:** Common library for audio interfacing
|
||||
+ **tools:** build tools (now only the IOs flasher)
|
||||
* **out:**
|
||||
+ Android_arm_32
|
||||
+ Android_arm_64
|
||||
+ Windows_x86_32
|
||||
+ Windows_x86_64
|
||||
+ Linux_x86_32
|
||||
+ Linux_x86_64
|
||||
+ MacOs_x86_32
|
||||
+ MacOs_x86_64
|
||||
+ IOs_x86_32
|
||||
+ IOs_x86_64
|
||||
|
||||
All the build object are set in the out path, then to restart with a clean build simply remove this folder
|
||||
|
||||
|
259
doc/codingStyle.md
Normal file
@ -0,0 +1,259 @@
|
||||
Ewol coding style {#ewol_coding_style}
|
||||
=================
|
||||
|
||||
@tableofcontents
|
||||
|
||||
|
||||
Comments {#ewol_coding_style_comment}
|
||||
========
|
||||
|
||||
- One line comment: (never in #define xxx ==> too dangerous)
|
||||
```{.cpp}
|
||||
//
|
||||
```
|
||||
|
||||
- Multiple line comment
|
||||
```{.cpp}
|
||||
/*
|
||||
* xxxx yyyy
|
||||
* zzzz
|
||||
*/
|
||||
```
|
||||
|
||||
- Documentation : doxygen (do not set un-nneded field)
|
||||
|
||||
@verbatim
|
||||
/**
|
||||
* @brief my summery
|
||||
* @param[in,out] _xxxx Comment on the variable
|
||||
* @return my return explanation
|
||||
*/
|
||||
@endverbatim
|
||||
|
||||
- one line documlentation:
|
||||
```{.cpp}
|
||||
xxxxx, //!< my comment
|
||||
```
|
||||
|
||||
|
||||
|
||||
|
||||
Number of colomn {#ewol_coding_style_number_of_colomn}
|
||||
================
|
||||
|
||||
I do not linit the number of colomn, but it could be good to limit at 150 char. Many screen have the main display like this
|
||||
|
||||
|
||||
|
||||
Indentation & braces {#ewol_coding_style_indent}
|
||||
====================
|
||||
|
||||
Tab size is a personal choice then, when you write code, you might be
|
||||
tab proof. If someone want to have the golden number for theire tabs,
|
||||
he will be able to do it.
|
||||
When you set a brace '{' you need to add a brace, and when you set a
|
||||
stop brace '}' you need to remove a tab
|
||||
To be simple : (tab stop at the 'if' start)
|
||||
|
||||
- if:
|
||||
```{.cpp}
|
||||
if ( xxx == yyy
|
||||
&& ( xxx == kkk
|
||||
|| xxx == zzz )) {
|
||||
//your action ...;
|
||||
}
|
||||
```
|
||||
|
||||
- switch:
|
||||
```{.cpp}
|
||||
switch (suffix) {
|
||||
case 'G':
|
||||
case 'g':
|
||||
mem <<= 30;
|
||||
break;
|
||||
case 'M':
|
||||
case 'm':
|
||||
mem <<= 20;
|
||||
break;
|
||||
case 'K':
|
||||
case 'k':
|
||||
mem <<= 10;
|
||||
// fall through
|
||||
default:
|
||||
break;
|
||||
}
|
||||
```
|
||||
|
||||
- function:
|
||||
```{.cpp}
|
||||
void myFunction(void) {
|
||||
actions ...;
|
||||
}
|
||||
```
|
||||
|
||||
- classes:
|
||||
```{.cpp}
|
||||
class MyClass {
|
||||
public:
|
||||
MyClass(void);
|
||||
~MyClass(void);
|
||||
private:
|
||||
const char* getName(void);
|
||||
};
|
||||
```
|
||||
|
||||
- namespace:
|
||||
```{.cpp}
|
||||
namespace appl {
|
||||
void get(void);
|
||||
}
|
||||
```
|
||||
|
||||
- For special element like : you might add a tabulation too
|
||||
```{.cpp}
|
||||
case xxx:
|
||||
actions...
|
||||
public:
|
||||
definition ...
|
||||
```
|
||||
|
||||
- An exception for the inline function inside c++ header:
|
||||
```{.cpp}
|
||||
class Plop {
|
||||
private:
|
||||
int32_t m_value; //!< my value of money gain
|
||||
public:
|
||||
int32_t getValue(void) const { return m_value; };
|
||||
```
|
||||
|
||||
|
||||
|
||||
Types {#ewol_coding_style_type}
|
||||
=====
|
||||
|
||||
the element 'typedef' must not be use, like this it is not needed to add
|
||||
special element like '_te' or '_ts' to say respectively 'tpedef enum' and
|
||||
'typedef struct'
|
||||
Structure is not availlable in c++, just use normal class, this is the same.
|
||||
|
||||
|
||||
|
||||
Star position {#ewol_coding_style_star}
|
||||
=============
|
||||
|
||||
The star will be near the type :
|
||||
```{.cpp}
|
||||
void* myVariableName;
|
||||
```
|
||||
|
||||
|
||||
|
||||
C and c++ {#ewol_coding_style_c_and_cpp}
|
||||
=========
|
||||
|
||||
All C header files might have :
|
||||
```{.cpp}
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
...
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
|
||||
|
||||
|
||||
Naming {#ewol_coding_style_naming}
|
||||
======
|
||||
|
||||
- Fonction/Methods:
|
||||
Camel case with first letter in lower case.
|
||||
```{.cpp}
|
||||
void myExampleFontionName(void);
|
||||
```
|
||||
|
||||
- Variable:
|
||||
Camel case with first letter in lower case.
|
||||
```{.cpp}
|
||||
nt32_t myVariableExample;
|
||||
```
|
||||
|
||||
- namespace:
|
||||
one world in lower case
|
||||
```{.cpp}
|
||||
namspace ewol {
|
||||
```
|
||||
|
||||
- Class:
|
||||
Camel case with first letter in upper case.
|
||||
```{.cpp}
|
||||
class MyClass;
|
||||
```
|
||||
|
||||
- Members fields:
|
||||
Put a 'm' prefix and then a normal Variable name
|
||||
```{.cpp}
|
||||
int32_t m_memberField;
|
||||
```
|
||||
|
||||
- enum:
|
||||
Camel case with first letter in lower case.
|
||||
```{.cpp}
|
||||
enum myEnum {
|
||||
myEnum_def1,
|
||||
myEnum_def2,
|
||||
myEnum_def3,
|
||||
};
|
||||
```
|
||||
- structure (C only)
|
||||
use naming like Classes (and for mamber too)
|
||||
|
||||
- minimum size : Do not use variable with size <3, the for a iterator
|
||||
for a 'for' :
|
||||
```{.cpp}
|
||||
for (int32_t iii=0; iii<xxx; ++iii) {
|
||||
// actions ...
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
|
||||
|
||||
Types {#ewol_coding_style_types}
|
||||
=====
|
||||
|
||||
Une stanndard Type :
|
||||
```{.cpp}
|
||||
bool
|
||||
int8_t / uint8_t
|
||||
int16_t / uint16_t
|
||||
int32_t / uint32_t
|
||||
int64_t / uint64_t
|
||||
size_t
|
||||
int (some case needed)
|
||||
float / double
|
||||
float_t to automatic match whith the compilation choice between float or double
|
||||
```
|
||||
|
||||
|
||||
|
||||
|
||||
C++ specificity {#ewol_coding_style_specific}
|
||||
===============
|
||||
|
||||
- STL
|
||||
You can use the Stl, but the porting and the result can be
|
||||
different depending on the board you are.
|
||||
- Heritage:
|
||||
Simple Heritage is a good use of the C++, multiple heritage is
|
||||
not really supported in every compilators.
|
||||
- const:
|
||||
Set the parameter and fonction const all time you can.
|
||||
- exception:
|
||||
They are not manage in all platforms, then by restriction, do
|
||||
not use it.
|
||||
|
39
doc/faq.md
Normal file
@ -0,0 +1,39 @@
|
||||
FAQ {#page_FAQ}
|
||||
===
|
||||
|
||||
What is ewol licence
|
||||
--------------------
|
||||
|
||||
This is really simple : MPL v2.0 :
|
||||
|
||||
Copyright ewol Edouard DUPIN
|
||||
|
||||
Licensed under the Mozilla Public License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
<https://www.mozilla.org/MPL/2.0>
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
|
||||
|
||||
|
||||
Why we use "DECLARE_FACTORY" Macro?
|
||||
-----------------------------------
|
||||
|
||||
For some reason!!! But everything might be clear:
|
||||
- In ewol we masively use ememory::SharedPtr.
|
||||
- The main class : ewol::Object herited from ememory::EnableSharedFromThis<ewol::Object> to permit to access at his own ememory::SharedPtr.
|
||||
- Acces At his own ememory::SharedPtr is not allowed in the class contructor/destructor.
|
||||
- Many time for meta-widget we need to propagate our ememory::SharedPtr in child through the ememory::WeakPtr.
|
||||
|
||||
Then for all these reasons, I have create a simple MACRO that create a static template funtion that create the object and just after
|
||||
creation call the init(...) function to permit to create a complex widget or others with some writing convinience.
|
||||
|
||||
|
||||
|
90
doc/index.bb
@ -1,90 +0,0 @@
|
||||
== [center]Ewol library[/center] ==
|
||||
__________________________________________________
|
||||
|
||||
===What is EWOL, and how can I use it?===
|
||||
EWOL, or Edn Widget OpenGl Layer, is a multi-platform library for creating graphical user interfaces in OpenGL. Offering a complete set of widgets.
|
||||
|
||||
===Where can I use it?===
|
||||
Everywhere! EWOL is cross-platform devolopped to support bases OS:
|
||||
: ** Linux (X11) (mouse)
|
||||
: ** Windows (mouse)
|
||||
: ** MacOs (mouse)
|
||||
: ** Android (mouse + touch)
|
||||
: ** IOs (in-progress)
|
||||
|
||||
===What languages are supported?===
|
||||
EWOL is written in C++ and is not (for now) supported for other languages.
|
||||
|
||||
===Are there any licensing restrictions?===
|
||||
EWOL is [b]FREE software[/b] and [i]all sub-library are FREE and staticly linkable !!![/i]
|
||||
|
||||
That allow you to use it for every program you want, including those developing proprietary software, without any license fees or royalties.
|
||||
|
||||
[note]The static support is important for some platform like IOs, and this limit the external library use at some license like :
|
||||
:** BSD*
|
||||
:** MIT
|
||||
:** APPACHE
|
||||
:** PNG
|
||||
:** ZLIB
|
||||
This exclude the classical extern library with licence:
|
||||
:** L-GPL
|
||||
:** GPL
|
||||
[/note]
|
||||
|
||||
==== License (BSD) ====
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
:** Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
|
||||
:** Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
|
||||
:** The name of the author may not be used to endorse or promote products derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
==== Sub library: ====
|
||||
===== License: =====
|
||||
:** [b][lib[etk | e-tk]][/b] : BSD 3 clauses
|
||||
::** [b][lib[linearmath | Linear-Math]][/b] : z-lib (subset of bullet lib)
|
||||
::** [b][lib[earchive | e-Archive]][/b] : BSD 3 clauses
|
||||
:::** [b][lib[z | Z lib]][/b] : z-lib
|
||||
:** [b][lib[egami | e-gami]][/b] : BSD 3 clauses
|
||||
::** [b][lib[esvg | e-svg]][/b] : BSD 3 clauses
|
||||
:::** [b][lib[agg | AGG]][/b] : BSD-like
|
||||
::** [b][lib[png | libPNG]][/b] : PNG
|
||||
:** [b][lib[portaudio | portaudio]][/b] : MIT
|
||||
:** [b][lib[ogg | ogg]][/b] : BSD-like
|
||||
:** [b][lib[freetype | Free-Type]][/b] : BSD-like
|
||||
:** [b][lib[ejson | e-json]][/b] : BSD 3 clauses
|
||||
:** [b][lib[exml | e-xml]][/b] : BSD 3 clauses
|
||||
|
||||
|
||||
==== Description : ====
|
||||
===== Internal: =====
|
||||
:** [b][lib[etk | e-tk]][/b] : Generic toolkit to acces on file, standardize acces on string (for Android and MacOs) ...
|
||||
:** [b][lib[earchive | e-Archive]][/b] : Generic access to a zip file (used to access on file on Android)
|
||||
:** [b][lib[eggami | e-gami]][/b] : generic image accessor for PNG, svg and bmp image (might add some other type ...)
|
||||
:** [b][lib[esvg | e-svg]][/b] : Generic SVG image parser and displayer
|
||||
:** [b][lib[ejson | e-json]][/b] : JSON file access (read and write)
|
||||
:** [b][lib[exml | e-xml]][/b] : XML file access (read and write)
|
||||
:** [b][lib[ege | e-ge]][/b] : (library in BSDv3) Ewol Game engine is a wrapper on the the bullet physical engine and ewol renderer engin. this is in developpement for now (the simple objective is to produce game to make profitable all my work)
|
||||
|
||||
===== External: =====
|
||||
:** [b][lib[linearmath | Linear-Math]][/b] : bullet mathamatical sub lib (for using same vec3).
|
||||
:** [b][lib[z | Z lib]][/b] : Clkassical zlib lib.
|
||||
:** [b][lib[agg | AGG]][/b] : A c++ drawing lib.
|
||||
:** [b][lib[png | libPNG]][/b] : the classical png display lib.
|
||||
:** [b][lib[portaudio | portaudio]][/b] : The classical audio wrapper lib.
|
||||
:** [b][lib[ogg | ogg]][/b] : The classical Ogg coder reader lib.
|
||||
:** [b][lib[freetype | Free-Type]][/b] : The classicle true-type reader lib.
|
||||
:** [b][lib[bullet | bullet]][/b] : the classical bullet library physical engine. (dependence by ege)
|
||||
|
||||
===== Program Using EWOL =====
|
||||
:** [b][lib[edn | edn]][/b] : (Application in GPLv3) Edn is the main application using this lib and designed for (in the first time). This is a "Code editor".
|
||||
|
||||
== Main documentation: ==
|
||||
|
||||
[doc[001_bases | Global Documantation]]
|
||||
|
||||
[tutorial[000_Build | Tutorials]]
|
135
doc/mainpage.md
Normal file
@ -0,0 +1,135 @@
|
||||
Ewol library {#mainpage}
|
||||
============
|
||||
|
||||
@tableofcontents
|
||||
|
||||
What is EWOL? {#ewol_mainpage_what}
|
||||
=============
|
||||
|
||||
EWOL, or Edn Widget OpenGl Layer, is a multi-platform library for creating graphical user interfaces in OpenGL. Offering a complete set of widgets.
|
||||
|
||||
Where can I use it? {#ewol_mainpage_where}
|
||||
===================
|
||||
|
||||
Everywhere! EWOL is cross-platform devolopped to support bases OS:
|
||||
- Linux (X11) (mouse)
|
||||
- Windows (mouse) (build on linux...)
|
||||
- MacOs (mouse)
|
||||
- Android (mouse + touch)
|
||||
- IOs (touch)
|
||||
|
||||
What languages are supported? {#ewol_mainpage_language}
|
||||
=============================
|
||||
|
||||
EWOL is written in C++ and is not (for now) supported for other languages.
|
||||
|
||||
|
||||
Are there any licensing restrictions? {#ewol_mainpage_restriction}
|
||||
=====================================
|
||||
|
||||
EWOL is **FREE software** and _all sub-library are FREE and staticly linkable !!!_
|
||||
|
||||
That allow you to use it for every program you want, including those developing proprietary software, without any license fees or royalties.
|
||||
|
||||
The static support is important for some platform like IOs, and this limit the external library use at some license like:
|
||||
- BSD*
|
||||
- MIT
|
||||
- APPACHE-2
|
||||
- PNG
|
||||
- ZLIB
|
||||
|
||||
This exclude the classical extern library with licence:
|
||||
- L-GPL
|
||||
- GPL
|
||||
|
||||
License (MPL v2.0) {#ewol_mainpage_license}
|
||||
==================
|
||||
|
||||
Copyright ewol Edouard DUPIN
|
||||
|
||||
Licensed under the Mozilla Public License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
<https://www.mozilla.org/MPL/2.0>
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
|
||||
Sub library: {#ewol_mainpage_sub}
|
||||
============
|
||||
|
||||
License:
|
||||
|
||||
- [**etk**](http://atria-soft.github.io/etk) : MPL v2.0
|
||||
- [**elog**](http://atria-soft.github.io/elog) : MPL v2.0
|
||||
+ **linearmath** : z-lib (subset of bullet lib)
|
||||
+ [**earchive**](http://atria-soft.github.io/earchive) : MPL v2.0
|
||||
* **zlib** : z-lib
|
||||
- [**egami**](http://atria-soft.github.io/egami) : MPL v2.0
|
||||
+ [**esvg**](http://atria-soft.github.io/esvg) : MPL v2.0
|
||||
+ **libpng** : PNG
|
||||
- **libogg** : BSD-like
|
||||
- **libfreetype** : BSD-like
|
||||
- [**e-json**](http://atria-soft.github.io/ejson) : MPL v2.0
|
||||
- [**e-xml**](http://atria-soft.github.io/exml) : MPL v2.0
|
||||
- [**audio**](http://musicdsp.github.io/audio) : MPL v2.0
|
||||
- [**audio-orchestra**](http://musicdsp.github.io/audio-orchestra) : MIT
|
||||
- [**audio-drain**](http://musicdsp.github.io/audio-drain) : MPL v2.0
|
||||
- [**audio-river**](http://musicdsp.github.io/audio-river) : MPL v2.0
|
||||
- [**audio-ess**](http://musicdsp.github.io/audio-ess) : MPL v2.0
|
||||
- [**ege**](http://atria-soft.github.io/ege) : MPL v2.0
|
||||
- [**dollar**](http://atria-soft.github.io/dollar) : MPL v2.0
|
||||
...
|
||||
|
||||
Description: {#ewol_mainpage_desc}
|
||||
------------
|
||||
|
||||
Internal:
|
||||
|
||||
- [**elog**](http://atria-soft.github.io/elog) : Generic Log interface (for Android and MacOs) ...
|
||||
- [**etk**](http://atria-soft.github.io/etk) : Generic toolkit to acces on file, standardize acces on string (for Android and MacOs) ...
|
||||
- [**earchive**](http://atria-soft.github.io/earchive) : Generic access to a zip file (used to access on file on Android)
|
||||
- [**egami**](http://atria-soft.github.io/egami) : generic image accessor for PNG, svg and bmp image (might add some other type ...)
|
||||
- [**e-svg**](http://atria-soft.github.io/esvg) : Generic SVG image parser and displayer
|
||||
- [**e-json**](http://atria-soft.github.io/ejson) : JSON file access (read and write)
|
||||
- [**e-xml**](http://atria-soft.github.io/exml) : XML file access (read and write)
|
||||
- [**audio**](http://musicdsp.github.io/audio) : Basic audio format
|
||||
- [**audio-orchestra**](http://musicdsp.github.io/audio-orchestra) : Low level wrapper of audio interface (Linux/Windows/MacOs/IOs/Android)
|
||||
- [**audio-drain**](http://musicdsp.github.io/audio-drain) : single stream audio processing
|
||||
- [**audio-river**](http://musicdsp.github.io/audio-river) : High level audio abstraction
|
||||
- [**audio-ess**](http://musicdsp.github.io/audio-ess) : basic sound set manager
|
||||
- [**ege**](http://musicdsp.github.io/ege) : Ewol Game engine is a wrapper on the the bullet physical engine and ewol renderer engin. This is in developpement for now (the simple objective is to produce game to make profitable all my work)
|
||||
- [**zeus**](http://atria-soft.github.io/zeus) : RPC over websocket
|
||||
- [**dollar**](http://atria-soft.github.io/dollar) : $1 $n $p and $p+
|
||||
|
||||
External: {#ewol_mainpage_ext}
|
||||
---------
|
||||
|
||||
- **linearmath** : bullet mathamatical sub lib (for using same vec3).
|
||||
- **Z lib** : Clkassical zlib lib.
|
||||
- **libPNG** : the classical png display lib.
|
||||
- **ogg** : The classical Ogg coder reader lib.
|
||||
- **freetype** : The classicle true-type reader lib.
|
||||
- **bulletlib** : the classical bullet library physical engine. (dependence by ege)
|
||||
- **openSSL** : generic SSL library. (dependence by zeus)
|
||||
|
||||
Program Using EWOL {#ewol_mainpage_using}
|
||||
------------------
|
||||
|
||||
- [**edn**](http://github.com/HeeroYui/edn): (Application in GPLv3) Edn is the main application using this lib and designed for (in the first time). This is a "Code editor".
|
||||
- [**worddown**](http://play.google.com/store/apps/details?id=com.edouarddupin.worddown): (Proprietary) Worddown is a simple word game.
|
||||
|
||||
|
||||
Main documentation: {#ewol_mainpage_sub_doc}
|
||||
===================
|
||||
|
||||
- @ref ewol_build
|
||||
- @ref ewol_page_bases
|
||||
- @ref ewol_tutorials
|
||||
- @ref ewol_coding_style
|
||||
|
@ -1,110 +0,0 @@
|
||||
=?=Ewol extract and build examples=?=
|
||||
__________________________________________________
|
||||
[left][doc[001_bases | Previous: Doc]][/left] [right][tutorial[001_HelloWord | Next: Hello-Word]][/right]
|
||||
|
||||
All developpement software will start by getting the dependency and the sources.
|
||||
|
||||
=== Linux dependency packages ===
|
||||
[code style=shell]
|
||||
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
|
||||
# if you want to compile with clang :
|
||||
sudo apt-get install clang
|
||||
# For andoid compilation (jdk 7 does not work...)
|
||||
sudo apt-get install javacc openjdk-6-jdk
|
||||
# if you want to compile for windows :
|
||||
sudo apt-get install mingw32
|
||||
# on 64 bits processor for compatibility
|
||||
sudo apt-get install ia32-libs
|
||||
[/code]
|
||||
|
||||
|
||||
=== Download instructions ===
|
||||
|
||||
Download the software :
|
||||
[code style=shell]
|
||||
# create a working directory path
|
||||
mkdir your_workspace_path
|
||||
cd your_workspace_path
|
||||
# clone ewol and all sub-library
|
||||
git clone git://github.com/HeeroYui/ewol.git
|
||||
cd ewol
|
||||
git submodule init
|
||||
git submodule update
|
||||
cd ..
|
||||
# clone the exemple repository
|
||||
git clone git://github.com/HeeroYui/example.git
|
||||
[/code]
|
||||
|
||||
[note]
|
||||
The full build tool documentation is availlable here : [[http://heeroyui.github.io/lutin/ | lutin]]
|
||||
[/note]
|
||||
|
||||
=== Common build instructions ===
|
||||
|
||||
Compile software in debug for the curent platform :
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -mdebug
|
||||
[/code]
|
||||
|
||||
You can specify the platform with:
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -mdebug -tAndroid
|
||||
[/code]
|
||||
|
||||
It coud be usefull to disable the package generation in local debug :
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -mdebug -p
|
||||
[/code]
|
||||
|
||||
Build with clang instead of gcc:
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -C -cclang
|
||||
[/code]
|
||||
|
||||
Display the build in color :
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -C -mdebug -p
|
||||
[/code]
|
||||
|
||||
Build in realease and install the program named 'edn'
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -C edn-install
|
||||
[/code]
|
||||
|
||||
To run an application you will find it directly on the out 'staging' tree :
|
||||
[code style=shell]
|
||||
./out/Linux/debug/staging/clang/edn/usr/bin/edn
|
||||
[/code]
|
||||
|
||||
== Simple explanation : ==
|
||||
|
||||
The workspace is a simple folder that contain all the modules ans sub module.
|
||||
It will create a tree like this :
|
||||
|
||||
:** workspace
|
||||
::** ewol
|
||||
:::** external [i](ewol external dependency sub-lib)[/i]
|
||||
::::** agg
|
||||
::::** bullet
|
||||
::::** date
|
||||
::::** egami
|
||||
::::** ege
|
||||
::::** ejson
|
||||
::::** etk
|
||||
::::** exml
|
||||
::::** freetype
|
||||
::::** glew
|
||||
::::** lua
|
||||
::::** ogg
|
||||
::::** png
|
||||
::::** portaudio
|
||||
::::** z
|
||||
:::** souces
|
||||
::::** ewol
|
||||
::** example
|
||||
::** youApplication_1
|
||||
::** youApplication_2
|
||||
::** youOtherLib_1
|
||||
::** youOtherLib_2
|
||||
::** out
|
||||
|
@ -1,294 +0,0 @@
|
||||
=?= Tutorial 1: Hello Word =?=
|
||||
__________________________________________________
|
||||
[left][tutorial[000_Build | Previous: Download & Build]][/left] [right][tutorial[010_ObjectModel | Next: Object model]][/right]
|
||||
|
||||
=== Objectif ===
|
||||
:** Understand basis of ewol
|
||||
:** Create a simple windows with a label "Hello Word"
|
||||
|
||||
=== Application Sources: ===
|
||||
|
||||
==== Application Main: ====
|
||||
|
||||
A generic Ewol application is manage by creating an [class[ewol::context::Application]] that is the basis of your application.
|
||||
|
||||
Due to the fact the ewol librairy is a multi-platform framework, then you need to think all you will do with only one
|
||||
application and only one windows displayable at the same time.
|
||||
|
||||
Then we will create the application:
|
||||
|
||||
[code style=c++]
|
||||
class MainApplication : public ewol::context::Application {
|
||||
public:
|
||||
bool init(ewol::Context& _context, size_t _initId) {
|
||||
APPL_INFO("==> Init APPL (START)");
|
||||
// nothing to do ...
|
||||
APPL_INFO("==> Init APPL (END)");
|
||||
return true;
|
||||
}
|
||||
void unInit(ewol::Context& _context) {
|
||||
APPL_INFO("==> Un-Init APPL (START)");
|
||||
// nothing to do ...
|
||||
APPL_INFO("==> Un-Init APPL (END)");
|
||||
}
|
||||
};
|
||||
[/code]
|
||||
|
||||
The input [class[ewol::Context]] is the main system context.
|
||||
|
||||
[note]
|
||||
It is important to know that the system can call your application in parallele, the basic exemple of this is the Wallpaper on Android.
|
||||
|
||||
What is done:
|
||||
** When selected, it create an intance and when it is apply Android create a new instance and remove the previous one...
|
||||
[/note]
|
||||
|
||||
In all program we need to have a main()
|
||||
|
||||
To be portable on Android, that have a java main the User might the Wrapper call the generic main() (please do not add other things in this main).
|
||||
|
||||
[code style=c++]
|
||||
int main(int argc, const char *argv[]) {
|
||||
// only one things to do :
|
||||
return ewol::run(new MainApplication(), _argc, _argv);
|
||||
}
|
||||
[/code]
|
||||
|
||||
|
||||
==== Some configuration are needed ====
|
||||
|
||||
In your application you can use many configuration,
|
||||
none of them are set in static for compilation and interface reason,
|
||||
then you will to set it on dynamic.
|
||||
|
||||
|
||||
Select fonts:
|
||||
|
||||
This can be a problem when you design an application for some other operating system (OS),
|
||||
They do not have the same default font.
|
||||
|
||||
And we select an order to search the font names and the system basic size.
|
||||
[code style=c++]
|
||||
// Use External font depending on the system (for specific application, it is better to provide fonts)
|
||||
_context.getFontDefault().setUseExternal(true);
|
||||
// Select font in order you want : if Ewol find FreeSerif, it selected it ...
|
||||
_context.getFontDefault().set("FreeSerif;DejaVuSansMono", 19);
|
||||
[/code]
|
||||
|
||||
|
||||
==== Main Windows: ====
|
||||
|
||||
Create the main Windows:
|
||||
|
||||
For this point we will create a class that herited form the basic windows class:
|
||||
|
||||
[b]Windows.h[/b]
|
||||
[code style=c++]
|
||||
#ifndef __APPL_WINDOWS_H__
|
||||
#define __APPL_WINDOWS_H__
|
||||
|
||||
#include <ewol/widget/Windows.h>
|
||||
|
||||
namespace appl {
|
||||
class Windows : public ewol::widget::Windows {
|
||||
public:
|
||||
Windows(void);
|
||||
virtual ~Windows(void) {};
|
||||
};
|
||||
};
|
||||
#endif
|
||||
[/code]
|
||||
|
||||
[b]Windows.cpp[/b]
|
||||
[code style=c++]
|
||||
#include <ewol/ewol.h>
|
||||
#include <appl/debug.h>
|
||||
#include <appl/Windows.h>
|
||||
#include <ewol/widget/Label.h>
|
||||
|
||||
#undef __class__
|
||||
#define __class__ "Windows"
|
||||
|
||||
appl::Windows::Windows(void) {
|
||||
setTitle("example 001_HelloWord");
|
||||
ewol::object::Shared<ewol::widget::Label> tmpWidget = new ewol::widget::Label();
|
||||
if (NULL == tmpWidget) {
|
||||
APPL_ERROR("Can not allocate widget ==> display might be in error");
|
||||
} else {
|
||||
tmpWidget->setLabel("Hello <font color='blue'>Word</font>");
|
||||
tmpWidget->setExpand(bvec2(true,true));
|
||||
setSubWidget(tmpWidget);
|
||||
}
|
||||
}
|
||||
[/code]
|
||||
|
||||
The fist basic property to set is the Title:
|
||||
[code style=c++]
|
||||
setTitle("example 001_HelloWord");
|
||||
[/code]
|
||||
|
||||
After we simple create a [class[widget::Label]] in the main windows constructor.
|
||||
And we set the widget property (label).
|
||||
[code style=c++]
|
||||
ewol::object::Shared<ewol::widget::Label> tmpWidget = ewol::object::makeShared(new ewol::widget::Label());
|
||||
tmpWidget->setLabel("Hello <font color=\"blue\">Word</font>");
|
||||
tmpWidget->setExpand(bvec2(true,true));
|
||||
[/code]
|
||||
We can se in this example that the label have some other property like the font color.
|
||||
|
||||
The label can have decorated text based on the html generic writing but it is composed with really simple set of balise.
|
||||
I will take a really long time to create a real html parser, the the availlable property is:
|
||||
:** [b]<br/>[/b] : New line
|
||||
:** [b]<font color="#FF0000\"> ... </font>[/b] : change the font color.
|
||||
:** [b]<center> ... </center>[/b] : center the text.
|
||||
:** [b]<left> ... </left>[/b] : Set the text on the left.
|
||||
:** [b]<right> ... </right>[/b] : Set the text on the right.
|
||||
:** [b]<justify> ... </justify>[/b] : Set the text mode in justify.
|
||||
|
||||
[note]
|
||||
The xml parser is a little strict on the case and end node (!! </br> !!),
|
||||
but it support to:
|
||||
:** Not have a main node.
|
||||
:** replace '"' with ''' to simplify xml writing in C code.
|
||||
[/note]
|
||||
|
||||
The last step is to add the widget on the windows :
|
||||
[code style=c++]
|
||||
setSubWidget(tmpWidget);
|
||||
[/code]
|
||||
|
||||
|
||||
==== Configure Ewol to have display the windows ====
|
||||
|
||||
At this point we have created the basic windows.
|
||||
But the system does not know it.
|
||||
Then we create windows and set it in the main contect main (in the MainApplication::init()):
|
||||
[code style=c++]
|
||||
ewol::object::Shared<ewol::Windows> basicWindows = ewol::object::makeShared(new appl::Windows());
|
||||
// create the specific windows
|
||||
_context.setWindows(basicWindows);
|
||||
[/code]
|
||||
|
||||
Then the init fuction is :
|
||||
[code style=c++]
|
||||
bool MainApplication::init(ewol::Context& _context, size_t _initId) {
|
||||
APPL_INFO("==> Init APPL (START)");
|
||||
// select internal data for font ...
|
||||
_context.getFontDefault().setUseExternal(true);
|
||||
_context.getFontDefault().set("FreeSerif;DejaVuSansMono", 19);
|
||||
|
||||
ewol::Windows* basicWindows = new appl::Windows();
|
||||
// create the specific windows
|
||||
_context.setWindows(basicWindows);
|
||||
APPL_INFO("==> Init APPL (END)");
|
||||
return true;
|
||||
}
|
||||
[/code]
|
||||
|
||||
To un-init the application, the context call a generic function [b]MainApplication::unInit[/b].
|
||||
In this function we just need to remove the windows and un-init all needed by the system.
|
||||
[code style=c++]
|
||||
void MainApplication::unInit(ewol::Context& _context) {
|
||||
APPL_INFO("==> Un-Init APPL (START)");
|
||||
// Windows is auto-removed just before
|
||||
APPL_INFO("==> Un-Init APPL (END)");
|
||||
}
|
||||
[/code]
|
||||
|
||||
|
||||
[note]
|
||||
You can use many windows and select the one you want to display, but I do not think it is the best design.
|
||||
[/note]
|
||||
|
||||
=== Build declaration: ===
|
||||
|
||||
ewol commonly use the [b]lutin.py[/b] build system.
|
||||
|
||||
Then we need to add a "lutin_YourApplicationName.py", then for this example: [b]lutin_001_HelloWord.py[/b]
|
||||
|
||||
|
||||
[code style=python]
|
||||
#!/usr/bin/python
|
||||
import lutinModule as module
|
||||
import lutinTools as tools
|
||||
|
||||
# optionnal : Describe in the "lutin.py --help"
|
||||
def get_desc():
|
||||
return "Tutorial 001 : Hello Word"
|
||||
|
||||
# Module creation instance (not optionnal)
|
||||
def create(target):
|
||||
# module name is '001_HelloWord' and type binary.
|
||||
myModule = module.Module(__file__, '001_HelloWord', 'BINARY')
|
||||
# add the file to compile:
|
||||
myModule.add_src_file([
|
||||
'appl/Main.cpp',
|
||||
'appl/debug.cpp',
|
||||
'appl/Windows.cpp',
|
||||
])
|
||||
# add Library dependency name
|
||||
myModule.add_module_depend(['ewol'])
|
||||
# add application C flags
|
||||
myModule.compile_flags_CC([
|
||||
"-DPROJECT_NAME=\"\\\""+myModule.name+"\\\"\""])
|
||||
# Add current include Path
|
||||
myModule.add_path(tools.get_current_path(__file__))
|
||||
return the created module
|
||||
return myModule
|
||||
[/code]
|
||||
|
||||
show lutin doc for more information...
|
||||
|
||||
[note]
|
||||
I do not explain again the lutin file, for next tutorial, show example sources ...
|
||||
[/note]
|
||||
|
||||
=== Build your application ===
|
||||
|
||||
go to your workspace folder and launch
|
||||
[code style=shell]
|
||||
./ewol/build/lutin.py -C -mdebug -p 001_HelloWord
|
||||
[/code]
|
||||
|
||||
Your program example will build correctly...
|
||||
|
||||
Launch it :
|
||||
[code style=shell]
|
||||
./out/Linux/debug/staging/gcc/001_HelloWord/usr/bin/001_HelloWord -l6
|
||||
[/code]
|
||||
|
||||
The [b]-l6[/b] is used to specify the Log level of the application display (this log is synchronous)
|
||||
|
||||
The output compile in a separate folder depending on the compilation tool (gcc or clang)
|
||||
|
||||
It create a complete final tree in the ./out/Linux/debug/staging/gcc/001_HelloWord/ folder
|
||||
|
||||
The final folder contain the package generated
|
||||
|
||||
tree of the output
|
||||
:** out
|
||||
::** MacOs
|
||||
::** Android
|
||||
::** Windows
|
||||
::** ...
|
||||
::** Linux
|
||||
:::** release
|
||||
:::** debug
|
||||
::::** build
|
||||
:::::** clang
|
||||
:::::** gcc
|
||||
::::::** ewol
|
||||
::::::** exml
|
||||
::::::** ejson
|
||||
::::::** 001_HelloWord
|
||||
::::::** ...
|
||||
::::** staging
|
||||
:::::** clang
|
||||
:::::** gcc
|
||||
::::::** 001_HelloWord
|
||||
:::::::** usr
|
||||
::::::::** bin
|
||||
::::::::** share
|
||||
::::** final
|
||||
:::::** 001_HelloWord.deb
|
||||
|
214
doc/tutorial/001_HelloWord.md
Normal file
@ -0,0 +1,214 @@
|
||||
EWOL: Hello world {#ewol_tutorial_hello_world}
|
||||
=================
|
||||
|
||||
@tableofcontents
|
||||
|
||||
Objectif: {#ewol_tutorial_hello_world_objectives}
|
||||
=========
|
||||
- Understand basis of ewol
|
||||
- Create a simple windows with a label "Hello Word"
|
||||
|
||||
debug tools: {#ewol_tutorial_hello_world_debug}
|
||||
============
|
||||
|
||||
I will use for all test a basic template [elog](http://atria-soft.github.io/elog) for debug logger that redirect logs in Android and IOs
|
||||
|
||||
File ```appl/debug.hpp```:
|
||||
|
||||
@include HelloWord/appl/debug.hpp
|
||||
|
||||
File ```appl/debug.cpp```:
|
||||
|
||||
@include HelloWord/appl/debug.cpp
|
||||
|
||||
|
||||
Application Sources: {#ewol_tutorial_hello_world_sources}
|
||||
====================
|
||||
|
||||
Application Main: {#ewol_tutorial_hello_world_sources_main}
|
||||
-----------------
|
||||
|
||||
A generic Ewol application is manage by creating an ewol::context::Application that is the basis of your application.
|
||||
|
||||
Due to the fact the ewol library is a multi-platform framework (base on [GALE](http://atria-soft.github.io/gale)), you will have many contraint like:
|
||||
- One application at the same time (note an exception for android wallpaper)
|
||||
- One Windows displayable at the time (main point of view of apple developpers)
|
||||
- Not a big CPU ...
|
||||
|
||||
Then we will create the application:
|
||||
|
||||
First things: Some includes:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_include
|
||||
|
||||
Declare the application:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_application
|
||||
|
||||
|
||||
The input ewol::Context is the main system context (for ewol).
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
It is important to know that the system can create your application multiple times, the basic example of this is the Wallpaper on Android.
|
||||
|
||||
What is done:
|
||||
- When we select the wallpaper it create a new application (to show an example)
|
||||
- When applying your choice, it create the real one an remove the previous one.
|
||||
```
|
||||
|
||||
In all program we need to have a main()
|
||||
|
||||
To be portable on Android, the "main" in the java might call your main through the Android wrapper.
|
||||
|
||||
To simplify compabilities between platform it is recommanded to not add other things in the application main:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_main
|
||||
|
||||
|
||||
Some configuration are needed {#ewol_tutorial_hello_world_sources_config}
|
||||
-----------------------------
|
||||
|
||||
In your application you can use many configuration, it is really better to set all your configuration dynamic.
|
||||
With this basic condition will simplify the interface of the library if you would have many different application
|
||||
(never forget the compilator garbage collector is really very efficient).
|
||||
|
||||
All of this will be done one time:
|
||||
Then we will do it in:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_create
|
||||
|
||||
### Parse arguments: ####
|
||||
|
||||
All the argument is store in the ewol main application context: just get it...
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_parse_arguments
|
||||
|
||||
### Set basic windosw size (for desktop): ####
|
||||
|
||||
On descktop you can specify a start windows size:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_set_windows_size
|
||||
|
||||
|
||||
### Select fonts: ####
|
||||
|
||||
This can be a problem when you design an application for some other operating system (OS),
|
||||
They do not have the same default fonts, than you can embended some of them or try to use the system fonts.
|
||||
|
||||
We select an order to search the font names and the system basic size.
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_set_font_property
|
||||
|
||||
|
||||
Main Windows: {#ewol_tutorial_hello_world_sources_windows}
|
||||
-------------
|
||||
|
||||
Create the main Windows:
|
||||
|
||||
For this point we will create a class that herited form the basic ewol::widget::Windows class:
|
||||
|
||||
@include HelloWord/appl/Windows.hpp
|
||||
|
||||
The C macro "DECLARE_FACTORY" create a simple factory function "create" that return the ewol::Object well create.
|
||||
|
||||
For some internal reason, we create the object and we call the "init" function after creating the object. When well done we return the shared object created.
|
||||
|
||||
See @ref ewol_tutorial_object_model to understand why this structure is so complex.
|
||||
|
||||
@include HelloWord/appl/Windows.cpp
|
||||
|
||||
The init function is virtual and you must call your parent object (or at least the ewol::Object::init)
|
||||
|
||||
@snippet HelloWord/appl/Windows.cpp ewol_sample_HW_windows_init
|
||||
|
||||
|
||||
|
||||
The title is associated on the current windows then it is a simple property of ewol::widget::Windows.
|
||||
|
||||
We can change with calling the "setDirectCheck" function instead of "set" function when you are in the constructor (the callback can be unstable when we construct the object)
|
||||
|
||||
@snippet HelloWord/appl/Windows.cpp ewol_sample_HW_windows_title
|
||||
|
||||
|
||||
The object ewol::widget::Windows is a simple container.
|
||||
But the reference between Object is ememory::SharedPtr, and this is not accessible in the constructor.
|
||||
This is the reason we use init function.
|
||||
|
||||
After we simple create a ewol::widget::Label in the main windows init.
|
||||
We set label and basic properties:
|
||||
|
||||
@snippet HelloWord/appl/Windows.cpp ewol_sample_HW_windows_label
|
||||
|
||||
When we call the function ```ewol::Windows::setSubWidget```, it use the SharedFromThis() function that create an exception if we are in constructor (when setting the sub-widget parrent)
|
||||
|
||||
|
||||
We can see in this example that the label have some other property like the font color.
|
||||
|
||||
The label can have decorated text based on the html generic writing but it is composed with really simple set of balise.
|
||||
I will take a really long time to create a real html parser.
|
||||
|
||||
The availlable property is:
|
||||
- ```<br/>``` : New line
|
||||
- ```<font color="#FF0000\"> ... </font>``` : change the font color.
|
||||
- ```<center> ... </center>``` : center the text.
|
||||
- ```<left> ... </left>``` : Set the text on the left.
|
||||
- ```<right> ... </right>``` : Set the text on the right.
|
||||
- ```<justify> ... </justify>``` : Set the text mode in justify.
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
The xml parser is a little strict on the case and end node (!! </br> !!),
|
||||
but it support to:
|
||||
- Not have a main node.
|
||||
- replace '"' with ''' to simplify xml writing in C code.
|
||||
```
|
||||
|
||||
|
||||
Configure Ewol to have display the windows {#ewol_tutorial_hello_world_sources_configure_ewol}
|
||||
------------------------------------------
|
||||
|
||||
At this point we have created the basic windows.
|
||||
But the system does not know it.
|
||||
Then we create windows and set it in the main context main ```appl::MainApplication::onCreate```:
|
||||
|
||||
@snippet HelloWord/appl/Main.cpp ewol_sample_HW_main_set_windows
|
||||
|
||||
Here we call the create function that is created by the DECLARE_FACTORY macro
|
||||
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
You can use many windows and select the one you want to display, but I do not think it is the best design.
|
||||
```
|
||||
|
||||
Build declaration: {#ewol_tutorial_hello_world_build}
|
||||
==================
|
||||
|
||||
Ewol commonly use the [lutin](http://HeeroYui.github.io/lutin) build system.
|
||||
|
||||
Then we need to add a "lutin_YourApplicationName.py", then for this example: ```lutin_ewol-sample-HelloWord.py```
|
||||
|
||||
@include lutin_ewol-sample-HelloWord.py
|
||||
|
||||
Show [lutin](http://HeeroYui.github.io/lutin/lutin_module.html) doc for more information...
|
||||
|
||||
Build your application {#ewol_tutorial_hello_world_buildappl}
|
||||
======================
|
||||
|
||||
Go to your workspace folder and launch:
|
||||
|
||||
```{.sh}
|
||||
lutin -C -mdebug ewol-sample-HelloWord
|
||||
# or
|
||||
lutin -C -mdebug ewol-sample-HelloWord?build
|
||||
```
|
||||
|
||||
You can now execute your application:
|
||||
|
||||
```{.sh}
|
||||
lutin -C -mdebug ewol-sample-HelloWord?run
|
||||
```
|
@ -1,154 +0,0 @@
|
||||
=?= Tutorial 2: Object Model =?=
|
||||
__________________________________________________
|
||||
[left][tutorial[001_HelloWord | Previous: Hello Word]][/left] [right][tutorial[011_ObjectConfig | Next: Object config]][/right]
|
||||
|
||||
=== Objectif ===
|
||||
:** Understand ewol basic [class[ewol::Object]]
|
||||
:** Use [class[ewol::Object]] correctly
|
||||
|
||||
== Basis of the Object ==
|
||||
|
||||
An object in Ewol is a simple class : [class[ewol::Object]] This object is the basis of all element in the ewol system.
|
||||
This is designed to manage basis element of complexe structure:
|
||||
|
||||
:** Unique ID
|
||||
:** Name
|
||||
:** Configuration (decriptive naming of parameters)
|
||||
:** Event generation and receving
|
||||
:** Xml configuration
|
||||
:** Delayed removing
|
||||
|
||||
[note]
|
||||
Please do not compare with the gObject basic class...
|
||||
[/note]
|
||||
|
||||
|
||||
== Create an Object: ==
|
||||
|
||||
In theory you can use a simple new on an object, but you need to remove the refcounting of this one by yoursef ... really awfull.
|
||||
|
||||
It is really better to use the ewol::object::Shared<> declaration to auto manage it. (same as std::shared_ptr)
|
||||
[code style=c++]
|
||||
ewol::object::Shared<widget::Label> tmpObject = ewol::object::makeShared(new widget::Label());
|
||||
if (tmpObject == NULL) {
|
||||
APPL_ERROR("An error occured");
|
||||
return;
|
||||
}
|
||||
[/code]
|
||||
|
||||
The object register itself on the object manager, now it will have a specific Id and no name
|
||||
|
||||
Force the set of the name :
|
||||
|
||||
[code style=c++]
|
||||
tmpObject->setName("my widget name");
|
||||
APPL_INFO("We just create an Object with ID=" << tmpObject->getId() << " name='" << tmpObject->getName() << "'");
|
||||
[/code]
|
||||
|
||||
|
||||
== Remove an Object: ==
|
||||
|
||||
This is important to note that many element can have a reference on the Object.
|
||||
|
||||
Then we need to use the fuction:
|
||||
[b]removeObject()[/b] to remove the Object, This will notify avery object in the system that this
|
||||
specific object has been removed.
|
||||
|
||||
|
||||
Then to remove an object call:
|
||||
[code style=c++]
|
||||
tmpObject->removeObject();
|
||||
[/code]
|
||||
|
||||
On every object we can have an herited function: [b]virtual void onObjectRemove(const ewol::object::Shared<ewol::Object>& _removeObject);[/b]
|
||||
|
||||
|
||||
We need to implement this fuction to be notify an object is removed:
|
||||
[code style=c++]
|
||||
void namespeceName::ClassName::onObjectRemove(const ewol::object::Shared<ewol::Object>& _removeObject) {
|
||||
// Never forget to call upper Object (otherwise many object will keep theire reference)
|
||||
upperClass::onObjectRemove(_removeObject);
|
||||
if (_removeObject == m_object) {
|
||||
m_object.reset();
|
||||
markToRedraw(); // set only for graphical object ...
|
||||
}
|
||||
}
|
||||
[/code]
|
||||
|
||||
[note]
|
||||
If you have well follow the idea, you will never declare an object in local, just use shared pointer on them.
|
||||
[/note]
|
||||
|
||||
[note]
|
||||
For some case it could be interesting to see the [class[ewol::object::Owner<T>]] class that provide an automatic auto remove of object.
|
||||
|
||||
See [class[ewol::widget::Container]] for an example.
|
||||
[/note]
|
||||
|
||||
|
||||
=== Particularity ===
|
||||
|
||||
An object can remove itself, just use the function:
|
||||
[code style=c++]
|
||||
autoDestroy();
|
||||
[/code]
|
||||
|
||||
|
||||
== Retrieve an Object: ==
|
||||
|
||||
In Ewol this is possible to get a object with his name.
|
||||
This is really simple.
|
||||
|
||||
=== In an Object ===
|
||||
|
||||
Call a simple function define in the Object:
|
||||
|
||||
[code style=c++]
|
||||
#include <ewol/object/Manager.h>
|
||||
|
||||
...
|
||||
|
||||
ewol::object::Shared<ewol::Object> tmpObject = getObjectManager().get("name of the object");
|
||||
if (tmpObject == NULL) {
|
||||
APPL_ERROR("The Object does not exist");
|
||||
}
|
||||
[/code]
|
||||
|
||||
=== Not in an Object ===
|
||||
|
||||
In this case, we need to get the context manager and after the object manager:
|
||||
|
||||
[code style=c++]
|
||||
#include <ewol/object/Manager.h>
|
||||
#include <ewol/context/Context.h>
|
||||
|
||||
...
|
||||
|
||||
ewol::object::Shared<ewol::Object> tmpObject = ewol::getContext().getObjectManager().get("name of the object");
|
||||
if (tmpObject == NULL) {
|
||||
APPL_ERROR("The Object does not exist");
|
||||
}
|
||||
[/code]
|
||||
|
||||
=== Casting your object ===
|
||||
|
||||
It could be really interesting to retrive your own instance:
|
||||
|
||||
[code style=c++]
|
||||
ewol::object::Shared<ewol::Object> tmpObject ...;
|
||||
|
||||
ewol::object::Shared<appl::MyOwnObject> myObject = ewol::dynamic_pointer_cast<appl::MyOwnObject>(tmpObject);
|
||||
[/code]
|
||||
|
||||
== conclusion ==
|
||||
|
||||
If you follow these rules, you will not have memory leek and no segmentation fault on the ewol system.
|
||||
|
||||
[note]
|
||||
To be sure that the name is unique, just add the current creator object Id in the name.
|
||||
|
||||
See [class[ewol::widget::FileChooser]] class for an example.
|
||||
[/note]
|
||||
|
||||
|
||||
|
125
doc/tutorial/010_ObjectModel.md
Normal file
@ -0,0 +1,125 @@
|
||||
EWOL: Object model {#ewol_tutorial_object_model}
|
||||
==================
|
||||
|
||||
@tableofcontents
|
||||
|
||||
Objectifs: {#ewol_tutorial_object_model_objectives}
|
||||
==========
|
||||
|
||||
- Understand ewol basic ewol::Object
|
||||
- Use ewol::Object correctly
|
||||
|
||||
Basis of the ewol::Object {#ewol_tutorial_object_model_object}
|
||||
=========================
|
||||
|
||||
An object in Ewol is a simple class: ewol::Object This object is the basis of all element in the ewol system.
|
||||
This is designed to manage many common things:
|
||||
|
||||
- Unique ID
|
||||
- Name
|
||||
- Parameters
|
||||
- Signal generation
|
||||
- Xml configuration
|
||||
- Removing
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
Please do not compare with the gObject basic class...
|
||||
```
|
||||
|
||||
|
||||
Create an Object: {#ewol_tutorial_object_model_create}
|
||||
=================
|
||||
|
||||
Creating an object is really simple:
|
||||
|
||||
```{.cpp}
|
||||
ewol::widget::ButtonShared tmpButon = ewol::widget::Button::create();
|
||||
APPL_INFO("We just create a button widget with unique ID=" << tmpButon->getId() << " name='" << tmpButon->propertyName.get() << "'");
|
||||
```
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
The widget is not stored in a ememory::SharedPtr<ewol::widget::Button> but in a ewol::widget::ButtonShared to simplify the using of the pointer.
|
||||
You have also: ememory::WeakPtr<ewol::widget::Button> = ewol::widget::ButtonWeak
|
||||
```
|
||||
|
||||
Set the name of the object:
|
||||
|
||||
```{.cpp}
|
||||
tmpButon->propertyName.set("my widget name");
|
||||
APPL_INFO("We just create an Object with ID=" << tmpButon->getId() << " name='" << tmpButon->propertyName.get() << "'");
|
||||
```
|
||||
|
||||
|
||||
Remove an Object: {#ewol_tutorial_object_model_remove}
|
||||
=================
|
||||
|
||||
Simply use the function:
|
||||
```{.cpp}
|
||||
tmpButon->destroy();
|
||||
```
|
||||
|
||||
This function request his parrent to remove the ememory::SharedPtr it keep on it.
|
||||
And when all ememory::SharedPtr is removed the object will be really removed.
|
||||
|
||||
At his point we can think an object is alive all the time someone keep a reference on it,
|
||||
then when you are not a parrent of the object, do not keep a ememory::SharedPtr but a ememory::WeakPtr.
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
If some Object is not removed when you close the application, the system inform you with displaying all object alive.
|
||||
```
|
||||
|
||||
|
||||
Retrieve an Object: {#ewol_tutorial_object_model_find}
|
||||
===================
|
||||
|
||||
In Ewol this is possible to get a object with his name.
|
||||
|
||||
Find a global Object (ouside an Object)
|
||||
---------------------------------------
|
||||
|
||||
```{.cpp}
|
||||
#include <ewol/context/Context.hpp>
|
||||
|
||||
ewol::ObjectShared tmpObject = ewol::getContext().getEObjectManager().getObjectNamed("obj Name");
|
||||
if (tmpObject == null) {
|
||||
APPL_ERROR("The Object does not exist");
|
||||
}
|
||||
```
|
||||
|
||||
Find a global Object (inside an Object)
|
||||
---------------------------------------
|
||||
|
||||
```{.cpp}
|
||||
ewol::ObjectShared tmpObject = getObjectNamed("obj Name");
|
||||
if (tmpObject == null) {
|
||||
APPL_ERROR("The Object does not exist");
|
||||
}
|
||||
```
|
||||
|
||||
Find a sub-object
|
||||
-----------------
|
||||
|
||||
```{.cpp}
|
||||
ewol::ObjectShared tmpObject = getSubObjectNamed("obj Name");
|
||||
if (tmpObject == NULL) {
|
||||
APPL_ERROR("The Object does not exist");
|
||||
}
|
||||
```
|
||||
|
||||
retriving your object type
|
||||
--------------------------
|
||||
|
||||
It could be really interesting to retrive your own instance:
|
||||
|
||||
```{.cpp}
|
||||
ewol::ObjectShared tmpObject ...;
|
||||
|
||||
appl::MyOwnObjectShared myObject = ememory::dynamicPointerCast<appl::MyOwnObject>(tmpObject);
|
||||
```
|
||||
|
@ -1,153 +0,0 @@
|
||||
=?= Tutorial 3: Object Config =?=
|
||||
__________________________________________________
|
||||
[left][tutorial[010_ObjectModel | Previous: Object model]][/left] [right][tutorial[012_ObjectMessage | Next: Object message]][/right]
|
||||
|
||||
=== Objectif ===
|
||||
:** Understand ewol::Object configuration parameter
|
||||
:** Create an configurable object
|
||||
|
||||
== Use of Configuration ==
|
||||
|
||||
Configuration are parameters to set some property on an object,
|
||||
this is a really generic use in many system,
|
||||
this is the reason why we implement one.
|
||||
|
||||
|
||||
This is a generic interface to set and get parameter,
|
||||
when you did not really know it,
|
||||
but it generate many convertion to string search and many other things...
|
||||
|
||||
If you know the object just interact with it with his own accessors (faster ond conpilation check).
|
||||
|
||||
|
||||
=== Set config ===
|
||||
|
||||
When you have the pointer on the object:
|
||||
[code style=c++]
|
||||
if (tmpObject->setConfig("name", "new name of object") == false) {
|
||||
APPL_ERROR("Can not set object property");
|
||||
}
|
||||
[/code]
|
||||
|
||||
A second methode is to request the name with his direct config name:
|
||||
[code style=c++]
|
||||
// to be sure that the name exist:
|
||||
if (tmpObject->setConfig(ewol::Object::configName, "new name of object") == false) {
|
||||
APPL_ERROR("Can not set object property");
|
||||
}
|
||||
[/code]
|
||||
The only aventage here is to have an automatic update on the name of the parameter.
|
||||
|
||||
It is possible to configure an object whitout knowing his name:
|
||||
[code style=c++]
|
||||
// in an ewol::Object only ...
|
||||
if (setConfigNamed("object name", "ewol::Object::configName, "new name of object") == false) {
|
||||
APPL_ERROR("Can not set object property");
|
||||
}
|
||||
[/code]
|
||||
|
||||
|
||||
=== Get config ===
|
||||
|
||||
Direct get the configuration:
|
||||
[code style=c++]
|
||||
std::string val = tmpObject->getConfig("name");
|
||||
APPL_INFO("Get Object property : name='" << val << "'");
|
||||
[/code]
|
||||
|
||||
Get with his direct definition name:
|
||||
[code style=c++]
|
||||
std::string val = tmpObject->getConfig(ewol::Object::configName);
|
||||
APPL_INFO("Get Object property : " << ewol::Object::configName << "'" << val << "'");
|
||||
[/code]
|
||||
|
||||
|
||||
== Implement configuration ==
|
||||
|
||||
=== Declare config ===
|
||||
|
||||
In the header file:
|
||||
[code style=c++]
|
||||
#include <ewol/object/Object.h>
|
||||
namespace appl {
|
||||
class MyObj : public ewol::Object {
|
||||
public:
|
||||
// Config list of properties
|
||||
static const char* const configValue;
|
||||
public:
|
||||
//! @brief Constructor
|
||||
MyObj(void);
|
||||
//! @brief Destructor
|
||||
virtual ~MyObj(void);
|
||||
private:
|
||||
bool m_value; //!< Internal Object value
|
||||
public:
|
||||
//! @brief Setter
|
||||
void setValue(bool _val) {
|
||||
m_value = _val;
|
||||
}
|
||||
//! @brief Getter
|
||||
bool getValue(void) const {
|
||||
return m_value;
|
||||
}
|
||||
public: // herited function:
|
||||
bool onSetConfig(const ewol::object::Config& _conf);
|
||||
}
|
||||
}
|
||||
[/code]
|
||||
|
||||
[note]
|
||||
By convention declare config started with "configXXXXXX"
|
||||
[/note]
|
||||
|
||||
In the source file:
|
||||
[code style=c++]
|
||||
// Declare the configuration Name:
|
||||
const char* const appl::MyObj::configValue = "value";
|
||||
|
||||
appl::MyObj::MyObj(void) {
|
||||
// declare the configuration on this object:
|
||||
registerConfig(configValue, "bool", NULL, "object configuration description");
|
||||
// Note : This API is not compleately define ...
|
||||
}
|
||||
appl::MyObj::~MyObj(void) {
|
||||
// nothing to do ...
|
||||
}
|
||||
[/code]
|
||||
Now an extern Object can register configure these parameter, otherwise, they will be rejected!!!
|
||||
|
||||
|
||||
=== Get and Set config ===
|
||||
|
||||
You can see in these implementation that we not compare the string but just the pointer.
|
||||
The ewol::Object convert the string in the correct pointer to be faster in many case.
|
||||
|
||||
==== Set configuration ====
|
||||
|
||||
[code style=c++]
|
||||
bool appl::MyObj::onSetConfig(const ewol::object::Config& _conf) {
|
||||
APPL_VERBOSE("[" << getId() << "] {" << getObjectType() << "} set config : " << _conf);
|
||||
if (_conf.getConfig() == configValue) {
|
||||
setValue(std::stob(_conf.getData()));
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
[/code]
|
||||
|
||||
==== Get configuration ====
|
||||
|
||||
[code style=c++]
|
||||
bool appl::MyObj::onGetConfig(const char* _config, std::string& _result) const {
|
||||
if (_config == configValue) {
|
||||
_result = std::to_string(getValue());
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
[/code]
|
||||
|
||||
== Conclusion ==
|
||||
|
||||
Now you can choice the methode you want in your application to implement your basic configuration feature.
|
||||
|
110
doc/tutorial/011_ObjectConfig.md
Normal file
@ -0,0 +1,110 @@
|
||||
EWOL: Object config {#ewol_tutorial_object_config}
|
||||
===================
|
||||
|
||||
@tableofcontents
|
||||
|
||||
Objectifs: {#ewol_tutorial_object_config_objectives}
|
||||
==========
|
||||
|
||||
- Understand base of [e-property](http://atria-soft.github.io/eproperty) configuration parameter
|
||||
- Create an configurable object
|
||||
|
||||
Configuration using {#ewol_tutorial_object_configusing}
|
||||
===================
|
||||
|
||||
All ewol::Object have a configuration of parameters (the object name is a parameter),
|
||||
then we need to set get and use xml to update parameters.
|
||||
|
||||
Set a Parameter/Property {#ewol_tutorial_object_config_prop}
|
||||
------------------------
|
||||
|
||||
**Note:**
|
||||
|
||||
```
|
||||
Parameter is managed by the [e-property](http://atria-soft.github.io/eproperty)
|
||||
```
|
||||
|
||||
With a string configuration
|
||||
***************************
|
||||
|
||||
```{.cpp}
|
||||
if (tmpObject->properties.set("name", "new name of object") == false) {
|
||||
APPL_ERROR("Can not set object parameter");
|
||||
}
|
||||
```
|
||||
|
||||
whith the object name
|
||||
*********************
|
||||
|
||||
```{.cpp}
|
||||
if (ewol::propertySetOnObjectNamed("objectName", "value", "16.2") == false) {
|
||||
APPL_ERROR("Can not set object parameter");
|
||||
}
|
||||
```
|
||||
|
||||
Get Parameter {#ewol_tutorial_object_config_param}
|
||||
-------------
|
||||
|
||||
```{.cpp}
|
||||
etk::String val = tmpObject->properties.get("name");
|
||||
APPL_INFO("Get Object property: name='" << val << "'");
|
||||
```
|
||||
|
||||
Implement configuration {#ewol_tutorial_object_config_impl}
|
||||
=======================
|
||||
|
||||
```{.cpp}
|
||||
#include <ewol/object/Object.hpp>
|
||||
namespace appl {
|
||||
class MyObj : public ewol::Object {
|
||||
public:
|
||||
eproperty::Value<bool> propertyValue; //!< Property interface (all time start with "property")
|
||||
protected:
|
||||
//! @brief Constructor
|
||||
MyObj(void) :
|
||||
propertyValue(this, "value",
|
||||
false,
|
||||
"Value of the parameter (descrition string)",
|
||||
&appl::MyObj::onChangeParameterValue) {
|
||||
// nothing to do..
|
||||
}
|
||||
void init() {
|
||||
ewol::Object::init();
|
||||
// do some stuff with the init value
|
||||
}
|
||||
public:
|
||||
//! @brief Destructor
|
||||
virtual ~MyObj(void) { }
|
||||
DECLARE_FACTORY(MyObj);
|
||||
public:
|
||||
void onChangeParameterValue() {
|
||||
APPL_DEBUG("The internal value has change, new value is : '" << *m_value << "'");
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
In the contructor we need to add:
|
||||
```{.cpp}
|
||||
propertyValue(this,
|
||||
"value",
|
||||
false,
|
||||
"Value of the parameter (descrition string)",
|
||||
&appl::MyObj::onChangeParameterValue)
|
||||
```
|
||||
- **'this':** Pointer the main class to call it chen value change.
|
||||
- **"value":** Is the name of the parameter.
|
||||
- **false:** The default value.
|
||||
- **"....."** Description of the parameter (optionnal).
|
||||
- **&appl::MyObj::onChangeParameterValue** The callback when the value change (optionnal).
|
||||
|
||||
|
||||
The last point is that the ```*propertyValue``` same as ```propertyValue.get()``` are inline fuction then it take no more CPU cycle to access the value than normal variable.
|
||||
|
||||
Some other parameter are availlable :
|
||||
- eproperty::Value<T> Basic parameter.
|
||||
- eproperty::Range<T> For numeric parameter that range value are check befor setting new value.
|
||||
- eproperty::List<T> For List of parameter values.
|
||||
|
||||
For more information see [e-property](http://atria-soft.github.io/eproperty)
|
||||
|
@ -1,133 +0,0 @@
|
||||
=?= Tutorial 4: Object Message =?=
|
||||
__________________________________________________
|
||||
[left][tutorial[011_ObjectConfig | Previous: Object config]][/left] [right][tutorial[020_FileAccess | Next: File Access]][/right]
|
||||
|
||||
=== Objectif ===
|
||||
:** Understand ewol::Object Messaging system
|
||||
:** Create extern message and receive Object message
|
||||
|
||||
== Message system ==
|
||||
|
||||
The message system is a simple message sending between Object.
|
||||
This is composed with a pointer (const char* const) that represent the mesage ID (pointer, then unique)
|
||||
and a value (std::string)
|
||||
|
||||
The message are broadcast or multicast on object watcher.
|
||||
|
||||
== Receive Message from other object ==
|
||||
|
||||
=== Register on message ===
|
||||
|
||||
We will se an example on the widget : [class[ewol::widget::Button]]
|
||||
|
||||
By default the messageID is the event generated, But to overwrite this message Id just create a new one:
|
||||
[code style=c++]
|
||||
// on the global on the file or in private class member:
|
||||
static const char* const g_backMessage = "local-event-button-pressed";
|
||||
static const char* const g_backMessageValue = "local-event-button-value";
|
||||
static const char* const g_backMessageDataOverWritte = "local-event-button-data";
|
||||
[/code]
|
||||
|
||||
|
||||
Register with his name:
|
||||
[code style=c++]
|
||||
registerOnEvent(this, "pressed", g_backMessage);
|
||||
[/code]
|
||||
|
||||
Register with his direct name:
|
||||
[code style=c++]
|
||||
registerOnEvent(this, ewol::widget::Button::eventValue, g_backMessageValue);
|
||||
[/code]
|
||||
|
||||
It is possible to overwrote the data send by the Object :
|
||||
[code style=c++]
|
||||
registerOnEvent(this, ewol::widget::Button::eventPressed, g_backMessageDataOverWritte, "Data we want to receive");
|
||||
[/code]
|
||||
|
||||
|
||||
=== Receive message ===
|
||||
|
||||
To receive message from other widget, just implement this function:
|
||||
|
||||
[code style=c++]
|
||||
|
||||
void appl::ObjectName::onReceiveMessage(const ewol::object::Message& _msg) {
|
||||
APPL_INFO("Receive Event : " << _msg);
|
||||
if (_msg.getMessage() == g_backMessage) {
|
||||
// process here
|
||||
return;
|
||||
}
|
||||
if (_msg.getMessage() == g_backMessageValue) {
|
||||
APPL_INFO("message value: '" << _msg.getData() << "'");
|
||||
return;
|
||||
}
|
||||
if (_msg.getMessage() == g_backMessageDataOverWritte) {
|
||||
APPL_INFO("Overwrite message data: '" << _msg.getData() << "'");
|
||||
return;
|
||||
}
|
||||
}
|
||||
[/code]
|
||||
|
||||
|
||||
== Declare Extern Message ==
|
||||
|
||||
=== Declare Message ===
|
||||
|
||||
In the header file:
|
||||
[code style=c++]
|
||||
#include <ewol/object/Object.h>
|
||||
namespace appl {
|
||||
class MyObj : public ewol::Object {
|
||||
public:
|
||||
// Event list of properties
|
||||
static const char* const eventValue;
|
||||
public:
|
||||
//! @brief Constructor
|
||||
MyObj(void);
|
||||
//! @brief Destructor
|
||||
virtual ~MyObj(void);
|
||||
}
|
||||
}
|
||||
[/code]
|
||||
|
||||
[note]
|
||||
By convention declare events started with "eventXXXXXX"
|
||||
[/note]
|
||||
|
||||
In the source file:
|
||||
[code style=c++]
|
||||
// Declare the configuration Name:
|
||||
const char* const appl::MyObj::eventValue = "value";
|
||||
|
||||
appl::MyObj::MyObj(void) {
|
||||
// declare Event generated on this object:
|
||||
addEventId(eventValue);
|
||||
}
|
||||
appl::MyObj::~MyObj(void) {
|
||||
// nothing to do ...
|
||||
}
|
||||
[/code]
|
||||
Now an extern Object can register event on this object, otherwise, they will be rejected!!!
|
||||
|
||||
|
||||
=== Generate Message ===
|
||||
|
||||
Now we have register object message, We need to have generated it, This is really simple :
|
||||
|
||||
[code style=c++]
|
||||
// with no data:
|
||||
generateEventId(eventValue);
|
||||
// With a custom data:
|
||||
generateEventId(eventValue, "My sring custom data ...");
|
||||
[/code]
|
||||
|
||||
|
||||
== Conclusion ==
|
||||
|
||||
You will now able to generate event between objects...
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|