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0.9.2 ... main

Author SHA1 Message Date
30fb41bb62 [RELEASE] Release v1.0.0 2021-02-16 21:46:54 +01:00
f808211bd3 [DEBUG] update new API of lutin log 2019-05-03 10:18:22 +02:00
bfedb5336e [DEV] update label widget 2019-04-01 22:04:10 +02:00
1cfa68a23f [DEBUG] correct basic font folder 2019-04-01 22:03:49 +02:00
5c2ba27cc5 [DEV] reduce some log level 2018-10-30 22:05:39 +01:00
160a7dec30 [DEV] update of new etk Uri API 2018-10-23 22:17:53 +02:00
efd3b160ad [DEBUG] correct distance field 2018-10-23 22:17:20 +02:00
844aaa90dd [DEV] update new URI and treeview 2018-10-09 23:03:07 +02:00
dbe995abd8 [DEV] update for build URI 2018-09-29 21:58:25 +02:00
532b64a1f0 [DEV] integrate the new interface of URI and file 2018-09-24 23:26:07 +02:00
63ac2d7e07 [DEBUG] some big correction on the treeview... 2018-08-29 21:15:05 +02:00
6454bf59c4 [DEV] reduce size of display 2018-08-27 22:56:19 +02:00
f522c759d6 [DEV] remove log 2018-08-24 21:54:22 +02:00
6ea7014244 [DEV] tree view start to be funny ==> now I can thing to to a browser 2018-08-21 23:29:23 +02:00
0d0cb02b85 [DEV] add subElement 2018-08-20 22:25:50 +02:00
0b2e9d4129 [DEV] add treeView fist element Draw 2018-08-20 22:46:06 +02:00
ba31625447 [DEV] add sample treeview 2018-08-19 22:53:47 +02:00
84769bc26e [DEV] correct the scrolling and remove display of hiden element in the list 2018-08-18 08:49:29 +02:00
dd373e1d2d [DEV] check backgroud exist to apply an action of draw 2018-08-18 08:48:38 +02:00
4dee6004c3 [DEV] remove get title in the list ==> never used 2018-08-18 08:47:49 +02:00
3da1b84016 [DEV] remove deprecated function in list 2018-08-18 08:46:57 +02:00
44130c4cd7 [DEV] set fill in X and Y 2018-08-18 08:46:13 +02:00
e0bcf4f84c [DEV] force le X max scroll to 1 2018-08-18 08:44:02 +02:00
5d53bed86b [DEV] list start to be correct 2018-08-17 21:52:33 +02:00
7bab80da4f [DEV] start chage the API of the ListView to be ready to do a treeView 2018-08-16 22:08:49 +02:00
7e9d2e5f74 [DEV] update etk null 2018-06-19 22:13:48 +02:00
678fe13631 [DEV] update typo toUpper toLower 2018-04-05 21:34:07 +02:00
07e00cc906 [DEBUG] remove filter in the Entry due to the etk::regex capabilities (add regression in functionnality) 2017-11-23 23:23:12 +01:00
7eb68dfa72 [DEBUG] build back tools & sample 2017-11-07 10:19:06 +01:00
dd8daa7e3d [DEV] update to the new ETK allocator wrapper 2017-10-21 19:05:21 +02:00
b8a2210d0d [DEV] rename Image.cpp in TextureFile.cpp and better image widget 2017-10-09 23:49:32 +02:00
50f0f350ed [DEV] try correct image compositing 2017-10-09 10:11:39 +02:00
d2ce3d279c [DEBUG] correct image sizing 2017-10-03 10:24:00 +02:00
94e69dbdec [DEBUG] add missing stream header 2017-09-26 15:49:27 +02:00
7958673b8d [DEBUG] continue removing STL 2017-09-17 15:23:44 +02:00
4885d7c685 [DEV/DEBUG] No stl start to work (add manual type declaration (NO RTTI)) 2017-09-17 00:12:49 +02:00
b66827c6de [DEV] continue removing STL 2017-09-14 00:59:21 +02:00
4aada212ac [DEV] remove STL 2017-09-07 23:38:26 +02:00
5d31353f69 [DEBUG] correct build 2017-08-30 22:35:58 +02:00
6493e83dbe [DEV] continue removing stl 2017-08-28 00:05:43 +02:00
c76ce3b339 [DEBUG] update new API of Gale left-right shift ... 2017-08-10 21:02:25 +02:00
3ea06311df [DEBUG] correct run on MAcOs 2017-08-04 22:15:15 +02:00
faacdc3b0e [DEBUG] wrong #endif 2017-06-28 23:10:58 +02:00
e789c16872 [DEV] update triangle draw 2017-06-28 21:56:26 +02:00
9f4250cbdc [DEV] Add capability to use FBO (Frame Buffer Object) 2017-06-28 08:29:17 +02:00
bd0c899654 [DEV] add an api to set texture in compsiting::Image ==> need to rework this API 2017-06-25 15:01:32 +02:00
eac0a5828c [DEV] faster push of texture 2017-06-18 14:01:02 +02:00
d9c11ad667 [DEV] update basic form axis 2017-06-01 22:24:17 +02:00
48efe503a7 [DEV] AABB draw lines 2017-05-22 23:34:05 +00:00
1ac5daa456 [DEV] add some cone, sphere, capsule and cylinder at the 3d object element 2017-05-22 21:36:58 +02:00
dbe62ed3d5 [DEBUG] compile without linear lib 2017-05-17 23:11:13 +00:00
307d620d45 [DEV] update new API etk 2017-05-16 21:06:21 +02:00
9020e4c188 [DEV] add log info in release 2017-05-05 22:22:30 +02:00
0a12e94847 [DEV] add support of scolling selection on X and Y and not a single value 2017-04-28 21:33:51 +02:00
254f2d0137 [DEV] add suport oh hidding pasword in entry 2017-04-28 21:33:10 +02:00
225633ffeb [DEV] set ewol::Widget::markToRedraw() in public 2017-04-27 22:31:57 +02:00
0275a524b2 [DEBUG] try a better bug management of no font 2017-04-25 23:36:08 +02:00
0b0cbfc30d [DEV] Remove API of the the annimation (bad designed) 2017-04-18 22:35:46 +02:00
d552f2baa2 [DEV] add reset scroll origin 2017-04-17 22:23:17 +02:00
fea01d57c3 [DEV/DEBUG] move basic images & add ewol-data & update property menu & debug display error of images 2017-03-07 22:06:36 +01:00
f9de81b2fb [DEBUG] add init of etranslate to remove error 2017-03-06 22:43:08 +01:00
e61234d586 [DEBUG/DEV] correct the loading of the composer and add the spacer in menu 2017-02-21 23:41:52 +01:00
1a930f5886 [DEV] add menu loading with xml data 2017-02-07 21:28:54 +01:00
3acf0bd148 [DEV] better integration of the file chooser 2017-02-03 22:26:32 +01:00
9c8a3513a6 [DEBUG] opengl es 2 on PC not work identicaly as embended board 2017-01-30 23:32:10 +01:00
487d265b66 [DEBUG] remove openGL call not existing in openGL-ES2 2017-01-18 22:02:36 +01:00
111b3bf587 Change licence APACHE-2 to MPL-2 ==> force source redistribution and permit static link 2017-01-05 21:28:23 +01:00
6e7af3cbb4 [DEV] not set the image in compositing if it does not change 2017-01-03 21:06:50 +01:00
54f4040a8d [DEBUG] many correction on image display ==> need to work again on it 2016-12-20 21:45:47 +01:00
c3a5f9ae64 [DEV] better integration of shortcut 2016-11-10 21:04:26 +01:00
00a7134a89 [DEV] continue integration of Web interface 2016-11-09 21:48:06 +01:00
6b859a45a1 [DEBUG] correct the VBO FULL implement 2016-11-08 22:17:47 +01:00
95bff828d8 [DEBUG] correct seg fault 2016-11-06 21:19:08 +01:00
2ad64a73fb [DEV] update to Web build mode (not finish) 2016-11-04 22:54:25 +01:00
c7f95a96c7 [DOC] add a framework overview 2016-10-27 23:45:30 +02:00
fc5c63d53d [DEV] update dev tag version 2016-10-25 21:56:55 +02:00
cfc2428268 [RELEASE] new version 0.10.0 2016-10-25 21:56:55 +02:00
f6f440efc6 [DEBUG] correct ewol depreacation of periodicCall 2016-10-25 21:56:55 +02:00
a3bf31527e [DEBUG] correct ewol depreacation of ewol::getBoardType and ewol::getCompilationMode 2016-10-25 21:56:55 +02:00
94a1e77ee7 [CI] update CI 2016-10-24 22:57:45 +02:00
6778140a1d [DEV] remove periodic call 2016-10-22 23:07:52 +02:00
3cc6e1577e [DEV] update to echrono 2016-10-14 21:13:39 +02:00
b451e97293 [DEBUG] correct throw of the Windows port of get language 2016-10-13 22:04:31 +02:00
9e9b8e0e02 [DEV] remove dependency of unistd.h 2016-10-13 21:29:18 +02:00
adbc99df96 [DEBUG] correct the language translation error 2016-10-13 21:08:15 +02:00
ccaf9e4bba [DEV] update platform test 2016-10-12 21:53:48 +02:00
43db52473e [DEV] continue integration of gale test 2016-10-10 23:18:07 +02:00
f39f7b69a8 [DEV] start a dev tool toi tes gale platform API 2016-10-06 23:58:56 +02:00
4632a3b939 [DEV] downgrade some logs 2016-10-06 22:31:25 +02:00
0cf4e92bc9 [DEBUG] correct version number 2016-10-06 21:42:40 +02:00
b3cad882f8 [DEV] Update new lutin 2.2.0 (no legacy support) 2016-10-04 23:41:29 +02:00
891117fcfc [DEBUG] correct .hpp port + clean libC include 2016-10-02 23:49:03 +02:00
4064951d55 [DEV/API] change .h in .hpp 2016-10-02 22:25:42 +02:00
f91a2f6009 [DEV] set object manager thread safe, set MacOs texture correct size and remove store of all texture 2016-09-21 21:35:13 +02:00
e6cab1e0cb [DOC] update done for doxygen over doxy 2016-09-16 22:35:06 +02:00
980220eb8c [DOC] continue rework 2016-09-15 22:43:04 +02:00
3e89966314 [DEV] update dev tag version 2016-09-12 21:07:12 +02:00
f70ef06c34 [RELEASE] create release 0.9.9 2016-09-12 21:06:37 +02:00
1b6bff8f52 [DEV] update to future lutin 2.0 2016-09-08 21:35:02 +02:00
1317156b5d [DEV] update dev tag version 2016-08-30 22:54:57 +02:00
5e42876e0b [RELEASE] create release 0.9.8 2016-08-30 22:54:57 +02:00
ce98d39d34 [DEV/DEBUG] update esignal removing ISignal and correct pop-up auto exit and widget slider callback 2016-08-11 23:34:43 +02:00
ca1b8144b5 [DEV] remove unnedded log 2016-08-01 00:28:57 +02:00
bc36856032 [DEV] correct image init 2016-07-25 22:33:45 +02:00
3424a52ea0 [DEV] init at the god way by default 2016-07-25 21:42:00 +02:00
6e93c37f87 [DEBUG] update egami image loader 2016-07-24 14:23:00 +02:00
2b4a68652e [DEBUG] build back of visual test 2016-07-19 22:31:27 +02:00
ad554b54ed [DEV] update sharedPtr 2016-07-19 21:43:58 +02:00
0d94650b4b [DEV] update new ememory::SharedPtr 2016-07-15 21:22:11 +02:00
88382c2564 [DEV] Update change of egami new API 2016-07-13 22:27:54 +02:00
21581a6ce0 [DEV] update the change on 'enum' to 'enum class' 2016-04-29 23:16:07 +02:00
a9ca1f12f8 [DEV] remove interline in header 2016-04-29 22:33:47 +02:00
33992063e6 [DEV] update to ne new ejson API (remove helper) 2016-04-28 23:46:12 +02:00
be029b9103 [DEV] butter interface on the texture push 2016-04-24 16:26:40 +02:00
f471429ac3 [DEBUG] try to find the problem of opening png file 2016-04-22 23:46:19 +02:00
06842eeafb [DEV] update new ejson interface 2016-04-20 21:19:11 +02:00
f5a50d26a6 [DEV] some custum code fix (rm __class__ and add @file 2016-04-19 22:46:06 +02:00
43c46cddd5 [DEBUG] correct segfault after updating for exml 2016-04-19 21:46:51 +02:00
faad7fcd41 [DEV] Update with the new exml API 2016-04-18 21:01:17 +02:00
75e42b9bfe [DEV/DOC] update doxy and new eproperty and new etk::FSNode 2016-04-08 22:55:16 +02:00
bcbafc57d9 [DOC] @not-in-doc ==> @not_in_docand better display of documentation 2016-04-01 21:17:25 +02:00
a062b31ff7 [DEV] use doxygen documentation and update doc to markdown 2016-03-30 21:40:01 +02:00
a1e59a95e3 [DOC] better compleate doc 2016-03-24 21:54:13 +01:00
d82ea4335e [DOC] update documentation 2016-03-23 21:44:32 +01:00
2cc41d2152 [DEV] better interface of the properties tools 2016-03-22 22:18:16 +01:00
6c3a78560a [DEV] correct tool and add Scroll property 2016-03-20 22:46:10 +01:00
d01d270135 [DEV] some correction 2016-03-18 21:26:39 +01:00
fe3242a16f [DEV] update the test software 2016-03-17 23:41:10 +01:00
6f46902445 [DEV] add signal declaration 2016-03-17 21:18:57 +01:00
6f68563d50 [DEV] review interface (step 1) 2016-03-16 21:42:49 +01:00
2e4e1545ad [DEBUG] can not create a widget with name 2016-03-15 21:11:08 +01:00
34357ed6eb [DEV] add doc and better code 2016-03-15 22:01:19 +01:00
7bddada9b8 [DEBUG] when remove a pop up composer, the composer widget is not removed ... add property to do it 2016-03-15 21:38:55 +01:00
c2b77dea53 [DEV] Set label directly on the property 2016-03-15 21:35:12 +01:00
5ebfea1c27 [DEBUG] correct the set of a label in the create factory 2016-03-15 21:34:54 +01:00
229f45d158 [DEV] add override attribute 2016-03-10 23:48:55 +01:00
f1a0b784f6 [DEV] review translation methodologe and position 2016-03-10 22:15:55 +01:00
2abb546c5e [DEV] update of external of elog and ethread 2016-03-08 21:29:34 +01:00
9e7d41f266 [DEV] start abstraction of using shared_ptr and weak_ptr to bench some other implementation thread safe ... 2016-03-07 23:32:59 +01:00
9371f59962 [DEV] simplify factory 2016-03-07 21:50:25 +01:00
d1caa7cb3b [DEV] try variant implementation 2016-03-04 22:20:28 +01:00
c2bc4c553c [DEV] update new property interface 2016-03-02 21:51:44 +01:00
11577515ff [DEV] update new e-property 2016-02-24 22:29:01 +01:00
b6fa9c95e0 [DEV] update new interface of esignal 2016-02-22 22:33:51 +01:00
b22014b3f6 [DEV] update new esignal (not build) 2016-02-19 23:33:00 +01:00
1bbc8c08cc [DEBUG] add missing declaration and corect segfault 2016-02-15 22:10:33 +01:00
e6e817bfcd [DEV] continue integration of property (build but seg fault) 2016-02-14 15:04:44 +01:00
1a3bbc297c [DEV] start think of new simplest API for properties (not build and not work) 2016-02-12 23:48:35 +01:00
86f537913b [DEV] update travis.yml to checkout dev branch 2016-02-12 21:07:58 +01:00
5138c91756 [DEV] update to the specialisation of the signal hide implementation 2016-02-11 22:39:40 +01:00
ea4cc45ac5 [DEV] update externalisation of signal and property 2016-02-11 21:45:21 +01:00
287815eaa6 [DEV] add widget Spin (not finished) 2016-02-10 21:12:48 +01:00
7f3e0735f6 [DEV] A basic version of the Select widget (need to be finished)' 2016-02-09 22:47:30 +01:00
3aece8d7b8 [DEV] first idea of the select and spin element 2016-02-08 21:15:02 +01:00
0bbbb59a81 [DEV] more diplay in tools 2016-02-07 21:57:36 +01:00
298bd2d106 [DEBUG] correct gravity of the checkbox when not filling the area 2016-02-06 23:03:03 +01:00
1490c4324a [DEVÂ] add parameter at color test border 2016-02-06 22:39:38 +01:00
6e2fdccb98 [DEV] extract the coloring of the sizer widget 2016-02-06 00:45:09 +01:00
19989a475a [DEBUG] correct the horizontal widget gravity anagement 2016-02-06 00:17:13 +01:00
1d281a1db4 [DEV] Finish color display of the sizer ==> nned extract color syntax ... 2016-02-06 00:16:44 +01:00
f5dfead63c [DEV] better display of the sizer color ==> need to create sub widget for test 2016-02-05 21:09:25 +01:00
3c9851ecf5 [DEV] extract gravity from widget 2016-02-04 23:12:36 +01:00
2e1644be3e [DEV] API change: change gravity methodologie 2016-02-04 22:55:43 +01:00
77bc863ab9 [DEBUG] Correct sizer min size with border 2016-02-04 22:42:38 +01:00
42d9505335 [DEBUG] correct the sizer expand in X 2016-02-04 22:29:41 +01:00
77d3bb2b99 [DEV] reduce indentation 2016-02-04 22:27:13 +01:00
b45799c532 [DEV] update context menu 2016-02-04 22:25:26 +01:00
fa0ef8e26c [DEV] try to correct sizer error 2016-02-03 21:15:07 +01:00
75e120ceb3 [DEV] replace 'include guard' with 'pragma once' 2016-02-02 21:18:54 +01:00
5ee58f3540 [DEV] rework all the API of the sizing 2016-02-01 23:50:01 +01:00
5b93b312f3 [DEV] continue good integration of gravity in sizer ... 2016-02-01 21:26:21 +01:00
46699c20b6 [DEV] try to correct the expand error... (START) 2016-01-31 22:28:58 +01:00
44749e4a6f [DEV] add tool a better display of the widgets 2016-01-29 23:57:29 +01:00
8ccb93508d [DEBUG] correct the checkbox missing check (base) 2016-01-29 23:56:50 +01:00
e20efd56e2 [DEV] add the state in the shaper (need validate) 2016-01-29 23:55:36 +01:00
01a9d6b1c5 [DEV] better test tools for widget 2016-01-29 22:20:06 +01:00
990894af6f [DEV] add sizer color for border (for debugging it is cool) 2016-01-29 21:25:31 +01:00
b595794a0d [DEV] add an API to create widget with XML 2016-01-29 21:24:02 +01:00
7273b617ff [DEV] add an API to create widget with XML 2016-01-29 21:23:12 +01:00
632fafaa3d [DEV] continue integration af an introspection of the widget parameter 2016-01-28 22:47:03 +01:00
293cce1fd0 [DEBUG] correct checkbox size 2016-01-28 22:47:03 +01:00
03232752f1 [DEV] add debug in shaper 2016-01-28 22:47:03 +01:00
01ca0392fe [DEV] Add a function to specify the type of the parameter 2016-01-28 22:47:03 +01:00
e91da861a6 [DEV] add signal capability of direct function callback 2016-01-28 22:47:03 +01:00
ab22c78237 [DEV] add bach the simple valider of system (visual) 2016-01-22 22:24:38 +01:00
7be7a16357 [DEBUG] coorect the tag version 2015-12-03 21:47:54 +01:00
5f38706175 [DEV][CI] update to remove agg library and travis build env 2015-12-03 21:32:51 +01:00
94f6d4f48a [DEV] some typo correction 2015-11-20 22:26:40 +01:00
f33428c251 [DEV] change default opening of image 2015-11-06 22:31:08 +01:00
92eec7385d [DEV] add api to set size of sprite image file 2015-11-05 21:48:18 +01:00
d84f9f7df8 [CI] update config (build windows and android 2015-11-02 22:19:47 +01:00
04d60a7200 [CI] test Ios 2015-10-22 08:38:15 +02:00
cd2f2599b8 [CI] Continue build integratuion to work better 2015-10-19 21:33:12 +02:00
1ecaee5fd5 [DEV] Update tag 0.9.8-dev 2015-10-19 21:26:56 +02:00
7f6acfc024 Merge branch 'dev' 2015-10-19 21:21:39 +02:00
542c858831 [DEV] update granch without submodule 2015-10-19 21:21:39 +02:00
04756d72ea [DEV] add basis of test for ewol 2015-10-19 21:12:04 +02:00
000644204a [CI] Integrate new MacOs on Travis 2015-10-16 21:00:37 +02:00
82996f07b8 [DEV] update new lutin 0.8.0 2015-10-14 21:21:03 +02:00
6d8c375365 [DEV] update signal interface to remove periodic signal in debug log level 2015-09-29 21:12:20 +02:00
0abe3cfdfc [DOC] update readme 2015-09-28 21:51:37 +02:00
23350d196c [DEBUG] Correct the loading of the font 2015-09-25 21:12:02 +02:00
0e2fbeffce [DEV] update next lutin version 2015-09-24 21:44:04 +02:00
9bba7de644 [DEV] update new FN Node file interface 2015-09-18 22:00:53 +02:00
77dc891394 [DEV] update Build interface 2015-09-14 21:11:04 +02:00
40a671c077 [DEV] update new lutin 2015-09-10 21:32:50 +02:00
acba455634 [DEBUG] correct constness and add logs ... 2015-09-07 21:51:55 +02:00
bb92817774 [DEV] integrate corect image rendering with dynamic event 2015-09-02 22:55:42 +02:00
ea4515f63c [DEV] update some interface 2015-09-02 21:11:02 +02:00
ad0018be8d [DEV] add some mutex to protect multithread access 2015-09-01 23:50:34 +02:00
5789abf09b [DEV] change process on initialisation and application interface 2015-09-01 22:32:42 +02:00
fe8c7a712e [CI] update travis with new interface (no sudo) 2015-08-24 23:55:27 +02:00
552d6cb05f [DEV] update example 2015-08-24 22:50:24 +02:00
9a844b0315 [DEV] missing interface 2015-08-23 21:41:37 +02:00
0cab58d32f [DEV] correct shaper error in button and add checker of peridic call 2015-08-22 11:01:48 +02:00
3fc18f8e1d [DEV] some corretion with gale 2015-08-21 23:35:35 +02:00
6560b59eab [DEV] update ewol to gale (basic work step 2) 2015-08-11 22:38:34 +02:00
4325aaecf2 [DEV] UPDATE at gale architecture (BAD display) 2015-08-04 23:24:28 +02:00
b569e69297 [DEV] start gale integration 2015-07-21 21:00:40 +02:00
210d090e23 [DEV]@ update naming of android interface 2015-07-01 21:30:27 +02:00
471d51eddb [DEV] correct all android errors 2015-06-26 22:07:50 +02:00
c2733cadb6 [DEV] remove audio interface from java framework 2015-06-23 22:10:34 +02:00
da1d33b783 [DEV] some dev for audio 2015-06-22 21:03:57 +02:00
83746c58de [DEV] continue dev of audio correct wrapping 2015-06-21 21:56:07 +02:00
702bd32dc3 [DEV] correct android interface 2015-06-18 23:49:54 +02:00
1e46295288 [DEV] add genberator of dynamic android file 2015-06-19 23:32:46 +02:00
a7fcfccada [DEV] try add generator of the header from java class 2015-06-18 23:49:54 +02:00
1baca41edd [DEV] start to create a proper java compilation ... 2015-06-18 21:43:18 +02:00
80fbc8f639 [DEV] update travis file 2015-06-17 21:25:57 +02:00
f0a236997f Update README.md 2015-06-03 15:10:28 +02:00
1b72284d26 [DEBUG] correct the help tag in cmdline 2015-06-01 21:48:34 +02:00
049a853387 [DEV] poc perfo CPU MacOS 2015-05-22 22:05:05 +02:00
e83bae08cb [DEV] udpate for android build 2015-05-20 22:51:59 +02:00
8a073acf76 [DEV] Add copy and past interface 2015-05-19 22:19:28 +02:00
21ad90fd15 [DEV] correct the interface of the MacOs context 2015-05-18 21:15:50 +02:00
935d9cd4a6 Update travis lutin interface 2015-05-17 11:32:25 +02:00
6bcb491f0a [DEV] correct kaybord and mose input for MacOs ==> pb on close Windows 2015-05-15 23:43:33 +02:00
bec114d53d [DEV] better keyboard input 2015-05-12 21:12:22 +02:00
9d07ec9eb6 [BUILD] update new lutin 0.5.3 2015-05-08 22:40:53 +02:00
dc8e1741c7 [DEV] update travis build system 2015-05-07 23:40:38 +02:00
39c7d777ce Merge branch 'origin/dev' 2015-05-07 23:20:13 +02:00
1ee607d444 [DEV] Remove external libs 2015-05-07 23:02:33 +02:00
8a1bdcd6a1 [DOC] undate doc 2015-05-04 22:51:50 +02:00
a22695aa6a [DEV] add zlib wrapper 2015-05-04 22:38:01 +02:00
adf42abe46 [DEV] remove zlib 2015-05-04 22:28:52 +02:00
840bca43d6 [DEV] rename audio-algo-river 2015-04-23 22:06:47 +02:00
8b3556882a [DEV] correct submodule error 2015-04-23 21:44:22 +02:00
a5e7cd5209 [DEV] update zlib repo 2015-04-23 21:07:20 +02:00
be69fc5594 [DEV] add speex algo wrapper 2015-04-22 00:21:44 +02:00
832b8cde5e [TAG] update TAG (developement) 2015-04-21 23:44:21 +02:00
769127e9da [TAG] update TAG 2015-04-21 23:40:16 +02:00
db4fa5147e Merge remote-tracking branch 'origin/dev'
Conflicts:
	README.md
	sources/tag
2015-04-21 23:38:08 +02:00
d00ec173af [DEV] update library dependency repository 2015-04-21 23:02:49 +02:00
af4410a16a [DEV] workspace is back correct 2015-04-11 13:22:12 +02:00
1b441ad65d [DEV] rework tree and submodules 2015-04-10 22:49:38 +02:00
915c4088e7 [DEV] remove build system and add audioAlgo 2015-04-02 22:00:29 +02:00
bf8a93d1ea [DEV] update init 2015-03-26 22:12:55 +01:00
ce00a23475 [DEV] update the etk init 2015-03-26 21:21:38 +01:00
9bd62966ca [DEV] update Log interafce 2015-03-25 21:14:12 +01:00
66364ff4ea [DOC] add worddown in the software list that use EWOL 2015-03-22 20:45:50 +01:00
551846181c [DEV] remove LUA and compilation update 2015-03-20 23:18:16 +01:00
cdcfc201d4 [DEV] update libs and tools for thread 2015-03-20 22:18:52 +01:00
b94e674a8f [DEBUG] edtaa3 build error 2015-03-11 21:26:07 +01:00
032c9a5e91 [DEV] add C compilation of the Z interface on C99 2015-02-26 21:44:16 +01:00
ef1eb80553 [TRAVIS] update g++ version 2015-02-17 22:04:40 +01:00
af24b335ac [DEBUG] correct android build 2015-02-16 21:40:51 +01:00
7e2cae472e [DEV] set it work on MacOs & IOs again 2015-02-15 21:52:20 +01:00
15c1764854 [DEV] change basic thread name 2015-02-13 22:25:55 +01:00
865851578d [DEV] update sub libs 2015-02-12 23:23:32 +01:00
8add5d9f1b [DEV] update new sub libs 2015-02-07 00:08:03 +01:00
8addc1a84e [DEV] update new LOW level audio config for andoid 2015-02-05 23:34:39 +01:00
8a2211e5f6 [DEV] add subLibrary and update others 2015-02-05 22:23:15 +01:00
6caf433936 [DEV] update new exml interface 2015-01-14 21:10:23 +01:00
832d73d4da [DEV] update the ejson interface 2015-01-12 22:14:36 +01:00
673ccb3726 [DEV] update context code style 2015-01-08 22:38:34 +01:00
df2fbc04b9 [DEV] add speex enc/dec and speex DSP and some change 2015-01-06 22:28:26 +01:00
5a98b86dea [DEV] add luaWrapper 2014-12-19 23:51:41 +01:00
03fb0c4f8c Merge branch 'dev' of https://github.com/HeeroYui/ewol into dev 2014-12-17 22:12:32 +01:00
db62bf6714 [DEV] add lua wrapper 2014-12-17 22:12:32 +01:00
429c0ae82f Update README.md 2014-12-13 19:00:36 +01:00
3332777cf9 Update README.md 2014-12-13 18:56:28 +01:00
c4379885b3 [REMOVE] blender export-import of emf file (move in ege) 2014-12-08 22:37:20 +01:00
c750b5fd53 [DEV] add some debug in program for openGL and add object parameter set 2014-12-05 22:02:05 +01:00
6e6a9575bf [SAMPLE] add basic sample in the repo 2014-12-04 23:30:36 +01:00
6e571ae742 [DEV] add tools function for resource colored 3d object 2014-12-01 22:03:39 +01:00
d0e8e519a8 [DEV] travis update 2014-11-28 21:04:16 +01:00
28b3d075f4 [EXTERNAL] add gtest 2014-11-25 22:07:48 +01:00
3d0e63f5a6 [DEV] remove some logs 2014-11-24 23:47:42 +01:00
b9433d2cb7 [DEBUG] correst VBO offset error 2014-11-24 22:30:12 +01:00
412cf41cef [DEV] start rework interface OpenGl ==> all must be called by ewol::openGL namespace 2014-11-24 22:09:20 +01:00
0d23654379 [DEBUG] add resource::Program id checker 2014-11-21 21:46:19 +01:00
865305ac0b Update codingStyle.txt 2014-11-20 17:01:47 +01:00
86fa583a55 [DEV] normalize openGL interface for matrix 2014-11-13 21:11:53 +01:00
4e88d081d8 [DEBUG] missing translation matrix 2014-11-13 00:05:20 +01:00
e912cd44e3 [DEV] remove an unneeded widget update 2014-11-11 23:12:08 +01:00
1713685108 [DEBUG] update area 2014-11-09 22:56:47 +01:00
627584f13d [DEV] update open GL interface 2014-11-07 23:35:16 +01:00
8ff2bfc20f [DEV] simplify VBO & program API 2014-11-06 21:54:27 +01:00
ec3c7b2902 [DEV] change ewol::signal::List in ewol::signal::Interface 2014-10-30 21:12:15 +01:00
61afe48646 [DEV] set Parameter agnostic from Object 2014-10-29 22:34:06 +01:00
656fe783d4 [DEV] set signal agnostic from other API just depend on shared_ptr<void> 2014-10-29 21:05:49 +01:00
00b385f433 [DEV] remove specificity of signal to Object to shared_ptr<void> 2014-10-28 23:13:38 +01:00
dbecf900be [DEBUG] gcc build error 2014-10-28 22:04:32 +01:00
9cc1b47a2a [DEV] change periodic call ==> remove from widget manager to Object manager and set signal instead of virtual function 2014-10-28 21:01:44 +01:00
5024c51379 [DEBUG] signal error when removing signal in signal calling 2014-10-23 22:17:39 +02:00
21435b9961 [DEV] add subElement bind with multiple argument (TODO: better with template) 2014-10-20 21:28:23 +02:00
499806edc5 [DEV] remove compilation warning 2014-10-19 23:05:24 +02:00
d8d02254ca [DEV] remove deprecated API 2014-10-19 23:04:54 +02:00
36495518ac [DEV] change slider signal value type int32_t ==> float 2014-10-19 23:04:27 +02:00
06521163f6 [STYLE] some style 2014-10-19 23:03:08 +02:00
4fde0a8462 [DEV] add bind1 (not work) 2014-10-19 23:02:44 +02:00
03213d9f04 [TAG] Update version tag : 0.9.4-dev 2014-10-18 08:30:32 +02:00
8bdb599f06 Update version tag : 0.9.4 2014-10-18 08:28:38 +02:00
3830ced287 [SUB] update submodule 2014-10-18 08:19:33 +02:00
e3a1b37130 [DEV] set ButtonColor support parameters instead of direct set & get 2014-10-18 08:18:13 +02:00
e858cf8a74 [DEV] set slider support parameters instead of direct set & get 2014-10-18 08:17:52 +02:00
a41605b9b3 [DEBUG] change visibility of the Context menu constructor 2014-10-18 08:17:11 +02:00
293a68a083 [DEBUG] Remove unneeded variable 2014-10-18 08:16:25 +02:00
4063a6178c [DEV] change application URL loader 2014-10-18 08:15:34 +02:00
2ff07a736e [DEV] add subWidget search with there name 2014-10-18 08:14:44 +02:00
5309ac7550 [INTEGRATION] update travis test path and remove clang update (might be unneeded 2014-10-17 22:09:59 +02:00
66e61d6d45 [INTEGRATION] update etk 2014-10-17 22:06:03 +02:00
3eb0e63a80 [INTEGRATION] update test 2014-10-17 22:02:12 +02:00
8ceaf407b3 [INTEGRATION] update travis.xml 2014-10-17 21:56:43 +02:00
c62c666fe1 [DEV] update exml 2014-10-17 21:52:23 +02:00
70ff8fa6f7 [DEV] update travis.yml 2014-10-17 21:18:43 +02:00
7645341f35 [DEV] remove etk::mutex and etk::semaphore for stl inmplementation 2014-10-08 22:30:30 +02:00
b5b460440b [DEV] Correction of Resource unamed creation 2014-10-01 23:33:07 +02:00
cb2e34cbb4 [DEV] change level of signel log 2014-09-22 22:16:11 +02:00
8b5f3e1eea [DEBUG] Update glew for windows 64 bits 2014-09-17 00:30:14 +02:00
eaa3e40ef0 [DEV] update submodule 2014-09-16 22:32:57 +02:00
bcd6b8230b [DEV] update Readme 2014-09-15 22:22:41 +02:00
4d54a562fc [DEBUG] windows compialtion is back (not tested) 2014-09-15 21:58:34 +02:00
942b3a155d [DEV] add a worker interface 2014-09-12 21:22:18 +02:00
7c4d4ff1dc [DEV] add test 2014-09-11 21:25:06 +02:00
e5cf76c49c [TAG] Update version tag : 0.9.3-dev 2014-09-11 07:14:25 +02:00
be0b31f905 Update version tag : 0.9.3 2014-09-11 07:08:30 +02:00
6c92b70642 [DEV] update doc 2014-09-09 21:15:50 +02:00
d3eae268d9 [DEBUG] link gcc to gcc-4.8 2014-09-09 20:48:19 +02:00
cc5e966ba4 [DEV] Update travis file 2014-09-09 20:48:19 +02:00
6249f2b59b [DEBUG] remove gcc-4.6 2014-09-09 20:43:16 +02:00
790f8528e4 [DEBUG] change gcc version in script 2014-09-09 08:23:37 +02:00
35aa535a6d [DEBUG] missing then in travis file 2014-09-09 08:16:34 +02:00
9e2099b870 [DEV] add travis upgratde for gcc 2014-09-09 07:40:12 +02:00
1616d833e8 [DEV] add dependency of CPPX11 2014-09-09 07:35:26 +02:00
9c5031a6ee [DEV] add trevis separate compilator 2014-09-09 07:28:21 +02:00
cce65ddccd [DEV] add travis emailing when finished 2014-09-09 07:23:31 +02:00
5109b7b1d9 [DEV] update travis file 2014-09-09 07:16:35 +02:00
30fe9db11e [DEV] update release version 2014-09-09 07:05:05 +02:00
d9c3ead221 Create .travis.yml 2014-09-09 06:10:01 +02:00
f49bc5f50c [DEV] add trvis base file 2014-09-08 23:09:34 +02:00
6ad49453ba [DOC] add documentations 2014-09-05 21:42:04 +02:00
886f4ddc76 [DOC] update doc titles system 2014-09-03 22:02:02 +02:00
d5bd35d0a4 [DOC] update documentation 2014-09-02 21:26:15 +02:00
87f4aedb95 [DEV] start updating documentation 2014-09-01 22:54:02 +02:00
331acf2303 [DEV] remove empty files 2014-08-30 09:15:26 +02:00
3f7cf66e99 [DEV] add remove link with a shortcut 2014-08-29 23:30:41 +02:00
d8ddb85a82 [DEV] update menu interface 2014-08-28 21:51:55 +02:00
6bf0c0f0cd [DEV] remove onReceiveMessage fucntion (deprecated) and set work again Entry, SelectColor, List ... 2014-08-27 22:56:57 +02:00
29910b5cef [DEV] Add log when macri binding not work 2014-08-27 06:04:31 +02:00
6e39002da5 [DEV] some rework on ewol... 2014-08-25 21:08:13 +02:00
367831116f [DEV] change some Object interface (try to simplify object interface 2014-08-25 05:56:03 +02:00
7edbc3a0cf [DEV] update new signal system 2014-08-22 22:21:23 +02:00
e3f71e5201 [DEV] remove caller in signal emit 2014-08-22 05:20:27 +02:00
12c4a88c88 [DEV] rework Signal implementation callback ==> must update all soft 2014-08-21 21:22:51 +02:00
153774177e [DEBUG] gcc compilation warning 2014-08-21 21:00:13 +02:00
3175657fed [DEV] rework signal interface (step 1 normalisation) 2014-08-20 22:34:31 +02:00
006ed42f38 [DEV] signal is better 2014-08-19 22:57:39 +02:00
749b7a09c0 [DEV] Start dev of the signal system (nearly compatible with old system) 2014-08-19 23:26:51 +02:00
e1a0b972cd Update version tag : 0.9.2-dev 2014-08-19 23:57:31 +02:00
553 changed files with 26051 additions and 31651 deletions

70
.gitmodules vendored
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@ -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

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.travis.yml Normal file
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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

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@ -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
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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
View File

@ -3,44 +3,122 @@ Ewol
`Ewol` (Edn Widget OpenGl Layer) is a FREE software.
Release (master)
----------------
[![Build Status](https://travis-ci.org/atria-soft/ewol.svg?branch=master)](https://travis-ci.org/atria-soft/ewol)
[![Coverage Status](http://atria-soft.com/ci/coverage/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Test Status](http://atria-soft.com/ci/test/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Warning Status](http://atria-soft.com/ci/warning/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Linux)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=MacOs)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Mingw)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Android)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=IOs)](http://atria-soft.com/ci/atria-soft/ewol)
Developement (dev)
------------------
[![Build Status](https://travis-ci.org/atria-soft/ewol.svg?branch=dev)](https://travis-ci.org/atria-soft/ewol)
[![Coverage Status](http://atria-soft.com/ci/coverage/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Test Status](http://atria-soft.com/ci/test/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Warning Status](http://atria-soft.com/ci/warning/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Linux)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=MacOs)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Mingw)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Android)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=IOs)](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
=========================
![overview](overview.svg)
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
View File

@ -0,0 +1 @@
MR Edouard DUPIN <yui.heero@gmail.com>

View File

@ -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()

View File

@ -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

View File

@ -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>(****) )

View File

@ -6,5 +6,5 @@ precision mediump int;
varying vec4 f_color;
void main(void) {
gl_FragColor = f_color;
gl_FragColor = f_color;
}

View File

@ -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;
}

View 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>

View File

@ -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);

View File

@ -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;
}

View File

@ -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 :

View File

@ -3,7 +3,7 @@ precision mediump float;
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After

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@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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;
}

View File

@ -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"
}

View File

@ -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"
}

View File

@ -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"
}

View 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>",
}

View 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"
}

View 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"
}

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@ -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>",
}

View 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"
}

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@ -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"
}

View 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"
}

View File

@ -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"
}

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@ -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.

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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.

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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

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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.

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@ -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.

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@ -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]]

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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

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@ -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

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@ -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

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@ -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
```

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@ -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]

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@ -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);
```

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@ -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.

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@ -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)

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@ -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...

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