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...

194 Commits
0.9.7 ... 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
405 changed files with 20716 additions and 14842 deletions

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@ -1,11 +1,7 @@
language:
- cpp
language: cpp
sudo: false
os:
- linux
- osx
sudo: required
dist: trusty
branches:
only:
@ -18,31 +14,45 @@ addons:
- ubuntu-toolchain-r-test
packages:
- g++-4.9
env:
- CONF=debug BUILDER=clang
- CONF=debug BUILDER=gcc
- expect
- binutils-mingw-w64-x86-64 # 64bit MinGW
- gcc-mingw-w64-x86-64
- g++-mingw-w64-x86-64
matrix:
include:
- os: linux
env: CONF=debug BUILDER=gcc GCOV=--gcov
env: CONF=release BUILDER=gcc TARGET=Linux TAG=Linux COMPILATOR_OPTION="--compilator-version=4.9"
compiler: gcc
- os: linux
env: CONF=release BUILDER=clang
env: CONF=debug BUILDER=clang TARGET=Linux
compiler: clang
- os: linux
env: CONF=release BUILDER=gcc
exclude:
- os: mingw
env: CONF=debug BUILDER=clang
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 ..
- wget http://atria-soft.com/ci/coverage_send.py
- wget http://atria-soft.com/ci/test_send.py
- wget http://atria-soft.com/ci/warning_send.py
- mkdir bin
- curl https://storage.googleapis.com/git-repo-downloads/repo > bin/repo
- chmod a+x bin/repo
@ -53,23 +63,32 @@ before_script:
- mkdir WORKING_DIRECTORY
- cd WORKING_DIRECTORY
- ../bin/repo init -u https://github.com/atria-soft/manifest.git
- ../bin/repo sync -j8
- ../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 [ "$BUILDER" == "gcc" ]; then
COMPILATOR_OPTION="--compilator-version=4.9";
else
COMPILATOR_OPTION="";
fi
- if [ "$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 -c $BUILDER $COMPILATOR_OPTION -m $CONF $GCOV -p ewol-test 0XX_customwidget 001_HelloWord
- lutin -w -j4 -C -P -t$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:

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@ -1,252 +0,0 @@
cmake_minimum_required(VERSION 2.8)
# Declare the project
project(ewol)
##
## Include C++ X11 dependency ... (check correct flags)
##
include(CheckCXXCompilerFlag)
CHECK_CXX_COMPILER_FLAG("-std=c++11" COMPILER_SUPPORTS_CXX11)
if(COMPILER_SUPPORTS_CXX11)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
else()
CHECK_CXX_COMPILER_FLAG("-std=c++0x" COMPILER_SUPPORTS_CXX0X)
if(COMPILER_SUPPORTS_CXX0X)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x")
else()
message(STATUS "The compiler ${CMAKE_CXX_COMPILER} has no C++11 support. Please use a different C++ compiler.")
endif()
endif()
# set output path:
set(LIBRARY_OUTPUT_PATH lib/${CMAKE_BUILD_TYPE})
include_directories(.)
#Create src file list
set(src_files
ewol/ewol.cpp
ewol/ewol.h
ewol/debug.cpp
ewol/debug.h
ewol/Dimension.cpp
ewol/Dimension.h
ewol/compositing/Compositing.cpp
ewol/compositing/Compositing.h
ewol/compositing/TextBase.cpp
ewol/compositing/TextBase.h
ewol/compositing/Text.cpp
ewol/compositing/Text.h
ewol/compositing/TextDF.cpp
ewol/compositing/TextDF.h
ewol/compositing/Drawing.cpp
ewol/compositing/Drawing.h
ewol/compositing/Image.cpp
ewol/compositing/Image.h
ewol/compositing/Sprite.cpp
ewol/compositing/Sprite.h
ewol/compositing/Shaper.cpp
ewol/compositing/Shaper.h
ewol/compositing/Area.cpp
ewol/compositing/Area.h
ewol/context/clipBoard.cpp
ewol/context/clipBoard.h
ewol/context/commandLine.cpp
ewol/context/commandLine.h
ewol/context/ConfigFont.cpp
ewol/context/ConfigFont.h
ewol/context/Context.cpp
ewol/context/Context.h
ewol/context/cursor.cpp
ewol/context/cursor.h
ewol/context/InputManager.cpp
ewol/context/InputManager.h
ewol/event/Entry.cpp
ewol/event/Entry.h
ewol/event/Time.cpp
ewol/event/Time.h
ewol/event/Input.cpp
ewol/event/Input.h
ewol/key/keyboard.cpp
ewol/key/keyboard.h
ewol/key/Special.cpp
ewol/key/Special.h
ewol/key/status.cpp
ewol/key/status.h
ewol/key/type.cpp
ewol/key/type.h
ewol/object/Config.cpp
ewol/object/Config.h
ewol/object/ConfigElement.cpp
ewol/object/ConfigElement.h
ewol/object/Manager.cpp
ewol/object/Manager.h
ewol/object/Message.cpp
ewol/object/Message.h
ewol/object/MultiCast.cpp
ewol/object/MultiCast.h
ewol/object/Object.cpp
ewol/object/Object.h
ewol/openGL/openGL.cpp
ewol/openGL/openGL.h
ewol/resource/Colored3DObject.cpp
ewol/resource/Colored3DObject.h
ewol/resource/ColorFile.cpp
ewol/resource/ColorFile.h
ewol/resource/ConfigFile.cpp
ewol/resource/ConfigFile.h
ewol/resource/FontFreeType.cpp
ewol/resource/FontFreeType.h
ewol/resource/Image.cpp
ewol/resource/Image.h
ewol/resource/ImageDF.cpp
ewol/resource/ImageDF.h
ewol/resource/Manager.cpp
ewol/resource/Manager.h
ewol/resource/Program.cpp
ewol/resource/Program.h
ewol/resource/Resource.cpp
ewol/resource/Resource.h
ewol/resource/Shader.cpp
ewol/resource/Shader.h
ewol/resource/Texture.cpp
ewol/resource/Texture.h
ewol/resource/TexturedFont.cpp
ewol/resource/TexturedFont.h
ewol/resource/DistanceFieldFont.cpp
ewol/resource/DistanceFieldFont.h
ewol/resource/VirtualBufferObject.cpp
ewol/resource/VirtualBufferObject.h
ewol/widget/ButtonColor.cpp
ewol/widget/ButtonColor.h
ewol/widget/Button.cpp
ewol/widget/Button.h
ewol/widget/CheckBox.cpp
ewol/widget/CheckBox.h
ewol/widget/ColorBar.cpp
ewol/widget/ColorBar.h
ewol/widget/Composer.cpp
ewol/widget/Composer.h
ewol/widget/Container.cpp
ewol/widget/Container.h
ewol/widget/Container2.cpp
ewol/widget/Container2.h
ewol/widget/ContainerN.cpp
ewol/widget/ContainerN.h
ewol/widget/ContextMenu.cpp
ewol/widget/ContextMenu.h
ewol/widget/Entry.cpp
ewol/widget/Entry.h
ewol/widget/Gird.cpp
ewol/widget/Gird.h
ewol/widget/Image.cpp
ewol/widget/Image.h
ewol/widget/Joystick.cpp
ewol/widget/Joystick.h
ewol/widget/Label.cpp
ewol/widget/Label.h
ewol/widget/Layer.cpp
ewol/widget/Layer.h
ewol/widget/List.cpp
ewol/widget/List.h
ewol/widget/ListFileSystem.cpp
ewol/widget/ListFileSystem.h
ewol/widget/Manager.cpp
ewol/widget/Manager.h
ewol/widget/Menu.cpp
ewol/widget/Menu.h
ewol/widget/meta/ColorChooser.cpp
ewol/widget/meta/ColorChooser.h
ewol/widget/meta/FileChooser.cpp
ewol/widget/meta/FileChooser.h
ewol/widget/meta/Parameter.cpp
ewol/widget/meta/Parameter.h
ewol/widget/meta/ParameterList.cpp
ewol/widget/meta/ParameterList.h
ewol/widget/meta/StdPopUp.cpp
ewol/widget/meta/StdPopUp.h
ewol/widget/PopUp.cpp
ewol/widget/PopUp.h
ewol/widget/ProgressBar.cpp
ewol/widget/ProgressBar.h
ewol/widget/Scroll.cpp
ewol/widget/Scroll.h
ewol/widget/Sizer.cpp
ewol/widget/Sizer.h
ewol/widget/Slider.cpp
ewol/widget/Slider.h
ewol/widget/Spacer.cpp
ewol/widget/Spacer.h
ewol/widget/Widget.cpp
ewol/widget/Widget.h
ewol/widget/WidgetScrolled.cpp
ewol/widget/WidgetScrolled.h
ewol/widget/Windows.cpp
ewol/widget/Windows.h
ewol/widget/WSlider.cpp
ewol/widget/WSlider.h
)
add_definitions( -DDEBUG_LEVEL=3 )
add_definitions( -DDEBUG=1 )
message(STATUS "APPLE=${APPLE}")
message(STATUS "UNIX=${UNIX}")
if (APPLE)
add_definitions( -D__TARGET_OS__MacOs )
set(src_files-specific
ewol/context/MacOs/Context.cpp
ewol/context/MacOs/Context.h
ewol/context/MacOs/Interface.mm
ewol/context/MacOs/Interface.h
ewol/context/MacOs/Windows.mm
ewol/context/MacOs/Windows.h
ewol/context/MacOs/OpenglView.mm
ewol/context/MacOs/OpenglView.h
ewol/context/MacOs/AppDelegate.mm
ewol/context/MacOs/AppDelegate.h
)
elseif (UNIX)
add_definitions( -D__TARGET_OS__Linux )
set(src_files-specific
ewol/context/X11/Context.cpp
ewol/context/X11/Context.h
)
elseif (WIN32)
add_definitions( -D__TARGET_OS__Windows )
set(src_files-specific
ewol/context/Windows/Context.cpp
ewol/context/Windows/Context.h
)
endif ()
#Create a static Lib:
add_library(ewol STATIC ${src_files} ${src_files-specific})
include_directories(${zlib_SOURCE_DIR}/contrib/)
include_directories(${linearmath_SOURCE_DIR}/bullet/src/)
include_directories(${etk_SOURCE_DIR})
include_directories(${freetype_SOURCE_DIR})
include_directories(${exml_SOURCE_DIR})
include_directories(${ejson_SOURCE_DIR})
include_directories(${egami_SOURCE_DIR})
include_directories(${edtaa3_SOURCE_DIR})
include_directories(${date_SOURCE_DIR})
include_directories(${agg_SOURCE_DIR})
#add_dependencies(ewol linearmath zlib etk freetype exml ejson egami edtaa3 date)
target_link_libraries(ewol linearmath zlib etk freetype exml ejson egami edtaa3 date)
# read version :
file (STRINGS "tag" BUILD_VERSION)
add_definitions( -DEWOL_VERSION="${BUILD_VERSION}" )
# display all variable ...
#get_cmake_property(_variableNames VARIABLES)
#foreach (_variableName ${_variableNames})
# message(STATUS "${_variableName}=${${_variableName}}")
#endforeach()

373
LICENSE Normal file
View File

@ -0,0 +1,373 @@
Mozilla Public License Version 2.0
==================================
1. Definitions
--------------
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.
1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution"
means Covered Software of a particular Contributor.
1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.
1.5. "Incompatible With Secondary Licenses"
means
(a) that the initial Contributor has attached the notice described
in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of
version 1.1 or earlier of the License, but not also under the
terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.
1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.
1.8. "License"
means this document.
1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.
1.10. "Modifications"
means any of the following:
(a) any file in Source Code Form that results from an addition to,
deletion from, or modification of the contents of Covered
Software; or
(b) any new file in Source Code Form that contains any Covered
Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.
1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.
1.13. "Source Code Form"
means the form of the work preferred for making modifications.
1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
2. License Grants and Conditions
--------------------------------
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:
(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:
(a) for any code that a Contributor has removed from Covered Software;
or
(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or
(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.
This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
3. Responsibilities
-------------------
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).
3.4. Notices
You may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
4. Inability to Comply Due to Statute or Regulation
---------------------------------------------------
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
5. Termination
--------------
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination.
************************************************************************
* *
* 6. Disclaimer of Warranty *
* ------------------------- *
* *
* Covered Software is provided under this License on an "as is" *
* basis, without warranty of any kind, either expressed, implied, or *
* statutory, including, without limitation, warranties that the *
* Covered Software is free of defects, merchantable, fit for a *
* particular purpose or non-infringing. The entire risk as to the *
* quality and performance of the Covered Software is with You. *
* Should any Covered Software prove defective in any respect, You *
* (not any Contributor) assume the cost of any necessary servicing, *
* repair, or correction. This disclaimer of warranty constitutes an *
* essential part of this License. No use of any Covered Software is *
* authorized under this License except under this disclaimer. *
* *
************************************************************************
************************************************************************
* *
* 7. Limitation of Liability *
* -------------------------- *
* *
* Under no circumstances and under no legal theory, whether tort *
* (including negligence), contract, or otherwise, shall any *
* Contributor, or anyone who distributes Covered Software as *
* permitted above, be liable to You for any direct, indirect, *
* special, incidental, or consequential damages of any character *
* including, without limitation, damages for lost profits, loss of *
* goodwill, work stoppage, computer failure or malfunction, or any *
* and all other commercial damages or losses, even if such party *
* shall have been informed of the possibility of such damages. This *
* limitation of liability shall not apply to liability for death or *
* personal injury resulting from such party's negligence to the *
* extent applicable law prohibits such limitation. Some *
* jurisdictions do not allow the exclusion or limitation of *
* incidental or consequential damages, so this exclusion and *
* limitation may not apply to You. *
* *
************************************************************************
8. Litigation
-------------
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
9. Miscellaneous
----------------
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
10. Versions of the License
---------------------------
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary
Licenses
If You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
-------------------------------------------
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
---------------------------------------------------------
This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.

View File

@ -11,6 +11,13 @@ Release (master)
[![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)
------------------
@ -19,9 +26,22 @@ Developement (dev)
[![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 Build system:
----------------------
sudo pip install lutin
sudo pip install pillow
need google repo:
-----------------
@ -38,17 +58,14 @@ download the software:
mkdir WORKING_DIRECTORY
cd WORKING_DIRECTORY
sudo pip install lutin
sudo pip install pillow
repo init -u git://github.com/HeeroYui/manifest.git
repo init -u git://github.com/atria-soft/manifest.git
repo sync -j8
Compile software and install:
-----------------------------
Compile software and test:
--------------------------
For this you might use a project that create binaries or something else ...
Show http://github.com/HeeroYui/edn project
lutin ewol-*
Dependency packages
===================
@ -80,18 +97,28 @@ Arch-linux:
# update the system:
Pacman -Syu
# install lib C:
pacman -S lib32-glibc
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
License (APACHE v2.0)
=====================
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

@ -1,196 +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);
- Variable:
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

@ -1,21 +0,0 @@
#!/bin/bash
usage()
{
echo -e "$0 [TAG]"
echo -e "\t\t[TAG] : Tag to set on the version"
exit -1
}
#verify all input parameters :
tag=""
if [ "$1" = "" ] ; then
usage
else
tag="$1"
fi
echo -n $tag > tag
git commit -a -m "Update version tag : $tag"
git tag $tag

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>
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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

@ -51,5 +51,5 @@ void main(void) {
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;
precision mediump int;
#endif
// Input :
// Input:
uniform sampler2D EW_texID;
varying vec2 f_texcoord;

View File

@ -2,17 +2,17 @@
precision mediump float;
precision mediump int;
#endif
// Input :
// Input:
attribute vec3 EW_coord3d;
attribute vec2 EW_texture2d;
uniform mat4 EW_MatrixTransformation;
uniform mat4 EW_MatrixPosition;
// output :
// output:
varying vec2 f_texcoord;
void main(void) {
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
}

View File

@ -5,6 +5,6 @@
{ name:"EW_foreground", color:"#8884" },
{ name:"EW_foregroundHover", color:"#00A6" },
{ name:"EW_foregroundSelected", color:"#000A" },
{ name:"EW_foregroundPressed", color:"#A006" },
{ name:"EW_foregroundPressed", color:"#000A" },
]
}

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<path d="m 568.498,550.863 h -3 v -3 c 0,-1.104 -0.895,-2 -2,-2 -1.104,0 -2,0.896 -2,2 v 3 h -3 c -1.104,0 -2,0.896 -2,2 0,1.105 0.896,2 2,2 h 3 v 3 c 0,1.105 0.896,2 2,2 1.105,0 2,-0.895 2,-2 v -3 h 3 c 1.105,0 2,-0.895 2,-2 0,-1.103 -0.894,-2 -2,-2 z"
style="fill:#333333" />
</g>
</svg>

After

Width:  |  Height:  |  Size: 1.1 KiB

View File

@ -18,6 +18,6 @@
padding-in-buttom:1,
change-time:356,
program:"{ewol}THEME:GUI:Button.prog",
color:"{ewol}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:"{ewol}THEME:GUI:CheckBox.prog",
color:"{ewol}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:"{ewol}THEME:GUI:ContextMenu.prog",
color:"{ewol}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:"{ewol}THEME:GUI:Entry.prog",
color:"{ewol}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:"{ewol}THEME:GUI:PopUp.prog",
color:"{ewol}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:"{ewol}THEME:GUI:WidgetScrolled.prog",
color:"{ewol}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:"{ewol}THEME:GUI:Button.prog",
color:"{ewol}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:"{ewol}THEME:GUI:CheckBox.prog",
color:"{ewol}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:"{ewol}THEME:GUI:ContextMenu.prog",
color:"{ewol}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:"{ewol}THEME:GUI:Entry.prog",
color:"{ewol}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:"{ewol}THEME:GUI:PopUp.prog",
color:"{ewol}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"
}

View File

@ -0,0 +1,7 @@
{
entry-shaper:"THEME_GUI:///SpinEntry.json?lib=ewol",
up-shaper:"THEME_GUI:///SpinUp.json?lib=ewol",
up-data:"<label>+</label>",
down-shaper:"THEME_GUI:///SpinDown.json?lib=ewol",
down-data:"<label>-</label>",
}

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"
}

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"
}

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:"{ewol}THEME:GUI:WidgetScrolled.prog",
color:"{ewol}THEME:COLOR:WidgetScrolled.json"
program:"THEME_GUI:///WidgetScrolled.prog?lib=ewol",
color:"THEME_COLOR:///WidgetScrolled.json?lib=ewol"
}

View File

@ -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 APACHE-2 license, 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 APACHE-2, and depend on some sub-library with small license restriction.
:** Android have a JAVA main, then the application main will not be used with this platform
:** Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
:** Only one graphyc framework is availlable on all platform. This is OpenGL
:** Main interesting point is packaging of the application data:
::** Linux store it in /usr/share/applName/*
::** MacOs store it in applName.app/subFolder/*
::** Android store it in the .pkg that is a renamed .zip that the name is dynamic
::** Windows (TODO : Never done a pakage)
:: This will generate a complex result of data access...
:** Sub lib Change on all the platform, the I will use the idea of Apple, that incluse in a package all needed libs. This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem, is not really a problem.

53
doc/001_bases.md Normal file
View File

@ -0,0 +1,53 @@
EWOL: Bases {#ewol_page_bases}
===========
@tableofcontents
Overview: {#ewol_page_bases_overview}
=========
EWOL is an OpenGL library for creating graphical user interfaces.
It works on many UNIX-like platforms, Windows, and OS X and some mobile platforms Android, iOs.
EWOL is released under the MPL v2.0 license, which allows for very flexible licensing of client applications.
EWOL has a C++ architecture that allows for maximum flexibility.
**MPL v2.0 license limitation:** I limit myself to use only Apache2 / MIT / BSD / PNG / MPL licencing to permit to release binary on IOs.
This I a big point, because it need to rewrite many libraries (like SVG...).
The main idea of EWOL is to create a complete abstraction of the platforms.
This generate some restriction that you will see an overwiew in the under section.
User requires: {#ewol_page_bases_require}
==============
To use ewol you need to know only C++ language. It could be usefull to know:
- **Python** for [lutin](http://HeeroYui.github.io/lutin) build tool.
- **git** and **repo** for all version management.
- **OpenGL-ES2** if you want to create custum advanced widget.
If you just want to have an interface of the openGl just refer to the [gale library](http://atria-soft.github.io/gale)
Ewol does not manage the Audio but it is full integrated in [audio-river library](http://musicdsp.github.io/audio-river).
Architecture: {#ewol_page_bases_architecture}
=============
One of the important point to know in this framework is some of absurd things came from the multiple architecture type.
I will Explain the main points:
- IOs does **NOT** simply support the shared object sub lib, this force ewol to be MPL v2.0, and depend on some sub-library with small license restriction.
- Android have a JAVA main, then the application main will not be used with this platform
- Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
- Only one graphyc framework is availlable on all platform. This is OpenGL (windows phone is not supported (moribund archi))
- Main interesting point is packaging of the application data:
* Linux store it in /usr/share/applName/*
* MacOs store it in applName.app/subFolder/*
* Android store it in the .pkg that is a renamed .zip that the name is dynamic
* Windows (TODO : Never done a pakage)
This will generate a complex result of data access...
- Sub lib Change on all the platform, then I will use the idea of Apple, that incluse in a package all needed libs.
This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem,
is not really a problem.

188
doc/build.md Normal file
View File

@ -0,0 +1,188 @@
Build lib & build sample {#ewol_build}
========================
@tableofcontents
Linux dependency packages {#ewol_build_dependency}
=========================
Ubuntu or Debian {#ewol_build_dependency_debian}
----------------
```{.sh}
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
# Compile with Clang:
sudo apt-get install clang
# For andoid compilation (jdk 7 does not work...):
sudo apt-get install javacc openjdk-6-jdk
# Cross compile for windows:
sudo add-apt-repository ppa:ubuntu-toolchain-r/test
sudo apt-get update
sudo apt-get install gcc-mingw-w64
# On 64 bits processor for compatibility:
sudo apt-get install ia32-libs
sudo apt-get install g++-multilib libc6-dev-i386
```
Arch-linux {#ewol_build_dependency_archlinux}
----------
```{.sh}
# Cross compile for windows:
pacman -S mingw-w64-gcc
# Cross compile for Android:
in /etc/pacman.conf file uncomment:
[multilib]
Include = /etc/pacman.d/mirrorlist
# update the system:
Pacman -Syu
# install lib C:
pacman -S lib32-glibc lib32-zlib lib32-gcc-libs
# install open-jdk 7.0
pacman -S jdk7-openjdk
# connect adb: (and you can do a "android/sdk/platform-tools/adb shell" to enable computer key on device)
pacman -S android-udev
```
Download: {#ewol_build_download}
=========
ewol use some tools to manage source and build it:
need google repo: {#ewol_build_download_repo}
-----------------
see: http://source.android.com/source/downloading.html#installing-repo
On all platform:
```{.sh}
mkdir ~/.bin
PATH=~/.bin:$PATH
curl https://storage.googleapis.com/git-repo-downloads/repo > ~/.bin/repo
chmod a+x ~/.bin/repo
```
On ubuntu
```{.sh}
sudo apt-get install repo
```
On archlinux
```{.sh}
sudo pacman -S repo
```
lutin (build-system): {#ewol_build_download_lutin}
---------------------
```{.sh}
pip install lutin --user
# optionnal dependency of lutin (manage image changing size for application release)
pip install pillow --user
```
The full build tool documentation is availlable here : [lutin](http://heeroyui.github.io/lutin/)
dependency: {#ewol_build_download_dependency}
-----------
```{.sh}
mkdir -p WORKING_DIRECTORY/framework
cd WORKING_DIRECTORY/framework
repo init -u git://github.com/atria-soft/manifest.git
repo sync -j8
cd ../..
```
sources: {#ewol_build_download_sources}
--------
They are already download in the repo manifest in:
```{.sh}
cd WORKING_DIRECTORY/framework/atria-soft/ewol
```
Build: {#ewol_build_build}
======
you must stay in zour working directory...
```{.sh}
cd WORKING_DIRECTORY
```
library: {#ewol_build_build_library}
--------
```{.sh}
lutin -mdebug ewol
```
Sample: {#ewol_build_build_sample}
-------
```{.sh}
lutin -mdebug ewol-sample-*
```
Run sample: {#ewol_build_run_sample}
-----------
Basic way
```{.sh}
lutin -mdebug ewol-sample-*?run
```
With some option: (set global log leval at 2 (print, error, warning), and "appl" library at log level 6
```{.sh}
lutin -mdebug ewol-sample-*?run:--elog-level=2:--elog-lib=appl:6
```
Build for Android and install: {#ewol_build_android}
==============================
Sample: {#ewol_build_android_sample}
-------
```{.sh}
lutin -tAndroid -mdebug ewol-sample-*
```
Sample: {#ewol_build_android_install_sample}
-------
```{.sh}
lutin -tAndroid -mdebug ewol-sample-*?install
```
Worktree explanation: {#ewol_build_workspace}
=====================
The workspace is a simple folder that contain all the modules ans sub module availlable for build.
It will create a tree like this :
- **workspace**
* **application:** set your application here, it is a good position
* **framework:** framework download by repo
+ **atria-soft:** graphic framework
+ **generic-library:** open sources library that is wrapped on lutin builder
+ **musicdsp:** Common library for audio interfacing
+ **tools:** build tools (now only the IOs flasher)
* **out:**
+ Android_arm_32
+ Android_arm_64
+ Windows_x86_32
+ Windows_x86_64
+ Linux_x86_32
+ Linux_x86_64
+ MacOs_x86_32
+ MacOs_x86_64
+ IOs_x86_32
+ IOs_x86_64
All the build object are set in the out path, then to restart with a clean build simply remove this folder

259
doc/codingStyle.md Normal file
View File

@ -0,0 +1,259 @@
Ewol coding style {#ewol_coding_style}
=================
@tableofcontents
Comments {#ewol_coding_style_comment}
========
- One line comment: (never in #define xxx ==> too dangerous)
```{.cpp}
//
```
- Multiple line comment
```{.cpp}
/*
* xxxx yyyy
* zzzz
*/
```
- Documentation : doxygen (do not set un-nneded field)
@verbatim
/**
* @brief my summery
* @param[in,out] _xxxx Comment on the variable
* @return my return explanation
*/
@endverbatim
- one line documlentation:
```{.cpp}
xxxxx, //!< my comment
```
Number of colomn {#ewol_coding_style_number_of_colomn}
================
I do not linit the number of colomn, but it could be good to limit at 150 char. Many screen have the main display like this
Indentation & braces {#ewol_coding_style_indent}
====================
Tab size is a personal choice then, when you write code, you might be
tab proof. If someone want to have the golden number for theire tabs,
he will be able to do it.
When you set a brace '{' you need to add a brace, and when you set a
stop brace '}' you need to remove a tab
To be simple : (tab stop at the 'if' start)
- if:
```{.cpp}
if ( xxx == yyy
&& ( xxx == kkk
|| xxx == zzz )) {
//your action ...;
}
```
- switch:
```{.cpp}
switch (suffix) {
case 'G':
case 'g':
mem <<= 30;
break;
case 'M':
case 'm':
mem <<= 20;
break;
case 'K':
case 'k':
mem <<= 10;
// fall through
default:
break;
}
```
- function:
```{.cpp}
void myFunction(void) {
actions ...;
}
```
- classes:
```{.cpp}
class MyClass {
public:
MyClass(void);
~MyClass(void);
private:
const char* getName(void);
};
```
- namespace:
```{.cpp}
namespace appl {
void get(void);
}
```
- For special element like : you might add a tabulation too
```{.cpp}
case xxx:
actions...
public:
definition ...
```
- An exception for the inline function inside c++ header:
```{.cpp}
class Plop {
private:
int32_t m_value; //!< my value of money gain
public:
int32_t getValue(void) const { return m_value; };
```
Types {#ewol_coding_style_type}
=====
the element 'typedef' must not be use, like this it is not needed to add
special element like '_te' or '_ts' to say respectively 'tpedef enum' and
'typedef struct'
Structure is not availlable in c++, just use normal class, this is the same.
Star position {#ewol_coding_style_star}
=============
The star will be near the type :
```{.cpp}
void* myVariableName;
```
C and c++ {#ewol_coding_style_c_and_cpp}
=========
All C header files might have :
```{.cpp}
#ifdef __cplusplus
extern "C" {
#endif
...
#ifdef __cplusplus
}
#endif
```
Naming {#ewol_coding_style_naming}
======
- Fonction/Methods:
Camel case with first letter in lower case.
```{.cpp}
void myExampleFontionName(void);
```
- Variable:
Camel case with first letter in lower case.
```{.cpp}
nt32_t myVariableExample;
```
- namespace:
one world in lower case
```{.cpp}
namspace ewol {
```
- Class:
Camel case with first letter in upper case.
```{.cpp}
class MyClass;
```
- Members fields:
Put a 'm' prefix and then a normal Variable name
```{.cpp}
int32_t m_memberField;
```
- enum:
Camel case with first letter in lower case.
```{.cpp}
enum myEnum {
myEnum_def1,
myEnum_def2,
myEnum_def3,
};
```
- structure (C only)
use naming like Classes (and for mamber too)
- minimum size : Do not use variable with size <3, the for a iterator
for a 'for' :
```{.cpp}
for (int32_t iii=0; iii<xxx; ++iii) {
// actions ...
}
```
Types {#ewol_coding_style_types}
=====
Une stanndard Type :
```{.cpp}
bool
int8_t / uint8_t
int16_t / uint16_t
int32_t / uint32_t
int64_t / uint64_t
size_t
int (some case needed)
float / double
float_t to automatic match whith the compilation choice between float or double
```
C++ specificity {#ewol_coding_style_specific}
===============
- STL
You can use the Stl, but the porting and the result can be
different depending on the board you are.
- Heritage:
Simple Heritage is a good use of the C++, multiple heritage is
not really supported in every compilators.
- const:
Set the parameter and fonction const all time you can.
- exception:
They are not manage in all platforms, then by restriction, do
not use it.

View File

@ -1,16 +1,18 @@
=?= FAQ =?=
FAQ {#page_FAQ}
===
== What is ewol licence ==
What is ewol licence
--------------------
This is really simple : APACHE-2 :
This is really simple : 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,
@ -21,13 +23,14 @@ limitations under the License.
== Why we use "DECLARE_FACTORY" Macro ? ==
Why we use "DECLARE_FACTORY" Macro?
-----------------------------------
For some reason!!! But everything might be clear:
:** In ewol we masively use std::shared_ptr<xxx> (I have create my own but it is not "standard" (I like when we use genecic system)).
:** The main class : [class[ewol::Object]] herited from [i]std::enable_shared_from_this<Object>[/i] to permit to access at his own [i]std::shared_ptr[/i].
:** Acces At his own [i]std::shared_ptr[/i] is not allowed in the class contructor/destructor.
:** Many time for meta-widget we need to propagate our [i]std::shared_ptr[/i] in child.
- 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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@ -1,95 +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) (not compile anymore ==> TODO)
: ** MacOs (mouse)
: ** Android (mouse + touch)
: ** IOs (touch)
===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-2
:** PNG
:** ZLIB
This exclude the classical extern library with licence:
:** L-GPL
:** GPL
[/note]
==== License (APACHE 2) ====
Copyright ewol Edouard DUPIN
Licensed under the Apache 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]]
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: ====
===== License: =====
:** [b][lib[etk | e-tk]][/b] : APACHE-2
::** [b][lib[linearmath | Linear-Math]][/b] : z-lib (subset of bullet lib)
::** [b][lib[earchive | e-Archive]][/b] : APACHE-2
:::** [b][lib[z | Z lib]][/b] : z-lib
:** [b][lib[egami | e-gami]][/b] : APACHE-2
::** [b][lib[esvg | e-svg]][/b] : APACHE-2
:::** [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] : APACHE-2
:** [b][lib[exml | e-xml]][/b] : APACHE-2
==== 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".
:** [b][[http://play.google.com/store/apps/details?id=com.edouarddupin.worddown | worddown]][/b] : (Proprietary) Worddown is a simple word game.
== Main documentation: ==
[doc[001_bases | Global Documantation]]
[tutorial[000_Build | Tutorials]]

135
doc/mainpage.md Normal file
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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 -tAndroid -mdebug
[/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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@ -1,321 +0,0 @@
=== 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 library is a multi-platform framework, you will have many contraint like:
:** One application at the same time
:** One Windows displayable at the time
:** Not a big CPU ...
Then we will create the application:
[code style=c++]
namespace appl {
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 create your application multiple times, the basic exemple 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.
[/note]
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:
[code style=c++]
int main(int argc, const char *argv[]) {
// only one things to do :
return ewol::run(new appl::MainApplication(), _argc, _argv);
}
[/code]
==== Some configuration are needed ====
In your application you can use many configuration, it is really better to set all your configuration dynamic.
With this basic condiction will simplify the interface of the library if you would have many different application
(never forger the compilator garbage collector is really very efficient).
[b]Select fonts:[/b]
This can be a problem when you design an application for some other operating system (OS),
They do not have the same default font.
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 [class[ewol::wiget::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 {
protected:
Windows(void);
init()
public:
DECLARE_FACTORY(Windows);
virtual ~Windows(void) {};
};
};
#endif
[/code]
See [tutorial[010_ObjectModel | Next: Object model]] to understand why this structure is so complex.
[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) {
// To simplify log (if you have a better solution, I am aware)
addObjectType("appl::Windows");
}
appl::Windows::init(void) {
ewol::widget::Windows::init();
setTitle("example 001_HelloWord");
std::shared_ptr<ewol::widget::Label> tmpWidget = ewol::widget::Label::create();
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 init function can not be virtual due to his polymorphic status, then we need to call parrent init
[code style=c++]
ewol::widget::Windows::init();
[/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++]
std::shared_ptr<ewol::widget::Label> tmpWidget = ewol::widget::Label::create();
tmpWidget->setLabel("Hello <font color='blue'>Word</font>");
tmpWidget->setExpand(bvec2(true,true));
[/code]
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:
:** [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]
When we call this function, it use the shard_from_this() function that create an exception if we are in constructor
==== 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++]
std::shared_ptr<ewol::Windows> basicWindows = appl::Windows::create());
// create the specific windows
_context.setWindows(basicWindows);
[/code]
Her we call the create function that is created by the DECLARE_FACTORY macro
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);
std::shared_ptr<ewol::Windows> basicWindows = appl::Windows::create();
// 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 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:
:** 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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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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@ -1,108 +0,0 @@
=== Objectif ===
:** Understand ewol basic [class[ewol::Object]]
:** Use [class[ewol::Object]] correctly
== Basis of the ewol::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 many common things:
:** Unique ID
:** Name
:** Parameters
:** Signal generation
:** Xml configuration
:** Removing
:** Perodic calling
[note]
Please do not compare with the gObject basic class...
[/note]
== Create an Object: ==
Creating an object is really simple:
[code style=c++]
std::shared_ptr<ewol::Button> tmpButon = ewol::Button::create();
APPL_INFO("We just create a button widget with unique ID=" << tmpButon->getId() << " name='" << tmpButon->getName() << "'");
[/code]
Note that all object created are std::shared_ptr.
Set the name of the object:
[code style=c++]
tmpButon->setName("my widget name");
APPL_INFO("We just create an Object with ID=" << tmpButon->getId() << " name='" << tmpButon->getName() << "'");
[/code]
== Remove an Object: ==
Simply use the function:
[code style=c++]
tmpButon->destroy();
[/code]
This function request his parrent to remove the std::shared_ptr it keep on it.
And when all std::shared_ptr is removed the object will be really removed.
At his point we can think an object is allive all the time someone keep a reference on it, then when you are not a parrent of the object, do not keep a std::shared_ptr but a std::weak_ptr.
[note]
If some Object is not removed when you close the application, the system inform you with displaying all object already alive.
[/note]
== Retrieve an Object: ==
In Ewol this is possible to get a object with his name.
=== Find a global Object (ouside an Object) ===
[code style=c++]
#include <ewol/context/Context.h>
std::shared_ptr<ewol::Object> tmpObject = ewol::getContext().getEObjectManager().getObjectNamed("obj Name");
if (tmpObject == NULL) {
APPL_ERROR("The Object does not exist");
}
[/code]
=== Find a global Object (inside an Object) ===
[code style=c++]
std::shared_ptr<ewol::Object> tmpObject = getObjectNamed("obj Name");
if (tmpObject == NULL) {
APPL_ERROR("The Object does not exist");
}
[/code]
=== Find a sub-object ===
[code style=c++]
std::shared_ptr<ewol::Object> tmpObject = getSubObjectNamed("obj Name");
if (tmpObject == NULL) {
APPL_ERROR("The Object does not exist");
}
[/code]
=== retriving your object type ===
It could be really interesting to retrive your own instance:
[code style=c++]
std::shared_ptr<ewol::Object> tmpObject ...;
std::shared_ptr<appl::MyOwnObject> myObject = std::dynamic_pointer_cast<appl::MyOwnObject>(tmpObject);
[/code]
== conclusion ==
TODO ...

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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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@ -1,98 +0,0 @@
=== Objectif ===
:** Understand ewol::Object configuration parameter
:** Create an configurable object
== Configuration using ==
All [class[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 ===
[note]
Using getter and setter is really better, and faster.
[/note]
==== With a string configuration ====
[code style=c++]
if (tmpObject->parameterSet("name", "new name of object") == false) {
APPL_ERROR("Can not set object parameter");
}
[/code]
==== whith the object name ====
[code style=c++]
if (parameterSetOnWidgetNamed("objectName", "value", "16.2") == false) {
APPL_ERROR("Can not set object parameter");
}
[/code]
=== Get Parameter ===
[code style=c++]
std::string val = tmpObject->parameterGet("name");
APPL_INFO("Get Object property : name='" << val << "'");
[/code]
== Implement configuration ==
[code style=c++]
#include <ewol/object/Object.h>
namespace appl {
class MyObj : public ewol::Object {
protected:
//! @brief Constructor
MyObj(void) :
m_value(*this, "value", false, "Value of the parameter (descrition string)") {
// nothing to do..
}
void init() {
ewol::Object::init();
}
public:
//! @brief Destructor
virtual ~MyObj(void) { }
DECLARE_FACTORY(MyObj);
private:
ewol::object::Param<bool> m_value; //!< Internal Object value
public:
//! @brief Setter
void setValue(bool _val) {
m_value.set(_val);
}
//! @brief Getter
bool getValue() const {
return m_value.get();
}
public: // herited function:
void onParameterChangeValue(const ewol::object::ParameterRef& _paramPointer) {
if (_paramPointer == m_value) {
APPL_DEBUG("The internal value has change, new value is : '" << m_value.get() << "'");
}
}
}
}
[/code]
In the contructor we need to add:
[code style=c++]
m_value(*this, "value", false, "Value of the parameter (descrition string)")
[/code]
:** [b]'*this':[/b] Reference the main class to call it chen value change.
:** [b]"value":[/b] Is the name of the parameter.
:** [b]false:[/b] The default value.
:** [b]"....."[/b] Description of the parameter (optionnal).
The function [b]onParameterChangeValue[/b] is called only the parameter change (no historic has been registered)
The last point is that the m_value.get() is an inline fuction then it take no more CPU cycle to access the value than normal variable.
Some other parameter are availlable :
:** ewol::object::Param<T> Basic parameter.
:** ewol::object::ParamRange<T> For numeric parameter that range value are check befor setting new value.
:** ewol::object::ParamList<T> For List of parameter values.

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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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@ -1,171 +0,0 @@
=== Objectif ===
:** Understand ewol::Object Messaging system
:** Create extern message and receive Object message
== Message system ==
Message system is based on generic std::funtion and std::bind methode:
It permit to an object to generate some [b]'signals'[/b].
All signal are synchronous
== Receive signals from other object ==
[todo]
Link with the signal name
[/todo]
Register on the 'up' and 'value' signal of a button:
Button header :
[code style=c++]
...
public:
ewol::object::Signal<void> signalDown;
ewol::object::Signal<void> signalUp;
...
ewol::object::Signal<bool> signalValue;
...
[/code]
=== simple signal connection: ===
[code style=c++]
#include <ewol/object/Object.h>
#include <ewol/widget/Button.h>
namespace appl {
class MyObj : public ewol::Object {
private:
std::shared_ptr<ewol::widget::Button> m_button;
protected:
//! @brief Constructor
MyObj(void) {
// nothing to do..
}
void init() {
ewol::Object::init();
m_button = ewol::widget::Button::Create();
if (m_button == nullptr) {
APPL_ERROR("Can not create button...");
return;
}
// We connect signals here :
m_button->signalUp.bind(shared_from_this(), &appl::MyObj::onCallbackUp);
m_button->signalValue.bind(shared_from_this(), &appl::MyObj::onCallbackValue);
}
public:
//! @brief Destructor
virtual ~MyObj(void) { }
DECLARE_FACTORY(MyObj);
private:
void onCallbackUp() {
APPL_INFO("button pressed: UP);
}
void onCallbackValue(const bool& _value) {
APPL_INFO("button value: " << _value);
}
}
}
[/code]
=== Advenced signal connection: ===
Here we will see how to connect an advance function on a signal
[code style=c++]
#include <ewol/object/Object.h>
#include <ewol/widget/Button.h>
namespace appl {
class MyObj : public ewol::Object {
private:
std::shared_ptr<ewol::widget::Button> m_button;
protected:
//! @brief Constructor
MyObj(void) {
// nothing to do..
}
void init() {
ewol::Object::init();
m_button = ewol::widget::Button::Create();
if (m_button == nullptr) {
APPL_ERROR("Can not create button...");
return;
}
// We connect signals here :
m_button->signalUp.register(shared_from_this(), std::bind(&appl::MyObj::onCallbackUp, this, std::string("tmpVariableToSend")));
m_button->signalValue.register(shared_from_this(), std::bind(&appl::MyObj::onCallbackValue, this));
}
public:
//! @brief Destructor
virtual ~MyObj(void) { }
DECLARE_FACTORY(MyObj);
private:
void onCallbackUp(const std::string& _value) {
APPL_INFO("button pressed: UP inputMessage: " << _value);
}
void onCallbackValue() {
APPL_INFO("button value: " << _value);
}
}
}
[/code]
=== Connect to a signal with a named widget ===
TODO: documentation :
:** subBind(_type, _name, _event, _obj, _func)
:** globalBind(_type, _name, _event, _obj, _func)
:** externSubBind(_object, _type, _name, _event, _obj, _func)
== Declare Signal ==
=== source ===
[code style=c++]
#include <ewol/object/Object.h>
#include <ewol/widget/Button.h>
namespace appl {
class MyObj : public ewol::Object {
public:
ewol::object::Signal<void> signalEmpty;
ewol::object::Signal<bool> signalBoolean;
ewol::object::Signal<std::string> signalString;
protected:
//! @brief Constructor
MyObj(void) :
signalEmpty(*this, "empty"),
signalBoolean(*this, "boolean"),
signalString(*this, "string") {
// nothing to do..
}
void init() {
ewol::Object::init();
}
public:
//! @brief Destructor
virtual ~MyObj(void) { }
DECLARE_FACTORY(MyObj);
private:
void process() {
signalEmpty.emit();
signalBoolean.emit(false);
signalString.emit("plop... plop");
}
}
}
[/code]
== Conclusion ==
You will now able to reise signals between objects...

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EWOL: Object message {#ewol_tutorial_object_message}
====================
@tableofcontents
Objectifs: {#ewol_tutorial_object_message_objectifs}
==========
- Understand base of [e-signal](http://atria-soft.github.io/esignal) Messaging system
- Create extern message and receive Object message
Message system {#ewol_tutorial_object_message_system}
==============
esignal base his signal on landa functions
It permit to an object to generate some **'signals'**
All signal are synchronous *(asynchronous is not implemented yet)*
Receive signals from other object {#ewol_tutorial_object_message_from_object}
=================================
Register on the 'up' and 'value' signal of a button:
Button header :
```{.cpp}
...
public:
esignal::Signal<> signalDown;
esignal::Signal<> signalUp;
...
esignal::Signal<bool> signalValue;
...
```
simple signal connection:
-------------------------
```{.cpp}
#include <ewol/object/Object.hpp>
#include <ewol/widget/Button.hpp>
namespace appl {
class MyObj : public ewol::Object {
private:
ewol::widget::ButtonShared m_button;
esignal::Connection m_connect;
protected:
//! @brief Constructor
MyObj() {
// nothing to do..
}
void init() {
ewol::Object::init();
m_button = ewol::widget::Button::create();
if (m_button == null) {
APPL_ERROR("Can not create button...");
return;
}
m_button->propertyToggle.set(true);
// We connect signals here: (permanent connection)
m_button->signalUp.connect(sharedFromThis(), &appl::MyObj::onCallbackUp);
m_button->signalValue.connect(sharedFromThis(), &appl::MyObj::onCallbackValue);
}
public:
//! @brief Destructor
virtual ~MyObj() { }
DECLARE_FACTORY(MyObj);
private:
void onCallbackUp() {
APPL_INFO("button pressed: UP");
}
void onCallbackDown() {
APPL_INFO("button pressed: DOWN");
}
void onCallbackValue(const bool& _value) {
APPL_INFO("button value: " << _value);
if (_value == true) {
// We connect signals here: (removable connection)
m_connect = m_button->signalDown.connect(this, &appl::MyObj::onCallbackDown);
} else {
// we disconnect the previous connection
m_connect.disconnect();
}
}
}
}
```
**Note:**
```
The connection with SharedPtr are static. they keep in internal a WeakPtr to remove connection if the object is removed.
```
**Note:**
```
The connection that return a esignal::Connection are volatil, if you don't keep the connection handle, the connection is automaticly removed.
```
Declare Signal: {#ewol_tutorial_object_message_declare}
===============
source
-------
```{.cpp}
#include <ewol/object/Object.hpp>
#include <ewol/widget/Button.hpp>
namespace appl {
class MyObj : public ewol::Object {
public:
ewol::object::Signal<> signalEmpty;
ewol::object::Signal<bool> signalBoolean;
ewol::object::Signal<etk::String> signalString;
protected:
//! @brief Constructor
MyObj() :
signalEmpty(this, "empty"),
signalBoolean(this, "boolean"),
signalString(this, "string") {
// nothing to do..
}
public:
//! @brief Destructor
virtual ~MyObj() { }
DECLARE_FACTORY(MyObj);
private:
void process() {
signalEmpty.emit();
signalBoolean.emit(false);
signalString.emit("plop... plop");
}
}
}
```
Conclusion: {#ewol_tutorial_object_message_conclusion}
===========
You will now able to reise signals between objects...
For more information see [e-signal](http://atria-soft.github.io/esignal)

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=== Objectif ===
:** Understand why we wrap interface on file system
== Limitation ==
Application generation is really simple, but package management can create some problems...
For example :
:** Android does not permit access on the file system, but we need data that is named assets, thes data in contained in a zip file.
:** Linux set his own application data in a special path : /usr/shared/applName/
:** MacOs create a bundle (*.app) that is a folder with all application data.
:** ...
For all tese reason we need to wrap standard application interface. (you can acces directly but it could be tricky and depend on the target)
== Generic Properties ==
By default we dertermine some basics for files.
Then we need to determine file in the tree with :
:** "DATA:XXX" Application internal data
:** "USERDATA:XXX" User save data (like game save)
:** "HOME:XXX" User home folder
:** "/XXX" Direct acces on a file in the fileSystem
:** ...
When you will call a file, you need to just call it with the starting name.
For example if I want to acces at an application data I will call the file : "DATA:myImage.png"
== Integrate a file in a package ==
In your lutin_xxx.py file add:
[code style=python]
# to copy a single file:
myModule.copy_file("relative/path/file.svg","destination/folder/file.svg")
# to copy an entire patern path
myModule.copy_folder("relative/path/start*.png","destination/folder/")
[/code]
And now you can acces on these file with : "DATA:destination/folder/file.svg"
== Read a file ==
[code style=c++]
#include <etk/os/FSNode.h>
...
etk::FSNode file("DATA:destination/folder/file.svg");
if (file.exist() == false) {
APPL_ERROR("Can not read the file (Does not exist)");
return;
}
APPL_INFO("open :" << file << " with size=" << file.fileSize());
if (file.fileOpenRead() == false) {
APPL_ERROR("Can not open in read mode the file: " << file);
return;
}
// get a char
APPL_INFO("read in: " << file << " the first char='" << file.fileGet() << "'");
// Get a line
std::string output;
file.fileGets(output);
APPL_INFO("and the end of the line ='" << output << "'");
// close the file (note : if you did not do it, it will be close automaticly with an error)
file.fileClose();
[/code]
== Write a file ==
[code style=c++]
#include <etk/os/FSNode.h>
...
etk::FSNode file("USERDATA:exmple.txt");
APPL_INFO("open :" << file);
if (file.fileOpenWrite() == false) {
APPL_ERROR("Can not open in write mode the file: " << file);
return;
}
// put a char
file.filePut('A');
// write a line
file.filePuts(" other string to put in the file ... \n");
// close the file (note : if you did not do it, it will be close automaticly with an error)
file.fileClose();
[/code]
== 'Theme' management ==
The theme management is a subset a file selected by a main key.
For example The basic theme of an API can be manage with only 2 commands (set the theme, and request upate of GUI)
At the start of the program, you might specify the default path theme:
[code style=c++]
etk::theme::setNameDefault("GUI_COLOR", "theme/black");
etk::theme::setNameDefault("GUI_SHAPE", "theme/rounded");
[/code]
And when you want to change the theme, just call:
[code style=c++]
// change the theme :
etk::theme::setName("GUI_COLOR", "theme/white");
// force reload of all the resources :
ewol::getContext().getResourcesManager().reLoadResources();
ewol::getContext().forceRedrawAll();
[/code]
[note]
This is not done automaticly, because reloading the resources can have a real cost of time.
[/note]
You can acces on your theme with accessing the filename: "THEME:GUI_COLOR:your/sub/path/file.xx"
An important think is that the theme file is searching in many path in the order:
:** USERDATA:GUI_COLOR:your/sub/path/file.xx
:** DATA:GUI_COLOR:your/sub/path/file.xx
:** USERDATA:GUI_COLOR(default):your/sub/path/file.xx
:** DATA:GUI_COLOR(default):your/sub/path/file.xx
Like this a user can overload the application theme...

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@ -0,0 +1,159 @@
EWOL: File access {#ewol_tutorial_file_access}
=================
@tableofcontents
Objectifs: {#ewol_tutorial_file_access_objectifs}
==========
- Understand why we wrap interface on file system
- read and write files
Limitation {#ewol_tutorial_file_access_limit}
==========
Application generation is really simple, but package management can create some problems...
For example :
- Android does not permit access on the file system, but we need data that is named assets, these data in contained in a zip file.
- Linux set his own application data in a special path : /usr/shared/applName/
- MacOs create a bundle (*.app) that is a folder with all application data.
- ...
For all these reasons we need to wrap standard application interface. (you can acces directly but it could be tricky and depend on the target)
Generic Properties {#ewol_tutorial_file_access_property}
==================
By default we dertermine some basics for files.
Then we need to determine file in the tree with:
- **"DATA:///XXX"** Application internal data
* Linux: /usr/share/applName/
* Android: /xxx/yyy/applName.apk/asssets/
* IOs: applName.app/share
* MacOs: applName.app/Resources
- **"USERDATA:XXX"** User save data (like game save)
* Linux: ~/.local/share/applName/
* Android: /xxx/yyy/data/applName/
- **"HOME:XXX"** User home folder
* Linux: ~/
* Android: /sdcard/
* IOs: --- => no Home
* MacOs: ~/
- **"/XXX"** Direct acces on a file in the fileSystem
- ...
When you will call a file, you need to just call it with the starting name.
For example if I want to access at an application data I will call the file : "DATA:///myImage.png"
Integrate a file in a package {#ewol_tutorial_file_access_package}
=============================
In your ```lutin_xxx.py``` file add:
```{.py}
# to copy a single file:
myModule.copy_file("relative/path/file.svg","destination/folder/fileNewName.svg")
# to copy an entire patern path
myModule.copy_path("relative/path/start*.png","destination/folder/")
```
And now you can acces on these file with : "DATA:///destination/folder/fileNewName.svg"
Read a file {#ewol_tutorial_file_access_read}
===========
```{.cpp}
#include <etk/os/FSNode.hpp>
...
etk::FSNode file("DATA:///destination/folder/file.svg");
if (file.exist() == false) {
APPL_ERROR("Can not read the file (Does not exist)");
return;
}
APPL_INFO("open :" << file << " with size=" << file.fileSize());
if (file.fileOpenRead() == false) {
APPL_ERROR("Can not open in read mode the file: " << file);
return;
}
// get a char
APPL_INFO("read in: " << file << " the first char='" << file.fileGet() << "'");
// Get a line
etk::String output;
file.fileGets(output);
APPL_INFO("and the end of the line ='" << output << "'");
// close the file (note : if you did not do it, it will be close automaticly with an error)
file.fileClose();
```
Write a file {#ewol_tutorial_file_access_write}
============
```{.cpp}
#include <etk/os/FSNode.hpp>
...
etk::FSNode file("USERDATA:exmple.txt");
APPL_INFO("open :" << file);
if (file.fileOpenWrite() == false) {
APPL_ERROR("Can not open in write mode the file: " << file);
return;
}
// put a char
file.filePut('A');
// write a line
file.filePuts(" other string to put in the file ... \n");
// close the file (note : if you did not do it, it will be close automaticly with an error)
file.fileClose();
```
'Theme' management: {#ewol_tutorial_file_access_theme}
===================
The theme management is a subset of a file selected by a main key.
For example the basic theme of an API can be manage with only 2 commands (set the theme, and request upate of GUI)
At the start of the program, you might specify the default path theme:
```{.cpp}
etk::theme::setNameDefault("GUI_COLOR", "theme/black");
etk::theme::setNameDefault("GUI_SHAPE", "theme/rounded");
```
And when you want to change the theme, just call:
```{.cpp}
// change the theme :
etk::theme::setName("GUI_COLOR", "theme/white");
// force reload of all the resources :
ewol::getContext().getResourcesManager().reLoadResources();
ewol::getContext().forceRedrawAll();
```
**Note:**
```
This is not done automaticly, because reloading the resources can have a real cost of time.
```
You can acces on your theme with accessing the filename: "THEME_GUI_COLOR:///your/sub/path/file.xx"
An important think is that the theme file is searching in many path in the order:
- USERDATA:GUI_COLOR:your/sub/path/file.xx
- DATA:GUI_COLOR:your/sub/path/file.xx
- USERDATA:GUI_COLOR(default):your/sub/path/file.xx
- DATA:GUI_COLOR(default):your/sub/path/file.xx
Like this a user can overload the application theme...

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@ -1,114 +0,0 @@
=== Objectifs ===
:** Understand What is a resource
:** Use resources
=== What is a resource: ===
A resource is an usique element that can be used by manny element like:
:** An image (special resolution)
:** A configuration file
:** An application manager (special case)
:** A sound file
:** ...
A resource have an other objective, form some platform, the graphic interface can be stopped, then we need to reload texture in the graphic inteface...
Then the texture is an other graphic interface.
=== Get a resource: ===
For this example we will load a configuration file:
[code style=c++]
#include <ewol/object/Object.h>
#include <ewol/resource/ConfigFile.h>
namespace appl {
class MyObj : public ewol::Object {
private:
std::shared_ptr<ewol::resource::ConfigFile> m_config;
int32_t m_configValId;
protected:
//! @brief Constructor
MyObj(void) :
m_configValId(-1) {
// nothing to do..
}
void init() {
ewol::Object::init();
m_config = ewol::resource::ConfigFile::create("DATA:ExapleConfig.json");
m_configValId = m_config->request("exampleConfigName");
}
public:
//! @brief Destructor
virtual ~MyObj(void) { }
DECLARE_FACTORY(MyObj);
public:
void process() {
double value = m_config->getNumber(m_configValId);
APPL_DEBUG("example value : " << value);
}
}
}
[/code]
=== Create a new resource: ===
A resource is a generic [class[ewol::Resource]] that hrited form a generic [class[ewol::Object]], simply change the FACTORY macro in :
:** DECLARE_RESOURCE_FACTORY(className) To declare a resource with no name (unique for every creation)
:** DECLARE_RESOURCE_NAMED_FACTORY(className) To create a resource that have a specific name. When created, we will find the previous resource with the specify name in the fanctory.
:** DECLARE_RESOURCE_SINGLE_FACTORY(className,uniqueName) This is to have a unique resource for all the application (name is specify in the Macro)
we have now some specific interface to compleate (if needed):
==== The Resource Level ====
The resources can be reloaded, then we need to reaload in the good order (level [0 .. 5])
The resources are loaded fron 0 to 5.
Then for basic resource :
[code style=c++]
#include <ewol/object/Resource.h>
namespace appl {
class MyResource : public ewol::Resource {
protected:
//! @brief Constructor
MyResource() :
m_configValId(-1) {
m_resourceLevel = 4;
addObjectType("ewol::MyResource");
}
void init(const std::& _name) {
ewol::Resource::init(_name);
}
public:
//! @brief Destructor
virtual ~MyResource(void) { }
DECLARE_RESOURCE_NAMED_FACTORY(MyResource);
}
}
[/code]
Now we need to implement somme functions:
To send data on the hardware (openGL):
[code style=c++]
void updateContext();
[/code]
To remove data from the the hardware (openGL):
[code style=c++]
void removeContext();
[/code]
When loose hardware (juste update internal state):
[code style=c++]
void removeContextToLate();
[/code]
When user request to reload all resources (can be usefull when using file type : THEME:GUI:xxx)
[code style=c++]
void reload();
[/code]

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@ -0,0 +1,135 @@
EWOL: Resources management {#ewol_tutorial_resources}
==========================
@tableofcontents
Objectifs {#ewol_tutorial_resources_objectif}
=========
- Understand what is a resource
- Use resources
What is a resource: {#ewol_tutorial_resources_what}
===================
A resource is an unique element that can be used by many element like:
- An image (special resolution)
- A configuration file
- An application manager (special case)
- A sound file
- ...
A resource have an other objective, form some platform, the graphic interface can be stopped, then we need to reload texture in the graphic inteface...
Then the texture is an other graphic interface.
Get a resource: {#ewol_tutorial_resources_get}
===============
For this example we will load a configuration file:
```{.cpp}
#include <ewol/object/Object.hpp>
#include <ewol/resource/ConfigFile.hpp>
namespace appl {
class MyObj : public ewol::Object {
public:
eproperty::Value<etk::String> propertyConfig;
private:
ememory::SharedPtr<ewol::resource::ConfigFile> m_config;
int32_t m_configValId;
protected:
//! @brief Constructor
MyObj(void) :
propertyConfig(this, "file",
"DATA:///ExapleConfig.json",
"no desc",
&appl::MyObj::onChangePropertyFile),
m_configValId(-1) {
// nothing to do..
}
void init() {
ewol::Object::init();
onChangePropertyFile();
}
public:
//! @brief Destructor
virtual ~MyObj() { }
DECLARE_FACTORY(MyObj);
public:
void onChangePropertyFile() {
m_config = ewol::resource::ConfigFile::create(*propertyConfig);
if (m_config != null) {
m_configValId = m_config->request("exampleConfigName");
}
}
void process() {
double value = m_config->getNumber(m_configValId);
APPL_DEBUG("example value : " << value);
}
}
}
```
Create a new resource: {#ewol_tutorial_resources_create}
======================
A resource is a generic gale::Resource:
- DECLARE_RESOURCE_FACTORY(className) To declare a resource with no name (unique for every creation)
- DECLARE_RESOURCE_NAMED_FACTORY(className) To create a resource that have a specific name. When created, we will find the previous resource with the specify name in the fanctory.
- DECLARE_RESOURCE_SINGLE_FACTORY(className,uniqueName) This is to have a unique resource for all the application (name is specify in the Macro)
we have now some specific interface to compleate (if needed):
The Resource Level {#ewol_tutorial_resources_level}
------------------
The resources can be reloaded, then we need to reaload in the good order (level [0 .. 5])
The resources are loaded fron 0 to 5.
Then for basic resource:
```{.cpp}
#include <ewol/object/Resource.hpp>
namespace appl {
class MyResource : public gale::Resource {
protected:
//! @brief Constructor
MyResource() :
m_configValId(-1) {
m_resourceLevel = 4;
addObjectType("appl::MyResource");
}
void init(const etk::String& _name) {
ewol::Resource::init(_name);
}
public:
//! @brief Destructor
virtual ~MyResource() { }
DECLARE_RESOURCE_NAMED_FACTORY(MyResource);
}
}
```
Now we need to implement somme functions:
To send data on the hardware (openGL):
```{.cpp}
void updateContext();
```
To remove data from the the hardware (openGL):
```{.cpp}
void removeContext();
```
When loose hardware (juste update internal state the hardware is no more present):
```{.cpp}
void removeContextToLate();
```
When user request to reload all resources (can be usefull when using file type : THEME_GUI:///xxx)
```{.cpp}
void reload();
```

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