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619 changed files with 35854 additions and 35756 deletions

1
.gitignore vendored
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@ -61,4 +61,3 @@ ehthumbs.db
Icon?
Thumbs.db
Sources/libewol/ewol/os/AndroidAbstraction.cpp
org_ewol_EwolConstants.h

43
.gitmodules vendored Normal file
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@ -0,0 +1,43 @@
[submodule "external/glew/glew"]
path = external/glew/glew
url = https://github.com/HeeroYui/glew.git
[submodule "build"]
path = build
url = https://github.com/HeeroYui/Build.git
[submodule "external/etk"]
path = external/etk
url = https://github.com/HeeroYui/etk.git
[submodule "external/agg"]
path = external/agg
url = https://github.com/HeeroYui/libagg.git
[submodule "external/parsersvg"]
path = external/parsersvg
url = https://github.com/HeeroYui/libparsersvg.git
[submodule "external/tinyxml"]
path = external/tinyxml
url = https://github.com/HeeroYui/libtinyxml.git
[submodule "external/portaudio"]
path = external/portaudio
url = https://github.com/HeeroYui/libportaudio.git
[submodule "external/freetype"]
path = external/freetype
url = https://github.com/HeeroYui/libfreetype.git
[submodule "external/zip"]
path = external/zip
url = https://github.com/HeeroYui/libzip.git
[submodule "external/png"]
path = external/png
url = https://github.com/HeeroYui/libpng.git
[submodule "external/ogg"]
path = external/ogg
url = https://github.com/HeeroYui/libogg.git
[submodule "external/lua"]
path = external/lua
url = https://github.com/HeeroYui/liblua.git
[submodule "external/z/zlib"]
path = external/z/zlib
url = https://github.com/madler/zlib.git
[submodule "external/bullet/bullet"]
path = external/bullet/bullet
url = https://github.com/HeeroYui/bullet.git

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@ -1,95 +0,0 @@
language: cpp
sudo: required
dist: trusty
branches:
only:
- master
- dev
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-4.9
- expect
- binutils-mingw-w64-x86-64 # 64bit MinGW
- gcc-mingw-w64-x86-64
- g++-mingw-w64-x86-64
matrix:
include:
- os: linux
env: CONF=release BUILDER=gcc TARGET=Linux TAG=Linux COMPILATOR_OPTION="--compilator-version=4.9"
compiler: gcc
- os: linux
env: CONF=debug BUILDER=clang TARGET=Linux
compiler: clang
- os: linux
env: CONF=release BUILDER=gcc TARGET=Windows TAG=Mingw
compiler: x86_64-w64-mingw32-gcc
- os: linux
env: CONF=release BUILDER=gcc TARGET=Android TAG=Android DISABLE_PACKAGE=-p
compiler: gcc
- os: osx
env: CONF=release BUILDER=clang TARGET=MacOs TAG=MacOs
compiler: clang
- os: osx
env: CONF=release BUILDER=clang TARGET=IOs TAG=IOs
compiler: clang
install:
- cd ..
- pip install --user lutin
- if [ "$TAG" == "Android" ]; then
git clone --depth 1 --branch master https://github.com/HeeroYui/android-download-tool;
./android-download-tool/dl-android.sh;
fi
- git clone --depth 1 --branch master https://github.com/atria-soft/ci.git
- cd -
before_script:
- cd ..
- mkdir bin
- curl https://storage.googleapis.com/git-repo-downloads/repo > bin/repo
- chmod a+x bin/repo
- git config --global user.email "travis@travis.com"
- git config --global user.name "Travis"
- git config --global color.ui "auto"
- git config --global core.editor "vi"
- mkdir WORKING_DIRECTORY
- cd WORKING_DIRECTORY
- ../bin/repo init -u https://github.com/atria-soft/manifest.git
- ../bin/repo sync -j4
- ../bin/repo forall -c git checkout master
- ../bin/repo forall -c git checkout $TRAVIS_BRANCH; STATUS=$?
- rm -rf atria-soft/ewol
- cd ..
- pwd
- ls -l
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then
export PATH=$PATH:/Users/travis/Library/Python/2.7/bin/;
fi
- ./ci/build_send.py --tag=$TAG --status=START;
script:
- lutin -w -j4 -C -P -t$TARGET -c $BUILDER $COMPILATOR_OPTION $BUS -m $CONF $GCOV $DISABLE_PACKAGE ewol-test ewol-sample-*; STATUS=$?
- ./ci/build_send.py --tag=$TAG --status="$STATUS";
after_script:
- if [ "$GCOV" != "" ]; then
./ci/warning_send.py --find-path ./out/Linux_x86_64/$CONF/build/$BUILDER/ewol/;
fi
- ./out/Linux_x86_64/$CONF/staging/$BUILDER/ewol-test/ewol-test.app/bin/ewol-test --elog-level=6 | tee out_test.txt
- if [ "$GCOV" != "" ]; then
./ci/test_send.py --file=out_test.txt;
lutin -C -P -t $TARGET -c $BUILDER $COMPILATOR_OPTION $BUS -m $CONF -p ewol?gcov;
./ci/coverage_send.py --json=out/Linux_x86_64/$CONF/build/$BUILDER/ewol/ewol_coverage.json;
fi
notifications:
email:
- yui.heero@gmail.com

373
LICENSE
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@ -1,373 +0,0 @@
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.

143
README.md
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@ -1,128 +1,73 @@
Ewol
Edn
====
`Ewol` (Edn Widget OpenGl Layer) is a FREE software.
Release (master)
----------------
[![Build Status](https://travis-ci.org/atria-soft/ewol.svg?branch=master)](https://travis-ci.org/atria-soft/ewol)
[![Coverage Status](http://atria-soft.com/ci/coverage/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Test Status](http://atria-soft.com/ci/test/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Warning Status](http://atria-soft.com/ci/warning/atria-soft/ewol.svg?branch=master)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Linux)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=MacOs)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Mingw)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=Android)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=master&tag=IOs)](http://atria-soft.com/ci/atria-soft/ewol)
Developement (dev)
------------------
[![Build Status](https://travis-ci.org/atria-soft/ewol.svg?branch=dev)](https://travis-ci.org/atria-soft/ewol)
[![Coverage Status](http://atria-soft.com/ci/coverage/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Test Status](http://atria-soft.com/ci/test/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Warning Status](http://atria-soft.com/ci/warning/atria-soft/ewol.svg?branch=dev)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Linux)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=MacOs)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Mingw)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=Android)](http://atria-soft.com/ci/atria-soft/ewol)
[![Build Status](http://atria-soft.com/ci/build/atria-soft/ewol.svg?branch=dev&tag=IOs)](http://atria-soft.com/ci/atria-soft/ewol)
Instructions
============
download Build system:
----------------------
download the software :
sudo pip install lutin
sudo pip install pillow
git clone git://github.com/HeeroYui/ewol.git
cd ewol
git submodule init
git submodule update
need google repo:
-----------------
Compile software and install :
see: http://source.android.com/source/downloading.html#installing-repo
mkdir ~/.bin
PATH=~/.bin:$PATH
curl https://storage.googleapis.com/git-repo-downloads/repo > ~/.bin/repo
chmod a+x ~/.bin/repo
download the software:
----------------------
mkdir WORKING_DIRECTORY
cd WORKING_DIRECTORY
repo init -u git://github.com/atria-soft/manifest.git
repo sync -j8
Compile software and test:
--------------------------
lutin ewol-*
For this you might use a project that create binaries or something else ...
Show http://github.com/HeeroYui/edn project
Dependency packages
===================
Ubuntu Or Debian:
sudo apt-get install g++ libgl1-mesa-dev zlib1g-dev libasound2-dev
# Compile with Clang:
# if you want to compile with clang :
sudo apt-get install clang
# For andoid compilation (jdk 7 does not work...):
# 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:
# if you want to compile for windows :
sudo apt-get install mingw32
# on 64 bits processor for compatibility
sudo apt-get install ia32-libs
sudo apt-get install g++-multilib libc6-dev-i386
Arch-linux:
Copyright (c)
=============
# 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
Note : only for etk and EWOL
2011, Edouard DUPIN
Simple framework overview
=========================
License (DSB)
=============
![overview](overview.svg)
Note : only for etk and EWOL
License (MPL v2.0)
==================
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
Copyright ewol Edouard DUPIN
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
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
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in
the documentation and/or other materials provided with the
distribution.
https://www.mozilla.org/MPL/2.0
3. The name of the author may not be used to endorse or promote
products derived from this software without specific prior
written permission.
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.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

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

1
build Submodule

@ -0,0 +1 @@
Subproject commit e1759a133e1a196e2e4f4051f6b8d0d5d84cd672

View File

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

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@ -7,12 +7,12 @@ precision mediump int;
attribute vec3 EW_coord3d;
attribute vec4 EW_color;
uniform mat4 EW_MatrixTransformation;
uniform mat4 EW_MatrixPosition;
// output :
varying vec4 f_color;
void main(void) {
gl_Position = EW_MatrixTransformation * EW_MatrixPosition * vec4(EW_coord3d, 1.0);
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
f_color = EW_color;
}

View File

@ -1,50 +0,0 @@
<popup>
<sizer mode="vert" lock="true" fill="true" expand="true">
<sizer mode="hori">
<checkbox name="[{ID}]file-shooser:show-hiden-file">
<label>_T{ShowHiddenFiles}</label>
</checkbox>
<spacer expand="true,false"/>
<button name="[{ID}]file-shooser:button-validate">
<sizer mode="hori">
<image src="THEME_GUI:///Load.svg?lib=ewol" fill="true" size="7,7mm"/>
<label name="[{ID}]file-shooser:validate-label">_T{Validate}</label>
</sizer>
</button>
<button name="[{ID}]file-shooser:button-cancel">
<sizer mode="hori">
<image src="THEME_GUI:///Remove.svg?lib=ewol" fill="true" size="7,7mm"/>
<label name="[{ID}]file-shooser:cancel-label">_T{Cancel}</label>
</sizer>
</button>
</sizer>
<sizer mode="hori">
<spacer min-size="2,2mm"/>
<ListFileSystem name="[{ID}]file-shooser:list-folder"
min-size="20,0%"
expand="false,true"
show-hidden="false"
show-file="false"
show-folder="true"
show-temporary="false"/>
<spacer min-size="2,2mm"/>
<ListFileSystem name="[{ID}]file-shooser:list-files"
expand="true,true"
show-hidden="false"
show-file="true"
show-folder="false"
show-temporary="false"/>
<spacer min-size="2,2mm"/>
</sizer>
<sizer mode="hori">
<image name="[{ID}]file-shooser:img-file" src="THEME_GUI:///File.svg?lib=ewol" expand="false" size="8,8mm"/>
<entry name="[{ID}]file-shooser:entry-file" expand="true,false" fill="true,false"/>
</sizer>
<sizer mode="hori">
<image name="[{ID}]file-shooser:img-folder" src="THEME_GUI:///Folder.svg?lib=ewol" expand="false" size="8,8mm"/>
<entry name="[{ID}]file-shooser:entry-folder" expand="true,false" fill="true,false"/>
<image name="[{ID}]file-shooser:img-home" src="THEME_GUI:///Home.svg?lib=ewol" expand="false" size="8,8mm"/>
</sizer>
<label name="[{ID}]file-shooser:title-label">_T{Title}</label>
</sizer>
</popup>

View File

@ -1,5 +1,4 @@
#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
precision mediump float;
precision mediump int;
#endif
@ -12,45 +11,33 @@ uniform int EW_SoftEdge;
varying vec2 f_texcoord;
varying vec4 f_color;
varying float f_glyphLevel;
const float glyph_center = 0.50;
const float outline_center = 0.55;
const float glow_center = 1.55;
vec3 glyph_color = vec3(0.0,0.0,0.0);
vec3 outline_color = vec3(0.0,0.0,0.0);
vec3 glow_color = vec3(0.0,0.0,0.0);
void main(void) {
vec4 color = texture2D(EW_texID, f_texcoord );
float dist = color.r;
float width = fwidth(dist);
float alpha = smoothstep(f_glyphLevel-width, f_glyphLevel+width, dist);
// 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
vec4 tmpcolor = texture2D(EW_texID, f_texcoord);
vec4 outColor = vec4(0,0,0,0);
/*
float mu = smoothstep(outline_center-width, outline_center+width, dist);
vec3 rgb = mix(outline_color, glyph_color, mu);
gl_FragColor = vec4(rgb, max(alpha,mu));
*/
// Glow
/*
vec3 rgb = mix(glow_color, glyph_color, alpha);
float mu = smoothstep(glyph_center, glow_center, sqrt(dist));
gl_FragColor = vec4(rgb, max(alpha,mu));
*/
// Glow + outline
/*
vec3 rgb = mix(glow_color, glyph_color, alpha);
float mu = smoothstep(glyph_center, glow_center, sqrt(dist));
color = vec4(rgb, max(alpha,mu));
float beta = smoothstep(outline_center-width, outline_center+width, dist);
rgb = mix(outline_color, color.rgb, beta);
gl_FragColor = vec4(rgb, max(color.a,beta));
// compare distance with 0.5 that represent the middle ...
if (tmpcolor[3]>0.5) {
outColor = f_color;
outColor[3] = 1.0;
} else if (tmpcolor[3]>0.49) {
// antialiasing :
outColor = f_color;
outColor[3] = (tmpcolor[3]-0.49)*1.0/0.02;
}
*/
outColor = f_color;// * tmpcolor[3];
if (1==EW_SoftEdge) {
outColor[3] = smoothstep(EW_SoftEdgeMin, EW_SoftEdgeMax, tmpcolor[3]);
} else {
if (tmpcolor[3]>0.5) {
outColor[3] = 1.0;
} else {
outColor[3] = 0.0;
}
}
//outColor = vec4(0,0,0,0);
//outColor[3] = tmpcolor[3];
gl_FragColor = outColor;
}

View File

@ -1,2 +1,2 @@
font1.vert
font1.frag
fontDistanceField/font1.vert
fontDistanceField/font1.frag

View File

@ -4,50 +4,39 @@ precision mediump int;
#endif
// Input :
attribute vec3 EW_coord3d;
attribute vec2 EW_coord2d;
attribute vec2 EW_texture2d;
attribute vec4 EW_color;
attribute float EW_glyphLevel;
uniform mat4 EW_MatrixTransformation;
// output :
varying vec4 f_color;
varying vec2 f_texcoord;
varying float f_glyphLevel;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
// set output color :
f_color = EW_color;
f_glyphLevel = EW_glyphLevel;
}
/*
// Input :
attribute vec3 EW_coord3d;
attribute vec2 EW_texture2d;
attribute vec4 EW_color;
uniform mat4 EW_MatrixTransformation;
uniform int EW_texHeight;
uniform int EW_texWidth;
// Distance map contour texturing according to Green (2007),
// implementation by Stefan Gustavson 2009.
// This code is in the public domain.
// output :
varying vec4 f_color;
varying vec2 f_texcoord;
varying float f_onestepu;
varying float f_onestepv;
uniform sampler2D gradtexture, reftexture;
uniform float texw, texh;
varying float onestepu, onestepv;
varying vec2 st;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
f_onestepu = 1.0 / float(EW_texWidth);
f_onestepv = 1.0 / float(EW_texHeight);
// set output color :
f_color = EW_color;
void main( void )
{
// Get the texture coordinates
st = gl_MultiTexCoord0.xy;
onestepu = 1.0 / texw; // Saves a division in the fragment shader
onestepv = 1.0 / texh;
gl_Position = ftransform();
}
*/

View File

@ -1,74 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
// Input :
uniform sampler2D EW_texID;
uniform float EW_SoftEdgeMin;
uniform float EW_SoftEdgeMax;
uniform int EW_SoftEdge;
uniform int EW_texHeight;
uniform int EW_texWidth;
varying vec2 f_texcoord;
varying vec4 f_color;
varying float f_onestepu;
varying float f_onestepv;
const float glyph_center = 0.50;
const float outline_center = 0.55;
const float glow_center = 1.25;
vec3 glyph_color = vec3(1.0,1.0,1.0);
vec3 outline_color = vec3(0.0,0.0,0.0);
vec3 glow_color = vec3(0.0,1.0,0.0);
void main(void) {
// Scale texcoords to range ([0,texw], [0,texh])
vec2 uv = f_texcoord * vec2(EW_texWidth, EW_texHeight);
// Compute texel-local (u,v) coordinates for the four closest texels
vec2 uv00 = floor(uv - vec2(0.5)); // Lower left corner of lower left texel
vec2 uvthis = floor(uv); // Lower left corner of texel containing (u,v)
vec2 uvlerp = uv - uv00 - vec2(0.5); // Texel-local lerp blends [0,1]
// Perform explicit texture interpolation of D coefficient.
// This works around the currently very bad texture interpolation
// precision in ATI hardware.
// Center st00 on lower left texel and rescale to [0,1] for texture lookup
vec2 st00 = (uv00 + vec2(0.5)) * vec2(f_onestepu, f_onestepv);
// Compute g_u, g_v, D coefficients from four closest 8-bit RGBA texels
vec4 rawtex00 = texture2D(EW_texID, st00);
vec4 rawtex10 = texture2D(EW_texID, st00 + vec2(0.5*f_onestepu, 0.0));
vec4 rawtex01 = texture2D(EW_texID, st00 + vec2(0.0, 0.5*f_onestepv));
vec4 rawtex11 = texture2D(EW_texID, st00 + vec2(0.5*f_onestepu, 0.5*f_onestepv));
// Restore the value for D from its 8-bit encoding
vec2 D00_10 = 16.0*(vec2(rawtex00.r, rawtex10.r)-0.50196);
vec2 D01_11 = 16.0*(vec2(rawtex01.r, rawtex11.r)-0.50196);
// Interpolate D between four closest texels
vec2 uvlocal = fract(uv)-0.5; // Texel-local uv coordinates [-0.5,0.5]
// Interpolate along v
vec2 D0_1 = mix(D00_10, D01_11, uvlerp.y);
// Interpolate along u
float D = mix(D0_1.x, D0_1.y, uvlerp.x);
// Perform anisotropic analytic antialiasing (fwidth() is slightly wrong)
float aastep = length(vec2(dFdx(D), dFdy(D)));
// 'pattern' is 1 where D>0, 0 where D<0, with proper AA around D=0.
float pattern = smoothstep(-aastep, aastep, D);
// Final fragment color
gl_FragColor = vec4(f_color[0], f_color[1], f_color[2], f_color[3]*pattern);
}
#if 0
// Distance map contour texturing, Stefan Gustavson 2009
// A re-implementation of Green's method, with an
// 8-bit distance map but explicit texel interpolation.
@ -126,4 +55,3 @@ void main( void )
// Final fragment color
gl_FragColor = vec4(bitmap, pattern, bitmap, 1.0);
}
#endif

View File

@ -1,67 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- Created with Inkscape (http://www.inkscape.org/) -->
<svg
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
width="64px"
height="64px"
id="svg2985"
version="1.1"
inkscape:version="0.48.4 r9939"
sodipodi:docname="icon.png">
<defs
id="defs2987" />
<sodipodi:namedview
id="base"
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1.0"
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="11"
inkscape:cx="30.005485"
inkscape:cy="29.382025"
inkscape:current-layer="layer1"
showgrid="true"
inkscape:document-units="px"
inkscape:grid-bbox="true"
inkscape:snap-global="true"
inkscape:window-width="1680"
inkscape:window-height="997"
inkscape:window-x="1280"
inkscape:window-y="-1"
inkscape:window-maximized="1">
<inkscape:grid
type="xygrid"
id="grid3017" />
</sodipodi:namedview>
<metadata
id="metadata2990">
<rdf:RDF>
<cc:Work
rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
<dc:title></dc:title>
</cc:Work>
</rdf:RDF>
</metadata>
<g
id="layer1"
inkscape:label="Layer 1"
inkscape:groupmode="layer">
<path
style="fill:none;stroke:#000000;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
d="M 5,34 C 3.6124106,13.444964 16.586789,5.3866714 30,4 44.970045,3.7783363 60,15 60,29 58,27 59,28 55,24 53.738505,16.334157 40.286532,8.5752748 30,9 19.754382,8.6725099 9.5334403,18.37792 10,29 c 5,0 15,0 20,0 0,5 0,10 0,15 -5,0 -15,0 -20,0 0,10 11.666667,15 20,15 8.333333,0 24,-6 25,-15 3,-3 1,-1 5,-5 C 60,57 49,63 30,64 18.156114,62.827224 5,59 5,39 c 5,0 15,0 20,0 0,-3 0,-2 0,-5 -5,0 -15,0 -20,0 z"
id="path3854"
inkscape:connector-curvature="0"
sodipodi:nodetypes="ccccccccccccccccc" />
</g>
</svg>

Before

Width:  |  Height:  |  Size: 2.3 KiB

View File

@ -4,7 +4,7 @@ precision mediump int;
#endif
// Input :
attribute vec3 EW_coord3d;
attribute vec2 EW_coord2d;
attribute vec2 EW_texture2d;
attribute vec4 EW_color;
uniform mat4 EW_MatrixTransformation;
@ -24,7 +24,7 @@ void main(void) {
*/
varying vec4 f_patern;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord2d, 0.0, 1.0);
// set output color :
f_color = EW_color;

View File

@ -50,6 +50,9 @@ void main(void) {
specularLight = pow(ecNormalDotLightHalfplane, EW_material.shininess) * EW_directionalLight.specularColor * EW_material.specularFactor;
specularLight = EW_directionalLight.specularColor * EW_material.specularFactor;
}
vec4 light = ambientLight + diffuseLight + specularLight;
gl_FragColor = tmpElementColor;// * light;
gl_FragColor = tmpElementColor * light;
}

View File

@ -6,6 +6,7 @@ precision mediump int;
attribute vec3 EW_coord3d;
attribute vec2 EW_texture2d;
attribute vec3 EW_normal;
attribute vec3 EW_faceNormal;
uniform mat4 EW_MatrixTransformation;
uniform mat4 EW_MatrixPosition;
@ -22,4 +23,5 @@ void main(void) {
MatrixPosition[3][1] = 0.0;
MatrixPosition[3][2] = 0.0;
v_ecNormal = vec3(MatrixPosition * vec4(EW_normal, 1.0) );
//v_ecNormal = vec3(MatrixPosition * vec4(EW_faceNormal, 1.0) );
}

View File

@ -1,25 +0,0 @@
#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
precision mediump float;
precision mediump int;
#endif
// Input :
uniform sampler2D EW_texID;
uniform float EW_SoftEdgeMin;
uniform float EW_SoftEdgeMax;
uniform int EW_SoftEdge;
varying vec2 f_texcoord;
varying vec4 f_color;
void main(void) {
vec4 color = texture2D(EW_texID, f_texcoord );
float dist = color.r;
float width = fwidth(dist);
float alpha = smoothstep(0.5-width, 0.5+width, dist);
// Smooth
gl_FragColor = vec4(f_color[0], f_color[1], f_color[2], f_color[3]*alpha);
}

View File

@ -1,22 +0,0 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
// Input :
attribute vec3 EW_coord3d;
attribute vec2 EW_texture2d;
attribute vec4 EW_color;
uniform mat4 EW_MatrixTransformation;
// output :
varying vec4 f_color;
varying vec2 f_texcoord;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
// set texture output coord
f_texcoord = EW_texture2d;
// set output color :
f_color = EW_color;
}

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

@ -1,10 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#FFF" },
{ name:"EW_foreground", color:"#000A" },
{ name:"EW_foregroundHover", color:"#0066" },
{ name:"EW_foregroundSelected", color:"#060A" },
{ name:"EW_foregroundPressed", color:"#6006" },
]
}

View File

@ -1,10 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#FFF" },
{ name:"EW_foreground", color:"#000A" },
{ name:"EW_foregroundHover", color:"#0066" },
{ name:"EW_foregroundSelected", color:"#FFFA" },
{ name:"EW_foregroundPressed", color:"#6006" },
]
}

View File

@ -1,7 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#FFFF" },
{ name:"EW_foreground", color:"#000A" },
]
}

View File

@ -1,13 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_foreground", color:"#000A" },
{ name:"EW_foregroundSelected", color:"#FFF3" },
{ name:"EW_foregroundHover", color:"#0082" },
{ name:"EW_border", color:"#FFFF" },
{ name:"text-foreground", color:"#CCCF" },
{ name:"text-background", color:"#0000" },
{ name:"text-cursor", color:"#00AF" },
{ name:"text-selection", color:"#0A0F" },
]
}

View File

@ -1,5 +0,0 @@
{
"color": [
{ name:"foreground", color:"#FFFF" },
]
}

View File

@ -1,6 +0,0 @@
{
"color": [
{ name:"background", color:"#0000" },
{ name:"foreground", color:"#FFFF" }
]
}

View File

@ -1,8 +0,0 @@
{
"color": [
{ name:"text", color:"#EEEF" },
{ name:"background1", color:"#111F" },
{ name:"background2", color:"#333F" },
{ name:"selected", color:"#338F" },
]
}

View File

@ -1,7 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#000A" },
{ name:"EW_foreground", color:"#000000F8" },
{ name:"EW_border", color:"#FFFF" },
]
}

View File

@ -1,8 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0004" },
{ name:"EW_border", color:"#FFF" },
{ name:"EW_foreground", color:"#FFF9" },
{ name:"EW_foregroundPressed", color:"#6006" },
]
}

View File

@ -1,5 +0,0 @@
{
"color": [
{ name:"background", color:"#222F" },
]
}

View File

@ -1,10 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#000" },
{ name:"EW_foreground", color:"#8884" },
{ name:"EW_foregroundHover", color:"#00A6" },
{ name:"EW_foregroundSelected", color:"#0A0A" },
{ name:"EW_foregroundPressed", color:"#A006" },
]
}

View File

@ -1,10 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#000" },
{ name:"EW_foreground", color:"#8884" },
{ name:"EW_foregroundHover", color:"#00A6" },
{ name:"EW_foregroundSelected", color:"#000A" },
{ name:"EW_foregroundPressed", color:"#000A" },
]
}

View File

@ -1,7 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_border", color:"#000F" },
{ name:"EW_foreground", color:"#FFFA" },
]
}

View File

@ -1,13 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#0000" },
{ name:"EW_foreground", color:"#FFFA" },
{ name:"EW_foregroundSelected", color:"#0005" },
{ name:"EW_foregroundHover", color:"#55F5" },
{ name:"EW_border", color:"#000F" },
{ name:"text-foreground", color:"#222F" },
{ name:"text-background", color:"#0000" },
{ name:"text-cursor", color:"#00FF" },
{ name:"text-selection", color:"#0A0F" },
]
}

View File

@ -1,5 +0,0 @@
{
"color": [
{ name:"foreground", color:"#000F" },
]
}

View File

@ -1,6 +0,0 @@
{
"color": [
{ name:"background", color:"#0000" },
{ name:"foreground", color:"#000F" }
]
}

View File

@ -1,8 +0,0 @@
{
"color": [
{ name:"text", color:"#111F" },
{ name:"background1", color:"#EEEF" },
{ name:"background2", color:"#BBBF" },
{ name:"selected", color:"#88FF" },
]
}

View File

@ -1,7 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#888A" },
{ name:"EW_foreground", color:"#FFFFFFF0" },
{ name:"EW_border", color:"#000F" },
]
}

View File

@ -1,8 +0,0 @@
{
"color": [
{ name:"EW_background", color:"#FFF4" },
{ name:"EW_border", color:"#000" },
{ name:"EW_foreground", color:"#4449" },
{ name:"EW_foregroundPressed", color:"#B006" },
]
}

View File

@ -1,5 +0,0 @@
{
"color": [
{ name:"background", color:"#888F" },
]
}

View File

@ -1,7 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg width="64" height="64">
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# padding for the GUI
PaddingX=8
PaddingY=8
# change status in ms
ChangeTime=356
# if an image is needed :
#image=plop.png
# the associated openGL ES-2 program :
program=widgetButton.prog

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@ -0,0 +1,51 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct displayProperty {
vec2 size;
vec2 origin;
vec2 insidePos;
vec2 insideSize;
};
uniform displayProperty EW_widgetProperty;
// transmit from the vertex shader
varying vec2 v_position; // interpolated position ...
varying vec4 v_colorTansition;
// internal static define
vec4 S_colorBg = vec4(0.0);
vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
float S_sizePadding = 3.0;
float S_sizeBorder = 1.0;
void main(void) {
// prevent origin moving ...
vec2 position = v_position - EW_widgetProperty.origin;
float specialBorder = S_sizeBorder+S_sizePadding;
vec2 endStart = EW_widgetProperty.size - vec2(S_sizePadding) - vec2(S_sizeBorder);
vec2 endStop = EW_widgetProperty.size - vec2(S_sizePadding);
if( position.x> S_sizePadding
&& position.y> S_sizePadding
&& position.x<= endStop.x
&& position.y<= endStop.y
) {
if( position.x<= specialBorder
|| position.y<= specialBorder
|| position.x> endStart.x
|| position.y> endStart.y
) {
gl_FragColor = S_colorBorder;
} else {
// note : int() is needed for the OpenGL ES platform
gl_FragColor = v_colorTansition;
}
} else {
gl_FragColor = S_colorBg;
}
}

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@ -9,39 +9,44 @@ struct widgetStateProperty {
float transition;
};
uniform widgetStateProperty EW_status;
// Input :
attribute vec2 EW_coord2d;
attribute vec2 EW_widgetPropertyPos;
uniform mat4 EW_MatrixTransformation;
uniform widgetStateProperty EW_status;
uniform vec4 EW_foreground;
uniform vec4 EW_foregroundSelected;
uniform vec4 EW_foregroundHover;
uniform mat4 EW_MatrixTransformation;
// output :
varying vec2 v_position; // This will be passed into the fragment shader.
varying vec2 v_propPos;
varying vec4 v_colorTansition;
// internal :
vec4 S_colorFg[4];
void main(void) {
S_colorFg[0] = vec4(0.5,0.5,0.5,0.3);
S_colorFg[1] = vec4(0.7,0.0,0.0,0.4);
S_colorFg[2] = vec4(0.0,0.0,0.7,0.4);
S_colorFg[3] = vec4(0.0,0.7,0.0,0.4);
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
// transmit position of the curent element (intermolated ...)
v_position = EW_coord2d;
v_propPos = EW_widgetPropertyPos;
vec4 colorOld = EW_foreground;
vec4 colorOld = S_colorFg[0];
if(EW_status.stateOld==1) {
colorOld = EW_foregroundSelected;
colorOld = S_colorFg[1];
} else if(EW_status.stateOld==2) {
colorOld = EW_foregroundHover;
colorOld = S_colorFg[2];
} else if(EW_status.stateOld==3) {
colorOld = S_colorFg[3];
}
vec4 colorNew = EW_foreground;
vec4 colorNew = S_colorFg[0];
if(EW_status.stateNew==1) {
colorNew = EW_foregroundSelected;
colorNew = S_colorFg[1];
} else if(EW_status.stateNew==2) {
colorNew = EW_foregroundHover;
colorNew = S_colorFg[2];
} else if(EW_status.stateNew==3) {
colorNew = S_colorFg[3];
}
// note : int() is needed for the OpenGL ES platform

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@ -0,0 +1,8 @@
# padding for the GUI
PaddingX=8
PaddingY=8
# change status in ms
ChangeTime=356
# the associated openGL ES-2 program :
program=widgetContextMenu.prog

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@ -0,0 +1,51 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct displayProperty {
vec2 size;
vec2 origin;
vec2 insidePos;
vec2 insideSize;
};
uniform displayProperty EW_widgetProperty;
// transmit from the vertex shader
varying vec2 v_position; // interpolated position ...
// internal static define
vec4 S_colorBg = vec4(0.0);
vec4 S_colorFg = vec4(1.0,1.0,1.0,0.8);
vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
float S_sizePadding = 1.0;
float S_sizeBorder = 3.0;
void main(void) {
// prevent origin moving ...
vec2 position = v_position - EW_widgetProperty.origin;
float specialBorder = S_sizeBorder+S_sizePadding;
vec2 endStart = EW_widgetProperty.size - vec2(S_sizePadding) - vec2(S_sizeBorder);
vec2 endStop = EW_widgetProperty.size - vec2(S_sizePadding);
if( position.x> S_sizePadding
&& position.y> S_sizePadding
&& position.x<= endStop.x
&& position.y<= endStop.y
) {
if( position.x<= specialBorder
|| position.y<= specialBorder
|| position.x> endStart.x
|| position.y> endStart.y
) {
gl_FragColor = S_colorBorder;
} else {
// note : int() is needed for the OpenGL ES platform
gl_FragColor = S_colorFg;
}
} else {
gl_FragColor = S_colorBg;
}
}

View File

@ -13,16 +13,13 @@ uniform widgetStateProperty EW_status;
// Input :
attribute vec2 EW_coord2d;
attribute vec2 EW_widgetPropertyPos;
uniform mat4 EW_MatrixTransformation;
// output :
varying vec2 v_position; // This will be passed into the fragment shader.
varying vec2 v_propPos;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
// transmit position of the curent element (intermolated ...)
v_position = EW_coord2d;
v_propPos = EW_widgetPropertyPos;
}

View File

@ -0,0 +1,8 @@
# padding for the GUI
PaddingX=8
PaddingY=8
# change status in ms
ChangeTime=356
# the associated openGL ES-2 program :
program=widgetEntry.prog

View File

@ -0,0 +1,66 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct displayProperty {
vec2 size;
vec2 origin;
vec2 insidePos;
vec2 insideSize;
};
struct widgetStateProperty {
int stateOld;
int stateNew;
float transition;
};
uniform displayProperty EW_widgetProperty;
uniform widgetStateProperty EW_status;
// transmit from the vertex shader
varying vec2 v_position; // interpolated position ...
// internal static define
vec4 S_colorBg = vec4(0.0);
vec4 S_colorFg[3];
vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
float S_sizePadding = 3.0;
float S_sizeBorder = 1.0;
void main(void) {
S_colorFg[0] = vec4(1.0,1.0,1.0,0.8);
S_colorFg[1] = vec4(1.0,1.0,1.0,0.4);
S_colorFg[2] = vec4(0.0,0.0,1.0,0.1);
// prevent origin moving ...
vec2 position = v_position - EW_widgetProperty.origin;
float specialBorder = S_sizeBorder+S_sizePadding;
vec2 endStart = EW_widgetProperty.size - vec2(S_sizePadding) - vec2(S_sizeBorder);
vec2 endStop = EW_widgetProperty.size - vec2(S_sizePadding);
if( position.x> S_sizePadding
&& position.y> S_sizePadding
&& position.x<= endStop.x
&& position.y<= endStop.y
) {
// inside element
if( position.x<= specialBorder
|| position.y<= specialBorder
|| position.x> endStart.x
|| position.y> endStart.y
) {
// border ...
gl_FragColor = S_colorBorder;
} else {
// note : int() is needed for the OpenGL ES platform
gl_FragColor = S_colorFg[int(EW_status.stateOld)]*(1.0-EW_status.transition)
+ S_colorFg[int(EW_status.stateNew)]*EW_status.transition;
}
} else {
gl_FragColor = S_colorBg;
}
}

View File

@ -0,0 +1,2 @@
widgetEntry.vert
widgetEntry.frag

View File

@ -5,16 +5,13 @@ precision mediump int;
// Input :
attribute vec2 EW_coord2d;
attribute vec2 EW_widgetPropertyPos;
uniform mat4 EW_MatrixTransformation;
// output :
varying vec2 v_position; // This will be passed into the fragment shader.
varying vec2 v_propPos;
void main(void) {
gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
// transmit position of the curent element (intermolated ...)
v_position = EW_coord2d;
v_propPos = EW_widgetPropertyPos;
}

View File

@ -0,0 +1,8 @@
# padding for the GUI
PaddingX=8
PaddingY=8
# change status in ms
ChangeTime=356
# the associated openGL ES-2 program :
program=widgetPopUp.prog

View File

@ -0,0 +1,51 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
struct displayProperty {
vec2 size;
vec2 origin;
vec2 insidePos;
vec2 insideSize;
};
uniform displayProperty EW_widgetProperty;
// transmit from the vertex shader
varying vec2 v_position; // interpolated position ...
// internal static define
vec4 S_colorBg = vec4(0.5,0.5,0.5,0.8);
vec4 S_colorFg = vec4(1.0,1.0,1.0,0.8);
vec4 S_colorBorder = vec4(0.0,0.0,0.0,1.0);
float S_sizePadding = 1.0;
float S_sizeBorder = 3.0;
void main(void) {
// prevent origin moving ...
vec2 position = v_position - EW_widgetProperty.insidePos;
float specialBorder = S_sizeBorder+S_sizePadding;
vec2 endStart = EW_widgetProperty.insideSize - vec2(S_sizePadding) - vec2(S_sizeBorder);
vec2 endStop = EW_widgetProperty.insideSize - vec2(S_sizePadding);
if( position.x> S_sizePadding
&& position.y> S_sizePadding
&& position.x<= endStop.x
&& position.y<= endStop.y
) {
if( position.x<= specialBorder
|| position.y<= specialBorder
|| position.x> endStart.x
|| position.y> endStart.y
) {
gl_FragColor = S_colorBorder;
} else {
// note : int() is needed for the OpenGL ES platform
gl_FragColor = S_colorFg;
}
} else {
gl_FragColor = S_colorBg;
}
}

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