=?=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.