54 lines
2.8 KiB
Markdown
54 lines
2.8 KiB
Markdown
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.
|
|
|