elm_test: (GLView) reset accel_preference after win_add

This might even make the application run with two different engines.
This commit is contained in:
Jean-Philippe Andre 2015-04-07 15:03:19 +09:00
parent 36aedfc876
commit 54de1cc76e
1 changed files with 8 additions and 4 deletions

View File

@ -617,19 +617,23 @@ test_glview(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_in
Evas_Object *win, *bx, *bt, *gl, *lb;
Ecore_Animator *ani;
GLData *gld = NULL;
// since we want a depth buffer and direct rendering, we need the window
// itself to have a depth buffer
elm_config_accel_preference_set("gl:depth");
const char *accel;
// alloc a data struct to hold our relevant gl info in
if (!(gld = calloc(1, sizeof(GLData)))) return;
gldata_init(gld);
// add a Z-depth buffer to the window and try to use GL
accel = elm_config_accel_preference_get();
elm_config_accel_preference_set("gl:depth");
// new window - do the usual and give it a name, title and delete handler
win = elm_win_util_standard_add("glview", "GLView");
elm_win_autodel_set(win, EINA_TRUE);
// restore previous accel preference
elm_config_accel_preference_set(accel);
bx = elm_box_add(win);
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_win_resize_object_add(win, bx);