www/public_html/data/media/code_c/tutorial/gl2d/gl_2d.c

670 lines
20 KiB
C

#include <Elementary.h>
#include <Evas_GL.h>
typedef struct _GLData GLData;
// GL related data here..
struct _GLData
{
Evas_GL_API *glapi;
GLuint program;
GLuint vtx_shader;
GLuint fgmt_shader;
GLuint vbo;
GLuint vertexID;
GLuint colorID;
GLuint mvpLoc;
GLuint positionLoc;
GLuint colorLoc;
GLfloat model[16], mvp[16];
GLfloat view[16];
GLfloat xangle;
GLfloat yangle;
GLfloat zangle;
Eina_Bool mouse_down : 1;
Eina_Bool initialized : 1;
Evas_Object *slx;
Evas_Object *sly;
Evas_Object *slz;
float slx_value;
float sly_value;
float slz_value;
};
const float unit_matrix[] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
static const float vertices[] =
{
// Front
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
// Right
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
// Back
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// Left
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
// Top
-0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
// Bottom
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f
};
static const float colors[] =
{
// Front
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
0.0625f, 0.57421875f, 0.92578125f, 1.0f,
// Right
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
0.29296875f, 0.66796875f, 0.82578125f, 1.0f,
// Back
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
0.52734375f, 0.76171875f, 0.72578125f, 1.0f,
// Left
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
0.0625f, 0.57421875f, 0.62578125f, 1.0f,
// Top
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
0.29296875f, 0.66796875f, 0.52578125f, 1.0f,
// Bottom
0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
0.52734375f, 0.76171875f, 0.42578125f, 1.0f,
0.52734375f, 0.76171875f, 0.42578125f, 1.0f
};
static void
customLoadIdentity(float matrix[16])
{
for (int i = 0; i < 16; i++)
matrix[i] = unit_matrix[i];
}
static void
customMutlMatrix(float matrix[16], const float matrix0[16], const float matrix1[16])
{
int i, row, column;
float temp[16];
for (column = 0; column < 4; column++)
{
for (row = 0; row < 4; row++)
{
temp[column * 4 + row] = 0.0f;
for (i = 0; i < 4; i++)
temp[column * 4 + row] += matrix0[i * 4 + row] * matrix1[column * 4 + i];
}
}
for (i = 0; i < 16; i++)
matrix[i] = temp[i];
}
static void
customScale(float matrix[16], const float sx, const float sy, const float sz)
{
matrix[0] *= sx;
matrix[1] *= sx;
matrix[2] *= sx;
matrix[3] *= sx;
matrix[4] *= sy;
matrix[5] *= sy;
matrix[6] *= sy;
matrix[7] *= sy;
matrix[8] *= sz;
matrix[9] *= sz;
matrix[10] *= sz;
matrix[11] *= sz;
}
static void
customRotate(float matrix[16], const float anglex, const float angley, const float anglez)
{
const float pi = 3.141592f;
float temp[16];
float rz = 2.0f * pi * anglez / 360.0f;
float rx = 2.0f * pi * anglex / 360.0f;
float ry = 2.0f * pi * angley / 360.0f;
float sy = sinf(ry);
float cy = cosf(ry);
float sx = sinf(rx);
float cx = cosf(rx);
float sz = sinf(rz);
float cz = cosf(rz);
customLoadIdentity(temp);
temp[0] = cy * cz - sx * sy * sz;
temp[1] = cz * sx * sy + cy * sz;
temp[2] = -cx * sy;
temp[4] = -cx * sz;
temp[5] = cx * cz;
temp[6] = sx;
temp[8] = cz * sy + cy * sx * sz;
temp[9] = -cy * cz * sx + sy * sz;
temp[10] = cx * cy;
customMutlMatrix(matrix, matrix, temp);
}
static int
customFrustum(float result[16], const float left, const float right, const float bottom, const float top, const float near, const float far)
{
if ((right - left) == 0.0f || (top - bottom) == 0.0f || (far - near) == 0.0f) return 0;
result[0] = 2.0f / (right - left);
result[1] = 0.0f;
result[2] = 0.0f;
result[3] = 0.0f;
result[4] = 0.0f;
result[5] = 2.0f / (top - bottom);
result[6] = 0.0f;
result[7] = 0.0f;
result[8] = 0.0f;
result[9] = 0.0f;
result[10] = -2.0f / (far - near);
result[11] = 0.0f;
result[12] = -(right + left) / (right - left);
result[13] = -(top + bottom) / (top - bottom);
result[14] = -(far + near) / (far - near);
result[15] = 1.0f;
return 1;
}
static int
init_shaders(GLData *gld)
{
Evas_GL_API *gl = gld->glapi;
GLbyte vertex_shader[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"attribute vec4 a_position;\n"
"attribute vec4 a_color;\n"
"uniform mat4 u_mvp_mat;\n"
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" gl_Position = u_mvp_mat*a_position;\n"
" v_color = a_color;\n"
"}";
GLbyte fragment_shader[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}";
GLint compiled;
const char *p = vertex_shader;
//vertex shader
gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER);
gl->glShaderSource(gld->vtx_shader, 1, &p, NULL);
gl->glCompileShader(gld->vtx_shader);
gl->glGetShaderiv(gld->vtx_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint info_len = 0;
gl->glGetShaderiv(gld->vtx_shader, GL_INFO_LOG_LENGTH, &info_len);
if (info_len > 1)
{
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetShaderInfoLog(gld->vtx_shader, info_len, NULL, info_log);
printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, p);
free(info_log);
}
gl->glDeleteShader(gld->vtx_shader);
}
//fragment shader
p = fragment_shader;
gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER);
gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL);
gl->glCompileShader(gld->fgmt_shader);
gl->glGetShaderiv(gld->fgmt_shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint info_len = 0;
gl->glGetShaderiv(gld->fgmt_shader, GL_INFO_LOG_LENGTH, &info_len);
if (info_len > 1)
{
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetShaderInfoLog(gld->fgmt_shader, info_len, NULL, info_log);
printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, p);
free(info_log);
}
gl->glDeleteShader(gld->fgmt_shader);
}
gld->program = gl->glCreateProgram();
GLint linked;
// Load the vertex/fragment shaders
gl->glAttachShader(gld->program, gld->vtx_shader);
gl->glAttachShader(gld->program, gld->fgmt_shader);
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glBindAttribLocation(gld->program, 0, "a_position");
gl->glLinkProgram(gld->program);
gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint info_len = 0;
gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
if (info_len > 1)
{
char* info_log = malloc(sizeof(char) * info_len);
gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
printf("Error linking program:\n%s\n", info_log);
free(info_log);
}
gl->glDeleteProgram(gld->program);
return 0;
}
gld->mvpLoc = gl->glGetUniformLocation(gld->program, "u_mvp_mat");
gld->positionLoc = gl->glGetAttribLocation(gld->program, "a_position");
gld->colorLoc = gl->glGetAttribLocation(gld->program, "a_color");
return 1;
}
// Callbacks
// intialize callback that gets called once for intialization
static void
_init_gl(Evas_Object *obj)
{
int w, h;
GLData *gld = evas_object_data_get(obj, "gld");
Evas_GL_API *gl = gld->glapi;
elm_glview_size_get(obj, &w, &h);
if (!gld->initialized)
{
if (!init_shaders(gld))
{
printf("Error Initializing Shaders\n");
return;
}
gl->glGenBuffers(1, &gld->vertexID);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vertexID);
gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
gl->glGenBuffers(1, &gld->colorID);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->colorID);
gl->glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
gld->initialized = EINA_TRUE;
}
}
// draw callback is where all the main GL rendering happens
static void
_draw_gl(Evas_Object *obj)
{
Evas_GL_API *gl = elm_glview_gl_api_get(obj);
GLData *gld = evas_object_data_get(obj, "gld");
if(!gld) return;
int w, h;
int r, g, b, a;
//scale
double scalex = elm_slider_value_get(gld->slx);
double scaley = elm_slider_value_get(gld->sly);
double scalez = elm_slider_value_get(gld->slz);
r = 255; g = 255; b = 0; a = 0;
elm_glview_size_get(obj, &w, &h);
gl->glClearDepthf(1.0f);
gl->glClearColor(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
gl->glEnable(GL_CULL_FACE);
gl->glViewport(0, 0, w, h);
gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->glUseProgram(gld->program);
gl->glEnableVertexAttribArray(gld->positionLoc);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vertexID);
gl->glVertexAttribPointer(gld->positionLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
gl->glEnableVertexAttribArray(gld->colorLoc);
gl->glBindBuffer(GL_ARRAY_BUFFER, gld->colorID);
gl->glVertexAttribPointer(gld->colorLoc, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
customLoadIdentity(gld->model);
customRotate(gld->model, gld->xangle, gld->yangle, gld->zangle++);
//scale
customScale(gld->model, scalex, scaley, scalez);
customMutlMatrix(gld->mvp, gld->view, gld->model);
gl->glUniformMatrix4fv(gld->mvpLoc, 1, GL_FALSE, gld->mvp);
gl->glDrawArrays(GL_TRIANGLES, 0, 36);
gl->glFlush();
}
// resize callback gets called every time object is resized
static void
_resize_gl(Evas_Object *obj)
{
int w, h;
GLData *gld = evas_object_data_get(obj, "gld");
Evas_GL_API *gl = gld->glapi;
float aspect;
elm_glview_size_get(obj, &w, &h);
customLoadIdentity(gld->view);
if (w > h)
{
aspect = (float) w / h;
customFrustum(gld->view, -1.0 * aspect, 1.0 * aspect, -1.0, 1.0, -1.0, 1.0);
}
else
{
aspect = (float) h / w;
customFrustum(gld->view, -1.0, 1.0, -1.0 * aspect, 1.0 * aspect, -1.0, 1.0);
}
}
// delete callback gets called when glview is deleted
static void
_del_gl(Evas_Object *obj)
{
GLData *gld = evas_object_data_get(obj, "gld");
if (!gld)
{
printf("Unable to get GLData. \n");
return;
}
Evas_GL_API *gl = gld->glapi;
gl->glDeleteShader(gld->vtx_shader);
gl->glDeleteShader(gld->fgmt_shader);
gl->glDeleteProgram(gld->program);
evas_object_data_del((Evas_Object*) obj, "..gld");
}
// just need to notify that glview has changed so it can render
static Eina_Bool
_anim(void *data)
{
elm_glview_changed_set(data);
return EINA_TRUE;
}
static void
_mouse_down_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
{
GLData *gld = data;
gld->mouse_down = EINA_TRUE;
}
static void
_mouse_up_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
{
GLData *gld = data;
gld->mouse_down = EINA_FALSE;
}
static void
_mouse_move_cb(void *data, Evas *e , Evas_Object *obj , void *event_info)
{
Evas_Event_Mouse_Move *ev;
ev = (Evas_Event_Mouse_Move *)event_info;
GLData *gld = data;
float dx = 0, dy = 0;
if(gld->mouse_down)
{
dx = ev->cur.canvas.x - ev->prev.canvas.x;
dy = ev->cur.canvas.y - ev->prev.canvas.y;
gld->xangle += dy;
gld->yangle += dx;
}
}
static void
_on_done(void *data, Evas_Object *obj, void *event_info)
{
evas_object_del((Evas_Object*)data);
elm_exit();
}
static void
_del(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
Ecore_Animator *ani = evas_object_data_get(obj, "ani");
ecore_animator_del(ani);
}
static Eina_Bool
animate_reset_cb(void *data, double pos)
{
GLData *gld = data;
double frame = pos;
float x, y, z;
frame = ecore_animator_pos_map(pos, ECORE_POS_MAP_BOUNCE, 1.8, 7);
x = gld->slx_value * (1 - frame) + 0.75 * frame;
y = gld->sly_value * (1 - frame) + 0.75 * frame;
z = gld->slz_value * (1 - frame) + 0.75 * frame;
elm_slider_value_set(gld->slx, x);
elm_slider_value_set(gld->sly, y);
elm_slider_value_set(gld->slz, z);
return EINA_TRUE;
}
static void btn_reset_cb(void *data, Evas_Object *obj, void *event_info)
{
GLData *gld = data;
gld->slx_value = elm_slider_value_get(gld->slx);
gld->sly_value = elm_slider_value_get(gld->sly);
gld->slz_value = elm_slider_value_get(gld->slz);
ecore_animator_timeline_add(1, animate_reset_cb, gld);
}
EAPI_MAIN int
elm_main(int argc, char **argv)
{
Evas_Object *win, *bx, *inner_box, *bt, *gl, *btn_reset;
Ecore_Animator *ani;
GLData *gld = NULL;
if (!(gld = calloc(1, sizeof(GLData)))) return 1;
elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
win = elm_win_util_standard_add("glview simple", "GLView Simple");
elm_win_autodel_set(win, EINA_TRUE);
bx = elm_box_add(win);
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_show(bx);
inner_box = elm_box_add(bx);
evas_object_size_hint_weight_set(inner_box, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_show(inner_box);
//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
//-//
// create a new glview object
gl = elm_glview_add(win);
gld->glapi = elm_glview_gl_api_get(gl);
evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
// mode is simply for supporting alpha, depth buffering, and stencil
// buffering.
elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
// resize policy tells glview what to do with the surface when it
// resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
// destroy the current surface and recreate it to the new size
elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
// render policy tells glview how it would like glview to render
// gl code. ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the gl
// calls called in the pixel_get callback, which only gets called
// if the object is visible, hence ON_DEMAND. ALWAYS mode renders
// it despite the visibility of the object.
elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
// initialize callback function gets registered here
elm_glview_init_func_set(gl, _init_gl);
// delete callback function gets registered here
elm_glview_del_func_set(gl, _del_gl);
elm_glview_resize_func_set(gl, _resize_gl);
elm_glview_render_func_set(gl, _draw_gl);
//-//
//-//-//-// END GL INIT BLOB
elm_box_pack_end(bx, gl);
evas_object_show(gl);
elm_object_focus_set(gl, EINA_TRUE);
// animating - just a demo. as long as you trigger an update on the image
// object via elm_glview_changed_set() it will be updated.
//
// NOTE: if you delete gl, this animator will keep running trying to access
// gl so you'd better delete this animator with ecore_animator_del().
ani = ecore_animator_add(_anim, gl);
evas_object_data_set(gl, "ani", ani);
evas_object_data_set(gl, "gld", gld);
evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down_cb, gld);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up_cb, gld);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move_cb, gld);
/* Set rotation variables */
gld->xangle = 45.0f;
gld->yangle = 45.0f;
gld->zangle = 0.0f;
gld->mouse_down = EINA_FALSE;
gld->initialized = EINA_FALSE;
// add an 'OK' button to end the program
bt = elm_button_add(win);
elm_object_text_set(bt, "OK");
evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
elm_box_pack_end(bx, bt);
evas_object_show(bt);
evas_object_smart_callback_add(bt, "clicked", _on_done, win);
// Slider for X-axis scale
gld->slx = elm_slider_add(inner_box);
evas_object_size_hint_align_set(gld->slx, EVAS_HINT_FILL, 0);
elm_slider_horizontal_set(gld->slx, EINA_TRUE);
elm_slider_unit_format_set(gld->slx, "%1.2f units");
elm_slider_indicator_format_set(gld->slx, "%1.2f units");
elm_slider_indicator_show_set(gld->slx, EINA_TRUE);
elm_slider_min_max_set(gld->slx, 0, 1.5);
elm_slider_value_set(gld->slx, 0.75);
evas_object_color_set(gld->slx, 0.0, 0.0, 120, 255);
elm_box_pack_end(inner_box, gld->slx);
evas_object_show(gld->slx);
// Slider for Y-axis scale
gld->sly = elm_slider_add(inner_box);
evas_object_size_hint_align_set(gld->sly, EVAS_HINT_FILL, 0);
elm_slider_horizontal_set(gld->sly, EINA_TRUE);
elm_slider_unit_format_set(gld->sly, "%1.2f units");
elm_slider_indicator_format_set(gld->sly, "%1.2f units");
elm_slider_indicator_show_set(gld->sly, EINA_TRUE);
elm_slider_min_max_set(gld->sly, 0, 1.5);
elm_slider_value_set(gld->sly, 0.75);
evas_object_color_set(gld->sly, 0.0, 0.0, 120, 255);
elm_box_pack_end(inner_box, gld->sly);
evas_object_show(gld->sly);
// Slider for Z-axis scale
gld->slz = elm_slider_add(inner_box);
evas_object_size_hint_align_set(gld->slz, EVAS_HINT_FILL, 0);
elm_slider_horizontal_set(gld->slz, EINA_TRUE);
elm_slider_unit_format_set(gld->slz, "%1.2f units");
elm_slider_indicator_format_set(gld->slz, "%1.2f units");
elm_slider_indicator_show_set(gld->slz, EINA_TRUE);
elm_slider_min_max_set(gld->slz, 0, 1.5);
elm_slider_value_set(gld->slz, 0.75);
evas_object_color_set(gld->slz, 0.0, 0.0, 120, 255);
elm_box_pack_end(inner_box, gld->slz);
evas_object_show(gld->slz);
// Reset button
btn_reset = elm_button_add(inner_box);
elm_object_text_set(btn_reset, "Reset");
evas_object_smart_callback_add(btn_reset, "clicked", btn_reset_cb, gld);
evas_object_size_hint_align_set(btn_reset, EVAS_HINT_FILL, 0);
elm_box_pack_end(inner_box, btn_reset);
evas_object_show(btn_reset);
evas_object_resize(inner_box, 100, 100);
evas_object_move(inner_box, 0, 5);
evas_object_resize(bx, 800, 800);
evas_object_resize(win, 800, 800);
evas_object_show(win);
// run the mainloop and process events and callbacks
elm_run();
free(gld);
elm_shutdown();
return 0;
}
ELM_MAIN()