it was using old API, updated, but still doesn't work as expected,
lots of warnings from children being left alive, all proxies are
reporting no properties...
when model dies, all children proxies should die as well, otherwise we
get on console:
```
CRI:eldbus lib/eldbus/eldbus_core.c:215 eldbus_shutdown() Alive TYPE_SYSTEM connection
ERR:eldbus lib/eldbus/eldbus_core.c:175 print_live_connection() conn=0x8219230 alive object=0x8276d50 net.connman of bus=net.connman
...
```
Also, all proxies are reporting no properties "(no properties yet)",
likely they are missing to fetch such... even if "--wait" to let it
run, no asynchronous properties are delivered, at least not triggering
EFL_MODEL_EVENT_PROPERTIES_CHANGED.
remove setters that do not make sense, they are set in the constructor
functions and cannot be changed.
define the Eldbus_Connection_Type in .eo, properly type functions
using it.
Transit zoom effect didn't care image fill area in case of manual filling.
This additional logic computes map uvs with regards to the current image fill area.
@fix
Evil implementation of pipe() function uses sockets. Windows functions
"write", "read" and "close" doesn't works with sockets. In this commit
added macros, that replace "read" with "recv", "write" with "send" and
"close" with "closesocket".
@fix
The first patch did not work for maps. This explains why the
original code was so weird. But it actually made sense.
After struggling a bit I realized that we really just need
to shuffle around the pixel position on the window to map that
of the position in the canvas (unrotate it).
Note that compatibility with GLSL-ES (for OpenGL ES) implies
we can not use an array initializer like:
vec2 pos[4] = vec2[4](a,b,c,d);
So the code could probably be optimized. But at least this works.
This patch also avoids calling glGetUniformLocation again and
again.