forked from enlightenment/efl
322 lines
9.2 KiB
C
322 lines
9.2 KiB
C
/**
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* Simple Elementary's <b>GLView widget</b> example, illustrating its
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* creation.
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*
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* See stdout/stderr for output. Compile with:
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*
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* @verbatim
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* gcc -o glview_example_01 glview_example_01.c -g `pkg-config --cflags --libs elementary`
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* @endverbatim
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*/
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#include <Elementary.h>
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#include <Evas_GL.h>
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#include <stdio.h>
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typedef struct _GLData GLData;
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// GL related data here..
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struct _GLData
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{
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Evas_GL_API *glapi;
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GLuint program;
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GLuint vtx_shader;
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GLuint fgmt_shader;
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GLuint vbo;
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int initialized : 1;
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};
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static float red = 1.0;
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//--------------------------------//
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// a helper function to load shaders from a shader source
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static GLuint
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load_shader( GLData *gld, GLenum type, const char *shader_src )
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{
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Evas_GL_API *gl = gld->glapi;
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GLuint shader;
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GLint compiled;
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// Create the shader object
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shader = gl->glCreateShader(type);
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if (shader==0)
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return 0;
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// Load/Compile shader source
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gl->glShaderSource(shader, 1, &shader_src, NULL);
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gl->glCompileShader(shader);
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gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled)
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{
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GLint info_len = 0;
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gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
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printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
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free(info_log);
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}
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gl->glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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// Initialize the shader and program object
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static int
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init_shaders(GLData *gld)
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{
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Evas_GL_API *gl = gld->glapi;
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GLbyte vShaderStr[] =
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"attribute vec4 vPosition; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = vPosition; \n"
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"} \n";
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GLbyte fShaderStr[] =
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"#ifdef GL_ES \n"
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"precision mediump float; \n"
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"#endif \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
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"} \n";
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GLint linked;
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// Load the vertex/fragment shaders
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gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
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gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
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// Create the program object
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gld->program = gl->glCreateProgram( );
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if (gld->program==0)
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return 0;
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gl->glAttachShader(gld->program, gld->vtx_shader);
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gl->glAttachShader(gld->program, gld->fgmt_shader);
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gl->glBindAttribLocation(gld->program, 0, "vPosition");
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gl->glLinkProgram(gld->program);
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gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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GLint info_len = 0;
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gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1)
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{
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char* info_log = malloc(sizeof(char) * info_len);
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gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
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printf("Error linking program:\n%s\n", info_log);
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free(info_log);
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}
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gl->glDeleteProgram(gld->program);
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return 0;
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}
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return 1;
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}
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// Callbacks
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// intialize callback that gets called once for intialization
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static void
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_init_gl(Evas_Object *obj)
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{
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GLData *gld = evas_object_data_get(obj, "gld");
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Evas_GL_API *gl = gld->glapi;
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GLfloat vVertices[] = {
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0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f };
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if (!init_shaders(gld))
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{
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printf("Error Initializing Shaders\n");
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return;
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}
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gl->glGenBuffers(1, &gld->vbo);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
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gl->glBufferData(GL_ARRAY_BUFFER, 3 * 3 * 4, vVertices, GL_STATIC_DRAW);
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}
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// delete callback gets called when glview is deleted
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static void
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_del_gl(Evas_Object *obj)
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{
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GLData *gld = evas_object_data_get(obj, "gld");
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if (!gld)
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{
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printf("Unable to get GLData. \n");
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return;
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}
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Evas_GL_API *gl = gld->glapi;
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gl->glDeleteShader(gld->vtx_shader);
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gl->glDeleteShader(gld->fgmt_shader);
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gl->glDeleteProgram(gld->program);
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gl->glDeleteBuffers(1, &gld->vbo);
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evas_object_data_del((Evas_Object*)obj, "..gld");
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free(gld);
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}
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// resize callback gets called every time object is resized
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static void
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_resize_gl(Evas_Object *obj)
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{
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int w, h;
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GLData *gld = evas_object_data_get(obj, "gld");
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Evas_GL_API *gl = gld->glapi;
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elm_glview_size_get(obj, &w, &h);
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// GL Viewport stuff. you can avoid doing this if viewport is all the
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// same as last frame if you want
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gl->glViewport(0, 0, w, h);
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}
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// draw callback is where all the main GL rendering happens
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static void
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_draw_gl(Evas_Object *obj)
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{
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Evas_GL_API *gl = elm_glview_gl_api_get(obj);
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GLData *gld = evas_object_data_get(obj, "gld");
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if (!gld) return;
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int w, h;
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elm_glview_size_get(obj, &w, &h);
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gl->glViewport(0, 0, w, h);
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gl->glClearColor(red,0.8,0.3,1);
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gl->glClear(GL_COLOR_BUFFER_BIT);
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// Draw a Triangle
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gl->glEnable(GL_BLEND);
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gl->glUseProgram(gld->program);
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gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
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gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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0, 0);
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gl->glEnableVertexAttribArray(0);
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gl->glDrawArrays(GL_TRIANGLES, 0, 3);
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// Optional - Flush the GL pipeline
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gl->glFinish();
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red -= 0.1;
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if (red < 0.0) red = 1.0;
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}
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// just need to notify that glview has changed so it can render
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static Eina_Bool
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_anim(void *data)
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{
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elm_glview_changed_set(data);
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return EINA_TRUE;
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}
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static void
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_on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
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{
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evas_object_del((Evas_Object*)data);
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elm_exit();
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}
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static void
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_del(void *data EINA_UNUSED, Evas *evas EINA_UNUSED, Evas_Object *obj, void *event_info EINA_UNUSED)
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{
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Ecore_Animator *ani = evas_object_data_get(obj, "ani");
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ecore_animator_del(ani);
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}
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EAPI_MAIN int
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elm_main(int argc EINA_UNUSED, char **argv EINA_UNUSED)
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{
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Evas_Object *win, *bx, *bt, *gl;
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Ecore_Animator *ani;
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GLData *gld = NULL;
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if (!(gld = calloc(1, sizeof(GLData)))) return 1;
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elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
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win = elm_win_util_standard_add("glview simple", "GLView Simple");
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elm_win_autodel_set(win, EINA_TRUE);
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bx = elm_box_add(win);
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evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
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elm_win_resize_object_add(win, bx);
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evas_object_show(bx);
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//-//-//-// THIS IS WHERE GL INIT STUFF HAPPENS (ALA EGL)
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//-//
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// create a new glview object
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gl = elm_glview_add(win);
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gld->glapi = elm_glview_gl_api_get(gl);
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evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
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evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
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// mode is simply for supporting alpha, depth buffering, and stencil
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// buffering.
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elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
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// resize policy tells glview what to do with the surface when it
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// resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
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// destroy the current surface and recreate it to the new size
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elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
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// render policy tells glview how it would like glview to render
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// gl code. ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the gl
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// calls called in the pixel_get callback, which only gets called
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// if the object is visible, hence ON_DEMAND. ALWAYS mode renders
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// it despite the visibility of the object.
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elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
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// initialize callback function gets registered here
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elm_glview_init_func_set(gl, _init_gl);
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// delete callback function gets registered here
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elm_glview_del_func_set(gl, _del_gl);
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elm_glview_resize_func_set(gl, _resize_gl);
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elm_glview_render_func_set(gl, _draw_gl);
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//-//
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//-//-//-// END GL INIT BLOB
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elm_box_pack_end(bx, gl);
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evas_object_show(gl);
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elm_object_focus_set(gl, EINA_TRUE);
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// animating - just a demo. as long as you trigger an update on the image
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// object via elm_glview_changed_set() it will be updated.
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//
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// NOTE: if you delete gl, this animator will keep running trying to access
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// gl so you'd better delete this animator with ecore_animator_del().
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ani = ecore_animator_add(_anim, gl);
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evas_object_data_set(gl, "ani", ani);
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evas_object_data_set(gl, "gld", gld);
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evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
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// add an 'OK' button to end the program
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bt = elm_button_add(win);
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elm_object_text_set(bt, "OK");
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evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
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evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
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elm_box_pack_end(bx, bt);
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evas_object_show(bt);
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evas_object_smart_callback_add(bt, "clicked", _on_done, win);
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evas_object_resize(win, 320, 480);
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evas_object_show(win);
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// run the mainloop and process events and callbacks
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elm_run();
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return 0;
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}
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ELM_MAIN()
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