-#include <Elementary.h>
#ifdef HAVE_CONFIG_H
# include "elementary_config.h"
#endif
+#include <Elementary.h>
#ifndef ELM_LIB_QUICKLAUNCH
+#include <Elementary.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
"}\n";
static const char fragment_shader[] =
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"uniform vec4 color;\n"
"uniform vec3 light;\n"
"varying vec3 rotated_normal;\n"
" gl_FragColor = color + white * dot(light_direction, rotated_normal);\n"
"}\n";
-
static void
gears_init(GLData *gld)
{
gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7);
}
-
static void
gldata_init(GLData *gld)
{
free(gld);
}
-
static void
_resize_gl(Evas_Object *obj)
{
gears_reshape(gld, w,h);
}
-
-
static void
_draw_gl(Evas_Object *obj)
{
evas_object_del((Evas_Object*)data);
}
-
static void
_del(void *data __UNUSED__, Evas *evas __UNUSED__, Evas_Object *obj, void *event_info __UNUSED__)
{
ecore_animator_del(ani);
}
-
static void
_key_down(void *data __UNUSED__, Evas *e __UNUSED__, Evas_Object *obj, void *event_info)
{
gld->mouse_down = 0;
}
-
void
test_glview(void *data __UNUSED__, Evas_Object *obj __UNUSED__, void *event_info __UNUSED__)
{
- Evas_Object *win, *bg, *bx, *bt, *gl;
+ Evas_Object *win, *bx, *bt, *gl;
Ecore_Animator *ani;
GLData *gld = NULL;
gldata_init(gld);
// new window - do the usual and give it a name, title and delete handler
- win = elm_win_add(NULL, "glview", ELM_WIN_BASIC);
- elm_win_title_set(win, "GLView");
- elm_win_autodel_set(win, 1);
+ // Set the engine to opengl_x11
+ elm_config_preferred_engine_set("opengl_x11");
+ win = elm_win_util_standard_add("glview", "GLView");
+ // Set preferred engine back to default from config
+ elm_config_preferred_engine_set(NULL);
-
- // add a standard bg
- bg = elm_bg_add(win);
- evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
- elm_win_resize_object_add(win, bg);
- evas_object_show(bg);
+ 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);
elm_glview_init_func_set(gl, _init_gl);
elm_glview_del_func_set(gl, _del_gl);
elm_glview_resize_func_set(gl, _resize_gl);
- elm_glview_render_func_set(gl, (Elm_GLView_Func)_draw_gl);
+ elm_glview_render_func_set(gl, (Elm_GLView_Func_Cb)_draw_gl);
elm_box_pack_end(bx, gl);
evas_object_show(gl);
// Add Mouse/Key Event Callbacks
- elm_object_focus(gl);
+ elm_object_focus_set(gl, EINA_TRUE);
evas_object_event_callback_add(gl, EVAS_CALLBACK_KEY_DOWN, _key_down, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, _mouse_down, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, _mouse_up, gl);
evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, _mouse_move, gl);
-
// Animator and other vars
ani = ecore_animator_add(_anim, gl);
gld->glapi = elm_glview_gl_api_get(gl);
evas_object_data_set(gl, "gld", gld);
evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _del, gl);
-
/* add an ok button */
bt = elm_button_add(win);
elm_object_text_set(bt, "OK");