From d2a6479b73af16d8265493d969abadf5b0984505 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 27 Apr 2014 20:37:46 +1000 Subject: Convert the Evas 3D example stuff to EO, though it still doesn't work, but at least it compiles and runs with no error messages. --- src/GuiLua/GuiLua.c | 221 +++++++++++++++++++++++++++----------------------- src/GuiLua/test.skang | 2 +- 2 files changed, 119 insertions(+), 104 deletions(-) (limited to 'src') diff --git a/src/GuiLua/GuiLua.c b/src/GuiLua/GuiLua.c index 06ad4d5..1cc8bf1 100644 --- a/src/GuiLua/GuiLua.c +++ b/src/GuiLua/GuiLua.c @@ -143,6 +143,10 @@ and ordinary elementary widgets. Proper introspection can come later. #include "GuiLua.h" +// TODO - This is missing, remove it when it's all sorted out. +EAPI Evas_3D_Node *evas_3d_node_add(Evas *e, Evas_3D_Node_Type type); + + typedef struct _Scene_Data { Evas_3D_Scene *scene; @@ -228,13 +232,14 @@ static Eina_Bool _animate_scene(void *data) { static float angle = 0.0f; -/* + Scene_Data *scene = (Scene_Data *)data; angle += 0.5; - evas_3d_node_orientation_angle_axis_set(scene->mesh_node, angle, 1.0, 1.0, 1.0); -*/ + eo_do(scene->mesh_node, + evas_3d_node_orientation_angle_axis_set(angle, 1.0, 1.0, 1.0) + ); /* Rotate */ if (angle > 360.0) @@ -243,109 +248,119 @@ _animate_scene(void *data) } static void -_camera_setup(Scene_Data *data) +_camera_setup(globals *ourGlobals, Scene_Data *data) { -/* - data->camera = evas_3d_camera_add(evas); - evas_3d_camera_projection_perspective_set(data->camera, 60.0, 1.0, 2.0, 50.0); - - data->camera_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_CAMERA); - evas_3d_node_camera_set(data->camera_node, data->camera); - evas_3d_node_member_add(data->root_node, data->camera_node); - evas_3d_node_position_set(data->camera_node, 0.0, 0.0, 10.0); - evas_3d_node_look_at_set(data->camera_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, - EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0); -*/ + data->camera = eo_add(EVAS_3D_CAMERA_CLASS, ourGlobals->evas); + eo_do(data->camera, + evas_3d_camera_projection_perspective_set(60.0, 1.0, 2.0, 50.0) + ); + + data->camera_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_CAMERA); + eo_do(data->camera_node, + evas_3d_node_camera_set(data->camera) + ); + eo_do(data->root_node, + evas_3d_node_member_add(data->camera_node) + ); + eo_do(data->camera_node, + evas_3d_node_position_set(0.0, 0.0, 10.0), + evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0) + ); } static void -_light_setup(Scene_Data *data) +_light_setup(globals *ourGlobals, Scene_Data *data) { -/* - data->light = evas_3d_light_add(evas); - evas_3d_light_ambient_set(data->light, 0.2, 0.2, 0.2, 1.0); - evas_3d_light_diffuse_set(data->light, 1.0, 1.0, 1.0, 1.0); - evas_3d_light_specular_set(data->light, 1.0, 1.0, 1.0, 1.0); - - data->light_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_LIGHT); - evas_3d_node_light_set(data->light_node, data->light); - evas_3d_node_member_add(data->root_node, data->light_node); - evas_3d_node_position_set(data->light_node, 0.0, 0.0, 10.0); - evas_3d_node_look_at_set(data->light_node, EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, - EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0); -*/ + data->light = eo_add(EVAS_3D_LIGHT_CLASS, ourGlobals->evas); + eo_do(data->light, + evas_3d_light_ambient_set(0.2, 0.2, 0.2, 1.0), + evas_3d_light_diffuse_set(1.0, 1.0, 1.0, 1.0), + evas_3d_light_specular_set(1.0, 1.0, 1.0, 1.0) + ); + + data->light_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_LIGHT); + eo_do(data->light_node, + evas_3d_node_light_set(data->light) + ); + eo_do(data->root_node, + evas_3d_node_member_add(data->light_node) + ); + eo_do(data->light_node, + evas_3d_node_position_set(0.0, 0.0, 10.0); + evas_3d_node_look_at_set(EVAS_3D_SPACE_PARENT, 0.0, 0.0, 0.0, EVAS_3D_SPACE_PARENT, 0.0, 1.0, 0.0); + ); } static void -_mesh_setup(Scene_Data *data) +_mesh_setup(globals *ourGlobals, Scene_Data *data) { /* Setup material. */ -/* - data->material = evas_3d_material_add(evas); + data->material = eo_add(EVAS_3D_MATERIAL_CLASS, ourGlobals->evas); + eo_do(data->material, + evas_3d_material_enable_set(EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE), + evas_3d_material_enable_set(EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE), + evas_3d_material_enable_set(EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE), + + evas_3d_material_color_set(EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0), + evas_3d_material_color_set(EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0), + evas_3d_material_color_set(EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0), + evas_3d_material_shininess_set(100.0) + ); - evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_AMBIENT, EINA_TRUE); - evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_DIFFUSE, EINA_TRUE); - evas_3d_material_enable_set(data->material, EVAS_3D_MATERIAL_SPECULAR, EINA_TRUE); + /* Setup mesh. */ + data->mesh = eo_add(EVAS_3D_MESH_CLASS, ourGlobals->evas); + eo_do(data->mesh, + evas_3d_mesh_vertex_count_set(24), + evas_3d_mesh_frame_add(0), - evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_AMBIENT, 0.2, 0.2, 0.2, 1.0); - evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_DIFFUSE, 0.8, 0.8, 0.8, 1.0); - evas_3d_material_color_set(data->material, EVAS_3D_MATERIAL_SPECULAR, 1.0, 1.0, 1.0, 1.0); - evas_3d_material_shininess_set(data->material, 100.0); -*/ + evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_POSITION, 12 * sizeof(float), &cube_vertices[ 0]), + evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_NORMAL, 12 * sizeof(float), &cube_vertices[ 3]), + evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_COLOR, 12 * sizeof(float), &cube_vertices[ 6]), + evas_3d_mesh_frame_vertex_data_set(0, EVAS_3D_VERTEX_TEXCOORD, 12 * sizeof(float), &cube_vertices[10]), - /* Setup mesh. */ -/* - data->mesh = evas_3d_mesh_add(evas); - evas_3d_mesh_vertex_count_set(data->mesh, 24); - evas_3d_mesh_frame_add(data->mesh, 0); - - evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_POSITION, - 12 * sizeof(float), &cube_vertices[ 0]); - evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_NORMAL, - 12 * sizeof(float), &cube_vertices[ 3]); - evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_COLOR, - 12 * sizeof(float), &cube_vertices[ 6]); - evas_3d_mesh_frame_vertex_data_set(data->mesh, 0, EVAS_3D_VERTEX_TEXCOORD, - 12 * sizeof(float), &cube_vertices[10]); - - evas_3d_mesh_index_data_set(data->mesh, EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, - 36, &cube_indices[0]); - evas_3d_mesh_vertex_assembly_set(data->mesh, EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES); - - evas_3d_mesh_shade_mode_set(data->mesh, EVAS_3D_SHADE_MODE_PHONG); - - evas_3d_mesh_frame_material_set(data->mesh, 0, data->material); - - data->mesh_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_MESH); - evas_3d_node_member_add(data->root_node, data->mesh_node); - evas_3d_node_mesh_add(data->mesh_node, data->mesh); -*/ + evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, 36, &cube_indices[0]), + evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES); + + evas_3d_mesh_shade_mode_set(EVAS_3D_SHADE_MODE_PHONG), + + evas_3d_mesh_frame_material_set(0, data->material) + + ); + data->mesh_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_MESH); + eo_do(data->root_node, + evas_3d_node_member_add(data->mesh_node) + ); + eo_do(data->mesh_node, + evas_3d_node_mesh_add(data->mesh) + ); } + static void _scene_setup(globals *ourGlobals, Scene_Data *data) { -/* - data->scene = evas_3d_scene_add(ourGlobals->evas); - evas_3d_scene_size_set(data->scene, WIDTH, HEIGHT); - evas_3d_scene_background_color_set(data->scene, 0.0, 0.0, 0.0, 0.0); + data->scene = eo_add(EVAS_3D_SCENE_CLASS, ourGlobals->evas); + eo_do(data->scene, + evas_3d_scene_size_set(WIDTH, HEIGHT), + evas_3d_scene_background_color_set(1.0, 0.0, 1.0, 0.5) + ); - data->root_node = evas_3d_node_add(evas, EVAS_3D_NODE_TYPE_NODE); -*/ + // TODO - I have no idea how this should work. +// data->root_node = eo_add(EVAS_3D_NODE_CLASS, ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); + data->root_node = evas_3d_node_add(ourGlobals->evas, EVAS_3D_NODE_TYPE_NODE); - _camera_setup(data); - _light_setup(data); - _mesh_setup(data); + _camera_setup(ourGlobals, data); + _light_setup(ourGlobals, data); + _mesh_setup(ourGlobals, data); -/* - evas_3d_scene_root_node_set(data->scene, data->root_node); - evas_3d_scene_camera_node_set(data->scene, data->camera_node); -*/ + eo_do(data->scene, + evas_3d_scene_root_node_set(data->root_node); + evas_3d_scene_camera_node_set(data->camera_node); + ); } - // TODO - These functions should be able to deal with multiple windows. // TODO - Should be able to open external and internal windows, and even switch between them on the fly. static void _on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED) @@ -475,6 +490,8 @@ static int window(lua_State *L) globals *ourGlobals; char *name = "GuiLua"; char *title = "GuiLua test harness"; + Evas_Object *background; + struct _Widget *wid; int w = WIDTH, h = HEIGHT; lua_getfield(L, LUA_REGISTRYINDEX, globName); @@ -482,7 +499,6 @@ static int window(lua_State *L) lua_pop(L, 1); pull_lua(L, 1, "%w %h $title $name", &w, &h, &title, &name); - PI("Setting window to %d %d %s", w, h, title); if ((ourGlobals->win = elm_win_util_standard_add(name, title))) { @@ -494,29 +510,28 @@ static int window(lua_State *L) // Get the Evas / canvas from the elm window (that the Evas_Object "lives on"), which is itself an Evas_Object created by Elm, so not sure if it was created internally with Ecore_Evas. ourGlobals->evas = evas_object_evas_get(ourGlobals->win); - // An Ecore_Evas holds an Evas. - // Get the Ecore_Evas that wraps an Evas. -// ourGlobals->ecore_evas = ecore_evas_ecore_evas_get(ourGlobals->evas); // Only use this on Evas that was created with Ecore_Evas. - _scene_setup(ourGlobals, &data); - /* Add an image object for 3D scene rendering. */ -/* - ourGlobals->image = elm_image_add(ourGlobals->win); - elm_image_no_scale_set(ourGlobals->image, EINA_TRUE); - elm_image_resizable_set(ourGlobals->image, EINA_FALSE, EINA_TRUE); - elm_image_smooth_set(ourGlobals->image, EINA_FALSE); - elm_image_orient_set(ourGlobals->image, ELM_IMAGE_FLIP_HORIZONTAL); - elm_image_aspect_fixed_set(ourGlobals->image, EINA_TRUE); - elm_image_fill_outside_set(ourGlobals->image, EINA_TRUE); - elm_image_editable_set(ourGlobals->image, EINA_TRUE); - evas_object_size_hint_weight_set(ourGlobals->image, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND); - elm_win_resize_object_add(ourGlobals->win, ourGlobals->image); - evas_object_show(ourGlobals->image); - - // Set the image object as render target for 3D scene. - evas_object_image_scene_set(ourGlobals->image, data.scene); -*/ + /* Add a background rectangle objects. */ + background = evas_object_rectangle_add(ourGlobals->evas); + evas_object_color_set(background, 255, 0, 255, 255); + evas_object_move(background, 0, 0); + evas_object_resize(background, w, h); + evas_object_show(background); + + // Add an image object for 3D scene rendering. + wid = calloc(1, sizeof(struct _Widget)); + strcpy(wid->magic, "Widget"); + eina_clist_add_head(&ourGlobals->widgets, &wid->node); + + wid->obj = eo_add(EVAS_OBJ_IMAGE_CLASS, ourGlobals->win); + eo_do(wid->obj, + evas_obj_image_filled_set(EINA_TRUE), + evas_obj_image_size_set(w, h), + evas_obj_position_set(0, 0), + evas_obj_visibility_set(EINA_TRUE), + evas_obj_image_scene_set(data.scene) + ); // Add animation timer callback. ecore_timer_add(0.016, _animate_scene, &data); diff --git a/src/GuiLua/test.skang b/src/GuiLua/test.skang index 10382b5..897777f 100644 --- a/src/GuiLua/test.skang +++ b/src/GuiLua/test.skang @@ -4,7 +4,7 @@ -- There's an implied local test = require 'test' -- This is a bit more verbose than I wanted. lol -local win = skang.window(500, 500, "G'day planet.", 'testWindow') +local win = skang.window(1024, 1024, "G'day planet.", 'testWindow') skang.thingasm{win, 'quitter', 'Quits the skang window', types = 'widget', widget='"button", "Quit", 10, 10, 100, 30'} win.W.quitter.action = 'skang.quit()' -- TODO Should look it up in ThingSpace.commands, and translate 'quit' into the Lua 'skang.quit()'? -- cgit v1.1