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#include <unistd.h>

#include "extantz.h"
#include "SledjHamr.h"


#if USE_EVAS_3D
static void _onWorldClick(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo);
static void on_pixels(void *data, Evas_Object *obj);
#endif


int logDom = -1;	// Our logging domain.
globals ourGlobals;
//static char *myKey = "12345678-1234-4321-abcd-0123456789ab";
//static char *myName = "onefang rejected";



#if USE_LOVE
static Eina_Bool _add(void *data, int type, Ecore_Con_Event_Server_Add *ev)
{
  globals *ourGlobals = data;

  PI("Spread the love.");
  ourGlobals->server = ecore_con_server_data_get(ev->server);
  if (ourGlobals->LSLGuiMess)  ourGlobals->LSLGuiMess->server = ourGlobals->server;
  if (ourGlobals->purkle)      ourGlobals->purkle->server     = ourGlobals->server;

  // TODO - If this is not a local love server, we should attempt to log in here.
  //        Or attempt a hypergrid style TP.

  return ECORE_CALLBACK_RENEW;
}

static Eina_Bool clientParser(void *data, Connection *connection, char *SID, char *command, char *arguments)
{
  globals *ourGlobals = data;
  char buf[PATH_MAX];

  if ((0 == strcmp(command, "llOwnerSay"))
    || (0 == strcmp(command, "llWhisper"))
    || (0 == strcmp(command, "llSay"))
    || (0 == strcmp(command, "llShout")))
  {
    sprintf(buf, "%s: %s(%s", SID, command, arguments);
    if (ourGlobals->purkle)
    {
      int _P;

      lua_getfield(ourGlobals->purkle->L, LUA_REGISTRYINDEX, ourGlobals->purkle->name);
      _P = lua_gettop(ourGlobals->purkle->L);
      push_lua(ourGlobals->purkle->L, "@ ( $ )", _P, "append", buf, 0);
    }
    else
      PE("No purkle to put - %s", buf);
  }
  else if (0 == strcmp(command, "llDialog"))
  {
    if (ourGlobals->LSLGuiMess)
    {
      int _M;

      lua_getfield(ourGlobals->LSLGuiMess->L, LUA_REGISTRYINDEX, ourGlobals->LSLGuiMess->name);
      _M = lua_gettop(ourGlobals->LSLGuiMess->L);

      // TODO - Somewhere in the chain the new lines that MLP likes to put into llDialog's message munge things.  Fix that.
      sprintf(buf, "%s(%s", command, arguments);
      push_lua(ourGlobals->LSLGuiMess->L, "@ ( $ )", _M, "doLua", buf, 0);
    }
    else
      PE("No LSLGuiMess to send - %s(%s", command, arguments);
  }
  else if (0 == strcmp(command, "loadSim"))
  {
#if USE_EVAS_3D
    char *p, *t;
    int scenriLua;
#endif

    // Pretend we logged in.  Actually in the case of a local love server, we realy have logged in now.
    strcpy(ourGlobals->uuid, SID);
    PI("Your UUID is %s.", ourGlobals->uuid);
#if USE_EVAS_3D
    strcpy(buf, arguments);
    p = buf;
    while ('"' == p[0])
      p++;
    while ('\'' == p[0])
      p++;
    t = p;
    while (('"' != p[0]) && ('\'' != p[0]))
      p++;
    p[0] = '\0';
    // TODO - For now, assume it's a file:// URL.
    t += 7;
    //strcat(t, "/index.omg");
    strcpy(ourGlobals->scene->sim, t);
    PI("Loading local sim from %s", t);

    // TODO - Later do the same with eet files in C code, but keep both implementations.
    lua_getglobal(ourGlobals->scene->L, "package");
    lua_getfield(ourGlobals->scene->L, lua_gettop(ourGlobals->scene->L), "loaded");
    lua_remove(ourGlobals->scene->L, -2);				// Removes "package"
    lua_getfield(ourGlobals->scene->L, lua_gettop(ourGlobals->scene->L), "scenriLua");
    lua_remove(ourGlobals->scene->L, -2);				// Removes "loaded"
    scenriLua = lua_gettop(ourGlobals->scene->L);

    push_lua(ourGlobals->scene->L, "@ ( $ )", scenriLua, "loadSim", t, 0);
    PI("Loaded local sim from %s", t);
#endif
  }
  else
    PI("Some random command %s(%s", command, arguments);

  return ECORE_CALLBACK_RENEW;
}

static Eina_Bool _del(void *data, int type, Ecore_Con_Event_Server_Del *ev)
{
  globals *ourGlobals = data;

  ourGlobals->server = NULL;

  if (ourGlobals->running)
    return ECORE_CALLBACK_RENEW;

  return ECORE_CALLBACK_CANCEL;
}
#endif

#if USE_EVAS_3D
static void _onWorldClick(void *data, Evas *e EINA_UNUSED, Evas_Object *o, void *einfo)
{
  Eo *n = data;
//  Evas_Event_Mouse_Down *ev = einfo;

  if (n)
  {
    char *name = NULL;

    name = evas_object_data_get(n, "Name");
    if (strcmp("onefang's test bed", name) == 0)
    {
      char SID[64];

      // CUBE_UUID.events.touch_start(1), but we just make one up for now.
      snprintf(SID, sizeof(SID), FAKE_UUID);
      send2(ourGlobals.server, SID, "events.touch_start(1)");
    }
  }
}
#endif

static void gldata_init(GLData *gld)
{
    gld->useIrr = USE_IRR;

#if DO_GEARS
    gld->view_rotx = -20.0;
    gld->view_roty = -30.0;
    gld->view_rotz = 0.0;
    gld->angle = 0.0;

    gld->light[0] = 1.0;
    gld->light[1] = 1.0;
    gld->light[2] = -5.0;
#endif
}


static void _resize_winwin(GLData *gld)
{
    Evas_Coord x, y, w, h;

    evas_object_geometry_get(gld->elmGl, &x, &y, &w, &h);
    evas_object_move(elm_win_inlined_image_object_get (gld->winwin), x, y);
    evas_object_resize(elm_win_inlined_image_object_get(gld->winwin), w, h);
}

// Called from on_pixels (), or the Elm_gliew resize callback.
static void _resize(GLData *gld)
{
   Evas_GL_API *gl = gld->glApi;

   if (gld->elmGl)
      _resize_winwin(gld);

#if DO_GEARS
   GLfloat ar, m[16] = {
      1.0, 0.0, 0.0, 0.0,
      0.0, 1.0, 0.0, 0.0,
      0.0, 0.0, 0.1, 0.0,
      0.0, 0.0, 0.0, 1.0
   };

   // GL Viewport stuff. you can avoid doing this if viewport is all the
   // same as last frame if you want
   if (gld->img_w < gld->img_h)
     ar = gld->img_w;
   else
     ar = gld->img_h;

   m[0] = 0.1 * ar / gld->img_w;
   m[5] = 0.1 * ar / gld->img_h;
   memcpy(gld->proj, m, sizeof gld->proj);
#endif

   if (gl)
      gl->glViewport(0, 0, (GLint) gld->img_w, (GLint) gld->img_h);
}

static void _resize_gl(Evas_Object *obj)
{
  globals *ourGlobals = evas_object_data_get(obj, "glob");
  GLData *gld = &ourGlobals->gld;
  int w, h;
  if (!ourGlobals)  return;

  elm_glview_size_get(obj, &w, &h);
  gld->img_w = w;
  gld->img_h = h;
  _resize(gld);
}

static void _on_resize(void *data, Evas *evas EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
  globals *ourGlobals = data;
  GLData *gld = &ourGlobals->gld;
  Evas_Coord h;

  eo_do(ourGlobals->win, efl_gfx_size_get(&ourGlobals->win_w, &ourGlobals->win_h));
  eo_do(ourGlobals->tb,
    evas_obj_size_hint_min_get(NULL, &h),
    efl_gfx_size_set(ourGlobals->win_w, h)
    );
  // Stop internal windows going under the toolbar.
  evas_object_resize(ourGlobals->mainWindow->layout, ourGlobals->win_w, h);
#if USE_EPHYSICS
  if (ourGlobals->world)
    ephysics_world_render_geometry_set(ourGlobals->world, 0, 0, -50, ourGlobals->win_w, ourGlobals->win_h, 100);
#endif
  _resize(gld);
}

// Callback from Evas, also used as the general callback for deleting the GL stuff.
static void _clean_gl(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
  globals *ourGlobals = data;

  ecore_animator_del(ourGlobals->animator);

  // Do a make_current before deleting all the GL stuff.
//    evas_gl_make_current(NULL, NULL, NULL);

  // TODO - Since this is created on the render thread, better hope this is being deleted on the render thread.
#if USE_IRR
  finishIrr(ourGlobals);
#endif

#if DO_GEARS
  Evas_GL_API *gl = gld->glApi;

  gl->glDeleteShader(gld->vtx_shader);
  gl->glDeleteShader(gld->fgmt_shader);
  gl->glDeleteProgram(gld->program);

  gl->glDeleteBuffers(1, &gld->gear1->vbo);
  gl->glDeleteBuffers(1, &gld->gear2->vbo);
  gl->glDeleteBuffers(1, &gld->gear3->vbo);

  free_gear(gld->gear1);
  free_gear(gld->gear2);
  free_gear(gld->gear3);
#endif

  evas_object_data_del((Evas_Object*)obj, "glob");
}

// Callback from Elm, coz they do shit different.
static void _del_gl(Evas_Object *obj)
{
  globals *ourGlobals = evas_object_data_get(obj, "glob");
  if (!ourGlobals)  return;

  _clean_gl(ourGlobals, NULL, NULL, NULL);
}

static void _on_open(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
  globals *ourGlobals = data;

  filesShow(ourGlobals->files, NULL, NULL);
}

static void _on_done(void *data, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
{
    elm_exit();
}

static void _draw_gl(Evas_Object *obj)
{
  globals *ourGlobals = evas_object_data_get(obj, "glob");
  GLData *gld = &ourGlobals->gld;
  if (!ourGlobals)  return;

#if USE_IRR
  if (!gld->doneIrr)		gld->doneIrr = startIrr(ourGlobals);	// Needs to be after gld->win is shown, and needs to be done in the render thread.
#endif

#if DO_GEARS
  if (!gld->gearsInited)	gears_init(gld);
#endif

//  if (gld->resized)		_resize(gld);

#if USE_IRR
  drawIrr_start(ourGlobals);
#endif

#if DO_GEARS
  drawGears(gld);
#endif

  animateScene(ourGlobals);
  animateCamera(ourGlobals->scene);

#if USE_IRR
  drawIrr_end(ourGlobals);
#endif

#if USE_IRR
#else
  // This might get done deep within drawIrr_end, but only if we are using Irrlicht.

  // Optional - Flush the GL pipeline
//  gl->glFlush();
//  gl->glFinish();
#endif

  gld->resized = 0;
}

#if USE_EVAS_3D
static void on_pixels(void *data, Evas_Object *obj)
{
  _draw_gl(obj);
}
#endif

// Callback from the animator.
static Eina_Bool doFrame(void *data)
{
  globals *ourGlobals = data;
  GLData *gld = &ourGlobals->gld;

  // Mark the pixels as dirty, so they get rerendered each frame, then Irrlicht can draw it's stuff each frame.
  // This causes on_pixel to be triggered by Evas_3D, or _draw_gl for Elm_glview.
  // Either way, _draw_gl gets called eventully.
  if (gld->elmGl)
    elm_glview_changed_set(gld->elmGl);
  else if ((ourGlobals->scene) && (ourGlobals->scene->image))
  {
//    evas_object_image_pixels_dirty_set(elm_image_object_get(ourGlobals->scene->image), EINA_TRUE);
#if USE_ELM_IMG
    _draw_gl(elm_image_object_get(ourGlobals->scene->image));
#else
#endif
  }

  return EINA_TRUE;	// Keep calling us.
}

static void init_evas_gl(globals *ourGlobals)
{
  GLData *gld = &ourGlobals->gld;

  gld->sfc_w = ourGlobals->win_w;
  gld->sfc_h = ourGlobals->win_h;

  if (USE_IRR || DO_GEARS)
  {
    gld->sfc_h = ourGlobals->win_h;

    // Add a GLView
    gld->elmGl = elm_glview_add(ourGlobals->win);
    evas_object_size_hint_align_set(gld->elmGl, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_size_hint_weight_set(gld->elmGl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
    elm_glview_mode_set(gld->elmGl, 0 | ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH | ELM_GLVIEW_DIRECT);
    elm_glview_resize_policy_set(gld->elmGl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);		// Destroy the current surface on a resize and create a new one.
    elm_glview_render_policy_set(gld->elmGl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
//    elm_glview_render_policy_set(gld->elmGl, ELM_GLVIEW_RENDER_POLICY_ALWAYS);

    gld->glApi = elm_glview_gl_api_get(gld->elmGl);
    evas_object_data_set(gld->elmGl, "glob", ourGlobals);
    // These get called in the render thread I think.
    // None let me pass data, so this is why we are adding "glob" data to the object above.
    // Maybe we can use  elm_object_signal_callback_add or elm_object_item_signal_callback_add (edje signals)?
    //elm_glview_init_func_set(gld->elmGl, _init_gl);	// Not actually needed, it gets done in on_pixels.
    elm_glview_del_func_set(gld->elmGl, _del_gl);
    elm_glview_resize_func_set(gld->elmGl, _resize_gl);
    elm_glview_render_func_set(gld->elmGl, (Elm_GLView_Func_Cb) _draw_gl);

    elm_win_resize_object_add(ourGlobals->win, gld->elmGl);
    evas_object_show(gld->elmGl);
  }

  // TODO - apparently the proper way to deal with the new async rendering is to have this animator do the dirty thing, and call the Irrlicht rendering stuff in the _draw_gl call set above.
  //        That still leaves the problem of the Irrlicht setup being in the main thread.  Which also should be done in on_pixel, as that's done in the correct thread.

  // Jiggling this seems to produce a trade off between flickering and frame rate.  Nothing else changed the flickering.
  ecore_animator_frametime_set(0.04);	// Default is 1/30, or 0.033333
  ourGlobals->animator = ecore_animator_add(doFrame, ourGlobals);	// This animator will be called every frame tick, which defaults to 1/30 seconds.

  return;
}


//-------------------------//


static winFang *_makeMainMenu(globals *ourGlobals)
{
  GLData *gld = &ourGlobals->gld;
  winFang *me;
  Evas_Object *menu, *tb;
  Elm_Object_Item *it;

  // GL focus gets lost when any menu is used.  sigh

  // TODO - rip out ELMs menu and create my own.  It sucks.
  me = ourGlobals->mainWindow;
  tb = makeMainMenu(me);
  ourGlobals->tb = tb;

  menu = menuAdd(me, tb, "file");
  // Evas_Object *obj, Elm_Object_Item *parent, const char *icon, const char *label, Evas_Smart_Cb func, const void *data
  elm_menu_item_add(menu, NULL, NULL, "open", _on_open, ourGlobals);
  elm_menu_item_add(menu, NULL, NULL, "quit", _on_done, gld);

  menu = menuAdd(me, tb, "edit");
  elm_menu_item_add(menu, NULL, NULL, "preferences", NULL, NULL);

  menu = menuAdd(me, tb, "view");
  menu = menuAdd(me, tb, "world");
  menu = menuAdd(me, tb, "tools");

  menu = menuAdd(me, tb, "help");
  elm_menu_item_add(menu, NULL, NULL, "grid help", NULL, NULL);
  elm_menu_item_separator_add(menu, NULL);
  elm_menu_item_add(menu, NULL, NULL, "extantz blogs", NULL, NULL);
  elm_menu_item_add(menu, NULL, NULL, "extantz forum", NULL, NULL);
  elm_menu_item_separator_add(menu, NULL);
  elm_menu_item_add(menu, NULL, NULL, "about extantz", NULL, NULL);

  menu = menuAdd(me, tb, "advanced");
  elm_menu_item_add(menu, NULL, NULL, "debug settings", NULL, NULL);

  menu = menuAdd(me, tb, "god");

  makeMainMenuFinish(me, tb);

  // Other stuff in the toolbar.
  it = elm_toolbar_item_append(tb, NoIcon, "restriction icons", NULL, NULL);
  it = elm_toolbar_item_append(tb, NoIcon, NULL, NULL, NULL);  elm_toolbar_item_separator_set(it, EINA_TRUE);
  it = elm_toolbar_item_append(tb, NoIcon, "hop://localhost/Anarchadia 152, 155, 51 - Lost plot (Adult)", NULL, NULL);
  it = elm_toolbar_item_append(tb, NoIcon, NULL, NULL, NULL);  elm_toolbar_item_separator_set(it, EINA_TRUE);
  it = elm_toolbar_item_append(tb, NoIcon, "date time:o'clock", NULL, NULL);

  return me;
}

// No longer need it, but keeping it around for reference.  For now.
#if 0
// Elm inlined image windows needs this to change focus on mouse click.
// Evas style event callback.
static void _cb_mouse_down_elm(void *data, Evas *evas, Evas_Object *obj, void *event_info)
{
    Evas_Event_Mouse_Down *ev = event_info;

    if (1 == ev->button)
	elm_object_focus_set(obj, EINA_TRUE);
}

void overlay_add(globals *ourGlobals)
{
  GLData *gld = &ourGlobals->gld;
  Evas_Object *bg;

  // There are many reasons for this window.
  // The first is to cover the GL and provide something to click on to change focus.
  // The second is to provide something to click on for all the GL type clicking stuff that needs to be done.  In other words, no click through, we catch the clicks here.
  //   So we can probably avoid the following issue -
  //     How to do click through?  evas_object_pass_events_set(rectangle, EINA_TRUE), and maybe need to do that to the underlaying window to?
  //     Though if the rectangle is entirely transparent, or even hidden, events might pass through anyway.
  //   Gotta have click through on the parts where there's no other window.
  // The third is to have the other windows live here.
  //   This idea doesn't work, as it breaks the damn focus again.
  //   Don't think it's needed anyway.
  // While on the subject of layers, need a HUD layer of some sort, but Irrlicht might support that itself.

  gld->winwin = elm_win_add(ourGlobals->win, "inlined", ELM_WIN_INLINED_IMAGE);
  // On mouse down we try to shift focus to the backing image, this seems to be the correct thing to force focus onto it's widgets.
  // According to the Elm inlined image window example, this is what's needed to.
  evas_object_event_callback_add(elm_win_inlined_image_object_get(gld->winwin), EVAS_CALLBACK_MOUSE_DOWN, _cb_mouse_down_elm, NULL);
  // In this code, we are making our own camera, so grab it's input when we are focused.
//  cameraAdd(ourGlobals, gld->winwin);

  elm_win_alpha_set(gld->winwin, EINA_TRUE);
  // Apparently transparent is not good enough for ELM backgrounds, so make it a rectangle.
  // Apparently coz ELM prefers stuff to have edjes.  A bit over the top if all I want is a transparent rectangle.
  bg = evas_object_rectangle_add(evas_object_evas_get(gld->winwin));
  evas_object_color_set(bg, 0, 0, 0, 0);
  evas_object_size_hint_weight_set(bg, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
  elm_win_resize_object_add(gld->winwin, bg);
  evas_object_show(bg);

  // image object for win is unlinked to its pos/size - so manual control
  // this allows also for using map and other things with it.
  evas_object_move(elm_win_inlined_image_object_get(gld->winwin), 0, 0);
  // Odd, it needs to be resized twice.  WTF?
  evas_object_resize(gld->winwin, ourGlobals->win_w, ourGlobals->win_h);
  evas_object_resize(elm_win_inlined_image_object_get(gld->winwin), ourGlobals->win_w, ourGlobals->win_h);
  evas_object_show(gld->winwin);
}
#endif

// Use jobs or timers to split the init load.  So that the window pops up quickly, with it's background clouds.
// Then the rest appears a bit at a time.
int skangStep = 0;
static Eina_Bool _makeSkang(void *data)
{
  globals *ourGlobals = data;

  switch (skangStep++)
  {
#if USE_SKANG
    case 0 :  ourGlobals->purkle     = GuiLuaLoad("purkle",     ourGlobals->mainWindow, ourGlobals->world);  break;
    case 1 :  ourGlobals->LSLGuiMess = GuiLuaLoad("LSLGuiMess", ourGlobals->mainWindow, ourGlobals->world);  break;
    case 2 :  ourGlobals->files = filesAdd(ourGlobals, (char *) prefix_data_get(), EINA_TRUE, EINA_FALSE);   break;
#endif

#if USE_EVAS_3D
    case 3 :
      // Setup our Evas_3D stuff.
      ourGlobals->scene = scenriAdd(ourGlobals->win);
      // TODO - Just a temporary hack so Irrlicht and Evas_3D can share the camera move.
//      ourGlobals->gld->move = ourGlobals->scene->move;
      evas_object_data_set(elm_image_object_get(ourGlobals->scene->image), "glob", ourGlobals);
      evas_object_image_pixels_get_callback_set(elm_image_object_get(ourGlobals->scene->image), on_pixels, ourGlobals);
      ourGlobals->scene->clickCb = _onWorldClick;
      break;
#endif

    // TODO - When the menus get fixed, we can bunch these all up with the rest of skang above.
#if USE_SKANG
    case 4 :  woMan_add(ourGlobals);  break;
#endif

#if USE_LOVE
    case 5 :
//      PD("About to try connecting to a love server.");
      reachOut("love", "./love", "127.0.0.1", 8211 + 1, ourGlobals, (Ecore_Event_Handler_Cb) _add, /*(Ecore_Event_Handler_Cb) _data*/ NULL, (Ecore_Event_Handler_Cb) _del, clientParser);
      break;
#endif

    case 6 :
      // Gotta do this after adding the windows, otherwise the menu renders under the window.
      //   This sucks, gotta redefine this menu each time we create a new window?
      _makeMainMenu(ourGlobals);
      break;

    default :
      // Menus and toolbars suck, so gotta kick it again here.  Which is still not reliable.
      elm_layout_sizing_eval(ourGlobals->mainWindow->layout);
      _on_resize(ourGlobals, NULL, NULL, NULL);
//      ecore_job_add((Ecore_Cb) _makeScenery,  ourGlobals);
//      ecore_timer_add(0.5, _makeScenery, ourGlobals);
      return ECORE_CALLBACK_CANCEL;
      break;
  }

  return ECORE_CALLBACK_RENEW;
}

EAPI_MAIN int elm_main(int argc, char **argv)
{
  GLData *gld = NULL;
//  Eina_Bool gotWebKit = elm_need_web();	// Initialise ewebkit if it exists, or return EINA_FALSE if it don't.

  logDom = HamrTime(argv[0], elm_main, logDom);

  /* Set the locale according to the system pref.
   * If you don't do so the file selector will order the files list in
   * a case sensitive manner
   */
  setlocale(LC_ALL, "");

  elm_need_ethumb();
  elm_need_efreet();

  ourGlobals.running = 1;

  // Don't do this, we need to clean up other stuff to, so set a clean up function below.
  //elm_policy_set(ELM_POLICY_QUIT, ELM_POLICY_QUIT_LAST_WINDOW_CLOSED);
  elm_policy_set(ELM_POLICY_EXIT,	ELM_POLICY_EXIT_NONE);
  elm_policy_set(ELM_POLICY_QUIT,	ELM_POLICY_QUIT_NONE);
  elm_policy_set(ELM_POLICY_THROTTLE,	ELM_POLICY_THROTTLE_HIDDEN_ALWAYS);

  // These are set via the elementary_config tool, which is hard to find.
  elm_config_finger_size_set(0);
  elm_config_scale_set(1.0);

  gld = &ourGlobals.gld;
  gldata_init(gld);

  // One or more of these lets us use the 3D stuff.
  setenv("ELM_ENGINE", "opengl_x11", 1);
  setenv("ECORE_EVAS_ENGINE", "opengl_x11", 1);
  elm_config_preferred_engine_set("opengl_x11");
  elm_config_accel_preference_set("3d");

  // Get the screen size.
  // Found a use for a splash screen, though it's never visible, and even if it was, you would never see it.  lol
  ourGlobals.win = elm_win_add(NULL, "extantz", ELM_WIN_SPLASH);
  elm_win_screen_size_get(ourGlobals.win, &ourGlobals.win_x, &ourGlobals.win_y, &ourGlobals.scr_w, &ourGlobals.scr_h);
  ourGlobals.win_x = ourGlobals.win_x + (ourGlobals.scr_w / 3);
  // TODO - Now we have to take the frame height into consideration, didn't have to do that before.  Faked for now.
  ourGlobals.win_y += 25;
  ourGlobals.win_w = ourGlobals.scr_w / 2;
  ourGlobals.win_h = ourGlobals.scr_h - 25;
  evas_object_del(ourGlobals.win);

  // Create the main window.
  ourGlobals.mainWindow = winFangAdd(NULL, ourGlobals.win_x, ourGlobals.win_y, ourGlobals.win_w, ourGlobals.win_h, "extantz virtual world viewer", "extantz", NULL);
  ourGlobals.win = ourGlobals.mainWindow->win;
  // TODO, or not TODO - I keep getting rid of these, but keep bringing them back.
  // 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.
#if USE_IRR
  ourGlobals.ee = ecore_evas_ecore_evas_get(ourGlobals.evas);	// Only use this on Evas that was created with Ecore_Evas.
#endif

  evas_object_event_callback_add(ourGlobals.win, EVAS_CALLBACK_RESIZE, _on_resize, &ourGlobals);


  /* Our various layers and such.

  ELM_WIN_SPLASH			Only opened very quickly at the start, to see what the screen size is.
					    Should never actually see this.

  winFang				main window
    ELM_WIN_BASIC
	ELM_LAYOUT_CLASS		WF_LAYOUT
	    winFang.edc
		SWALLOW			WF_BACKGROUND
		SWALLOW			WF_UNDERLAY
		SWALLOW			WF_TITLE
					    Only visible if it's internal.
		SWALLOW			WF_TOOLBAR
					    Only visible if it's got a menu.
		SWALLOW			WF_BOX
					    Vertical box.
		SWALLOW			WF_GRID
	ELM_BG_CLASS			Evas_3D specific background, attached directly to window, not swallowed.
	    ELM_BOX_CLASS		Swallowed by WF_BOX
	    isMain signal sent to layout.
	    ELM_GRID_CLASS		Swallowed by WF_GRID

  Extra stuff added here by init_evas_gl() if we are doing gears or Irrlicht.
?    Elm glview				Irrlicht / gears target GLView.
    Also, doFrame animator added here.

  Ephysics objects

  GUI timer added, Elm loop run.
    Purkle
	Lua started up.
	    require skang by default
    LSLGuiMess
	Lua started up.
	    require skang by default
	    require skang
?	    require purkle
	    Eventually uses WF_GRID for widget layout, though could in future use WF_BOX for some of them.
    files.c
	winFang				A normally hidden window with a file requestor, and other Elm widgets.
    scenriAdd()
	3D scene and node stuff
	ELM_IMAGE_CLASS			Evas_3D render target.
					    Attached to the main window, not it's layout.
					    Also used to catch mouse moves and clicks.
?						Actually, it's internal EVAS_IMAGE_CLASS is used for that.
	Lua started up.
	    require skang by default
	    require scenriLua
		require skang
	Ecore idler added to handle scene loading.
    woMan
	winFang				World manager internal window, with it's own menu and toolbar stuff.
					    Uses the same menu code as the main menus below.
						But with added pager stuff.
    love
    main menus
	makeMainMenu()
	    ELM_TOOLBAR_CLASS		Holder toolbar.
					Swallowed by WF_TOOLBAR
	menuAdd()
?	    various calls to various object creation functions, TODO - which maybe I can replace with EO stuff?
		elm_toolbar_item_append()
	elm_menu_item_add()
	makeMainMenuFinish()
	    The swallow.
	    isToolbar signal sent to layout.
	elm_toolbar_item_append()


  Internal windows are -

  winFang				internal window
    Built on the parent window.
	ELM_LAYOUT_CLASS		WF_LAYOUT
	    This layout becomes our window object.
	    winFang.edc
	ELM_BG_CLASS			Internal window background, swallowed by WF_BACKGROUND.
					    Semi transparent dark purple image.
	    ELM_BOX_CLASS		Swallowed by WF_BOX
	    EVAS_RECTANGLE_CLASS	Invisible click catcher, for moving windows.
					Swallowed by WF_UNDERLAY
	    EVAS_IMAGE_CLASS		Corner "handles" x 4.
	    ELM_LABEL_CLASS		Window title.
					Swallowed by WF_TITLE
	    ELM_GRID_CLASS		Swallowed by WF_GRID

    widgetAdd				Will either append it to WF_BOX, or pack it into WF_GRID using supplied coords and size.
					Used by skang for creating widgets.
					Used by purkle for it's main widgets (in C), in WF_BOX.
					Used by woMan for it's main widgets (in C), in WF_BOX.
					Used by files for WT_FILES, but not the rest, this ends up inside WF_BOX, along with a hbox at the end.
					Used by LSLGuiMess for the widgets (in Lua) in WF_GRID.
	TODO - what happens when we mix BOX and GRID widgets?  Perhaps GRID should live inside BOX?

  */

  init_evas_gl(&ourGlobals);

#if USE_EPHYSICS
  if (ephysics_init())
    ourGlobals.world = ephysicsAdd(&ourGlobals);
#endif

  _on_resize(&ourGlobals, NULL, NULL, NULL);

  // Leave the rest of the init for later.
  ecore_timer_add(0.1, _makeSkang, &ourGlobals);

  elm_run();

  ourGlobals.running = 0;

#if USE_EPHYSICS
  ephysics_world_del(ourGlobals.world);
  ephysics_shutdown();
#endif

  if (ourGlobals.win)
  {
    ecore_animator_del(ourGlobals.animator);
#if USE_EVAS_3D
    scenriDel(ourGlobals.scene);
#endif
    winFangDel(ourGlobals.mainWindow);
  }

  pantsOff(logDom);
  logDom = -1;

  elm_shutdown();

  return 0;
}
ELM_MAIN()