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path: root/src/extantz/extantz.c
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#include "extantz.h"


static int logDom;	// Our logging domain.
globals ourGlobals;


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, Evas_Object *obj, void *event_info)
{
  globals *ourGlobals = data;
  GLData *gld = &ourGlobals->gld;

  eo_do(ourGlobals->win, evas_obj_size_get(&ourGlobals->win_w, &ourGlobals->win_h));
  eo_do(ourGlobals->tb, evas_obj_size_set(ourGlobals->win_w, 25));
  _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)
{
//    GLData *gld = data;

    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

  _animate_scene(ourGlobals);

#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;
}

static void on_pixels(void *data, Evas_Object *obj)
{
  _draw_gl(obj);
}

// 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->image)
  {
//    evas_object_image_pixels_dirty_set(elm_image_object_get(ourGlobals->scene->image), EINA_TRUE);
    _draw_gl(elm_image_object_get(ourGlobals->scene->image));
  }

  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);

    evas_object_show(gld->elmGl);
    elm_box_pack_end(ourGlobals->bx, 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 Evas_Object *_toolbar_menu_add(Evas_Object *win, Evas_Object *tb, char *label)
{
    Evas_Object *menu= NULL;
    Elm_Object_Item *tb_it;

    tb_it = elm_toolbar_item_append(tb, NULL, label, NULL, NULL);
    elm_toolbar_item_menu_set(tb_it, EINA_TRUE);
    // Priority is for when toolbar items are set to hide or menu when there are too many of them.  They get hidden or put on the menu based on priority.
    elm_toolbar_item_priority_set(tb_it, 9999);
    elm_toolbar_menu_parent_set(tb, win);
    menu = elm_toolbar_item_menu_get(tb_it);

    return menu;
}

static void makeMainMenu(globals *ourGlobals)
{
    GLData *gld = &ourGlobals->gld;
    Evas_Object *menu, *tb;
    Elm_Object_Item *tb_it;

    // A toolbar thingy.
    tb = eo_add(ELM_OBJ_TOOLBAR_CLASS, ourGlobals->win,
	evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, 0.0),
	evas_obj_size_hint_align_set(EVAS_HINT_FILL, EVAS_HINT_FILL),
	elm_obj_toolbar_shrink_mode_set(ELM_TOOLBAR_SHRINK_MENU),
	evas_obj_size_set(ourGlobals->win_w, 25),
	evas_obj_position_set(0, 0),
	elm_obj_toolbar_align_set(0.0)
	);
    ourGlobals->tb = tb;

    // Menus.
    menu = _toolbar_menu_add(ourGlobals->win, tb, "file");
    elm_menu_item_add(menu, NULL, NULL, "open", _on_open, ourGlobals);
    elm_menu_item_add(menu, NULL, NULL, "quit", _on_done, gld);

    menu = _toolbar_menu_add(ourGlobals->win, tb, "edit");
    elm_menu_item_add(menu, NULL, NULL, "preferences", NULL, NULL);

    menu = _toolbar_menu_add(ourGlobals->win, tb, "view");
    menu = _toolbar_menu_add(ourGlobals->win, tb, "world");
    menu = _toolbar_menu_add(ourGlobals->win, tb, "tools");

    menu = _toolbar_menu_add(ourGlobals->win, 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 = _toolbar_menu_add(ourGlobals->win, tb, "advanced");
    elm_menu_item_add(menu, NULL, NULL, "debug settings", NULL, NULL);

    menu = _toolbar_menu_add(ourGlobals->win, tb, "god");

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

    evas_object_show(tb);
}

// 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);
}


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

    /* 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();

    HamrTime(elm_main, "extantz");
    fprintf(stdout, "prefix was set to: %s\n", elm_app_prefix_dir_get());
    fprintf(stdout, "data directory is: %s\n", elm_app_data_dir_get());
    fprintf(stdout, "library directory is: %s\n", elm_app_lib_dir_get());
    fprintf(stdout, "locale directory is: %s\n", elm_app_locale_dir_get());

    logDom = loggingStartup("extantz", logDom);

    // 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);

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

    // Set the engine to opengl_x11, then open our window.
    elm_config_preferred_engine_set("opengl_x11");
    ourGlobals.win = elm_win_util_standard_add("extantz", "extantz virtual world viewer");
    // Set preferred engine back to default from config
    elm_config_preferred_engine_set(NULL);

  // 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

#if USE_PHYSICS
    if (!ephysics_init())
	return 1;
#endif

    evas_object_smart_callback_add(ourGlobals.win, "delete,request", _on_done, gld);
    evas_object_event_callback_add(ourGlobals.win, EVAS_CALLBACK_RESIZE, _on_resize, &ourGlobals);

    // Get the screen size.
    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);
    ourGlobals.win_w = ourGlobals.scr_w / 2;
    ourGlobals.win_h = ourGlobals.scr_h - 30;

    // Add a background image object.
    snprintf(buf, sizeof(buf), "%s/sky_03.jpg", elm_app_data_dir_get());
    obj = eo_add(ELM_OBJ_IMAGE_CLASS, ourGlobals.win,
	evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND),
	elm_obj_image_fill_outside_set(EINA_TRUE),
	elm_obj_image_file_set(buf, NULL),
	evas_obj_visibility_set(EINA_TRUE)
	);
    elm_win_resize_object_add(ourGlobals.win, obj);
    eo_unref(obj);

    ourGlobals.bx = eo_add(ELM_OBJ_BOX_CLASS, ourGlobals.win,
	evas_obj_size_hint_weight_set(EVAS_HINT_EXPAND, EVAS_HINT_EXPAND),
	evas_obj_size_hint_align_set(EVAS_HINT_FILL, EVAS_HINT_FILL),
	evas_obj_visibility_set(EINA_TRUE)
	);
    elm_win_resize_object_add(ourGlobals.win, ourGlobals.bx);

//    overlay_add(&ourGlobals);
    woMan_add(&ourGlobals);
    chat_add(&ourGlobals);
    ourGlobals.files = filesAdd(&ourGlobals, (char *) elm_app_data_dir_get(), EINA_TRUE, EINA_FALSE);

    // 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?
    // Also, GL focus gets lost when any menu is used.  sigh
    makeMainMenu(&ourGlobals);

    // This does elm_box_pack_end(), so needs to be after the others.
    init_evas_gl(&ourGlobals);

    Evas_3D_Demo_add(&ourGlobals);
    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);

#if USE_PHYSICS
    world = ephysicsAdd(&ourGlobals);
#endif

    evas_object_move(ourGlobals.win, ourGlobals.win_x, ourGlobals.win_y);
    evas_object_resize(ourGlobals.win, ourGlobals.win_w, ourGlobals.win_h);
    evas_object_show(ourGlobals.win);

    _resize_winwin(gld);

    elm_run();

#if USE_PHYSICS
    ephysics_world_del(world);
    ephysics_shutdown();
#endif

    if (ourGlobals.win)
    {
	winFang *win;

	Evas_3D_Demo_fini(&ourGlobals);
	eo_unref(ourGlobals.tb);

	EINA_CLIST_FOR_EACH_ENTRY(win, &ourGlobals.winFangs, winFang, node)
	{
	  winFangDel(win);
	}
	eo_unref(ourGlobals.bx);
	evas_object_del(ourGlobals.win);
    }

    if (logDom >= 0)
    {
	eina_log_domain_unregister(logDom);
	logDom = -1;
    }

    elm_shutdown();

    return 0;
}
ELM_MAIN()



/*  CALLBACK types

void edje_object_signal_callback_add(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func, void *data)
    typedef void(* Edje_Signal_Cb)(void *data, Evas_Object *obj, const char *emission, const char *source)
    called for signals sent from edje that match emission and source

void evas_object_event_callback_add(Evas_Object *obj, Evas_Callback_Type type, Evas_Object_Event_Cb func, const void *data)
    typedef void(* 	Evas_Object_Event_Cb )(void *data, Evas *e, Evas_Object *obj, void *event_info)
    no propogation

void evas_object_smart_callback_add(Evas_Object *obj, const char *event, Evas_Smart_Cb func, const void *data)
    typedef void(* 	Evas_Smart_Cb )(void *data, Evas_Object *obj, void *event_info)
    smart events on smart objects

void elm_object_signal_callback_add(Evas_Object *obj, const char *emission, const char *source, Edje_Signal_Cb func, void *data)
    typedef void(* Edje_Signal_Cb)(void *data, Evas_Object *obj, const char *emission, const char *source)
    called for signals sent from obj that match emission and source

void elm_object_event_callback_add(Evos_Object *, Elm_Event_Cb, void *)
  typedef Eina_Bool(* Elm_Event_Cb)(void *data, Evas_Object *obj, Evas_Object *src, Evas_Callback_Type type, void *event_info)
  called for all input events
  Key up / down / mouse wheel events on a Elm widget
  propogate up through parents
    any focusable widget with this callback can deal with it
    and tell Elm to stop propagating the event.

BUUUTT....

There's also specific callbacks that don't follow the above.

static void _resize_gl(Evas_Object *obj)
static void _draw_gl(Evas_Object *obj)

    elm_glview_resize_func_set(gld->elmGl, _resize_gl);
    elm_glview_render_func_set(gld->elmGl, (Elm_GLView_Func_Cb) _draw_gl);

And others no doubt.

ALSOOOO....

Ecore events.  lol


BTW.....

Elm has C&P / DND, but it's very limited.  So far only does Unix X text (plain, markup, html), images, and vcards.
Might as well imlpement it myself.
On the other hand, image is all I really need to fake it.
elm_cnp.h seems to be the only docs, not actually linked to the rest of Elm docs.

*/