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https://gitee.com/zlgopen/awtk.git
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revert opengl changes
This commit is contained in:
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79e19acbba
commit
ff424ed3fe
@ -17,7 +17,6 @@ env.Program(os.path.join(BIN_DIR, 'demovg'), ['demo_vg_app.c']);
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env.Program(os.path.join(BIN_DIR, 'demouiold'), ['demo_ui_old_app.c']);
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env.Program(os.path.join(BIN_DIR, 'demotr'), ['demo_tr_app.c']);
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env.Program(os.path.join(BIN_DIR, 'demo_basic'), ['demo_basic.c']);
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env.Program(os.path.join(BIN_DIR, 'demo_opengl'), ['demo_opengl.c']);
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env.Program(os.path.join(BIN_DIR, 'demo_thread'), ['demo_thread_app.c']);
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env.Program(os.path.join(BIN_DIR, 'demo_animator'), ['demo_animator_app.c']);
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env.Program(os.path.join(BIN_DIR, 'demo_window_animator'), ['demo_window_animator.c']);
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@ -1,235 +0,0 @@
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/**
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* File: demo1_app.c
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* Author: AWTK Develop Team
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* Brief: basic demo
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*
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* Copyright (c) 2018 - 2024 Guangzhou ZHIYUAN Electronics Co.,Ltd.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* License file for more details.
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*
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*/
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/**
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* History:
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* ================================================================
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* 2018-02-16 Li XianJing <xianjimli@hotmail.com> created
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*
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*/
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#include "awtk.h"
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#if defined(WITH_GPU_GL)
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#ifdef WITHOUT_GLAD
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#include <SDL.h>
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#define GL_GLEXT_PROTOTYPES 1
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#ifdef IOS
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#include <OpenGLES/gltypes.h>
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#include <OpenGLES/ES2/gl.h>
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#include <OpenGLES/ES2/glext.h>
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#else
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#include <SDL_opengl.h>
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#include <SDL_opengl_glext.h>
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#endif /*IOS*/
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#else
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#include "glad/glad.h"
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#endif /*WITHOUT_GLAD*/
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/*本示例中,OpenGL代码源于:https://learnopengl.com */
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static const char* s_vertexShaderSource =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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static const char* s_fragmentShaderSource =
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"#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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"}\n\0";
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typedef struct _gl_info_t {
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uint32_t program;
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uint32_t fg_vao;
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uint32_t bg_vao;
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} gl_info_t;
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static uint32_t glhelper_create_program(const char* vertexShaderSource,
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const char* fragmentShaderSource) {
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int success;
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char infoLog[512];
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uint32_t shaderProgram = 0;
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uint32_t vertexShader = 0;
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uint32_t fragmentShader = 0;
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return_value_if_fail(vertexShaderSource != NULL && fragmentShaderSource != NULL, 0);
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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log_warn("ERROR::SHADER::VERTEX::COMPILATION_FAILED: %s\n", infoLog);
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}
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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log_warn("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED: %s\n", infoLog);
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}
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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log_warn("ERROR::SHADER::PROGRAM::COMPILATION_FAILED: %s\n", infoLog);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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static uint32_t glhelper_create_vao(void* vertices, uint32_t size) {
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uint32_t VBO = 0, VAO = 0;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(float), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, size, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return VAO;
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}
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static ret_t glview_init(gl_info_t* info) {
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float fg_vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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float bg_vertices[] = {
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-0.5f, -1.0f, 0.0f,
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0.5f, -1.0f, 0.0f,
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0.0f, -0.5f, 0.0f
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};
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info->program = glhelper_create_program(s_vertexShaderSource, s_fragmentShaderSource);
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info->fg_vao = glhelper_create_vao(fg_vertices, 3);
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info->bg_vao = glhelper_create_vao(bg_vertices, 3);
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return RET_OK;
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}
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static ret_t glview_render(gl_info_t* info, uint32_t VAO) {
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uint32_t shaderProgram = info->program;
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if (shaderProgram) {
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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glBindVertexArray(0);
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}
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return RET_OK;
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}
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static ret_t glview_render_bg(void* ctx) {
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gl_info_t* info = (gl_info_t*)ctx;
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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return glview_render(info, info->bg_vao);
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}
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static ret_t glview_render_fg(void* ctx) {
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gl_info_t* info = (gl_info_t*)ctx;
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return glview_render(info, info->fg_vao);
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}
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static ret_t glview_deinit(gl_info_t* info) {
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glDeleteProgram(info->program);
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memset(info, 0x00, sizeof(*info));
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return RET_OK;
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}
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static gl_info_t g_gl_info;
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static ret_t on_close(void* ctx, event_t* e) {
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tk_quit();
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glview_deinit(&g_gl_info);
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return RET_OK;
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}
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static vgcanvas_opengl_draw_t s_opengl_draw_bg = {
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.ctx = &g_gl_info, .draw = glview_render_bg, .call_before_ui = TRUE, .next = NULL};
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static vgcanvas_opengl_draw_t s_opengl_draw_fg = {
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.ctx = &g_gl_info, .draw = glview_render_fg, .call_before_ui = FALSE, .next = NULL};
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static ret_t on_paint(void* ctx, event_t* e) {
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paint_event_t* evt = paint_event_cast(e);
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vgcanvas_t* vg = canvas_get_vgcanvas(evt->c);
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return_value_if_fail(vg != NULL, RET_BAD_PARAMS);
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vgcanvas_append_opengl_draw(vg, &s_opengl_draw_bg);
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vgcanvas_append_opengl_draw(vg, &s_opengl_draw_fg);
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return RET_OK;
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}
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#endif/*WITH_GPU_GL*/
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ret_t application_init() {
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widget_t* system_bar = window_open("system_bar");
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widget_t* win = window_create(NULL, 0, 0, 0, 0);
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widget_t* close = button_create(win, 0, 0, 0, 0);
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widget_set_text_utf8(close, "Close");
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widget_set_self_layout_params(close, "c", "b:10", "60", "30");
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/*将窗口的背景设置为透明,glview_render_bg绘制的东西才不会被覆盖*/
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widget_set_style_color(win, "normal:bg_color", 0);
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#if defined(WITH_GPU_GL)
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glview_init(&g_gl_info);
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widget_on(win, EVT_PAINT, on_paint, win);
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widget_on(close, EVT_CLICK, on_close, win);
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#endif
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return RET_OK;
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}
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ret_t application_exit() {
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log_debug("application_exit\n");
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return RET_OK;
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}
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#include "awtk_main.inc"
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@ -1,7 +1,6 @@
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# 最新动态
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2024/09/05
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* 支持用户自己调用 OpenGL 绘制。
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* 完善部分变量定义方便调试(感谢兆坤提供补丁)
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* 修复object_find不正常的问题(感谢智明提供补丁)
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@ -277,11 +277,11 @@ ret_t vgcanvas_set_text_align(vgcanvas_t* vg, const char* text_align) {
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ret_t vgcanvas_set_text_baseline(vgcanvas_t* vg, const char* text_baseline) {
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return_value_if_fail(vg != NULL && vg->vt->set_text_baseline != NULL && text_baseline != NULL,
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RET_BAD_PARAMS);
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#ifndef AWTK_WEB
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#ifndef AWTK_WEB
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if (tk_str_eq(vg->text_baseline, text_baseline)) {
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return RET_OK;
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}
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#endif /*AWTK_WEB*/
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#endif/*AWTK_WEB*/
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vg->text_baseline = tk_str_copy(vg->text_baseline, text_baseline);
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@ -653,43 +653,3 @@ ret_t vgcanvas_draw_circle(vgcanvas_t* vg, double x, double y, double r, color_t
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return RET_OK;
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}
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ret_t vgcanvas_append_opengl_draw(vgcanvas_t* vg, vgcanvas_opengl_draw_t* call) {
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return_value_if_fail(vg != NULL && call != NULL, RET_BAD_PARAMS);
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call->next = NULL;
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if (vg->opengl_draws == NULL) {
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vg->opengl_draws = call;
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} else {
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vgcanvas_opengl_draw_t* iter = vg->opengl_draws;
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while (iter->next != NULL) {
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iter = iter->next;
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}
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iter->next = call;
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}
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return RET_OK;
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}
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ret_t vgcanvas_call_opengl_draws(vgcanvas_t* vg, bool_t before_ui) {
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return_value_if_fail(vg != NULL, RET_BAD_PARAMS);
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if (vg->opengl_draws != NULL) {
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vgcanvas_opengl_draw_t* iter = vg->opengl_draws;
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while (iter != NULL) {
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if ((!!iter->call_before_ui) == (!!before_ui)) {
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iter->draw(iter->ctx);
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}
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iter = iter->next;
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}
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}
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return RET_OK;
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}
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ret_t vgcanvas_clear_opengl_draws(vgcanvas_t* vg) {
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return_value_if_fail(vg != NULL, RET_BAD_PARAMS);
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vg->opengl_draws = NULL;
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return RET_OK;
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}
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@ -239,40 +239,6 @@ typedef struct _vgcanvas_vtable_t {
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vgcanvas_destroy_t destroy;
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} vgcanvas_vtable_t;
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struct _vgcanvas_opengl_draw_t;
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typedef struct _vgcanvas_opengl_draw_t vgcanvas_opengl_draw_t;
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/**
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* @class vgcanvas_opengl_draw_t
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* OpenGL绘制回调。
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*/
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struct _vgcanvas_opengl_draw_t {
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/**
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* @property {void*} ctx
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* @annotation ["readable"]
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* 上下文。
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*/
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void* ctx;
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/**
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* @property {tk_callback_t} draw
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* @annotation ["readable"]
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* 绘制回调。
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*/
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tk_callback_t draw;
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/**
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* @property {bool_t} call_before_ui
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* @annotation ["readable"]
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* 是否在UI之前绘制。
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*/
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bool_t call_before_ui;
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/**
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* @property {vgcanvas_opengl_draw_t*} next
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* @annotation ["readable"]
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* 下一个。
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*/
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vgcanvas_opengl_draw_t* next;
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};
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/**
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* @class vgcanvas_t
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* 矢量图画布抽象基类。
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@ -447,9 +413,6 @@ struct _vgcanvas_t {
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assets_manager_t* assets_manager;
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/*确保begin_frame/end_frame配对使用*/
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uint32_t began_frame;
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/*用于开发者自己绘制 OpenGL */
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vgcanvas_opengl_draw_t* opengl_draws;
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};
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/**
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@ -1455,33 +1418,6 @@ ret_t vgcanvas_fbo_to_bitmap(vgcanvas_t* vg, framebuffer_object_t* fbo, bitmap_t
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ret_t vgcanvas_draw_circle(vgcanvas_t* vg, double x, double y, double r, color_t color, bool_t fill,
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bool_t stroke);
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/**
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* @method vgcanvas_append_opengl_draw
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* 添加一个绘制函数(仅在OpenGL模式下,开发者自己用OpenGL进行绘制)。
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* > 每次 PAINT 事件都要注册,否则只会调用一次。
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* @param {vgcanvas_t*} vg vgcanvas对象。
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* @param {vgcanvas_opengl_draw_t*} call 函数信息(生命周期必须保证在下一次调用时有效, next会被修改)。
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* @return {ret_t} 返回RET_OK表示成功,否则表示失败。
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*/
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ret_t vgcanvas_append_opengl_draw(vgcanvas_t* vg, vgcanvas_opengl_draw_t* call);
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/**
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* @method vgcanvas_call_opengl_draws
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* 调用所有OpenGL绘制函数。
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* @param {vgcanvas_t*} vg vgcanvas对象。
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* @param {bool_t} before_ui 是否在绘制UI之前调用。
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* @return {ret_t} 返回RET_OK表示成功,否则表示失败。
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*/
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ret_t vgcanvas_call_opengl_draws(vgcanvas_t* vg, bool_t before_ui);
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/**
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* @method vgcanvas_clear_opengl_draws
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* 清除所有OpenGL绘制函数。
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* @param {vgcanvas_t*} vg vgcanvas对象。
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* @return {ret_t} 返回RET_OK表示成功,否则表示失败。
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*/
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ret_t vgcanvas_clear_opengl_draws(vgcanvas_t* vg);
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ret_t fbo_to_img(framebuffer_object_t* fbo, bitmap_t* img);
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ret_t vgcanvas_set_assets_manager(vgcanvas_t* vg, assets_manager_t* assets_manager);
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ret_t vgcanvas_set_canvas(vgcanvas_t* vg, canvas_t* c);
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@ -59,10 +59,7 @@ static ret_t vgcanvas_nanovg_end_frame(vgcanvas_t* vgcanvas) {
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vgcanvas_nanovg_t* canvas = (vgcanvas_nanovg_t*)vgcanvas;
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NVGcontext* vg = canvas->vg;
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vgcanvas_call_opengl_draws(vgcanvas, TRUE);
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nvgEndFrame(vg);
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vgcanvas_call_opengl_draws(vgcanvas, FALSE);
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vgcanvas_clear_opengl_draws(vgcanvas);
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native_window_swap_buffer(canvas->window);
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