EWOL: Bases

Overview:

EWOL is an OpenGL library for creating graphical user interfaces. It works on many UNIX-like platforms, Windows, and OS X and some mobile platforms Android, iOs. EWOL is released under the APACHE-2 license, which allows for very flexible licensing of client applications. EWOL has a C++ architecture that allows for maximum flexibility.

APACHE-2 license limitation: I limit myself to use only Apache2 / MIT / BSD / PNG licencing to permit to release binary on IOs. This I a big point, because it need to rewrite many libraries (like SVG...).

The main idea of EWOL is to create a complete abstraction of the platforms. This generate some restriction that you will see an overwiew in the under section.

User requires:

To use ewol you need to know only C++ language. It could be usefull to know:

  • Python for lutin build tool.
  • git and repo for all version management.
  • OpenGL-ES2 if you want to create custum advanced widget.

If you just want to have an interface of the openGl just refer to the gale library

Ewol does not manage the Audio but it is full integrated in audio-river library.

Architecture:

One of the important point to know in this framework is some of absurd things came from the multiple architecture type.

I will Explain the main points:

  • IOs does NOT simply support the shared object sub lib, this force ewol to be APACHE-2, and depend on some sub-library with small license restriction.
  • Android have a JAVA main, then the application main will not be used with this platform
  • Android event (keyboard, mouse, touch-screen and ...) will arrive in asynchron mode ==> need to be resynchronyse in one thread
  • Only one graphyc framework is availlable on all platform. This is OpenGL (windows phone is not supported (moribund archi))
  • Main interesting point is packaging of the application data:
    • Linux store it in /usr/share/applName/*
    • MacOs store it in applName.app/subFolder/*
    • Android store it in the .pkg that is a renamed .zip that the name is dynamic
    • Windows (TODO : Never done a pakage) This will generate a complex result of data access...
  • Sub lib Change on all the platform, then I will use the idea of Apple, that incluse in a package all needed libs. This could be a problem for small platform, but this framwork need to have a OpenGL-ES2 instance then the memory problem, is not really a problem.