On Sat, 14 Jan 2006 18:21:49 +0900 Carsten writes:
> On Sat, 14 Jan 2006 01:33:51 +0000 Alastair Tse <[EMAIL PROTECTED]> 
> babbled:
> 
> > Hi,
> > 
> > I've been playing around with evas for a while now and I came 
> across
> > this segv when I was playing trying to use 
> evas_object_text_style_set().
> > 
> > I discovered that in evas/src/lib/canvas/evas_object_text.c, the
> > evas_object_text_render() method assumes there's a clipping object 
> when
> > setting the outline/shadow colors.
> > 
> > Here's a quick patch to fix the problem. I'm not quite sure 
> whether I
> > understand it, but I don't set clip objects usually, is that 
> required?
> > 
> > Cheers,
> 
> yup- good catch. thanks. - no i didnt mean the cached clip color as 
> thats the
> object color multiplied by the clip color (stored) - not what i want 
> here. :)
> 

        It was meant as a 'hint' from me :)

        For various reasons, it is best if the general obj color setting api
func actually colors the obj as a 'whole', so that it would be equivalent
to first rendering the obj with color = 0xffffffff to a buffer say and
then
coloring that image buf with the original color.
        In other words -- if an object has several 'internal' means of
'coloring'
parts of itself (here the text obj has such), then the general obj color
should
multiply these.. ie. the general object color should always act like a
clip color.

        Without that, there will be "problems" ...  But also you would like to
be able to re-color an object simply by setting the object's color,
rather than
having to have to set a clip-obj (which, oddly, has *its* color set as
the desired
re-coloring color).

        For the particular case of text objs, which have gained 'styling' via
api functs for setting the text's shadow, glow, etc. colors, one would
need to
also add an api funct for setting say the 'main' color of the text (as
opposed
to setting the color of the 'text-object').


        jose.



PS.  Lots of new stuff there in evas CVS, congrats to all who put in so
much
work :)




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