On Thu, 12 Jun 2008 22:09:56 +0200 (CEST) Dave Andreoli
<[EMAIL PROTECTED]> babbled:


> I agree with Jose, the think we need is just the ability to add objects
> from script... why instad do a simple function that create new parts? maybe
> taken from another group in the same file, and then do some bindings to
> basic evas functions like move, resize, etc. In this way you can create
> objects in the editor and then manipulate the objects from the script, don't 
> forget we have functions to manipulate every object properties in Edje_Edit.c
> 
> And don't forget that the power of flash is that you can design ;)
> 
> Your way is powerfull, but IMO is out of the scope of edje.
> PS: if you want to do games in pure edje you must first find a way to store
> the highscore on disk, a game can't exist without highscore :)
> 
> Dave

the problem is - if i do this with the current way embryo works with edje, it
will be much higher overhead. every call in and out of embryo creates and
destroys a vm. it retains no state. so every resize, move etc. etc is going to
start to get very heavy. as i said - you can still use existing edje "design" -
you might design objects that you then manipulate with script-only containers.
you can load sub-objects from the same edje file and place them in the "scene".
we already can manipulate what you design from script - this is a massive
extension to that, and to make it simpler and easier to do, a parallel system
that doesnt try and put this directly into the existing object list and layout,
but instead just uses edje designed objects much like a c program does via
edje's c api, would cover this case.

i'm also tossing around LUA. it may be more appropriate for this kind of usage
scenario...

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]


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