>> 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"
> -
>
Then maybe the current implementation needs to be redone, if possible,
so as not to have this kind of 'overhead'...?
It seems to me that a lot of what you're going to be doing here anyway
is to replace edje's current internal structures/states from C ones to
script-language ones..?
> 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...
>
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