On Fri, 13 Jun 2008 04:35:25 -0400 Jose Gonzalez <[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" - 
> 
>       Then maybe the current implementation needs to be redone, if possible,
> so as not to have this kind of 'overhead'...?

we remove that overhead, and we replace it with another - always having to keep
a vm around... :) even if the script sections are called very little.

so no matter where you look you pay a price. you want to make sure you pay the
right price for the right thing. :)

>       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..?

actually not a lot - just keep them - but they will be empty structs, and add
in appropriate calls to the script-provided callbacks. right now the raw basics
are already in cvs - i was testing. but now i want to pause and open it up for
discussion. the script-lang would be the alternative to describing things as
parts and geometry layout.

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


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