On Sun, Apr 18, 2010 at 8:15 PM, Andreas Volz <[email protected]> wrote:
> Am Thu, 15 Apr 2010 20:20:49 +0000 schrieb Iván Briano (Sachiel):
>
>> On Thu, Apr 15, 2010 at 8:09 PM, Andreas Volz <[email protected]>
>> wrote:
>> > ...
>> > Here I need to include the value in new_name. Hm, do I have to
>> > include the value in state variable?
>> >
>> > Sure I could add a state and then read the states list again. But
>> > if I like to add a state and then simply modify its properties I see
>> > currently no easy way to do it.
>> >
>> > Maybe I didn't understand the state value concept. I simply use 0.00
>> > always to be honest.
>> >
>>
>> Your Edje is old, every state function in Edje_Edit now receives
>> the state value separately from the name. Documentation is still
>> not fixed, but will be done and committed by the beginning of next
>> week.
>>
>> As to how it used to work, when you create a state, it uses 0.0
>> as the value, and you just pass the name to the function, for every
>> other state function, you have to pass both name and state within
>> the string, as it says there: "default 0.00".
>
> Ah, I see. Thank you. Another question:
>
> @return An Eina_List* of string (char *)containing all the states
> names found
>
>   edje_edit_part_states_list_get()
>
> I think it would be good to have a Eina_List with a char*, float
> structure instead of a char* with value included. Is there a special
> reason for the char* including float. It costs me a string concat a
> string parse each time.
>

Legacy. It was like that and hasn't been changed yet, but it will.
A lot of work is going to be made on the Edje_Edit front, if you
are writing the bindings for it for C++, I suggest you stop and
focus on something else for the time being, as Edje_Edit doesn't
have much of a use if not for changing the contents of an .edj file.

> regards
>        Andreas
>
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