On Tue, 13 Sep 2011 23:46:38 +1000 David Seikel <onef...@gmail.com> wrote:
> On Wed, 7 Jul 2010 11:27:58 +1000 David Seikel <onef...@gmail.com> > wrote: > > > On Wed, 7 Jul 2010 10:17:26 +0900 Carsten Haitzler (The Rasterman) > > <ras...@rasterman.com> wrote: > > > > > On Wed, 7 Jul 2010 11:03:20 +1000 David Seikel <onef...@gmail.com> > > > said: > > > > > > been there for a while. basically edje has lua support for > > > scripting. but its a bit crufty with a not-so-nice lua script api > > > for talking to edje/efl. i'm redoing it to make it nicer - in the > > > hope that this cleaner api will be good for a 1.0 of edje. :) > > > > > > > I'm a bit out of the loop these days. what's lua2 all about? > > > > Some fork of lua, something internal to E, or...? > > > > Ah cool. I'm still not started on my projects that will use > > edje/lua, so it will be good for me to use this new one once it's > > readyish. > > > > Project one is not ready to start, the guy is still chasing the > > money to pay for it. Project two, I'm hoping I can find someone to > > pay for a part of it. > > I've started project one, and got to the stage where I'm considering > my options for the edje stuff. What's the development status of lua2? > And even of lua support overall? OK, lua2 has no text part support, and that's what I needed. So I went with embryo. More about that below, but first the important part of this post. For a later project, I'll really need lua in EFL, but for this one, the embryo stuff works. I did want to get stuck into lua2 with this project though, just as a warm up to that later one. I spent part of yesterday going over edje's internals, to figure out what I don't know, and how much work it might be to implement lua2 text part support. I might be able to implement text parts in lua2, at least enough to satisfy my own needs. After writing the first few bits of lua2 stuff, lots of the rest are likely to be trivial boiler plate code. Just gotta get my head around it and get up to speed. So, what are other peoples plans with implementing lua2? Would I be stepping on others toes? Is someone else gonna be doing it very soon? Is raster happy with how lua2 was turning out, and not gonna start on lua3? Am I gonna go well past my annual commit quota? Embryo lacked a feature I found is in recent versions of small/pawn, So my embryo code is rather ugly to work around that. Lua has that feature though. I think they called it array subscripts in pawn, but it's basically a struct. Lua tables should do that fine. Some might say that if my edje code is complex enough to require structs, that I should be doing it in C. However, I want the edje file to include the full details of each game personality, as later I'll be adding more game personalities, and it's best for this design to have ALL that stuff in the one edje file. Then switching personalities is just a simple theme change. So one important struct, and code to deal with it, must be in the edje file. Then the C just sends generic messages, and each game personality deals with it in it's own way. Actually, with this design, the interactions between edje and C are very simple. Most of the complexity to do with this struct is handled entirely by the edje, it's mostly data to do with what gets displayed. -- A big old stinking pile of genius that no one wants coz there are too many silver coated monkeys in the world.
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