Re: [E-devel] etk?

2008-04-04 Thread simon . treny
Hi guys,

About the current situation of Etk, I don't think I will work on it anytime soon
for several reasons. First of all, for the last months, I haven't really had so
much free time to dedicate to Etk, I have been kept quite busy by a lot of
things such as school, personnal projects, friends... I also have somehow lost
faith in this whole project (not only Etk, but the whole E project), I won't
tell more about it, but I don't think the current situation suits me. And
another important reason is that I don't think that Etk is innovative enough to
be a real step forward... let's face it, it's just another toolkit such as
Gtk or Qt, that uses the EFL ok, but there is nothing really innovative about
it.

I've recently started to work on another project that I find more innovative and
interesting. It'll be something like Adobe Flash, but with a real toolkit inside
it. It'll be used to create real customized GUI for application, but also to
create some gadgets or some games. In fact, something like Edje, but with
widgets and with a more powerful scripting language that will allow to have a
real control on the animation. I really have nothing to show yet and almost no
code written, just a lot of ideas in my head. I'll probably use a lot of code
from Etk for the widget side of the project.

Anyway.. if anybody who already contributed to Etk wants to become the new
maintainer, I'd be glad to hear that the project is not totally dead. I just
don't think I'll work on it anymore...

Simon

Selon Jose Gonzalez [EMAIL PROTECTED]:


   The recent discussions here about toolkit theming and such
 has brought up, to me at least, the question of the future of the
 etk gui-toolkit. From what I can see, there has been little or no
 work done on this lib in a looong time -- it appears abandoned or
 maybe just plain un-maintained right now.
   Simon, etk's maintainer, hasn't been seen in a long time..
 and yet there are apps out there that depend on it, eg. edje-editor
 which I've noticed has a bug report stating that it's impossible
 to enter text correctly. Moom is working on this in etk...thanks.

   So, does anyone know what's up with etk.. is it dead, or
 sleeping, or planning big-things, or what?


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Re: [E-devel] Ecore Split

2007-11-19 Thread Simon TRENY
Is there actually any project that is still using ecore_config? Maybe it
could be removed. Ecore_Desktop should be removed too since it's
deprecated now.

Simon

On Mon, 19 Nov 2007 16:46:29 +0100,
Jorge Luis Zapata Muga [EMAIL PROTECTED] wrote :

 Hi, as the ecore split topic is around the ml again, after talking
 to dj2 on irc there was a crucial point to decide what should stay and
 what should be split and that's what core means. i agree different
 people can have different views of what core means. So here is a
 list of all ecore subsystems and in my opinion what should be moved.
 Please fill this poll with your own comments so we can have a
 consensus :)
 
 I = inside ecore
 O = outside ecore
 
 ecore I
 ecore_data I
 ecore_con  I
 ecore_config O
 ecore_desktop (wasnt it deprecated by efreet?)
 ecore_directfb O
 ecore_evas O  
 ecore_fb  O   
 ecore_file I
 ecore_ipc O
 ecore_job I
 ecore_sdl O
 ecore_txt I
 ecore_win32 O
 ecore_x O
 
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Re: [E-devel] News from the E stables

2007-11-14 Thread Simon TRENY
On Wed, 14 Nov 2007 20:44:59 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   Simon wrote:
 
   I hope that everyone can be just as excited. I know I am.
   I smell a new age of... Enlightenment.  :) :) 
  
  I'm really excited about this too! Especially about the new
  communication plan! I actually even think we should do more on
  the communication point. It would be great to establish a roadmap
  for example, with a list of items to get done in priority, for the
  different release-candidates, with eventually some mock-ups. It
  would also be good to have a place where designers or users could
  share easily some UI ideas. And not only for Enlightenment itself,
  but for all the libs/apps around E.
  A good thing to do too would be to *really* define the scope of
  the project. Are we just doing a WM, or are we aiming at something
  bigger?
  If this is something bigger, what should be the caracteristics of
  an E-app? Should it just use EFL? Should it be sexy? These questions
  would have to be answered if we want to get somewhere imo.
 
   Ok, so what is it that you want raster to tell you here?
 He's already made it clear that his main interest is in the wm and
 the core efl libs, and that's likely all he really has time for -
 besides everything else.
I'm not interested *only* by raster's opinion as you seem to think!
I know these questions have to be answered by *all* the developers: we
would have to agree on a common project and we would all have to share
the same goals. Currently, there is no limitations, no well-defined
bounds and the E project sometimes (often?) goes in several directions
that are sometimes opposed, which may result in a big waste of our
dev-time.

   But again, since he's the project leader, things like this
 keep being thrown at him. Do you really want him to be responsible
 for the direction of etk too? Or maybe just bless it as the 'official'
 raster-sanctioned gui toolkit?
Being a leader doesn't mean you have to take *all* the decisions! It's
not because Raster may only want to work on the WM that our project
should only be about getting a working WM. He will not forbid the
development of a full desktop-environment that would use E17 as a WM. If
all the devs agree on a common desktop-environment project that would be
coherent with e17, I see no reason why raster would refuse it.
But Raster will/should always make the final decisions about the dev of
E17 as it is his baby, as I will always make the decisions about the
directions taken by Etk. You can't take away the power of decision from
the creator of a project just for the name of community-development.

   What happens when something like etk or ewl, or some other
 large 'thing' whose scope in many ways overlaps or even overwhelms
 the scope of something like the wm, is also part of the E project?
 If raster says ...we need to..., or ... I'd like to see..., or
 something similar, then is he speaking for all e, all projects,
 or just for e-the-wm, or what? Or if he doesn't say anything about
 'myProject' then is it irrelevant to E?
As I said, imo devs should agree on a common project. Now, if a new
sub-project doesn't respect the project's definition or if it is
redundant with an existing project, it should not be a part of our
common project. That would be the rule to apply with new sub-projects.
For existing projects, the problem is more complex, as you can't decide
and say to a developer that his own project no longer belongs to our
project. But I think that sooner or later, we will have to make
choices. There is no good reason to have three different toolkits in
the same project, as there is no good reason for several video players
or several image-viewers. An application should follow the guidelines
set by the project-definition, and there should not be two
applications/libraries with the same purpose belonging to the same
project.

 
   You're the project leader of etk Simon. What do you want
 to do? How about a framework like javaFX, or Mozilla's xul, or MS's
 xaml? Would that be something you'd like to see? What are your
 thoughts on the future of graphical UIs? Do you have a 'roadmap'
 for etk+whatever?
I think the first step to accomplish would be to get all the current
widgets usable. For now, some widgets are really far from being
finished. The next big step would be to integrate a tool like evolve
to be able to build really-customizable UI from a descriptive file.
This tool should be directly part of Etk, and it should have a really
good and easy-to-use editor. With that, we could start to build really
nice apps quite easily, that would be as themable as native Edje apps.
It would have to be far more detailled, but that is globally the roadmap
I have in mind.

 
jose.
 
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Re: [E-devel] {Spam?} News from the E stables

2007-11-13 Thread Simon TRENY
On Tue, 13 Nov 2007 16:05:55 +1100,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Tue, 6 Nov 2007 19:07:00 +0100 (CET) Vincent Torri
 [EMAIL PROTECTED] babbled:
 
  --snip--
  
  I was just wondering if it was the right time to start a new theme,
  which is a big big work.
 
 it is a big work, but the old one just was annoying me too much. i
 was trying to do graphics for the wizard and it just wasn't looking
 nice. everything i tried looked like crap.
 
I agree, the bling-bling theme doesn't look good at all when there are
too many widgets on the same window. Just put more than 3 buttons and
the interface will probably look overloaded. Do you have any mockup of
the new widget-set? I've seen some shots of the window-borders, but
what really is important is to have a coherent and non-intruisive look
for the widgets imho. Otherwise, you'll end up with the same problems
as with the bling-bling theme.

Another possibility would be to use an existing theme. Detour would be
a perfect candidate for the job! It is already complete, it has a
really good look imo and widgets always look good regardless to the
layout. And it will also save you a lot of work. What do you think?
(Tokyo would also have to agree on this of course.. :))

MoOM Simon TRENY

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Re: [E-devel] E CVS: libs/evas raster

2007-11-13 Thread Simon TRENY
On Tue, 13 Nov 2007 12:15:39 +1100,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Wed, 10 Oct 2007 18:23:56 +0200 Christian Hunke
 [EMAIL PROTECTED] babbled:
 
  Its only the out-commenting of the constants in evas_object_main.c.
  When you just undo this it already works:
  
  http://enlightenment.org/viewvc/e17/libs/evas/src/lib/canvas/evas_object_main.c?r1=1.60r2=1.61sortby=date
 
 yes - those changes broke etk. there is no good reason i can think of
 why they should beak it. unless its some reliance on behavior that
 wasn't necessarily good/intended, but the changes are an improvement
 to evas. i found things that broke in e17 and fixed them. they were
 silly things that were bugs waiting to happen, so the changes were
 good.

Actually, Etk uses the smart resize-callback to update a widget when
the widget has to be updated (by calling
evas_object_resize(widget-smart, widget-w, widget-h). Since the
callback is not called anymore if the widget has not really been
resized, it broke down Etk when widgets needed a content-update while
the widget was not resized. To fix this, now we just call manually the
resize-callback when we need to update a widget that has not been
resized.

Simon

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Re: [E-devel] News from the E stables

2007-11-13 Thread Simon TRENY
 is the current
lack of communication. We do not communicate about anything. People
just don't know what is going on. Having weekly meetings with a short
summary/report would really help imho! I'm really excited about this
idea! :)

 
 Now we also need to fix up enlightenment.org a bit - I intend to sink
 a bit of time into solidifying some content. The Wiki has a fair bit.
 Anyone is welcome to contribute as they see fit.
Imo, e.org is a bit messy. Dan has done a great job to get it simpler,
but the section About (which is the most important one) is not well
structured imo.

 
 But the primary thing of importance is getting E17 out the door. It's
 actually looking petty good. Only 2 really big TODO items left. I'm
 doing a theme revamp. The Default theme has very much aged. The gold
 bling isn't incredibly popular. I'm working on something I think
 people will love - and it still shows off E. It will replace the
 current default - and will also knock off some of the comment the
 default theme so its better documented for people to build new themes
 from and learn Edje.
 
 Once E17 is out I intend to work hard on taking E mobile. That mans
 giving it the ability to run beautifully on tiny 1-4 screens or so,
 from 320x240 up to 800x480 or beyond but work like a charm with
 touchcreens, stylus's or fingers, with or without a keyboard or other
 buttons. But above all - it has to be sexy. This will simply be
 extending E - adding hooks, modules or module replacements. This will
 not mean E for the desktop is abandoned by me - it means it is simply
 a parallel focus - I use it every day of my life on every machine I
 have. Now I want it in the palm of my hand too.
 
 I hope that everyone can be just as excited. I know I am. I smell a
 new age of... Enlightenment. :)
I'm really excited about this too! Especially about the new
communication plan! I actually even think we should do more on the
communication point. It would be great to establish a roadmap for
example, with a list of items to get done in priority, for the
different release-candidates, with eventually some mock-ups. It would
also be good to have a place where designers or users could share easily
some UI ideas. And not only for Enlightenment itself, but for all the
libs/apps around E.
A good thing to do too would be to *really* define the scope of the
project. Are we just doing a WM, or are we aiming at something bigger?
If this is something bigger, what should be the caracteristics of an
E-app? Should it just use EFL? Should it be sexy? These questions would
have to be answered if we want to get somewhere imo.

Simon TRENY MoOM

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Re: [E-devel] Themes (Was: News from the E stables)

2007-11-13 Thread Simon TRENY
On Tue, 13 Nov 2007 23:36:52 +0100,
Morten Nilsen [EMAIL PROTECTED] wrote :

 Simon TRENY wrote:
  Another possibility would be to use an existing theme. Detour would
  be a perfect candidate for the job! It is already complete, it has a
  really good look imo and widgets always look good regardless to the
  layout. And it will also save you a lot of work. What do you think?
  (Tokyo would also have to agree on this of course.. :))
 
 My personal favorites are gant and blue eyed..
 
 Found a screenshot of Detour by means of google*, and I guess that
 theme also looks OK, I just think the recessed 3D-buttons are a bit
 much, and a candy cane percent bar doesn't really speak to me..
 
 *) http://tinyurl.com/2w3wg4
 
You can have a more recent screenshot of the Detour theme here:
http://mtreny.free.fr/detour.png

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Re: [E-devel] Discussion about Evas perfs for scrolling

2007-11-05 Thread Simon TRENY
On Mon, 5 Nov 2007 20:21:05 +0100,
Cedric BAIL [EMAIL PROTECTED] wrote :

 On Sunday 04 November 2007 17:00:27 Gustavo Sverzut Barbieri wrote:
  On 11/4/07, Simon TRENY [EMAIL PROTECTED] wrote:
   On Sat, 3 Nov 2007 22:36:49 -0300,
   Gustavo Sverzut Barbieri [EMAIL PROTECTED] wrote :
On 11/3/07, Simon TRENY [EMAIL PROTECTED] wrote:
   But with the second solution (the viewport one), you actually
   have two Evas: one Evas for the application itself (including the
   view-borders, the scrollbars, the view-background), and one Evas
   for the content of the view. The second Evas is rendering into a
   buffer (through the buffer engine), and this buffer is then
   rendered into the first Evas, inside the scrolled-view. This way,
   the second Evas (the one where you'll just move the viewport in
   order to perform scrolling) just contains the objects of the
   view-content, and so, there will never be any problem when
   translating the pixels. No broken background. We could even
   have a semi-transparent overlay over the view, and it would still
   be possible to do the translation-thing with no artefacts.
  
   And this solution should be quite easy to implement in Evas (just
   need to support viewports that are not located at 0,0). It would
   increase mem-consumption since you have to render into a buffer,
   but you still have the choice not to do that for your
   scrolled-views, so it won't change anything for existing apps.
 
 Only the second solution seems usefull, but if we create a full size
 buffer, we will use much more memory than today. Perhaps it could be
 possible to have a small buffer that will be near the viewport size
 plus a delta in each direction. When scrolled, only the hidden part
 are redraw and some are hidden. If the scrolled part are moved
 outside of the delta, we just do a memove of the content and we
 update all the needed part. It's a little bit more complex, but it
 should require less memory and still provide better performance (A
 draw back could be that we will not have linear performance, but
 that's already not the case).
Yes, my idea was to only have memory for the viewport geometry. No need
to allocate memory for the full Evas since it's not entirely visible.
The delta-thing could be great to improve the case where the user
scrolls back-and-forth by small offsets, but it would be harder to
implement and would require a second buffer (containing only the pixels
visible by the viewport, not the delta-borders). So I'm not sure it's
worth it.

 
so, it's a optimization that will not help that much. We're
doing 800x480 at more than 24fps using an 230Mhz ARM... so I
_really_ disagree it's a problem.
  
   Well.. on a 1600x1200 view, you have 5 times more pixels to draw.
   And scrolling a fullscreen tree containing a lot of objects on
   this resolution is really laggy-ish on my Athlon 1300MHz. And it
   would even be worse if the resolution goes higher (which tend to
   be the case with recent screens).
 
 With a MIPS at 200Mhz and a screen of 720x576x32, it's really slow
 when you are require to move many part of the screen.
 
What would help here is a general render-cache, I already
discussed this with raster for styled-text and scaled images.
Basic idea is quite simple: count the number of times you do
certain operation on some object (scale, recolor, text
styles... things that are not optimimum) and if some flag is
set (cacheable==1) you would create a new buffer and cache this
effect, next time you just use it. If you run out of cache
space, it would be deleted and no problem. This would help to
save lots of expensive operations, but it's quite boring to
implement and test. So I'll avoid it until I really need... :-)
  
   Yes, it might be useful indeed! :)
 
 Regarding the cache mecanism, I really agree that we need to improve
 it. It should not be to difficult to add scale image to the cache (I
 already have some idea regarding this). The others (recolor,
 styled-text) are not yet part of the cache mecanism, and will require
 more work. But I don't see where you want to put this cacheable flag
 and when/how you want to set it. You could perhpas describe how you
 see this new cache function (including recolor and styled-text).
 
 Cedric
 
 
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[E-devel] Discussion about Evas perfs for scrolling

2007-11-03 Thread Simon TRENY
Hi guys!

Evas is a really great lib with very good performances to render a lot
of objects, but I think it has one major drawback: it is quite slow
when we have to scroll contents (iconbox, list-view, text-view, ...).
Indeed, for now, in order to implement this scrolling effect, we have
to move all the objects contained in the view. This means that the
*entire* view has to be redrawn each time the user scrolls, even by a
1-pixel offset. And if this is a fullscreen view on a 1600x1200 screen,
it will require a very powerful CPU in order to have a really smooth
scrolling, and I don't think this is acceptable.

If we compare the scrolling performances of Evas with the ones of GTK
or QT, it's easily noticeable than GTK/QT are *far* more efficient for
scrolling! So.. how do they do that? Well, it seems they just don't
redraw the entire view, but just the elements that were not previously
visible in the view, and that now are visible. Indeed, when scrolling, a
big part of the content was already visible and then rendered, and would
just require to be translated to the right position. There is indeed no
need to redraw the whole view, but just the elements that weren't
visible on the previous frame.

Now, how can we do this in Evas?
I see two solutions here:

1/ We try to detect the areas that can be just translated instead of
being redrawn. It would imply no change in current applications in
order to get benefit of it, but the algorithm behind it is far from
being simple, and it may even use more CPU than it would save from
avoiding the whole redraw thing. So, I don't think it's the good way to
do that.


2/ We could also use the viewport feature of Evas for this. When
scrolling, instead of moving the objects, we could simply move the
viewport in the opposite direction. For example, if we'd like a
long-scrolled iconbox, we would have a huge Evas containing all the
icon-objects of the iconbox, but with a small viewport representing the
iconbox-view. Now, when scrolling, no need to move all the
icon-objects, we would just have to move the viewport. When moving
the viewport, we could then translate all the pixels that are common to
the two viewport's geometries, and redraw only the areas that were not
in the previous viewport-geometry. This can be done really easily

Advantages: it should be a lot easier to implement in Evas, and it will
probably give better results.

Drawbacks:
- Apps would need some adaptations in order to get benefit of
this and the scrolled-views would have to use their own
buffer-engined Evas (which would mean a bigger memory consumption, but
the first solution would also increase memory consumption anyway).
- Evas and Evas' engines would need to support viewports that are not
placed at 0,0, and viewports that can be moved. But I don't think it
should be too hard


So, what do you think about this? Any other solution in mind? I'll be
glad to hear your opinions! :)


Cheers,
Simon TRENY MoOm




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Re: [E-devel] New SDL, FB and X11 etk engine with one window.

2007-10-22 Thread Simon TRENY
On Fri, 19 Oct 2007 17:22:11 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :

 Hi,
 
   Follow a patch that use my previous Etk Engine to provide a
 generic engine for Ecore engine that don't support multiple window
 (like FB and SDL). It suffer the same bugs of the original Etk SDL
 engine. So it something in Etk or the way I use Etk.
   The only hack I don't really like in this patch, is the
 need to call engine_init a second time with feedback from the sub
 engine. But it work !
 
 Cedric

Hi Cedric,

I will probably not have time to review your code this week. I'll try
to read it as soon as possible, but it may be in more than a week.
Sorry!

Thanks for your work! :)

Simon TRENY MoOm

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Re: [E-devel] E CVS: libs/etk barbieri (about recent Etk changes)

2007-10-13 Thread Simon TRENY
On Wed, 26 Sep 2007 00:58:05 -0400 (EDT),
Enlightenment CVS [EMAIL PROTECTED] wrote :

 Enlightenment CVS committal
 
 Author  : barbieri
 Project : e17
 Module  : libs/etk
 
 Dir : e17/libs/etk/src/lib
 
 Log Message:
 Structures fields reorder to avoid holes and save memory.
 
 Have all Etk_Bool inside structures to be a bitfield, reorder fields
 to provide better packing.
 
 Packaging was aided by pahole 1.0 on x86
 (http://git.kernel.org/?p=linux/kernel/git/acme/pahole.git)
 
 Tested with etk_test and edje_viewer, both still work.
 
 PS: bugs may appear due Etk_Bool size change, values like 2 (10b) will
 now be evaluated as false. That was already a bug, just being exposed
 now, the fix is easy: use !! (double negative) before the value,
 example: visible = obj_ptr; becomes visible = !!obj_ptr;.

Can I ask you how many bytes per widget do you gain with such a change?
I don't really expect it to be more than 300b per widget. Since in an
Etk app, you'll most probably never have more than 300 widgets, you'll
gain 100kb max, and I'm being **VERY** generous here! :) And I don't
think 100kb is really important nowadays, even on embedded devices
(whose apps will never have 300 widgets anyway...).

So, if you don't mind, I'm going to revert this change, as it
introduces code changes that I personally find really ugly (such
as visible = !!obj_ptr;...)

And, it would have been great if this change had been discussed on the
dev ML before being committed. I know I haven't been really active
these last weeks, I've been quite busy with school and other projects,
but I'd still like to have the opportunity to give my opinion before
such a change happens.

More generally, there has been a lot of important changes recently in
Etk internals, some of them are great, but there also have been changes
that I really don't like. I would have appreciated if you (i.e.
developers who made these changes) had discussed them publicly and
*waited* for my response before committing them.

Regards,
Simon TRENY MoOm

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Re: [E-devel] Starting programming in EFL

2007-09-10 Thread Simon TRENY
 matter, without partiality and without people
  trolling one toolkit with false arguments only for the sake of
  convincing us to choose their own toolkit.

I think the best you can do to make your choice is too run both
ewl_test and etk_test and try all the widgets, and compare the
look-and-feel. Simple widgets will obviously feel the same (a button
will feel the same way with the two toolkits), but try more complex
widgets. If you don't feel any difference, then look at the code of the
test apps, and choose the toolkit with the API that you prefer.

Open source is also about having choices. It may sometimes (often?)
seem messy, but it's all about freedom. You have several browsers,
several audio players, several WM, and... several toolkits. That's just
the way it is, and it's not gonna change. People are doing this first
because they enjoy to do it.


Regards,
Simon TRENY MoOM

 
 Nope.
 
 Michael
 

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Re: [E-devel] Evas smart-objects future plans?

2007-08-21 Thread Simon TRENY
On Tue, 21 Aug 2007 08:50:46 +0200,
Peter Wehrfritz [EMAIL PROTECTED] wrote :

 Simon TRENY schrieb:
  Hi,
 
  I've seen in Evas.h that most of the methods of Evas_Smart_Class are
  marked as to-be-deleted in the future (FIXME: DELETE ME). This
  concerns show(), hide(), color_set(), clip_set() and clip_unset().
 
  I think it will be indeed a really great thing to do since when we
  implement these methods for a new smart-object, we basically always
  do the same thing (i.e clipping member-objects against the parent's
  clipper in clip_set(), hiding the member-objects in hide_set()...).
  It will also simplify a lot the code of Etk_Widget as I tried to
  make these things done automatically but since Etk doesn't have
  access to Evas internals, it is quite a mess.

 I'm totally against the idea to clip all smart members to the smart 
 object geometry. I can understand that this is the common case in the 
 view of a toolkit author. But in fact there are many exception I can 
 think of. For example an animation that overlaps the geometry of the 
 smart object, a shadow that overhangs the area of an swallow part,
 etc.. In elitaire I use this for the cards. The logical card has
 always the same size, but when you switch on shadows, the card image
 has an offset outside of this area and only the shadow has the same
 geometry (position and size) like the smart object. That make it very
 handy to handle movements of the card and animations like lifting the
 card at the same time. I don't think we should sacrifice the power of
 evas smart objects because of a common case that 90% of the smart
 object use. Think of the remaining 10% percent. This cases need to be
 handled, too. You could write an convenience object, maybe called
 evas_object_group, where you only have to set the resize callback and
 the rest is done internally. But please let the the smart objects as
 they are. There are many cases where you need the versatility of them.
You're right, member-objects should not be clipped to the smart-object
geometry, but, I never said they would! I only talked about clipping
the member-objects against the smart-object clipper, if there is one.
This is definitely not the same, and it makes sense imho (if you clip a
card against a rect, you want the shadow to be clipped too). But you
will still be able to have parts outside of a Edje group.

Simon TRENY MoOm

 
 Peter
 
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Re: [E-devel] Evas smart-objects future plans?

2007-08-21 Thread Simon TRENY
On Tue, 21 Aug 2007 10:26:16 +0200,
Peter Wehrfritz [EMAIL PROTECTED] wrote :

 Chady Kassouf schrieb:
  On 8/21/07, Peter Wehrfritz [EMAIL PROTECTED] wrote:

  Simon TRENY schrieb:
  
  Hi,
 
  I've seen in Evas.h that most of the methods of Evas_Smart_Class
  are marked as to-be-deleted in the future (FIXME: DELETE ME).
  This concerns show(), hide(), color_set(), clip_set() and
  clip_unset().
 
  I think it will be indeed a really great thing to do since when we
  implement these methods for a new smart-object, we basically
  always do the same thing (i.e clipping member-objects against the
  parent's clipper in clip_set(), hiding the member-objects in
  hide_set()...). It will also simplify a lot the code of
  Etk_Widget as I tried to make these things done automatically but
  since Etk doesn't have access to Evas internals, it is quite a
  mess.
 

  I'm totally against the idea to clip all smart members to the smart
  object geometry. I can understand that this is the common case in
  the view of a toolkit author. But in fact there are many exception
  I can think of. For example an animation that overlaps the
  geometry of the smart object, a shadow that overhangs the area of
  an swallow part, etc.. In elitaire I use this for the cards. The
  logical card has always the same size, but when you switch on
  shadows, the card image has an offset outside of this area and
  only the shadow has the same geometry (position and size) like the
  smart object. That make it very handy to handle movements of the
  card and animations like lifting the card at the same time.
  I don't think we should sacrifice the power of evas smart objects
  because of a common case that 90% of the smart object use. Think
  of the remaining 10% percent. This cases need to be handled, too.
  You could write an convenience object, maybe called
  evas_object_group, where you only have to set the resize callback
  and the rest is done internally. But please let the the smart
  objects as they are. There are many cases where you need the
  versatility of them. 
 
 
  The proposal is NOT for clipping to the parent object's geometry,
  but to the parent object's clipper.
  Yes, your case if very valid, but if you're going that route, you
  probably will have your parent clipper account for the shadows by
  making it that much bigger to not clip the shadows.
 

 Ah, then I misunderstood Simon. So you have a function 
 evas_object_smart_clipper_set() to set the clipper and control the 
 clipper on your own? That could work for me, but I still would prefer
 to have this in an evas object group or something similar. I don't
 know, however, if that makes the implementation too complicated.
No, you'll still use evas_object_clip_set() to clip the smart-object.
And in that case, the member-objects will be clipped automatically
against the same clip object.

Simon TRENY MoOM

 
 Peter
 
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Re: [E-devel] Evas smart-objects future plans?

2007-08-21 Thread Simon TRENY
On Tue, 21 Aug 2007 10:02:03 +1000,
Brett Nash [EMAIL PROTECTED] wrote :

 On Tue, 2007-08-21 at 00:58 +0200, Simon TRENY wrote:
  Hi,
  
  I've seen in Evas.h that most of the methods of Evas_Smart_Class are
  marked as to-be-deleted in the future (FIXME: DELETE ME). This
  concerns show(), hide(), color_set(), clip_set() and clip_unset().
  
  I think it will be indeed a really great thing to do since when we
  implement these methods for a new smart-object, we basically always
  do the same thing (i.e clipping member-objects against the parent's
  clipper in clip_set(), hiding the member-objects in hide_set()...).
 
 I disagree here.  You are correct in that 95+% of cases are just
 hide/show the clip and the like.  However we have a number of widgets
 that do things like stop animations, release resources or similar
 actions on hide calls, also more complex widgets delay layout
 recalculations until the show call.
About doing stuff on show, you'll still be able to do this. You'll just
need to have a callback to the SHOW event of the smart-object (with
evas_object_event_callback_add()).
As for evas_object_hide(), maybe you just shouldn't call it for what
you are doing. You could have a function my_smart_object_hide() that
will do all the animations, and that will finally call
evas_object_hide() on the smart-object at the end of the animations.

Imho, evas_object_hide() should really hide the object. And since
smart-objects have been designed to form a logical group from compound
evas-objects, evas_object_hide() should hide the smart-object and all
its member-objects. It wouldn't be coherent to have
evas_object_visible_get(smart) returning 0, and still have a
member-object being visible. The state of the member-objects should
automatically inherit from the state of their parents if we want to
keep things logical imho.

Regards,
Simon TRENY MoOm

 
 However being able to set the calls to NULL, and allow evas to do the
 obvious things in these cases.
 
   Regards,
   nash
 
 

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[E-devel] Evas smart-objects future plans?

2007-08-20 Thread Simon TRENY
Hi,

I've seen in Evas.h that most of the methods of Evas_Smart_Class are
marked as to-be-deleted in the future (FIXME: DELETE ME). This
concerns show(), hide(), color_set(), clip_set() and clip_unset().

I think it will be indeed a really great thing to do since when we
implement these methods for a new smart-object, we basically always do
the same thing (i.e clipping member-objects against the parent's
clipper in clip_set(), hiding the member-objects in hide_set()...). It
will also simplify a lot the code of Etk_Widget as I tried to make
these things done automatically but since Etk doesn't have access to
Evas internals, it is quite a mess.

I'm willing to try to implement those things in Evas, but first I'd
like to be sure of the behaviour to respect:

- A member-object should be really visible only if its parent is
  visible and if it is set as visible (evas_object_visible_get() == 1).
  It would remove the need for show() and hide()
- A member-object should be clipped by the intersection of its clipper
  and of its parent's clipper. It would remove the need for clip_set()
  and clip_unset()
- The member-objects' color should be automatically multiplied by its
  parent's color at rendering (-- no more need for color_set()).
  Actually, I'm not sure about this last point. What if the user would
  absolutely want to have a member-object always green for example,
  regardless to the color of its parent? I can see a use for this: in
  estickies, the window is semi-transparent while the text is opaque,
  and yet, the text is a member-object of the window.

Are you ok with this?
Do you have any other requirements for the smart-objects?

Regards,
Simon TRENY MoOM

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Re: [E-devel] evas_list_free API change

2007-07-27 Thread Simon TRENY
Instead of this, I would prefer to have:
   evas_list_free_cb_set(Evas_List *list, void (*free_cb)(void *data, void 
user_data), void *user_data);

This way, you don't break the API and the free-callback could be called
also when an item is removed from the list with evas_list_remove().

Simon


On Fri, 27 Jul 2007 08:08:55 +0200,
Sebastian Dransfeld [EMAIL PROTECTED] wrote :

 Does someone mind if I change
evas_list_free(list);
 to
evas_list_free(list, free_cb);
 
 We would save a lot of lines in E if we could do
evas_list_free(list, e_object_del);
 
 Sebastian
 
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[E-devel] Is this a community project?

2007-07-08 Thread Simon TRENY
Hi guys,


Recent discussions about config dialogs being moved to modules leads me
to a question I've been asking myself quite often recently. I'm working
on the E-project for at least a couple of years now, and actually, I
still can't tell what is the scope of this project? How would you
define it?

Are we just working on a WM or are we trying to have a decent desktop
environment? If we are working on a WM, should it include a FM (well..
it seems so..), should it have its own toolkit (it seems so
too...)? Does it aim to be a WM for desktop configs or for embedded
devices? And if this project is about getting a nice desktop
environment, what apps should be part of it? What should be the point
in common of all these apps? Is using the EFL enough to be a part of
the environment? Or maybe we should have guidelines that all the apps
would have to respect (like the Gnome HIG)?!
I'm pretty sure that we can't find two devs with the exact same
definition of the project. We all see it differently!

In these conditions, how can we work together on this? If this a
one-man project, it's ok to share nothing.. But since it *tends* to be a
community project, we need to share ideas and to establish a common
project on which we all agree! If I could have known two years ago that
e17 would now have its own toolkit, its own FM, its config dialogs
moved to modules, shelves and a lot of other recent changes that I
don't necessarily agree with, I would probably have not spent so much
time on this project.. And I know I'm not the only dev feeling like
this right now... It would be nice if evolutions were discussed
publicly on the ML. For now, it just seems that when one dev wants a
new feature, he implements it without asking others what they think
about it. And most of these new features were not even in the TODO list
before...

Personally, I don't think I will ever commit any other code to this CVS
(on Etk mainly) if I don't feel the situation has changed (i.e. if we
don't have a precise roadmap and if we don't have defined precisely
the scope of the project). I'll probably just move Etk and other
projects I have in mind to another place. It's not a threat or
blackmail (anyway, I'm pretty sure most of the devs working on e17
don't even care about Etk...), I just don't see why I would share a CVS
with a project that I can't even define and that I can't even tell where
it is heading toward..


Regards,
Simon

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Re: [E-devel] RFC evas_object_transform()

2007-05-19 Thread Simon TRENY
On Sat, 19 May 2007 09:35:25 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sat, 12 May 2007 10:58:26 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  On Sat, 12 May 2007 07:14:04 GMT,
  [EMAIL PROTECTED] [EMAIL PROTECTED] wrote :
  
   
 Carsten wrote:
   
personally, as an intermediate-step i'd like to simply be able
to modify the FILL of an image (or text object) so the FILL can
be transformed (we need to be able to disable tiling for
images). this will then allow for us to provide transformed
image data but within a rect - allowing us to worry about
events later but get the benefits of the visual elements now.
   
 I've already done all this. No need to 'disable tiling',
   that's what the fill-spread modes are for. Recall the
   shaped-gradient I once sent? Same thing.. except that here we
   take into account borders and hq down scaling (for the software
   engines). The gl engine is still a problem - if one wants to do
   things strictly with gl - since I need code to render to a
   texture buffer (though it may be possible to use a quad mesh or
   some such?).
  For the GL engine, you can probably modify the texture matrix to
  transform the filling of an image. I'm not sure how well it would
  work with borders though (but actually, what borders mean when
  the fill is transformed?)
 
 that is a good question. what do borders mean then? i would say that
 borders remain unscaled at the bounds of the transformed quad (the
 quad being the bounds of the image post-transform).
Actually, I think it would make more sense if the borders were applied
before the transform. Imo, borders describe how the original texture
should scale. If the texture is already transformed when borders are
applied, it won't be easy/intuitive to predict the result.

And it would allow to rotate a bordered-scaled-rectangle for example.
If the borders were applied after the transform, the borders of the
rectangle would look really weird.

 
   
yup. you can convert a scale + rotate INTO a transform matrix,
but not the other way around (easily).
   
 Not difficult - it's impossible in general.. and much
   depends on the order one wants the transforms to be applied.
   
  jose.
   
   
   
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Re: [E-devel] RFC evas_object_transform()

2007-05-12 Thread Simon TRENY
On Sat, 12 May 2007 07:14:04 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   Carsten wrote:
 
  personally, as an intermediate-step i'd like to simply be able to
  modify the FILL of an image (or text object) so the FILL can be
  transformed (we need to be able to disable tiling for images).
  this will then allow for us to provide transformed image data but
  within a rect - allowing us to worry about events later but get the
  benefits of the visual elements now.
 
   I've already done all this. No need to 'disable tiling',
 that's what the fill-spread modes are for. Recall the shaped-gradient
 I once sent? Same thing.. except that here we take into account
 borders and hq down scaling (for the software engines). The gl engine
 is still a problem - if one wants to do things strictly with gl -
 since I need code to render to a texture buffer (though it may be
 possible to use a quad mesh or some such?).
For the GL engine, you can probably modify the texture matrix to
transform the filling of an image. I'm not sure how well it would work
with borders though (but actually, what borders mean when the fill is
transformed?)

 
  yup. you can convert a scale + rotate INTO a transform matrix,
  but not the other way around (easily).
 
   Not difficult - it's impossible in general.. and much depends
 on the order one wants the transforms to be applied.
 
jose.
 
 
 
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Re: [E-devel] [RFC] SDL Engine

2007-04-30 Thread Simon TRENY
On Mon, 30 Apr 2007 12:34:25 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Wed, 25 Apr 2007 01:17:56 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  On Tue, 24 Apr 2007 14:41:22 +0900,
  Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
  
   On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY
   [EMAIL PROTECTED] babbled:
   
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :
  I did visit the sdl website, and there seems to be
  mention of using OpenGL with SDL... Is it possible to
  maybe also have a gl_sdl version of the engine.. ie. one
  which would presumably use some gl rendering?
 
 I did think about that also, but I must have some priority. So
 first I want to have an Ecore with all others EFL running
 cleany with the software_sdl. So it's definitively possible
 in my opinion, but not really on top of my TODO list :)
I have some experience with SDL + OpenGL and there is nothing
different between using OpenGL with SDL and using OpenGL with an
X11 window (OpenGL-wise). The only differences are the calls
that depends on the windowing system: the creation of the GL
context and the swapping of the front/back buffers. But I don't
think it's worth it to create an Evas engine for OpenGL+SDL. It
will be exactly the same as the GL-X11 engine (i.e just a
wrapper of the GL-common engine).
   
   agreed. in fact the sdl engine is strange. it allocates sdl
   surfaces for images
   - but really doesnt do anything more than the software engine.
   there is not any good reason for this, and really the sdl engine
   shouldnt need to be any more than just an sdl wrapper handling
   the windowing system interfacing and display of ARGB32 data to
   the screen - the rest can be the software engine as-is.
   
Actually, I don't think there should be a GL-X11 engine in Evas
at all. Just the GL-common engine should be enough. Then all
the code to create the GL-context and to swap the buffers (that
is to say, all the code that is currently in the GL-X11 engine)
should be moved to Ecore_Evas imho. This way, if we'd like to
use OpenGL+SDL or OpenGL+Win32, there will be no need to create
a new Evas engine. We would just have to create the window, the
GL-context and to use it with the GL-common engine of Evas (all
of these could be done in Ecore_Evas). And it will make it
possible to use Evas in your own OpenGL app which already has
its own GL context: for example, you could use Evas for the GUI
of an OpenGL game, which could be really cool imho :)
   
   i disagree. currently the engine does the swaps because that is
   the onyl sane way to get performance with gl. in theory it should
   render updates like the software engines do - render the update
   regions to a pbuffer/texture then copy to the frontbffer instead
   of allocating a whole backbuffer for the window. the problem is
   that if you expose this, this mechanism is no longer tweakable by
   the engine. the software engines dont force you to do anything
   special before or after rendering to make them display, and the
   gl engine shouldnt either imho.
  I see what you mean, and actually, it's just a design problem.
  But the thing is, because of this design issue, the GL engine is
  far more limited that what it could actually do. The only thing we
  would need to make it as powerful as it could be would be to change
  Ecore_Evas_GL_X11 from this:
  1. Creation of a drawable
  2. Creation of the GL-engine from the drawable
  3. While (1) do { engine-render() }
  
  to this:
  1. Creation of a drawable
  2. Creation of a GL-context from the drawable
  2. Creation of the GL-engine
  3. While (1) do { engine-render(); swap_buffers(GL-context) }
 
 but by doing this you ASSUME the mechanism for updating IS a
 glxswapbuffers - what if it isn't? what if we change it to do what i
 said (render to texture/pbuffer, then copy that to the frontbuffer) -
 maybe it might do things differently based on the driver (some
 drivers might be able to accelerate this, some may not).? the gl
 engine in  this regard is no less limited than the software_x11 -
 EXCEPt it doesnt allow alternate drawable targets (pixmaps). what YOU
 want is the ability for the gl engine to render to a texture or
 pbuffer - and you get to specify that texture/pbuffer. that is what
 you really want. it would then work no differently to the software
 and xrender engines that can have pixmaps specified as targets (as a
 pixmap and window are the same for rendering purposes here).
Actually, what I really want is a GL engine that is not aware of the
rendering-target, i.e. an engine that can render indifferently to the
backbuffer, to the fronbuffer, to a texture, to a pbuffer... and
independently of the windowing system used. Here would be the different
schemes to do these things with this generic GL engine:

Backbuffer + double

Re: [E-devel] itask engaged - pre alpha release

2007-04-25 Thread Simon TRENY
On Wed, 25 Apr 2007 10:18:46 +0200,
Thomas Kuther [EMAIL PROTECTED] wrote :

 On Mi, 25.04.07 00:18 Simon TRENY [EMAIL PROTECTED] wrote:
 
  On Tue, 24 Apr 2007 08:39:06 +0200,
  Igor \FeR\ Scabini [EMAIL PROTECTED] wrote :
  
   Daniel Kasak ha scritto:
Hannes Janetzek wrote:

Hi,
itask_ng starts to get usable. So if someone wants to try it's
available from svn:
http://itask-module.googlecode.com/svn/trunk/
itask-module/itask_ng
   
a video is here (it looks better in reality, this was recorded
with 4fps)
http://video.google.de/videoplay?docid=-1525947350649682737
   
there's a README that explains how to set up the shelf
correctly. 

Looks good :) Actually I'd like to see the engage-like scaling
in an app *launcher* as well as a task manager, but anyway ...
it's good. I assume the goal is to drop the 116-pixel
requirement for making it look nice?

   
   I still have a problem that I can replicate very well: sometimes
   when I left-click on an icon in itask module the shelv menu open
   and the app too, so this *feature* is only annoing me, not
   stopping using this module.
   
The README file did spark some questions though:

you need to have composite manager running like for example
xcompmgr, bling, egloo or bang

I'll be good and not ask when bang is coming :)

But what is egloo? I googled for it and found absolutely
nothing. Not announced yet?

Dan
   
   You can find egloo here:
   http://mtreny.free.fr/egloo/
   I don't know anything about the author and development plan, from
   the video it loooks good.
   
  The code that can be found here is not supposed to work at all. It
  is totally outdated and was only here as a backup in case I have a
  problem with my harddrive... :) And egloo doesn't even handle
  alpha-ed windows yet, so it has no use with itask (nice module
  btw :))
  
  Simon
  
 
 Hehe, beside a segfault on restart, it works here (and I have to
 disable dropshadow module)
Great, could you tell me which graphic-card you are using? And are
using it with XGL or directly with the classic Xorg server?
 
 The mosaic is such a great usability++, I really love it (already from
 beryl and OS X).
 If this could be integrated into bling, or the other way round, this
 would plain rock! (Why not join efforts there btw?)
I don't think bling and egloo have the same goals. But maybe Egloo and
Bang could be one unique project (I thought bang was dead)
 
 And it's very nice to see engage returning in some way. itask is
 great, so was engage. itask_ng will kick ass then :)
 
 Cheers.
 Tom

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Re: [E-devel] Ideas for a new 'desklet'-module api

2007-04-25 Thread Simon TRENY
On Wed, 25 Apr 2007 08:07:27 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Wed, 25 Apr 2007 00:13:22 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  On Tue, 24 Apr 2007 15:11:42 +0900,
  Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
  
   On Wed, 18 Apr 2007 21:29:05 +0200 Hannes Janetzek
   [EMAIL PROTECTED] babbled:
   
   simple answer:
   
   1. use gadcon
   2. add a generic layout layout smart to gadcon so it can use
   that instead of the linear one it uses for the shelf
   3. make the desktop advertise a gadcon layout.
  I'm going to try to work on points 2 and 3 in the next few days.
  Raster, If I remember correctly, you wanted the generic layout to
  work well with resolution changes. Any requirements for that?
  I see two possibilities here:
- 1/ When the resolution is changed, the gadgets keep their
  relative position, i.e. if the horizontal alignement of a gadget was
  0.5 (center), it will stay centered regardless to the screen
  resolution
 
 yup. actually see the existing linear one. it hooks gadcon clients
 to one 1 3 points (left, center or right / top/center/bottom if
 vertical). then they are remembered to be N pixels offset from those
 points, so things i stick in a corner of my screen stay in that
 corner in that exact sizing and arrangement irrespective of screen
 size changes. this is the way to go. it's kind of a combination of 1
  2. so if i have:
 
 +-+
 |A  BC|
 |D|
 |E|
 |F|
 |G   H  IJ|
 +-+
 
 and i resize the Screen (or gadcon layout object) i end up with:
 
 +---+
 |   A BC|
 |  D|
 |   |
 |   E   |
 |   |
 |F  |
 |G  H IJ|
 +---+
 
 now the problem comes when you resize DOWN - 
 +-+
 |  ABC|
 |F E D|
 |G HIJ|
 +-+
 
 now things begin to overlap - but still are ok. as long as you
 remember their location and hook point WHEN a user moves them - and
 ONLY then (not when a resize happens) then when you resize back you
 go back to the original state, not a new modified one. now if you
 resize down to:
 
 +---+
 |FAC|
 |GHK|
 +---+
 
 i now don't have room for a lot of elements. you will need to find
 some way to squeeze elements or shuffle/move them if possible.

Ok, I'll do it this way. Thanks :)

 
- 2/ When the resolution is changed, the gadgets keep their
  absolute position, i.e if a gadget was at pos 200,300, it
  will stay at 200,300. If the gadget is no longer entirely
  visible, it will be moved in order to get visible again.
  
  The first one seems better to me.
  
  Regards,
  Simon TRENY MoOm
  
   
   done. existing modules and gadgets will then also work there.
   
Hi,
I started to make a new taskbar-module based on engage. For now
it uses gadcon, but this has several disadvantages. The problem
is that the shelf is intended to hold more than one
gadcon-client and therefore the clients should be changed on
changes to the shelf. In my case the module should control the
size, hiding and style of the shelf and futhermore it doesn't
make sense to have more than one client in its shelf.   

In short: there are a bunch of other modules that need to
control how and where they appear on the desk; modules which
might have multiple instance configurations to store. 
I would say engage, devian, calendar and all this desklet-stuff
falls in this category for example.

So what interfaces could be needed by such a module and how
should the user configure these modules?

Ok, one could implement all the window- and
instance-handling-configuration for each module, but i think
this will cause a very incosistent configuration of such
modules in the end. So I would do it like this, as one example: 
'Module Settings' - 'Engage' - Configure - 'add Instance' 

From the user perspective I think it would make more sense if
one adds
a module like this just like shelfs.
So the add Button from the shelf settings would show a
select-window to add a shelf or an engage bar, etc.
'Shelf Settings' - add - 'Engage'


On the interface side.
Just some ideas i had so far for this new kind of shelf.
Module provides information to the 'shelf':
- a name (to show in the select window) 
- which orientations are possible (float, edge,..)
- if size is set by the module 
Module can cause the 'shelf' 
- to resize 
- to show/hide 

'Shelf' provides funtionality 
- move window / setting the edge 
- hiding
- 'abstracts' if the module instance draws on the desk or a
popup (as is does now already)

I know there is the gadcon between the client and the shelf.
Though for this kind of shelf  gadcon could be much simplified,
since it has only to handle with one module.  


Are there any

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
On Tue, 24 Apr 2007 17:33:11 -0500,
Nathan Ingersoll [EMAIL PROTECTED] wrote :

 On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
 
  from this:
  1. Creation of a drawable
  2. Creation of the GL-engine from the drawable
  3. While (1) do { engine-render() }
 
  to this:
  1. Creation of a drawable
  2. Creation of a GL-context from the drawable
  2. Creation of the GL-engine
  3. While (1) do { engine-render(); swap_buffers(GL-context) }
 
 Is there any reason that this could not be controlled simply by the
 engine info passed at setup time?
 
 If the info contains a GL-context, use the passed context and don't
 call swap_buffers, otherwise use the current behavior. Seems like you
 would get the best of both worlds and the usual case would still be
 just as simple as it is now.
 
Actually, the GL-context is almost only used to swap the buffers, so
passing the context to the engine if the engine doesn't call the
swap_buffers() functions is not really coherent I think.
And since there is no generic GL-context type (each windowing system
implements its own type for the GL-context: GLXContext for GLX, HGLRC
for Windows...), we still couldn't have a generic GL-engine (we would
still need one GL-engine per windowing system).

Simon

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Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
On Wed, 25 Apr 2007 17:19:25 +0200,
Sebastian Dransfeld [EMAIL PROTECTED] wrote :

 Simon TRENY wrote:
  On Tue, 24 Apr 2007 17:33:11 -0500,
  Nathan Ingersoll [EMAIL PROTECTED] wrote :
  
  On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
  from this:
  1. Creation of a drawable
  2. Creation of the GL-engine from the drawable
  3. While (1) do { engine-render() }
 
  to this:
  1. Creation of a drawable
  2. Creation of a GL-context from the drawable
  2. Creation of the GL-engine
  3. While (1) do { engine-render(); swap_buffers(GL-context) }
  Is there any reason that this could not be controlled simply by the
  engine info passed at setup time?
 
  If the info contains a GL-context, use the passed context and don't
  call swap_buffers, otherwise use the current behavior. Seems like
  you would get the best of both worlds and the usual case would
  still be just as simple as it is now.
 
  Actually, the GL-context is almost only used to swap the buffers, so
  passing the context to the engine if the engine doesn't call the
  swap_buffers() functions is not really coherent I think.
  And since there is no generic GL-context type (each windowing system
  implements its own type for the GL-context: GLXContext for GLX,
  HGLRC for Windows...), we still couldn't have a generic GL-engine
  (we would still need one GL-engine per windowing system).
 
 Implement swap_buffers as a callback?
It would indeed make the engine generic but then, if the engine swaps
the buffers by itself, the Evas couldn't be integrated in an OpenGL
application: here is how we could embed an Evas in an OpenGL app, if the
engine wasn't swapping the buffers:

1. Creation of a drawable
2. Creation of a GL-context from the drawable
3. Creation of the GL-engine
3. While (1)
   {
  game-scene-render();
  evas-engine-render();
  game-overlay-render();
  swap_buffers(GL-context);
   }

Now, if the engine swaps the buffers at the end of the rendering
process (which is currently the case), the overlay can't be rendered
anymore (or you'll have to put the overlay-render() call in the
swap_buffers() callback, but it's kind of tricky imho)

Simon
 
 Sebastian
 
 
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Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
On Wed, 25 Apr 2007 18:56:25 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   Cedric's sdl engine email/patch has been hijacked into
 a bitter battle over evas and opengl :)
 
   Simon wrote:
 
  It would indeed make the engine generic but then, if the engine
  swaps the buffers by itself, the Evas couldn't be integrated in
  an OpenGL application: here is how we could embed an Evas in an
  OpenGL app, if the engine wasn't swapping the buffers:
  
  1. Creation of a drawable
  2. Creation of a GL-context from the drawable
  3. Creation of the GL-engine
  3. While (1)
 {
game-scene-render();
evas-engine-render();
game-overlay-render();
swap_buffers(GL-context);
 }
  
  Now, if the engine swaps the buffers at the end of the rendering
  process (which is currently the case), the overlay can't be rendered
  anymore (or you'll have to put the overlay-render() call in the
  swap_buffers() callback, but it's kind of tricky imho)
 
   Ok, this assumes that the game-render() itself is rendering
 to the gl front/back buffer and that it too doesn't flush things.
 But if that's the case, then why can't the evas gl engine in question
 be rendering to a pbuffer or texture say, and then draw that to the
 main render buffer (eg. as a textured quad), and then flush things?
Indeed, it assumes that game-scene-render(), evas-engine-render()
and evas-overlay-render() doesn't manipulate directly the GL
context (for swapping or for changing the active GL-context, for
example), but I see no reason why they would need to do that.
They should behave as independant gl objects: they should only use
OpenGL functions, and they should keep the current GL state unchanged
(this could be done easily with glPop/PushAttribs()). This is the
only way I know to do modular OpenGL programming.

About your second point, The gl-engine can render to a texture or a
pbuffer, there is no problem with this, as long as it doesn't swap the
buffers. But as raster said, it is not possible if we want to get good
performances with OpenGL, rendering to a texture is slow as hell
(don't know muck about pbuffers). And actually, it doesn't solve the
current problem at all (buffers will still have to be swapped somewhere)

   No matter how much you want to put evas canvases into a
 gl based rendering context, you are also going to want to do the
 opposite - use gl rendering in an evas gl canvas.
Yes indeed, and this is possible with the above scheme: you
can do your gl-rendering in the game-overlay-render() function, all
the GL primitives that will be drawn in this function will be drawn
over the Evas GL canvas (you may just need to clear the Z-buffer)
 
   The cleanest way to do these kinds of things, wether it's
 gl based or xrender based or cairo based or your-software-routines
 or via some 3D-game-engine (or even, egods, a raytracer!), is to
 have evas engine specific buffers to draw to.
 
   This is why the software engines are so powerful/versatile,
 it provides a full circle - you can draw to a display target via
 the software engines, and you can draw to a software buffer target,
 and you can set such a buffer as 'data' for image objects.
 
   This kind of completeness would be very desirable as well,
 at least withing the context of engines driven by a given rendering
 backend - software, xrender, gl, cairo, ...
Agreed :)

Simon
 
jose.
 
 
 
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Re: [E-devel] itask engaged - pre alpha release

2007-04-24 Thread Simon TRENY
On Tue, 24 Apr 2007 08:39:06 +0200,
Igor \FeR\ Scabini [EMAIL PROTECTED] wrote :

 Daniel Kasak ha scritto:
  Hannes Janetzek wrote:
  
  Hi,
  itask_ng starts to get usable. So if someone wants to try it's
  available from svn:
  http://itask-module.googlecode.com/svn/trunk/ itask-module/itask_ng
 
  a video is here (it looks better in reality, this was recorded with
  4fps) http://video.google.de/videoplay?docid=-1525947350649682737
 
  there's a README that explains how to set up the shelf correctly.

  
  Looks good :) Actually I'd like to see the engage-like scaling in
  an app *launcher* as well as a task manager, but anyway ... it's
  good. I assume the goal is to drop the 116-pixel requirement for
  making it look nice?
  
 
 I still have a problem that I can replicate very well: sometimes when
 I left-click on an icon in itask module the shelv menu open and the
 app too, so this *feature* is only annoing me, not stopping using
 this module.
 
  The README file did spark some questions though:
  
  you need to have composite manager running like for example
  xcompmgr, bling, egloo or bang
  
  I'll be good and not ask when bang is coming :)
  
  But what is egloo? I googled for it and found absolutely nothing.
  Not announced yet?
  
  Dan
 
 You can find egloo here:
 http://mtreny.free.fr/egloo/
 I don't know anything about the author and development plan, from the 
 video it loooks good.
 
The code that can be found here is not supposed to work at all. It is
totally outdated and was only here as a backup in case I have a problem
with my harddrive... :) And egloo doesn't even handle alpha-ed windows
yet, so it has no use with itask (nice module btw :))

Simon

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Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread Simon TRENY
On Tue, 24 Apr 2007 14:41:22 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  On Fri, 6 Apr 2007 15:21:52 +0200,
  Cedric BAIL [EMAIL PROTECTED] wrote :
I did visit the sdl website, and there seems to be
mention of using OpenGL with SDL... Is it possible to maybe
also have a gl_sdl version of the engine.. ie. one which
would presumably use some gl rendering?
   
   I did think about that also, but I must have some priority. So
   first I want to have an Ecore with all others EFL running cleany
   with the software_sdl. So it's definitively possible in my
   opinion, but not really on top of my TODO list :)
  I have some experience with SDL + OpenGL and there is nothing
  different between using OpenGL with SDL and using OpenGL with an
  X11 window (OpenGL-wise). The only differences are the calls that
  depends on the windowing system: the creation of the GL context and
  the swapping of the front/back buffers. But I don't think it's
  worth it to create an Evas engine for OpenGL+SDL. It will be
  exactly the same as the GL-X11 engine (i.e just a wrapper of the
  GL-common engine).
 
 agreed. in fact the sdl engine is strange. it allocates sdl surfaces
 for images
 - but really doesnt do anything more than the software engine. there
 is not any good reason for this, and really the sdl engine shouldnt
 need to be any more than just an sdl wrapper handling the windowing
 system interfacing and display of ARGB32 data to the screen - the
 rest can be the software engine as-is.
 
  Actually, I don't think there should be a GL-X11 engine in Evas at
  all. Just the GL-common engine should be enough. Then all the code
  to create the GL-context and to swap the buffers (that is to say,
  all the code that is currently in the GL-X11 engine) should be
  moved to Ecore_Evas imho. This way, if we'd like to use OpenGL+SDL
  or OpenGL+Win32, there will be no need to create a new Evas engine.
  We would just have to create the window, the GL-context and to use
  it with the GL-common engine of Evas (all of these could be done in
  Ecore_Evas). And it will make it possible to use Evas in your own
  OpenGL app which already has its own GL context: for example, you
  could use Evas for the GUI of an OpenGL game, which could be really
  cool imho :)
 
 i disagree. currently the engine does the swaps because that is the
 onyl sane way to get performance with gl. in theory it should render
 updates like the software engines do - render the update regions to a
 pbuffer/texture then copy to the frontbffer instead of allocating a
 whole backbuffer for the window. the problem is that if you expose
 this, this mechanism is no longer tweakable by the engine. the
 software engines dont force you to do anything special before or
 after rendering to make them display, and the gl engine shouldnt
 either imho.
I see what you mean, and actually, it's just a design problem. But the
thing is, because of this design issue, the GL engine is far more
limited that what it could actually do. The only thing we would need to
make it as powerful as it could be would be to change Ecore_Evas_GL_X11
from this:
1. Creation of a drawable
2. Creation of the GL-engine from the drawable
3. While (1) do { engine-render() }

to this:
1. Creation of a drawable
2. Creation of a GL-context from the drawable
2. Creation of the GL-engine
3. While (1) do { engine-render(); swap_buffers(GL-context) }

Indeed, the engine would no longer be self-sufficient since if you
don't swap the buffers, nothing would be drawn (actually it would still
be drawn on the backbuffer, but not on the screen), but if you see the
engine as GL object, these new steps make sense.

And I think accepting this design-problem is worth it if you look at
what it would make possible:
- Since the engine would behave as a GL-object, you could insert
   one or several Evas-es in your GL programs, meaning you could use
   for example, Evas in a 3D game to render the HUD, or in a 3D modeler
   to draw the the GUI and *more important*, I could use Evas in
   Egloo... which could be really cool, from a totally selfish point of
   view :)
- We would also be able to draw GL primitives over an Evas (as long as
   it uses the GL-engine), which was the subject of a thread on the
   Dev-ML some months ago.
- The GL engine would be totally portable and independent from the
   windowing system used, so we could use it with Windows, SDL, XCB,
   XLib without changing one line of code. Otherwise, we would need as
   many Evas enginges as there are windowing systems that we want to
   support.

So, can I just ask you to reconsider this? :)
Simon TRENY MoOm

 
  I've already discussed this with raster and he told me the only
  reason to bind the GL-Context with the Evas engine is because the
  context is stateful and if the context were to be shared between
  the Evas-engine and the application

Re: [E-devel] Ideas for a new 'desklet'-module api

2007-04-19 Thread Simon TRENY
Hi,

I quite agree with you, I think that for now, modules are rather
limited. Either a module is contained by a shelf by providing a gadcon
client, or it has to do everything by itself (for example, if we want
to put a module on the background, we have to handle its placement, the
creation/deletion of the instances, the config for each instance...) and
as you said, it would lead to inconsistencies.

I think it would be great if we could place freely modules on the
background, as it was possible with the old gadman thing. It would
allow to have desklets like the ones in adesklets (ie. a cpu monitor
with an histogram for example). Shelf are great for small modules, but
not for modules that are supposed to display a lot of info (or it would
need to use a popup, as the weather module does).

Adding the possibility to add modules on the background should not be
too difficult imo, as a lot of the code has already been written for
the gadcon system. All we would have to handle is the placement/size of
the gadcon clients on the background (well... I guess...).

And actually, I think it would be great if modules (their gadcon-client
actually) could specify if they can be placed in a shelf, on the
background or in/on both. For instance, the engage module can only be
placed on the background, not in a shelf.

And it would be great if a gadcon-client could behave differently
whether it is placed in a shelf or in the background.
For example, the weather module could display full info if it is placed
on the bacground, and just a small icon representing the current
weather if it is placed in a shelf. Same for the clock, it could have a
gold border if it is placed on the background (as before), and it could
have its current look if it is placed in the shelf.

raster: if you are ok with this idea, and have no time to do it, I
can try to code it if you want.

Regards,
Simon



On Wed, 18 Apr 2007 21:29:05 +0200,
Hannes Janetzek [EMAIL PROTECTED] wrote :

 Hi,
 I started to make a new taskbar-module based on engage. For now it
 uses gadcon, but this has several disadvantages. The problem is that
 the shelf is intended to hold more than one gadcon-client and
 therefore the clients should be changed on changes to the shelf. In
 my case the module should control the size, hiding and style of the
 shelf and futhermore it doesn't make sense to have more than one
 client in its shelf.   
 
 In short: there are a bunch of other modules that need to control how
 and where they appear on the desk; modules which might have multiple
 instance configurations to store. 
 I would say engage, devian, calendar and all this desklet-stuff falls
 in this category for example.
 
 So what interfaces could be needed by such a module and how should the
 user configure these modules?
 
 Ok, one could implement all the window- and
 instance-handling-configuration for each module, but i think this
 will cause a very incosistent configuration of such modules in the
 end. So I would do it like this, as one example: 
 'Module Settings' - 'Engage' - Configure - 'add Instance' 
 
 From the user perspective I think it would make more sense if one
 adds
 a module like this just like shelfs.
 So the add Button from the shelf settings would show a select-window
 to add a shelf or an engage bar, etc.
 'Shelf Settings' - add - 'Engage'
 
 
 On the interface side.
 Just some ideas i had so far for this new kind of shelf.
 Module provides information to the 'shelf':
 - a name (to show in the select window) 
 - which orientations are possible (float, edge,..)
 - if size is set by the module 
 Module can cause the 'shelf' 
 - to resize 
 - to show/hide 
 
 'Shelf' provides funtionality 
 - move window / setting the edge 
 - hiding
 - 'abstracts' if the module instance draws on the desk or a popup (as
 is does now already)
 
 I know there is the gadcon between the client and the shelf. Though
 for this kind of shelf  gadcon could be much simplified, since it
 has only to handle with one module.  
 
 
 Are there any objections to add something like this to e?
 I mean, it could simplify the work to create a desklet-like module a
 lot. 
 If there is a better way to achieve what i want, please let me know! 
 
 
 Best Regards,
 Hannes 'jeffdameth' Janetzek
 
 
 
 
 
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Re: [E-devel] Ideas for a new 'desklet'-module api

2007-04-19 Thread Simon TRENY
On Thu, 19 Apr 2007 16:04:24 -0500,
Brian Mattern [EMAIL PROTECTED] wrote :

 On Thu, Apr 19, 2007 at 08:51:43PM +, [EMAIL PROTECTED] wrote:
  
  Simon wrote:
  I think it would be good to have freely placed modules in
  e17... but I just wonder if this should be the main method for
  having large numbers of interesting desklets kinds of things in e.
  
 
 Write an app that sets 
   ecore_evas_alpha_set(ee, 1);
   ecore_evas_borderless_set(ee, 1);  
 and run a compositor?
 
 Then, if desired set them to stack 'always below', and either alt-drag
 them around or use esmart_draggies?
True, but having a standard way to do this with modules would
provide several advantages:
   - consistent behavior
   - smart placement (position/size automatically saved/restored,
resolution change would be automatically handled, ...)
   - standard way to set keybindings to specific module actions
   - module's theme can be changed when e17's theme is changed
   - possibility to communicate with the wm, to listen to its
events, and even to change its default behavior...

Of course it has some drawbacks, the biggest I can see is that modules
are dependent to e17 but... who cares, we use e17 :)

 Who ever has enough empty screen space to see their desktop anyway?
Modules are not bound to be stucked on the desktop: we could have a key
to bring all the desktop modules on foreground for example (like
what MacOS X does with the gadgets).

Simon

 
 Brian
 
 
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Re: [E-devel] [RFC] SDL Engine

2007-04-09 Thread Simon TRENY
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :
  I did visit the sdl website, and there seems to be mention
  of using OpenGL with SDL... Is it possible to maybe also have
  a gl_sdl version of the engine.. ie. one which would presumably
  use some gl rendering?
 
 I did think about that also, but I must have some priority. So first
 I want to have an Ecore with all others EFL running cleany with the
 software_sdl. So it's definitively possible in my opinion, but not
 really on top of my TODO list :)
I have some experience with SDL + OpenGL and there is nothing different
between using OpenGL with SDL and using OpenGL with an X11 window
(OpenGL-wise). The only differences are the calls that depends on the
windowing system: the creation of the GL context and the swapping of the
front/back buffers. But I don't think it's worth it to create an Evas
engine for OpenGL+SDL. It will be exactly the same as the GL-X11 engine
(i.e just a wrapper of the GL-common engine).

Actually, I don't think there should be a GL-X11 engine in Evas at all.
Just the GL-common engine should be enough. Then all the code to create
the GL-context and to swap the buffers (that is to say, all the code
that is currently in the GL-X11 engine) should be moved to Ecore_Evas
imho. This way, if we'd like to use OpenGL+SDL or OpenGL+Win32, there
will be no need to create a new Evas engine. We would just have to
create the window, the GL-context and to use it with the GL-common
engine of Evas (all of these could be done in Ecore_Evas).
And it will make it possible to use Evas in your own OpenGL app which
already has its own GL context: for example, you could use Evas for the
GUI of an OpenGL game, which could be really cool imho :)

I've already discussed this with raster and he told me the only reason
to bind the GL-Context with the Evas engine is because the context is
stateful and if the context were to be shared between the Evas-engine
and the application code, the application could change/corrupt the
context's state and it could break the Evas engine. That's a good
point, but actually, there is a way to save/restore the current state
of a GL-context with
glPushAttrib(GL_ALL_ATTRIB_BITS)/glPopAttrib(GL_ALL_ATTRIB_BITS). It
saves the current viewport, the current matrices, and all the current
states. I just don't know if it is efficient and if it's available on
all the GL cards.

Raster, what do you think about creating a generic GL-engine for Evas
(with the glPushAttrib()/glPopAttrib() thing), and to move the existing
code of the GL-X11 engine (creation of the context and buffer-swapping)
to Ecore_Evas_GL_X11?
If this is ok, I'm willing to do it if you want.


Regards,
Simon TRENY MoOm


 
 Cedric
 
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Re: [E-devel] [PATCH] edje_extern_object_*() sets swallow_params and trigger recalc

2007-04-04 Thread Simon TRENY
Does this mean, we don't have to unswallow/reswallow a swallowed object
anymore when we change its size with edje_extern_object_*() ?

Simon

On Wed, 4 Apr 2007 21:43:24 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Wed, 28 Mar 2007 19:01:17 -0300 Gustavo Sverzut Barbieri
 [EMAIL PROTECTED] babbled:
 
 this seems fine looking at it - patch in cvs. :)
 
  This patch marks swallowed objects and when edje_extern_object_*()
  functions are called on these objects, swallow_params are set and
  _edje_recalc() is called.
  
  This patch was originally written by rephorm, but had small bugs,
  which I've fixed. His original patch is
  http://rephorm.com/files/patches/edje_extern.diff
  
   edje_util.c |   47 +++
   1 file changed, 47 insertions(+)
  
  -- 
  Gustavo Sverzut Barbieri
  --
  Jabber: [EMAIL PROTECTED]
 MSN: [EMAIL PROTECTED]
ICQ#: 17249123
   Skype: gsbarbieri
  Mobile: +55 (81) 9927 0010
  
 
 

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Re: [E-devel] [PATCH] edje_extern_object_*() sets swallow_params and trigger recalc

2007-04-04 Thread Simon TRENY
On Wed, 4 Apr 2007 10:48:53 -0500,
Brian Mattern [EMAIL PROTECTED] wrote :

 On Wed, Apr 04, 2007 at 06:36:41PM +0200, Simon TRENY wrote:
  Does this mean, we don't have to unswallow/reswallow a swallowed
  object anymore when we change its size with edje_extern_object_*() ?
  
 Yes, that's the idea.
Great :)

 Just curious, if you knew about the issue, why did you work around it
 instead of reporting it / fixing it? :)
I didn't report it because it was raster who told me about this issue
and how to work around it, so I knew it was an already known issue (or
at least... I knew raster knew it :))
And I didn't fix it because at the time I had to use
edje_extern_object_*(), I had no time to fix it. And then, I totally
forgot about it.

Simon
 
 Brian
 
 
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Re: [E-devel] Fwd: Re: [collab4] eclair improvements

2007-03-31 Thread Simon TRENY
On Tue, 27 Mar 2007 19:08:33 +0200,
Peter Parkanyi [EMAIL PROTECTED] wrote :

 Inspired by the latest E17 gui toolkits discussion on e-devel, i
 would gladly work on eclair, and improve it, add the file add dialog,
 and maybe library support, drop the XMMS-style playlist, and instead
 design a new one, maybe theme fixes(the current doesn't have blurs on
 the corners, so it's ugly, I think). It could be a very good, custom
 ETK application.

Hi Peter,

All the changes you are describing are actually the reasons why I
started coding Etk: I needed a toolkit library to add a filechooser and
a collection manager to Eclair. Etk was just more work than I first
thought it would be, and I've never been able to work on Eclair again.
So, if you want to add those features, feel free to do it :) The
library support is even started, all the songs are already stored in a
database with sqlite. If you even think eclair should be rewritten, go
ahead, I'll probably never work on it again.

Regards,
Simon


 
 
 Peter
 
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Re: [E-devel] E and gui-toolkits.

2007-03-25 Thread Simon TRENY
On Fri, 23 Mar 2007 13:21:33 +0100,
Laurent Ghigonis [EMAIL PROTECTED] wrote :

 Thu, 22 Mar 2007 00:10:33 +0100,
 Simon TRENY [EMAIL PROTECTED] wrote :
 
  There is something I'd like to discuss here although I'm not sure
  it's really the right place to do so.. Since Etk and Ewl have begun
  to be usable enough, there has been a lot of new apps using one of
  these too. The thing is, too often those apps only copy existing
  apps and I just don't think this the right way. A lot of these apps
  would have been a lot better if they hadn't used a toolkit but if
  they had used directly Edje (and using Etk/Ewl only for the config
  dialogs). For example, if we want to have a nice, original and
  innovative image viewer, I really think its main interface should
  be directly coded with Edje (like what entice did but in a more
  complete way). Same thing for a filemanager, for an audio/video
  player or for an IM client...
  
  Toolkits are nice for config dialogs or for apps that need to offer
  a lot of control. If we really want to have a nice and innovative
  Enlightenment desktop environment, we should be different from the
  other desktop environments. We should have apps with a really nice
  and well-designed interface, and most of the time, this is just not
  possible with a toolkit. Elicit is a good example of an innovative
  application that blows your mind away when you first launch it. If
  it were using Etk or Ewl, it would just have been a common
  application.
 
 Hi,
 
 I agree with you that edje is a very powerful tool to create
 applications, and we should use it to create innovative user
 interfaces like in elicit or rage.
 
 But what about consistency between applications ?
 Do you have ideas how to maintain some king of consistency between
 apps, when creating you're own edje interfaces, or when using custom
 widgets in toolkits ?
 For example sharing color classes ...
I agree, the biggest problem with Edje is the consistency issues:
different looks, different behaviors... A glade-like tool could greatly
help on this point I think.

 
 A tool like Glade, that would allow us to build interfaces made of
 Edje objects and Etk (or Ewl) widgets may be a part of the solution,
 but i believe it should be done at library level, not in a gui creator
 tool.
What do you mean by at library level? There will indeed be functions
to load the interface (in Etk, in Enhance, or in another lib, I don't
know yet) but we'll still need a tool to build the interface (the tool
will be used to assemble Edje objects and widgets/containers).

Simon

 
 Just my thoughts =)
 
 
 laurent
 
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Re: [E-devel] E and gui-toolkits.

2007-03-23 Thread Simon TRENY
On Fri, 23 Mar 2007 09:21:40 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
It'd be good to see a real example of this combined use
   of toolkit-widgets + custom-edje-widgets in an app like rage
   or entrance or elicit or whatever.
  
  src/bin/ewl_embed_test.c shows how to do this. It's a simple
  application, but it does show how the interaction can work.
 
   Ok, took a look.. and also at a similar 'embed_test' in etk.
 I imagined this completely backwards. You guys are 'embedding'
 toolkit widgets into evas objects! That's why Simon was talking
 about putting entry widgets into entrance's main edje. Ummm
The embed test of Etk indeed Embed widgets into an Evas object, but
embedding Evas object in widgets is is also possible and even easier.

   You know, Simon's suggestion for 'a tool that would allow
 us to build interfaces made of Edje objects and Etk (or Ewl) widgets'
 would be a great chance for both of you guys to work together and
 get something REALLY useful here - especially since a description
 format for such could be toolkit-agnostic.
Yes, it could be great to have a format that would be compatible with
the both toolkits and it should be possible I guess. There just might be
some problems for features that are supported by one toolkit and not by
the other but I don't think there are a lot of these actually. I'll try
to make a quick version of the tool and of the file format, we could
discuss this later. For now, I'll use a xml-like format.

Simon

 
jose.
 
 
 
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Re: [E-devel] E and gui-toolkits.

2007-03-22 Thread Simon TRENY
On Wed, 21 Mar 2007 22:41:28 -0400,
dan sinclair [EMAIL PROTECTED] wrote :

 
 On 21-Mar-07, at 7:10 PM, Simon TRENY wrote:
  In Etk, as in Ewl I think, you can change the theme of a specific
  widget or change globally the theme used by all the widgets.
  About custom widgets, it's indeed possible to build your own widget
  directly in the app's code, the only difficulty here will be
  the themability: either you use theme-parts from existing widgets
  and there will be no problem, or you use your own theme-file for
  this widget but it may look wrong with some Etk/Ewl themes.
 
 
 Ewl will allow you to specify the .edj file on a per widget basis if  
 desired. Each widget has a /file along with a /group key that can be  
 set.
There is the same system in Etk as well.
 
 dan
 
 

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Re: [E-devel] E and gui-toolkits.

2007-03-22 Thread Simon TRENY
On Thu, 22 Mar 2007 04:13:35 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   From Nathan's, Simon's, and Dan's replies, it seems that
 both ewl and etk do have mechanisms for allowing app-specific
 theme overriding of the toolkit widgets, and in fairly general
 ways. Wow.
   So, one could write an app, to start with, that uses only
 the toolkit themes, and if desired one could then extend this to
 allow for further app-specific mods. Best of both worlds.
 
   Ok, could one take say raster's rage and do this?
 ie. could it be written with ewl/etk to use only (or mostly) the
 toolkit widgets/themes and then extend it to duplicate whatever
 its current theming? What about the same for say, entrance?
Rage could be written quite easily with Etk (and Ewl I think), it
would only require to implement a new container for the list of medias.
But the thing is, there is no point of writting Rage with Etk/Ewl rather
than directly with Edje. For Entrance, it's a bit more complicated
since it doesn't have a fixed layout. With Etk/Ewl, you can theme each
widgets individually, but you can't theme the layout. With Etk, you
can still use glade + enhance to make the layout a bit themable, but it
would never be as flexible as with Edje.

   Simon writes:
 
 In a slightly different vein.. Is there something like the
   equivalent of e17's modules for the gui-toolkits -- does something
   like that even make sense?
  I'm not sure I understand what you mean here. You can have loadable
  widgets from a library, but there is no such things as
  modules (i.e. plugins that may change the behavior of an Etk
  apps). It may be a good idea, but I don't really see a use for this
  for now.
 
   Well, let's say 'gui-modules' as loadable libs that would
 provide additional interesting (but possibly somewhat more specific)
 functionality than buttons/menus/... For example, et's say we have
 an rss feed module, or a wether/forecast one, or just a clock,
 ... and that these could be embedded in normal toolkit widgets (in
 a menu or bar or whatnot).

Yes, you can have additionnal widgets (clocks, rss, whatever, ...) in
loadable libraries. In fact, you can build external widgets because you
have access to all the methods for this in the Etk headers.

 
   Nathan writes:
 
  This seems like a higher level function, like the KParts you mention
  below.
 
   Ummm... Yeah, but possibly something more 'lightweight' would
 be good as well.
 
   I just took a quick look at kparts, this seems to be a
 mechanism for allowing functionality that some apps may have to be
 shared by others.
   It seems to require that 'part' to be given as a loadable
 shared lib with certain kinds of interfaces that are known, and
 the rest (gui controls) to be specified in an xml file in certain
 ways.
   This is something that doesn't seem to need a source app
 at all, but likely obtained that way from existing ones. It also
 seems to me that this kind of thing could be achieved via a
 sufficiently extended notion of a 'vfs'.
   Anyway... it does seem to be a useful idea.
 
 
   Simon writes:
 
  There is something I'd like to discuss here although I'm not sure
  it's really the right place to do so.. Since Etk and Ewl have begun
  to be usable enough, there has been a lot of new apps using one of
  these too. The thing is, too often those apps only copy existing
  apps and I just don't think this the right way. A lot of these apps
  would have been a lot better if they hadn't used a toolkit but if
  they had used directly Edje (and using Etk/Ewl only for the config
  dialogs)...
 
   Ummm.. I know what you're trying to say.. But there are
 several sides to this. One is that most people will find it MUCH
 easier to use a toolkit, and that seems to me to be the way to start
 unless you want a mostly stand-alone app, and are very good with edje.
   If e can have nearly as many apps written in its toolkits
 as there are now for gtk.. then I'd say that alone would be great
 achievement!
Actually, I see no real point in coding with Etk/Ewl an
aplication that already exists with Gtk or Qt. It would only offer
more consistency with an E desktop, and some eye-candy effects but it's
quite a waste of time imho. We should try to think differently, because
we have tools (Edje/Evas) that allow us to do things differently. But
some apps can't indeed be done really differently (for example, an
Email client or a FTP client in Gnome/Kde/E will always look the same,
we can't be really innovative here).
 
   If indeed one can extend ewl/etk in the ways you mention,
 then one could later optionally extend the theming and/or widgetry
 to be as unique as desired - hence allowing for both app-unique
 and toolkit-common 'lookfeel' for a large number of apps that
 people may be inclined to write.
Actually, when the basic widgets will be completely done in Etk, I'm
planning to add a bunch of other widgets which only aims to 

Re: [E-devel] E and gui-toolkits.

2007-03-22 Thread Simon TRENY
On Thu, 22 Mar 2007 09:59:02 -0500,
Brian Mattern [EMAIL PROTECTED] wrote :

 On Thu, Mar 22, 2007 at 02:31:57PM +, [EMAIL PROTECTED] wrote:
  
  Simon writes:
  
   Actually, I see no real point in coding with Etk/Ewl an aplication
   that already exists with Gtk or Qt. It would only offer more
   consistency with an E desktop, and some eye-candy effects but it's
  
  If no 'existing' gtk/qt apps are ever written with ewl/etk,
  then there never going to be any image viewer apps, any text
  editors, or any of the other 20,000+ apps that exist -- you're
  going to have to think real hard to make up a 'brand new' kind of
  app that no one has ever done before in gtk/qt, just to make it
  'worth' doing in e's toolkits??
  
   quite a waste of time imho. We should try to think differently,
   because we have tools (Edje/Evas) that allow us to do things
  
 
 I think the sentiment he's trying to get across, which is one I share,
 is that there is little point in rewriting a gtk/kde app in an e
 widget set if it looks and functions exactly the same. E.g. using
 emphasis (or whatever the glade lib is) with a gnome app's glade file
 is a lot of effort (recreating the backend functionality) with the
 only gain being glinty buttons.
Exactly what I meant :) Btw, the glade-like lib is enhance, emphasis is
the mpd client (audio player).

Actually, one thing that could be really cool would be a tool like
Glade, but that would allow us to build interfaces made of Edje objects
and Etk (or Ewl) widgets. For example, for Entrance, we could have the
main interface still be an Edje object but we could replace the
entry/buttons by themed Etk widgets. With the tool, we could place the
widgets wherever we want in the interface (no fixed layout anymore).
Same for elicit, the spinners could be spinners from Etk (just an
example). The apps will look exactly the same, and will still be as
themable as before, but it would combine the advantages of the both
libraries (Edje and Etk): the high themability of Edje and the ease of
use of Etk (there would be no need to reimplement the behavior of an
entry or of a spinner in the code, there would natively be
keyboard-navigation between the different widgets of the
interface, ...). I'm not sure I'm clear here, but I really think it
would be really nice thing to have.

Simon

 
 The point is NOT that we can't use new, innovate image viewers, text
 editors, etc. But, we need to sit and think about how we can improve
 on the current 'desktop app' idioms.
 
 Elicit is a simple enough application that it can have its gui
 entirely defined in edje. I've thought several times about breaking
 some of its layout out into some smart objects (e.g. the a simple
 notebook smartobj). However, this would severly dampen what is
 possible from the theming standpoint. Tokyo has done some amazing
 versions of pared down single panel (no tabs) themes for elicit.
 
 You'll also notice that elicit has no proper configuration dialogs.
 So, if a theme doesn't provide a theme selector, then you can't switch
 themes. For small apps like this, this is an arena where traditional
 packed widgets fit in.
 
 Many larger apps (image viewers, music players, etc) could probably be
 done in a similar fashion. E.g. a free form edje ui for the primary
 functionality, with a packed widget set for dialogs. But, it really
 depends on the app in question (and the imagination of the author).
 
 rephorm
 
 
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Re: [E-devel] E and gui-toolkits.

2007-03-21 Thread Simon TRENY
On Wed, 21 Mar 2007 21:37:12 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   I'd like to bring up some things about 'e' and gui-toolkits.
 I know this has been a source of some friction here before, but
 I'd like to be able to discuss various aspects in a serious and
 rational way.. Hopefully, the toolkit devs themselves will be able
 to help in this and see areas of interest they'd like to bring up.
 
   There are many aspects to something as complex as a high-
 level gui-toolkit lib, but one that is important for 'e' is
 themability. This allows for consistent and yet variable 'look
 feel' for apps built with them.
   I wonder though if one can write apps with e's toolkits
 that would allow for 'overriding' the toolkit's theme (with an
 app-provided edje goup say), for a given toolkit widget? Also, is it
 possible to build 'custom widgets' that can be given app-specific
 theming? Just how flexible can/should 'theming' be?
In Etk, as in Ewl I think, you can change the theme of a specific
widget or change globally the theme used by all the widgets.
About custom widgets, it's indeed possible to build your own widget
directly in the app's code, the only difficulty here will be
the themability: either you use theme-parts from existing widgets and
there will be no problem, or you use your own theme-file for this
widget but it may look wrong with some Etk/Ewl themes.

   In a slightly different vein.. Is there something like the
 equivalent of e17's modules for the gui-toolkits -- does something
 like that even make sense?
I'm not sure I understand what you mean here. You can have loadable
widgets from a library, but there is no such things as
modules (i.e. plugins that may change the behavior of an Etk
apps). It may be a good idea, but I don't really see a use for this for
now.

   There are of course many other aspects of interest, not
 necessarily related to theming, and I wonder if the toolkit
 devs have any thoughts or ideas they feel would be interesting,
 or things they feel 'e' should support, ...
There is something I'd like to discuss here although I'm not sure it's
really the right place to do so.. Since Etk and Ewl have begun to be
usable enough, there has been a lot of new apps using one of these too.
The thing is, too often those apps only copy existing apps and I
just don't think this the right way. A lot of these apps would have been
a lot better if they hadn't used a toolkit but if they had used
directly Edje (and using Etk/Ewl only for the config dialogs). For
example, if we want to have a nice, original and innovative image
viewer, I really think its main interface should be directly coded with
Edje (like what entice did but in a more complete way). Same thing for
a filemanager, for an audio/video player or for an IM client...

Toolkits are nice for config dialogs or for apps that need to offer a
lot of control. If we really want to have a nice and innovative
Enlightenment desktop environment, we should be different from the
other desktop environments. We should have apps with a really nice
and well-designed interface, and most of the time, this is just not
possible with a toolkit. Elicit is a good example of an innovative
application that blows your mind away when you first launch it. If it
were using Etk or Ewl, it would just have been a common application.

I just wish that when someone will want to start a new application, he
will consider making it using Edje and not jumping directly on Etk or
Ewl. Or Enlighenment apps will just be a copy of Gnome/Kde apps (with
some glint on the buttons though :))


Simon TRENY MoOm


   eg. I've sometimes seen references to kde's kio slaves
 and kparts... Can anyone tell me exactly what these things are
 and why they are considered useful? Are these kinds of things
 something that a gui-toolkit should have, or are they more like
 an ecore-lib? Is there a coherent relationship between such things
 and say e_dbus, evfs, ??
 
   Much of this looks like a kind of multi-tiered jigsaw-puzzle
 to me... What is the big picture here? And how do the pieces fit
 together?
 
   jose.
 
 
 
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Re: [E-devel] [PATCH] Etk combobox

2007-03-09 Thread Simon TRENY
Hi Chady!

Why exactly do you need these two functions? To insert new items in
a combobox? If that's so, couldn't you just do what you did with
row insertion in an Etk_Tree? iirc you fixed row insertion by using
directly etk_tree_row_fields_set(). Since there is no
etk_tree_row_fields_nth_set() in the Etk_Tree API, couldn't it be
possible to do something similar for the combobox?

The problem with these two functions is that they don't really make
sense except for Etk-Perl. I don't see any use for them since we already
have etk_combobox_item_fields_set/get().

Regards,
Simon


On Fri, 9 Mar 2007 10:27:20 +0200,
Chady Kassouf [EMAIL PROTECTED] wrote :

 Since there is work going on the combobox now, I thought this might
 go in (or something like it)
 
 This patch introduces two functions:
 etk_combobox_item_fields_nth_set and etk_combobox_item_fields_nth_get
 to get/set a specific column's widget of the combobox.
 This is needed for perl bindings.
 
 Regards,
 

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Re: [E-devel] Viewport feature removed from evas

2007-03-02 Thread Simon TRENY
On Fri, 2 Mar 2007 16:38:48 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

 
   Carsten wrote:
 
   Recently (as of 0.9.9.036 I think), evas no longer has the
   ability to have a viewport size that differs from the output
   size.  This was a feature we (Freevo) relied on -- what was
   the motivation for removing this feature?  Is there any
   alternative method to achieve equivalent functionality in evas?
  
  ok. here's why.
  
  .
  .
  3. the viewport actually doesn't give you anything you can't
  really achieve by just scaling objects.
 
   Yes, except that they won't be able to scale everything
 as might be desired.
   eg. for image borders one'd need an evas api func to
 set 'image_border_fill' (lw,rw,th,bh kind of inputs), and for
 text.. Well, the most satisfying way of dealing with this
 would be to use freetype to pick an idex that best fits a given
 x,y scale (though I'm not sure how well that would work with
 bitmap font glyphs). But without automatic viewport scaling,
 it would mean an api func for setting a text obj's 'scaling'
 somehow.

I'm not sure I understand what viewports really are since I've never
used them, but from what I understand, you can still use the buffer
engine of Evas to render your objects into an image, and then use this
image object as a viewport (it can be scaled, moved, and even be
blended). But maybe it's not as efficient as the previous viewport
feature.

Regards,
Simon TRENY MoOm

 
 
 
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Re: [E-devel] Edje data speedup

2007-03-02 Thread Simon TRENY
On Fri, 2 Mar 2007 09:12:54 -0600,
Nathan Ingersoll [EMAIL PROTECTED] wrote :

 On 3/2/07, Tilman Sauerbeck [EMAIL PROTECTED] wrote:
 
  IIRC there's one global data section, and every collection/group
  does have its own data section, too. So we can't get away with a
  single hash table. Not that it matters much :)
 
 Right, the proposed change was only for the global data section and
 not the group data sections. My thinking was that with per-group data
 collections, you are much less likely to have many items in the list
 since they are a much smaller scope for each.

Maybe the hash could be created only if there is a certain number of
items in the data section. For example, if there are more than 20
items, you build the hash, otherwise you keep the linked-list. And that
could be applied for both global and group data-sections.

Simon

 
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Re: [E-devel] Window client list submenus added....

2007-02-18 Thread Simon TRENY
On Sun, 18 Feb 2007 00:47:15 -0500,
Christopher Michael [EMAIL PROTECTED] wrote :

 Ravenlock wrote:
  Hello,
  
  The attached patch will affect the client list seen when using the
  middle mouse button on the desktop.  The list will continue to have
  the current desktops clients at the top, while all other desktop's
  clients will be contained within a submenu named after the desktop.
 
 In cvs, slightly modified :)

It's a nice feature, but I think it would be better if it could be
configured to get the previous layout. It was faster imho to find a
window with the previous layout, because there was no need to look into
each submenus.
To avoid having an empty config dialog just for this option, maybe we
could also add an option to list only the windows of the current vdesk
in the Windows menu.

Simon

 Cheers,
 dh
 
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[E-devel] Clock module patch

2007-02-13 Thread Simon TRENY
Hi guys,

Here is a small patch that makes the clock a bit easier to be read, by
adding a small label displaying the current time when the mouse is
over it (same way as labels in the ibox).
I know that Raster wants to keep the clock module as minimal as
possible, so I understand if it's not committed but I just thought that
maybe it could interest other people.

Here is how the clock looks like when the mouse is over it:
http://mtreny.free.fr/e17_clock.png

Regards,
Simon TRENY MoOmIndex: default_clock.edc
===
RCS file: /cvs/e/e17/apps/e/data/themes/default_clock.edc,v
retrieving revision 1.13
diff -u -r1.13 default_clock.edc
--- default_clock.edc	23 Aug 2006 03:39:01 -	1.13
+++ default_clock.edc	14 Feb 2007 05:55:01 -
@@ -187,6 +187,7 @@
script {
   public clock_cb(val) {
 	 new buf[11];
+ new bufh[11], bufm[11], bufs[11];
 	 new year, month, day, yearday, weekday, hour, minute;
 	 new Float:second;
 	 new v;
@@ -209,12 +210,21 @@
 	 if (v  10) {snprintf(buf, 10, 0%i, v);}
 	 else{snprintf(buf, 10, %i, v);}
 	 set_state(PART:minutes, buf, 0.0);
-
-	 v = ((hour % 12) * 5) + ((minute * 5) / 60);
+ 
+ v = ((hour % 12) * 5) + ((minute * 5) / 60);
 	 buf[0] = 0;
 	 if (v  10) {snprintf(buf, 10, 0%i, v);}
 	 else{snprintf(buf, 10, %i, v);}
 	 set_state(PART:hour, buf, 0.0);
+ 
+	 if (hour  10)   {snprintf(bufh, 10, 0%i, hour);}
+	 else {snprintf(bufh, 10, %i, hour);}
+	 if (minute  10) {snprintf(bufm, 10, 0%i, minute);}
+	 else {snprintf(bufm, 10, %i, minute);}
+	 if (second  10) {snprintf(bufs, 10, 0%i, round(second));}
+	 else {snprintf(bufs, 10, %i, round(second));}
+ snprintf(buf, 10, %s:%s:%s, bufh, bufm, bufs);
+ set_text(PART:time_label, buf);
   }
}
parts {
@@ -526,6 +536,49 @@
 	}
 	 }
   }
+  part {  
+	 name: time_label;
+	 type: TEXT;
+	 effect: SOFT_SHADOW;  
+	 mouse_events: 0;
+	 description {
+	state: default 0.0;
+	align: 0.5 0.5;
+	rel1 {
+   relative: 0.0  1.0;
+	   offset:   0-1;
+	}
+	rel2 {
+   relative: 1.0  1.0;
+	   offset:   -1-1;
+	}
+	color: 255 255 255 0;
+	color3: 0 0 0 0;
+	color_class: module_label;
+	text {
+	   text: Tesyou;
+	   font: Edje-Vera-Bold;
+	   size: 9;
+	   min:  1 1;
+	   align: 0.5 0.5;
+	   text_class: module_normal;
+	}
+	 }
+	 description {
+	state: visible 0.0;
+	inherit: default 0.0;
+	rel1 {
+   relative: 0.0  0.0;
+	   offset:   00;
+	}
+	rel2 {
+   relative: 1.0  1.0;
+	   offset:   -1-1;
+	}
+	color: 255 255 255 255;
+	color3: 0 0 0 42;
+	 }
+  }
}
programs {
   program {
@@ -535,6 +588,22 @@
 	 script {
 	clock_cb(0);
 	 }
+  }
+  program {
+	 name:show_time_label;
+	 signal:  mouse,in;
+	 source:  bg;
+	 action:  STATE_SET visible 0.0;
+	 transition: SINUSOIDAL 0.5;
+	 target:  time_label;
+  }
+  program {
+	 name:hide_time_label;
+	 signal:  mouse,out;
+	 source:  bg;
+	 action:  STATE_SET default 0.0;
+	 transition: SINUSOIDAL 1.0;
+	 target:  time_label;
   }
}
 }
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[E-devel] What are E_Manager/Container/Zone ?

2007-02-04 Thread Simon TRENY
Hi everyone,

I'm writing a module for e17 and I have some difficulties to understand
the differences between E_Manager, E_Container and E_Zone. It seems
E_Manager contains several E_Containers which contain several E_Zones.

E_Zone seems to be divided in several E_Desk's (the virtual desktops)
so I would think that the E_Zones are the actual screens. But then,
what are the E_Containers and the E_Managers?

And what exactly do e_manager/container/zone_current_get(). If a E_Zone
corresponds really to a screen, how could a screen be the current one?

Thanks in advance
Simon


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Re: [E-devel] What are E_Manager/Container/Zone ?

2007-02-04 Thread Simon TRENY
Thanks, things are a lot clearer now :)

There is just one thing that I still don't understand. Why the E_Desks
are contained by a E_Zone and not by a E_Manager directly? I thought
that when you join two physical screens with xinerama, they both
share the same virtual desktops no? (I never used Xinerama so I may be
wrong...)
Or maybe the E_Desks from 2 E_Zones that belong to the same E_Container
are the same?

Thanks for your help :)
Simon


On Sun, 04 Feb 2007 17:18:59 +0100,
Sebastian Dransfeld [EMAIL PROTECTED] wrote :

 Simon TRENY wrote:
  Hi everyone,
  
  I'm writing a module for e17 and I have some difficulties to
  understand the differences between E_Manager, E_Container and
  E_Zone. It seems E_Manager contains several E_Containers which
  contain several E_Zones.
  
  E_Zone seems to be divided in several E_Desk's (the virtual
  desktops) so I would think that the E_Zones are the actual screens.
  But then, what are the E_Containers and the E_Managers?
  
  And what exactly do e_manager/container/zone_current_get(). If a
  E_Zone corresponds really to a screen, how could a screen be the
  current one?
 
 1 manager for each root display.
 
 1 container for each virtual root (e17 does not support virtual
 roots, so 1 container for each manager).
 
 1 zone for each screen (xinerama with two physical screens will
 result in 2 zones for each container).
 
 A standard setup will have 1 manager, 1 container and 1 zone.
 
 current() will give you the active one, typically where the pointer
 is.
 
 Sebastian
 
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Re: [E-devel] [PATCH] Etk_Tree model fields setting

2007-01-28 Thread Simon TRENY
On Wed, 24 Jan 2007 18:07:35 -0200,
Chady Kassouf [EMAIL PROTECTED] wrote :

 Hi,
 
 In order to fully implement the new Etk_Tree in Etk-Perl, I need to
 be able to set the fields of each model individually because I cannot
 manipulate va_lists in the xs code.
 Here's a patch that introduces two functions to set the fields of the
 model.
 

Patch applied :) I just changed the syntax of
etk_tree_row_model_fields_set(): the columns no longer have to be
passed since the models are already linked to a column. And I've added
etk_tree_row_model_fields_get() too.

Thanks for the patch :)
Simon

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Re: [E-devel] etk_colorpicker patch to add alpha slider ... and also a problem to solve :)

2007-01-19 Thread Simon TRENY
On Wed, 17 Jan 2007 23:41:27 +0100,
DaveMDS [EMAIL PROTECTED] wrote :

 Hi
 attached a patch to add an alpha slider  to etk_colorpicker.
 If someone need I can also make an option to
 disable the slider. (an application could not handle
 alpha channel and so could want to hide the slider)
 
 There is a problem in the way the current color is displayed
 in the dialog. I have this problem also in
 edje_editor and really I can't figure out how to solve.
 
 evas_object_color_set() don't draw the alpha in the right way:
 if the color is black the alpha are good,
 if the color is white the alpha never change until 0 is reached(and
 then disappear)
 
 Seems that evas always make the transparency on a white background.
 
 What problem is this? is evas? is etk?
 or I missed something
 
 Hope someone can help me, becouse I'am really out of idea  :(
 Dave
 


Sorry Dave, because of exams period, I won't have time to review the
patch but if you need it for Edje Editor, you can commit the code and
we'll improve it later if it needs so. I should have more time in one
week.

Thanks for the patch :)
Simon

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Re: [E-devel] Ecore_Evas and desktop translucency...

2007-01-14 Thread Simon TRENY
On Sun, 14 Jan 2007 01:29:55 -0600,
Ed Presutti [EMAIL PROTECTED] wrote :

 Is there any way to do desktop translucency with the available Evas
 engines? I know i'm asking for a lot here and that this has been
 discussed in the past, but my current project would benefit greatly
 from it. (It's an EFL-powered desktop widget library)
 
 I've tried the software_x11 and xrender_x11 engines with no luck in
 either using the ecore_evas_alpha_set() call. What i'd really like is
 to not set the alpha at all from the C code and just let Evas
 determine when to do alpha based on the code in the edje file. (That
 way, my widget developers can control when they want alpha)

you should indeed call ecore_evas_alpha_set() on the Ecore Evas, but
it's not enough. You also need a composite manager that will perform
the translucency effect. The bling module of e17 does that, but you
can also use xcompmgr or any window manager that supports composite
natively.

 
 Also, if there is a way to do it, will it work in other environments
 besides E17? If it doesn't work in the POS Compiz/Beryl environments,
 i'm totally okay with that. :-)
 
 Thanks in advance,
 Ed Presutti (ekrunch on freenode)

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Re: [E-devel] Ecore_Evas and desktop translucency...

2007-01-14 Thread Simon TRENY
On Sun, 14 Jan 2007 01:29:55 -0600,
Ed Presutti [EMAIL PROTECTED] wrote :

 Is there any way to do desktop translucency with the available Evas
 engines? I know i'm asking for a lot here and that this has been
 discussed in the past, but my current project would benefit greatly
 from it. (It's an EFL-powered desktop widget library)
 
 I've tried the software_x11 and xrender_x11 engines with no luck in
 either using the ecore_evas_alpha_set() call. What i'd really like is
 to not set the alpha at all from the C code and just let Evas
 determine when to do alpha based on the code in the edje file. (That
 way, my widget developers can control when they want alpha)

you should indeed call ecore_evas_alpha_set() on the Ecore Evas, but
it's not enough. You also need a composite manager that will perform
the translucency effect. The bling module of e17 does that, but you
can also use xcompmgr or any window manager that supports composite
natively.

 
 Also, if there is a way to do it, will it work in other environments
 besides E17? If it doesn't work in the POS Compiz/Beryl environments,
 i'm totally okay with that. :-)
 
 Thanks in advance,
 Ed Presutti (ekrunch on freenode)

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Re: [E-devel] Etk_Entry issue

2007-01-07 Thread Simon TRENY
On Sun, 07 Jan 2007 03:57:47 +0100,
DaveMDS [EMAIL PROTECTED] wrote :

 Hi all
 I can't make the function etk_entry_clear() to work as expected:
 the text wont be cleared correctly .The caret is placed correctly
 but the text doesn't disappear.
 and also:
 etk_entry_text_set(entry,);  and
 etk_entry_text_set(entry,NULL)
 doesn't works
 
 I have done a patch for etk_entry_test.c
 that show this issue.
 
 Is the error occur also on other system or is a problem of mine?
 Thanks
 Dave
 
 

That's fixed. Thanks for the report :)

Simon

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Re: [E-devel] Evas GL engine patch

2006-12-29 Thread Simon TRENY
On Fri, 29 Dec 2006 10:55:28 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sun, 10 Dec 2006 12:37:20 +0100 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  Hi,
  
  The GL engine of Evas has an annoying bug when you want to create
  several windows using this engine: when you create or resize a
  window, all the other windows already created are not redrawn
  correcly, only the last created/resized window has no problem. I've
  attached a shot that shows what happens when you create a new
  window while there is an existing window that already uses the GL
  engine. Please have a look at it if you want to understand the
  problem.
  
  So, in this example, the Etk Test Application is created first,
  and when the Entry button is clicked, the Etk Entry Test window
  is created. You can see that the Etk Test Application is no longer
  rendered correctly. Actually, only the part of the window that is
  inside the red rectangle (added with the Gimp) is correctly
  refreshed, the other part of the window does not refresh anymore.
  You can also notice that the red rectangle has exactly the same
  size as the Etk Entry Test window.
  
  In fact, the problem is that when you create/resize a window,
  _evas_gl_common_viewport_set() is called, and this function changes
  the GL viewport and the view matrices. The thing is, these changes
  affect all the windows, not only the created/resized window. A way
  to fix that would be to call _evas_gl_common_viewport_set() each
  time a window is rendered, before the rendering process begins (at
  the start of the function evas_render_updates_internal() for
  example). Only thing, I can't see a function that is called at the
  start of the rendering process in the engine API (something like
  pre_render()).
  
  I've written a small patch that calls
  _evas_gl_common_viewport_set() in the eng_output_redraws_rect_add()
  method of the gl_x11 engine (because this method is called at the
  start of the rendering process) just as a proof that it could fix
  the bug, but this is definitely not the place to put this code. The
  patch is attached.
  
  Please tell me what you think.
 
 that patch will do (not perfect - i think it's just masking the
 problem, but it shouldn't cause problems, and if ti fixes it for now
 - good). patch into my local tree - when i commit my latest changes
 it will go in. :)
 

The patch that I submitted was just some sort of proof that it could
work. As I said, it calls evas_gl_common_context_resize() in the
output_redraws_rect_add() method of the gl_x11 engine, which is
definitely not a good idea since this function is called several times
at the start of the rendering process. A better way to avoid this would
be to add a pre_render() method to the engine API, and to call this
method once at the start of the rendering process. We could then call
evas_gl_common_context_resize() in this method. This way, the viewport
will be reset only once during the rendering process.

Do you want me to write a patch that does that?? It'll be a lot cleaner
imho.

Simon TRENY MoOm

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Re: [E-devel] Evas GL engine patch

2006-12-29 Thread Simon TRENY
On Fri, 29 Dec 2006 11:25:28 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sat, 16 Dec 2006 10:57:48 GMT [EMAIL PROTECTED]
 [EMAIL PROTECTED] babbled:
 
  
One thing though.. If one needs to have the 'viewport'
and
'view matrices' set for each rendering pass, then I would say
that this should maybe be done per obj, ie. in the internal
engine render functions of each object... ?? Or does this only
affect the way the gl render buffer gets 'put' on the screen?
   
   Yes, changing the GL viewport only affects the place where the
   whole scene is rendered in the window. You can for example create
   two viewports if you want to split the screen in 2 parts, like in
   multiplayer games on game consoles.
  
  I see... Thanks Simon. Well, even if you think your patch
  doesn't put those calls in the 'best' place they could be, if it
  solves the current gl drawing problems then I'd vote for applying
  it.
  
  Maybe you and rene (aka. centipede) can get together and
  see if you guys can do something more for the gl engine... :)
 
 i've actually been doing a bit lately. i know a few of the things it
 needs and as i just found recently - in order to sanely support
 fragment shaders for yuv-rgb i seem to need a gf6600 - my 5500fs
 just wont do fragment shaders (at a sane speed - software beats the
 5500fx by like 200fps in software vs 0.4fps for gl in my yuv-rgb
 video surface test).
 
 so given this - i'm actually tempted to upgrade the iminimum
 requirements for gl engines. that is - REQUIRES non-power-of-2
 textures. (not nv_rectangle - but npo2). requires anisotropic
 filtering, requires fragment shaders (glsl) etc. i can remove some
 nasty code to handle only power-of-2 textures for example and for
 nv_rectangle textures (as the text coords are different for these)

Making the GL engine requires a GLSL card is really too restrictive
imho, especially since (at least for now) GLSL is only used for
yuv-rgb conversion, which is only used by Emotion. And this conversion
can still be easily done in software if there is no GLSL support (we
already have the code to do it).
I have personally two GL cards and none of them support GLSL. I know
that having to handle all the possible hardware configs is a lot of
pain, but requiring GLSL is definitively too restrictive imho
(actually even requiring anisotropic filtering is restrictive, it seems
to be supported only since GeForce3 cards).

 
 jose.
  
  
  
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Re: [E-devel] edje_editor: first snapshot!

2006-12-21 Thread simon . treny
Selon DaveMDS [EMAIL PROTECTED]:

 Hi all,
 I have done a first  snapshot of the edje_editor source .
 this is the link
 http://www.gurumeditation.it/edje_editor-0.1-beta3.tar.gz

 It's the very first release so expect various segv

 just type make and RUN IN PLACE.

 NOTE: The file you are workin on must have a
 name, so save at least once before inserting parts

 Hope you like the work.

 DaveMDS

 PS: the program need glib2 to run and complile.
 This is because I have started the project with a
 gtk interface. And I have made intensive use of gstring.
 Hope I will make a version without glib in a short time.

I haven't tested the app and read the code yet, but maybe you could use
Etk_String instead of gstring. It supports most of the things supported by
GString iirc.


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Re: [E-devel] Evas GL engine patch

2006-12-16 Thread simon . treny
Selon [EMAIL PROTECTED] [EMAIL PROTECTED]:


 One thing though.. If one needs to have the 'viewport' and
   'view matrices' set for each rendering pass, then I would say
   that this should maybe be done per obj, ie. in the internal
   engine render functions of each object... ?? Or does this only
   affect the way the gl render buffer gets 'put' on the screen?
 
  Yes, changing the GL viewport only affects the place where the
  whole scene is rendered in the window. You can for example create
  two viewports if you want to split the screen in 2 parts, like in
  multiplayer games on game consoles.

   I see... Thanks Simon. Well, even if you think your patch
 doesn't put those calls in the 'best' place they could be, if it
 solves the current gl drawing problems then I'd vote for applying it.

Well... for now, it's really dirty: it resets the viewport each time an
update-rectangle is added by Evas (Evas does it several times in the rendering
process so the viewport is reset several times...). But we can easily do it
cleanly by resetting the viewport in a pre-render method of the engine API. I'm
just waiting raster's opinion about the pre-render thing (where precisely should
it be called in the rendering process? is there a better way to do that? ...)

   Maybe you and rene (aka. centipede) can get together and
 see if you guys can do something more for the gl engine... :)

I don't know much about OpenGL, all I do is dirty tricks. :) But when I have
more time, maybe I'll try to work on it. So if Rene is willing to work on it
too, that'd be cool :)


jose.



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Re: [E-devel] Evas GL engine patch

2006-12-13 Thread simon . treny
Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]:


  In fact, the problem is that when you create/resize a window,
  _evas_gl_common_viewport_set() is called, and this function changes
  the GL viewport and the view matrices. The thing is, these changes
  affect all the windows, not only the created/resized window. A way
  to fix that would be to call _evas_gl_common_viewport_set() each
  time a window is rendered, before the rendering process begins
  (at the start of the function evas_render_updates_internal() for
  example). Only thing, I can't see a function that is called at the
  start of the rendering process in the engine API (something like
  pre_render()).
 
  I've written a small patch that calls _evas_gl_common_viewport_set()
  in the eng_output_redraws_rect_add() method of the gl_x11 engine
  (because this method is called at the start of the rendering process)
  just as a proof that it could fix the bug, but this is definitely
  not the place to put this code. The patch is attached.
 
  Please tell me what you think.
 
  Cheers,
  Simon TRENY MoOm

   I've never been able to actually use the evas gl engine due
 to something about my glx setup which is mysterious to me (and which
 I don't have the patience to try and resolve). On top of that, the
 OpenGl lib is something I have no familiarity with at all, so I can't
 tell you much of anything myself.

   One thing though.. If one needs to have the 'viewport' and
 'view matrices' set for each rendering pass, then I would say that
 this should maybe be done per obj, ie. in the internal engine render
 functions of each object... ?? Or does this only affect the way the
 gl render buffer gets 'put' on the screen?

Yes, changing the GL viewport only affects the place where the whole scene is
rendered in the window. You can for example create two viewports if you want to
split the screen in 2 parts, like in multiplayer games on game consoles.


   However, something like an engine level 'pre-render' function
 seems potentially useful.. I believe that raster has mentioned this
 somewhere as well.


jose.



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Re: [E-devel] Putting GL-textures into Etk, Evas, bla bla... How to choke a horse with words.

2006-11-14 Thread Simon TRENY
On Tue, 14 Nov 2006 10:42:55 +0100,
Rene Jensen [EMAIL PROTECTED] wrote :

 Simon, thanks, it worked!
 
 Next I'll see how well one can get away with mixing Etk with this.
 With a little luck it is just a matter of calling glViewport and
 glScissor before painting (and resetting them again afterwards of
 course).

Here is a really simple code that shows how to make it work in
Etk. It's still heavy experimentation, really dirty and it has some
problems.
To make it work, you still need the Evas patch (the flush callback
thing) and the latest Etk to have the GL-X11 engine of Etk (I've just
committed it).

To compile it:
gcc -o etk_gl_proto etk_gl_proto.c `etk-config --libs --cflags` -Wall
-lGL -lGLU

and to execute it, you have to say to the app that you'd like to use
the GL-X11 engine, so the command is:
./etk_gl_proto --etk-engine=ecore_evas_gl_x11

It should work but it's a bit buggy (probably because I don't reset all
the GL states before drawing the cube, so sometimes blending is
enabled, sometimes scissor-test is enabled, ... it would be useful to
have a command to reset all the GL-states to their default value...)

 I know this is a hack, but experimentation first, then we can start 
 thinking about a clean solution that is OK with the lead developers.

A way to make it cleaner and more generic would be to do as Jose said:
render the OpenGL scene in a buffer, and render the buffer content in
an Evas image. This should even be compatible with all the engines, but
it may be a lot slower (I don't know, I never did something like that).

Simon


 
 Regards
 Rene
 
 
 
 Simon TRENY wrote:
  Here is a fixed version of the test code. It fixes the back-face
  culling and some glPush/Pop*() bugs.
 
  Simon
 
 
  On Sun, 12 Nov 2006 18:21:09 +0100,
  Simon TRENY [EMAIL PROTECTED] wrote :
 

  Hi Rene,
 
  The main problem we have here is that what you'd like to do is
  definitely engine-specific whereas Evas tends to abstract totally
  the engine layer. Anyway, with some Evas engines it should be
  quite easy to use OpenGL to render 3D stuff. Here is how to do it
  with the GL-X11 engine of Evas (which is obviously the most
  appropriate engine to do that since it already provides the GL
  context).
 
  So, with the GL-X11 engine of Evas, all you have to do basically
  is to call all your OpenGL functions before glXSwapBuffers() gets
  called. glXSwapBuffers() is called by the output_flush() method of
  the GL-X11 engine, which is called by
  evas_render_updates_internal(). So the problem is that we need to
  be somehow notified before evas_render_updates_internal() calls
  the output_flush() method, and, for now, there is no way to do
  that. I have written a small patch for Evas to add a callback
  called each time before output_flush() is called. The function to
  set this callback is evas_flush_callback_set(). The Evas patch is
  joined with this email (this patch should not be applied to the
  CVS repository of Evas, it's a quick'n'dirty hack!!).
 
  Now, all you have to do is to make the calls to the OpenGL
  functions in the flush-callback. I have attached a a small code
  that shows how to do it. It's totally dirty and hacky but it works
  quite well :) There is just a small problem with the Zbuffer of
  with the backbface culling I guess (the cube looks weird...), but
  it shouldn't be hard to fix. To compile this code, you have to
  apply the patch to Evas, and to compile it with:
  gcc -o evas_gl_proto evas_gl_proto.c `ecore-config --cflags --libs`
  -lGL -lGLU -Wall
 
 
  Note that the GL engine of Evas has some serious problems though.
  Here is a list of the know problems written by raster some times
  ago: 
  1. a font with glyphs  256x256 pixels will just break.
  2. images that are bigger than max texture size simply won't show
  (need to build a mesh)
  3. cards that don't support rectangular textures will end up with
  nasty scaling results when scaling stretched or squashed
  mostly in 1 dimension (mipmap issues basically when used for 2d)
  4. scaling down even with smooth scaling is ugly (need to use
  anisotropic filtering  if possible)
  5. doesn't support destination alpha (easy-ish to fix)
  6. need pbuffer support implemented for the future (we need to be
  able to render to an intermediate buffer)
  7. if the window is fullscreen glx may choose to do page flipping
  not copy from back to front buffer. in this case evas's assumption
  that the buffer was exactly as it left it when it last rendered is
  wrong - as it actually is as it was rendered 2 frames ago, not the
  last frame.

  There is also a problem when you have several windows using the GL
  engine in your program, but I think it's probably a problem with
  Ecore_Evas_GL. The Glitz engine that raster seems to be writting
  should fix most of these problems :)
 
 
  Regards :)
  Simon
 
 
 
 
  On Sun, 12 Nov 2006 12:40:37 +0100,
  Rene Jensen [EMAIL PROTECTED] wrote :
 
  
  WARNING: LONG POST AHEAD

Re: [E-devel] Putting GL-textures into Etk, Evas, bla bla... How to choke a horse with words.

2006-11-12 Thread Simon TRENY
Hi Rene,

The main problem we have here is that what you'd like to do is
definitely engine-specific whereas Evas tends to abstract totally the
engine layer. Anyway, with some Evas engines it should be quite easy to
use OpenGL to render 3D stuff. Here is how to do it with the
GL-X11 engine of Evas (which is obviously the most appropriate engine
to do that since it already provides the GL context).

So, with the GL-X11 engine of Evas, all you have to do basically is to
call all your OpenGL functions before glXSwapBuffers() gets called.
glXSwapBuffers() is called by the output_flush() method of the GL-X11
engine, which is called by evas_render_updates_internal(). So the
problem is that we need to be somehow notified before
evas_render_updates_internal() calls the output_flush() method, and,
for now, there is no way to do that. I have written a small patch for
Evas to add a callback called each time before output_flush() is
called. The function to set this callback is evas_flush_callback_set().
The Evas patch is joined with this email (this patch should not be
applied to the CVS repository of Evas, it's a quick'n'dirty hack!!).

Now, all you have to do is to make the calls to the OpenGL functions in
the flush-callback. I have attached a a small code that shows how to
do it. It's totally dirty and hacky but it works quite well :) There is
just a small problem with the Zbuffer of with the backbface culling I
guess (the cube looks weird...), but it shouldn't be hard to fix.
To compile this code, you have to apply the patch to Evas, and to
compile it with:
gcc -o evas_gl_proto evas_gl_proto.c `ecore-config --cflags --libs` -lGL -lGLU 
-Wall


Note that the GL engine of Evas has some serious problems though. Here
is a list of the know problems written by raster some times ago:
 1. a font with glyphs  256x256 pixels will just break.
 2. images that are bigger than max texture size simply won't show
 (need to build a mesh)
 3. cards that don't support rectangular textures will end up with
 nasty scaling results when scaling stretched or squashed mostly
 in 1 dimension (mipmap issues basically when used for 2d)
 4. scaling down even with smooth scaling is ugly (need to use
 anisotropic filtering  if possible)
 5. doesn't support destination alpha (easy-ish to fix)
 6. need pbuffer support implemented for the future (we need to be
 able to render to an intermediate buffer)
 7. if the window is fullscreen glx may choose to do page flipping not
 copy from back to front buffer. in this case evas's assumption that
 the buffer was exactly as it left it when it last rendered is wrong -
 as it actually is as it was rendered 2 frames ago, not the last frame.
There is also a problem when you have several windows using the GL
engine in your program, but I think it's probably a problem with
Ecore_Evas_GL. The Glitz engine that raster seems to be writting should
fix most of these problems :)


Regards :)
Simon




On Sun, 12 Nov 2006 12:40:37 +0100,
Rene Jensen [EMAIL PROTECTED] wrote :

 WARNING: LONG POST AHEAD...
 
 (Sigh) After having posted on both IRC and the webforum, I get the 
 distinct feeling that this community has been worn down by daft
 requests for getting fancy window drawing using OpenGL.
 
 This is a serious shame because now even the smallest utterance of
 that API makes it's author look guilty. The developers forget that
 end-users asking for something XGL'ish is a far cry from application
 developers asking for their favorite API for graphics/GLGPU
 programming, which they need to make video/3D applications using
 Ewl/Etk.
 
 However, as an application developer, I feel that:
 
 1) Etk/Edje is perfect for the job. The efficiency is the reason I am 
 choosing E if I can get away with it in the first place. I need a
 strong and themable GUI. I *LOVE* Efl's well-organized style!
 
 2) The window manager and graphics lib should NOT squander my
 precious GPU cycles on needless features. If I could make a 3D in a
 console window, I'd do that.
 
 3) An extra GL layer is actually another source of errors! Once I
 made a small 3D paint-program that used GL for the painting
 procedures, http://artcamilla.dk/centipede. I spend a LOT of time
 tracking down a bug in Windows where I use Nvidias desktop switcher.
 All that was drawn on my screen was a frame delayed. Turned out that
 when I switched off the desktop switcher or even turned off screen
 rotation (I have a tablet-pc), the bug dissappeared. Wasn't in my
 program after all. Incidently, the above mentioned program used my
 own OpenGL based mini-GUI. Guess why I am looking for another GUI
 with a strong support of themes ;-)
 
 4) It will be hard to write any program at all in the video/3D
 industry without having support for OpenGL.
 
 
 
 Ok, enough ranting. This is a verbatim copy of the forum post I made
 few days ago. By the end of this mail, I have already answered some
 of it:
 
 
 
 I've learned 

Re: [E-devel] Putting GL-textures into Etk, Evas, bla bla... How to choke a horse with words.

2006-11-12 Thread Simon TRENY
Here is a fixed version of the test code. It fixes the back-face
culling and some glPush/Pop*() bugs.

Simon


On Sun, 12 Nov 2006 18:21:09 +0100,
Simon TRENY [EMAIL PROTECTED] wrote :

 Hi Rene,
 
 The main problem we have here is that what you'd like to do is
 definitely engine-specific whereas Evas tends to abstract totally the
 engine layer. Anyway, with some Evas engines it should be quite easy
 to use OpenGL to render 3D stuff. Here is how to do it with the
 GL-X11 engine of Evas (which is obviously the most appropriate engine
 to do that since it already provides the GL context).
 
 So, with the GL-X11 engine of Evas, all you have to do basically is to
 call all your OpenGL functions before glXSwapBuffers() gets called.
 glXSwapBuffers() is called by the output_flush() method of the GL-X11
 engine, which is called by evas_render_updates_internal(). So the
 problem is that we need to be somehow notified before
 evas_render_updates_internal() calls the output_flush() method, and,
 for now, there is no way to do that. I have written a small patch for
 Evas to add a callback called each time before output_flush() is
 called. The function to set this callback is
 evas_flush_callback_set(). The Evas patch is joined with this email
 (this patch should not be applied to the CVS repository of Evas, it's
 a quick'n'dirty hack!!).
 
 Now, all you have to do is to make the calls to the OpenGL functions
 in the flush-callback. I have attached a a small code that shows
 how to do it. It's totally dirty and hacky but it works quite well :)
 There is just a small problem with the Zbuffer of with the backbface
 culling I guess (the cube looks weird...), but it shouldn't be hard
 to fix. To compile this code, you have to apply the patch to Evas,
 and to compile it with:
 gcc -o evas_gl_proto evas_gl_proto.c `ecore-config --cflags --libs`
 -lGL -lGLU -Wall
 
 
 Note that the GL engine of Evas has some serious problems though. Here
 is a list of the know problems written by raster some times ago:
  1. a font with glyphs  256x256 pixels will just break.
  2. images that are bigger than max texture size simply won't show
  (need to build a mesh)
  3. cards that don't support rectangular textures will end up with
  nasty scaling results when scaling stretched or squashed mostly
  in 1 dimension (mipmap issues basically when used for 2d)
  4. scaling down even with smooth scaling is ugly (need to use
  anisotropic filtering  if possible)
  5. doesn't support destination alpha (easy-ish to fix)
  6. need pbuffer support implemented for the future (we need to be
  able to render to an intermediate buffer)
  7. if the window is fullscreen glx may choose to do page flipping
  not copy from back to front buffer. in this case evas's assumption
  that the buffer was exactly as it left it when it last rendered is
  wrong - as it actually is as it was rendered 2 frames ago, not the
  last frame.
 There is also a problem when you have several windows using the GL
 engine in your program, but I think it's probably a problem with
 Ecore_Evas_GL. The Glitz engine that raster seems to be writting
 should fix most of these problems :)
 
 
 Regards :)
 Simon
 
 
 
 
 On Sun, 12 Nov 2006 12:40:37 +0100,
 Rene Jensen [EMAIL PROTECTED] wrote :
 
  WARNING: LONG POST AHEAD...
  
  (Sigh) After having posted on both IRC and the webforum, I get the 
  distinct feeling that this community has been worn down by daft
  requests for getting fancy window drawing using OpenGL.
  
  This is a serious shame because now even the smallest utterance of
  that API makes it's author look guilty. The developers forget that
  end-users asking for something XGL'ish is a far cry from application
  developers asking for their favorite API for graphics/GLGPU
  programming, which they need to make video/3D applications using
  Ewl/Etk.
  
  However, as an application developer, I feel that:
  
  1) Etk/Edje is perfect for the job. The efficiency is the reason I
  am choosing E if I can get away with it in the first place. I need a
  strong and themable GUI. I *LOVE* Efl's well-organized style!
  
  2) The window manager and graphics lib should NOT squander my
  precious GPU cycles on needless features. If I could make a 3D in a
  console window, I'd do that.
  
  3) An extra GL layer is actually another source of errors! Once I
  made a small 3D paint-program that used GL for the painting
  procedures, http://artcamilla.dk/centipede. I spend a LOT of time
  tracking down a bug in Windows where I use Nvidias desktop switcher.
  All that was drawn on my screen was a frame delayed. Turned out that
  when I switched off the desktop switcher or even turned off screen
  rotation (I have a tablet-pc), the bug dissappeared. Wasn't in my
  program after all. Incidently, the above mentioned program used my
  own OpenGL based mini-GUI. Guess why I am looking for another GUI
  with a strong support of themes ;-)
  
  4) It will be hard to write any program at all

Re: [E-devel] E CVS: libs/evas raster

2006-11-01 Thread Simon TRENY
On Wed,  1 Nov 2006 07:56:12 -0500 (EST),
Enlightenment CVS [EMAIL PROTECTED] wrote :

 Enlightenment CVS committal
 
 Author  : raster
 Project : e17
 Module  : libs/evas
 
 Dir : e17/libs/evas/src/lib/engines/common
 
 
 Modified Files:
   evas_font_main.c 
 
 
 Log Message:
 
 
 evas utf8 patch broke e17's about box. revert

Oops.. evas_common_font_utf8_get_prev() was indeed broken. Here is a
new patch that fixes that.
I agree that for window titles, it would be better to detect the
encoding and then to convert it to UTF-8 but there is some cases where
you can not know for sure the encoding used (as I said, media
metadata, subtitles, or even filenames). For example, without this
patch, with the file manager of e17, the accented filenames on my
Fat32 partition are cut off.

Simon--- evas_font_main.orig.c	2006-09-06 09:33:40.0 +0200
+++ evas_font_main.c	2006-11-01 15:45:44.0 +0100
@@ -120,34 +120,34 @@
 * the decoded code point at iindex offset, and advances iindex
 * to the next code point after this.
 *
-* Returns 0 to indicate an error (e.g. invalid UTF8)
+* Returns 0 to indicate there is no next char
 */
-   int index = *iindex, r;
+   int index = *iindex, len, r;
unsigned char d, d2, d3, d4;
 
d = buf[index++];
if (!d)
  return 0;
-   if (d  0x80)
+   
+   while (buf[index]  ((buf[index]  0xc0) == 0x80))
+ index++;
+   len = index - *iindex;
+   
+   if (len == 1)
+  r = d;
+   else if (len == 2)
  {
-	*iindex = index;
-	return d;
- }
-   if ((d  0xe0) == 0xc0)
- {
-	/* 2 byte */
-	if (((d2 = buf[index++])  0xc0) != 0x80)
-	  return 0;
+	/* 2 bytes */
+d2 = buf[*iindex + 1];
 	r = d  0x1f; /* copy lower 5 */
 	r = 6;
 	r |= (d2  0x3f); /* copy lower 6 */
  }
-   else if ((d  0xf0) == 0xe0)
+   else if (len == 3)
  {
-	/* 3 byte */
-	if (((d2 = buf[index++])  0xc0) != 0x80 ||
-	   ((d3 = buf[index++])  0xc0) != 0x80)
-	  return 0;
+	/* 3 bytes */
+d2 = buf[*iindex + 1];
+d3 = buf[*iindex + 2];
 	r = d  0x0f; /* copy lower 4 */
 	r = 6;
 	r |= (d2  0x3f);
@@ -156,11 +156,10 @@
  }
else
  {
-	/* 4 byte */
-	if (((d2 = buf[index++])  0xc0) != 0x80 ||
-	((d3 = buf[index++])  0xc0) != 0x80 ||
-	((d4 = buf[index++])  0xc0) != 0x80)
-	  return 0;
+	/* 4 bytes */
+d2 = buf[*iindex + 1];
+d3 = buf[*iindex + 2];
+d4 = buf[*iindex + 3];
 	r = d  0x0f; /* copy lower 4 */
 	r = 6;
 	r |= (d2  0x3f);
@@ -169,6 +168,7 @@
 	r = 6;
 	r |= (d4  0x3f);
  }
+   
*iindex = index;
return r;
 }
@@ -177,37 +177,37 @@
 evas_common_font_utf8_get_prev(unsigned char *buf, int *iindex)
 {
/* Reads UTF8 bytes from @buf, starting at [EMAIL PROTECTED] and returns
-* the decoded code point at iindex offset, and advances iidnex
-* to the next code point after this.
+* the decoded code point at iindex offset, and advances iindex
+* to the prev code point after this.
 *
-* Returns 0 to indicate an error (e.g. invalid UTF8)
+* Returns 0 to indicate there is no prev char
 */
-   int index = *iindex, r, istart = *iindex;
+   int index = *iindex, len, r;
unsigned char d, d2, d3, d4;
 
-   d = buf[index++];
-   if (d  0x80)
- {
-	r = d;
- }
-   else if ((d  0xe0) == 0xc0)
+   if (iindex = 0)
+ return 0;
+   d = buf[index--];
+   
+   while ((index  0)  ((buf[index]  0xc0) == 0x80))
+ index--;
+   len = *iindex - index;
+   
+   if (len == 1)
+  r = d;
+   else if (len == 2)
  {
-	/* 2 byte */
-	d2 = buf[index++];
-	if ((d2  0xc0) != 0x80)
-	  return 0;
+	/* 2 bytes */
+d2 = buf[index + 1];
 	r = d  0x1f; /* copy lower 5 */
 	r = 6;
 	r |= (d2  0x3f); /* copy lower 6 */
  }
-   else if ((d  0xf0) == 0xe0)
+   else if (len == 3)
  {
-	/* 3 byte */
-	d2 = buf[index++];
-	d3 = buf[index++];
-	if ((d2  0xc0) != 0x80 ||
-	(d3  0xc0) != 0x80)
-	  return 0;
+	/* 3 bytes */
+d2 = buf[index + 1];
+d3 = buf[index + 2];
 	r = d  0x0f; /* copy lower 4 */
 	r = 6;
 	r |= (d2  0x3f);
@@ -216,14 +216,10 @@
  }
else
  {
-	/* 4 byte */
-	d2 = buf[index++];
-	d3 = buf[index++];
-	d4 = buf[index++];
-	if ((d2  0xc0) != 0x80 ||
-	(d3  0xc0) != 0x80 ||
-	(d4  0xc0) != 0x80)
-	  return 0;
+	/* 4 bytes */
+d2 = buf[index + 1];
+d3 = buf[index + 2];
+d4 = buf[index + 3];
 	r = d  0x0f; /* copy lower 4 */
 	r = 6;
 	r |= (d2  0x3f);
@@ -232,30 +228,8 @@
 	r = 6;
 	r |= (d4  0x3f);
  }
-   if (istart  0)
- {
-	index = istart - 1;
-	d = buf[index];
-	if (!(d  0x80))
-	  *iindex = index;
-	else
-	  {
-	 while (index  0)
-	   {
-		  index--;
-		  d = buf[index];
-		  if ((d  0xc0) != 0x80)
-		{
-		   *iindex = index;
-		   return r;
-		}
-	   }
-	  }
- }
-   else
- {
-	*iindex = -1;
- }
+   
+   *iindex = index;
return r;
 }
 
-
Using 

Re: [E-devel] Evas Utf-8 patch

2006-10-31 Thread Simon TRENY
On Wed, 1 Nov 2006 08:42:00 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Tue, 31 Oct 2006 23:21:46 +0100 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  Hi,
  
  Here is a patch that changes the behaviour of
  evas_common_font_utf8_get_next() and
  evas_common_font_utf8_get_pref(): for now, these functions return 0
  at the first invalid UTF-8 char met, and do not continue further.
  With this patch, the functions will try to return a char code even
  if the char is invalid and they will only return 0 at the end (or
  at the start for get_prev()) of the string.
  
  The returned code will probably be incorrect, but at least, when
  Evas will render the string, the text won't be cut at the first
  invalid char position. It happens quite often when we use E17 in an
  accented language: the accented title of the windows are often
  incomplete because the title is often encoded in ascii 8-bit (at
  least for apps in French). It also helps when you have to render
  text and you don't know the encoding (Metadata, subtitles, ...).
  
  Note that with this patch, evas_common_font_utf8_get_next() will
  return valid char code if the string is encoded in ascii 8-bit.
 
 i think this is more a matter that with e we need to convert whatever
 local encoding for icccm props (if the app isnt using utf8 for its
 string encodings of properites like titme) and convert to utf8.
 ecore_x SHOULD be doing that, so it ALWAYS presents utf8 text, but
 does not.
 

 fair enough to be more forgiving of malformed utf8 strings - but the
 problem just changes from being cut off to garbage in the middle of
 the string.

Thanks, I see that you applied the patch :)
Another solution to avoid garbage could be to skip every malformed
characters. If the string is malformed, I see no other solutions than
to try to guess what the character is (which is done with this patch)
but it may result in garbage, or to skip the char.

Simon

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Re: [E-devel] Subtitles in Emotion ?

2006-10-29 Thread Simon TRENY
On Sun, 29 Oct 2006 10:13:15 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sat, 28 Oct 2006 22:44:07 +0200 Charles de Noyelle
 [EMAIL PROTECTED] babbled:
 
  Hello,
  
  My post is about .srt subtitles in Emotion.
  
  I tried to look into the code, and I *think* that nothing is done
  to read subtitles. What I expected and look for is kind of
  
  EAPI void emotion_object_{subtitles,spu}_file_set ( Evas_Object
  *obj, const char *filename )
  
  I saw the emotion_object_spu_channel_count(Evas_Object *obj) But
  I could not figure out what it was used for... DVD's subs ?
 
 yes - dvd subtitles are handled by libxine as video overlays - they
 do work if turned on. there is no way to use external files.
 
  The thing is that needs some changes in Emotion EAPI, and maybe, a
  such thing is not wanted (read subtitles in Emotion).
  
  What do you thing about it? Would that be easy to do? Is it
  necessary?
 
 i suggest first looking at gstreamer and xine api's to see if you can
 put it there as the subtitles also need to be timed to the video.
 
I had implemented .srt support for eclair some times ago and it was
working quite well but it is now broken since it still uses the old
textblock API. I know that the API of xine allow to load external
subtitles, and gstreamer's probably does too, but those substitles
won't look as good as if we use an evas' text object to render them:
xine and gstreamer directly render the subtitles in the YUV data, so
when the video is stretched, the subtitles are stretched too. With
evas' text object, we could also make the subtitles transparent, glow,
cast a shadow, ... So I would probably be a good idea to make emotion
render its own subtitles.

Now there are several problems that I met when I implemented that in
eclair. First the text encoding: Evas requires UTF-8 whereas .srt
files doesn't seem to follow a standard: some times they uses 8-bit
ascii, some times UTF-8, ..., and it's not specified in the files. So
we would need to be able to auto-detect the encoding of a text. Is
there a way to do that? And also, I noticed that when you render an
incorrectly UTF-8 encoded text with Evas, Evas only renders the text up
to the first incorrect character, the following characters are not
rendered. It may be good to just ignore the incorrect character, and to
continue to render the others (I don't know if it's easy to do though, I
just know that GTK and QT do that so it should be possible :))
Other problem: there are a lot of subtitle formats (srt, ssa, txt, ...)
so we would need a lot of loaders if we want to support them all. Srt
seems to be the most used by far (and it is really easy to load), so we
should probably start with it.

I will try to add .srt support to emotion this week end.

Simon

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[E-devel] [Etk] Evas Premul - Please do not fix

2006-09-30 Thread simon . treny
Hi there,

As Jose's premul-color patch has hit the cvs, some Etk widgets might now look
wrong. I have currently a *huge* patch for Etk waiting to be committed (I still
need to finish some things) so I'd really appreciate if you could avoid to fix
Etk for now, or it'll be a pain for me to commit my patch (I will commit from a
Windows machine, over SSH, so it won't be fun if I have a lot of conflicts to
fix...). I will probably commit it during the week.

Thanks :)
Simon TRENY MoOm

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Re: [E-devel] E CVS: sebastid sebastid

2006-09-27 Thread simon . treny
Sebastian is probably one of the developers who done the most for e17 and the
EFL (a lot of useful and painful work on ecore_x and e17), and there is no way
he's going to leave for reasons like these (this problem should have been
sorted out privately, there was really no need to publicly criticize/insult Seb
imho...)
So Seb, if you read this, come back, we definetely need you here. It' an ORDER!!
:)

Simon


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Re: [E-devel] edje canvas objects

2006-09-19 Thread simon . treny
Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]:


 Jason writes:

Much ado about gradients, but hopefully all this will make
it easier to work with grads in current edje and otherwise.
  
   Forgive me for chiming in when I haven't read the full thread
   nor grokked the context, but does any of your work allow being
   able to set gradients as clipping objects?  The ability to clip
   a text object with a gradient to allow fading text out is
   something I've wanted to be able to do for a long time.  :)
  
   Cheers,
   Jason.
  
  The short anwser is no. Only rectangle objs work as clip
  objs in evas at this time.
  The longer anwser is that yes, there is a way you can
  do this right now - if you use a buffer evas for your text output.
 
  You would setup your buffer evas (make sure it's set to
  have-alpha). Then add your text obj and add a suitable grad obj on
  top of that -- AND set the grad obj's render-op to EVAS_RENDER_MUL.

   Just thought I'd follow up on this a bit... Note that in the
 above one can also use an image object, indeed all renderable objects
 respect the various render-ops (only for buffer-engine based evases
 right now, though the 'mul' render-op only behaves like 'clipping'
 for non-shape like objs, eg. images/grads).

   Likely evas will have general obj clipping not too far away,
 but 'buffer evases' are also interesting and useful (hence the
 ecore sub-canvases).

I think it would be indeed really useful to have such objects:
I may be wrong but I think this kind of objects is the way to go if we want to
support blitting in Evas. It should improve the perfs a lot when we have to
scroll large areas of screen (the scrolling part would just be a subcanvas, so,
in order to scroll, we would just have to move this subcanvas. No need to redraw
all the objects of the subcanvas).
We could maybe implement this in the smart objects: A smart object could render
(if we say so) in a subcanvas, so moving the smart object won't require to
redraw all the sub objects.

Regards,
Simon TRENY MoOm

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Re: [E-devel] E CVS: libs/ecore shorne

2006-09-07 Thread Simon TRENY
On Thu, 7 Sep 2006 19:38:58 +0800,
Stafford Horne [EMAIL PROTECTED] wrote :

 On Tue, 5 Sep 2006 02:54:33 +0200
 Simon TRENY [EMAIL PROTECTED] wrote:
 
  Any reason to do this actually? Ecore_FB is not dead/unmaintained,
  Jorge has recently worked on it, and it now works really well
  (thanks Jorge :)). If you have noticed any bug with it, please tell
  us :)
 
 Simon, 
 
 We had a discussion about this earlier. It was both in the e-users
 and e-devel mailing lists under the subject:
 
 [E-devel] Fw: [e-users] compiling ecore on a system running 2.4.x
 kernel
 
 Essentially, The ecore_fb code does not build on some machines.  We
 have agreed (i believe jorge did as well) that the build system needs
 a bit more testing before its ready to work by default.  I have not
 had time to fix the build system at the time so we decided to disable
 it.  Once it gets fixed there will be no problem allowing it by
 default. 

That's ok then :)

 
 -Stafford
 

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Re: [E-devel] Fwd: Edje drag and drop, random translations

2006-09-04 Thread Simon TRENY
On Mon, 4 Sep 2006 17:54:23 +1000,
Alysander Stanley [EMAIL PROTECTED] wrote :

 Hello,  I have been experimenting with edje and had some odd
 behaviour with drag and drop in edje.
 
 After clicking and draging a part through dragable { }, and then
 (without moving the mouse) clicking and then dragging again, the part
 translates in an unpredictable way so that it is no longer underneath
 the cursor.  This is within edje_viewer and also from within a
 compiled evas. Does anyone else experience this problem?
 
 Sample .edc attached

It won't help, but I've noticed the same problem. It seems to be a bug
in Edje.

Simon

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Re: [E-devel] E CVS: libs/ecore shorne

2006-09-04 Thread Simon TRENY
On Thu, 17 Aug 2006 19:41:48 -0400 (EDT),
Enlightenment CVS [EMAIL PROTECTED] wrote :

 Enlightenment CVS committal
 
 Author  : shorne
 Project : e17
 Module  : libs/ecore
 
 Dir : e17/libs/ecore
 
 
 Modified Files:
   configure.in 
 
 
 Log Message:
 Disabiling ecore-fb and ecore-evas-fb by default. Everyone can still
 enable it by using --enable-ecore-fb or --enable-ecore-evas-fb with
 the autogen.sh or configure scripts. 

Any reason to do this actually? Ecore_FB is not dead/unmaintained,
Jorge has recently worked on it, and it now works really well (thanks
Jorge :)). If you have noticed any bug with it, please tell us :)

You can give it a try with the Ecore_FB engine of Etk. Just run
etk_test --etk-engine=ecore_fb (it should work with other ETK apps
too) (the Etk's engine is not finished though)


Regards,
Simon TRENY MoOm

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Re: [E-devel] Resizing Edje Parts - on the road to entrance preview

2006-08-21 Thread Simon TRENY
On Mon, 21 Aug 2006 14:36:05 +0100,
Essien Ita Essien [EMAIL PROTECTED] wrote :

 Carsten Haitzler (The Rasterman) wrote:
  On Mon, 21 Aug 2006 13:55:45 +0100 Essien Ita Essien
  [EMAIL PROTECTED] babbled:
 
  no attachment :)
 
  but - note the livethumb uses a BUFFER canvas - it sets the
  resolution of the BUFFER canvas to be higher than the output. make
  this resolution high enough (eg 800x600) and evas will scale that
  800x600 buffer canvas down to the size of the output of the
  preview. that is how the livethumb works. 
 a that was what CodeWarrior was talking about when he said I
 could use a buffer... neat. ok.. i'm going back to grok e_livethumb
 with an eye to steal this new information. :)

If you use the buffer engine to do that, you won't be able interact
with the mouse (I think you said you wanted that), or you'll have to
feed the events yourself (a bit painful).

Simon

 
 thnx.

  Hiya Everybody,
 
  I've been on a slow road to building a real preview object for 
  entrance_edit_gui. The idea is to always show the full entrance in
  a small preview window, complete with all the edje effects that
  the theme or background may have to offer. Eventually too,
  complete with the greetings, etc.  Right now though, all i just
  want is to display (obviously :) ).
 
  Raster and Codewarrior asked me to look thru e_livethumb
  subsystem. And I discovered i knew nothing of Esmarts and coding
  that the evas layer, so I went to fix that and I'm better in that
  regard now. Here I'm attaching  minientrance.tar.gz (NOTE: THE
  ENTRANCE THEME FILE I USED IS HARDCODED, PLEASE MODIFY B4 YOU
  COMPILE) which is a complete esmart object for entrance that i'm
  playing with to understand the problem (apparently, there's an
  incomplete and not used entrance_smart object in entrance right
  now, but its well... not quite in use, so its rusty).
 
 
  The main problem I have with this smart object and infact, in
  general is that when I load the edje, the main login box, refuses
  to resize below its min geometry. I do not know if its possible to
  *force* an edje part to resize below its min width or so.  If you
  compile minientrance, and resize the window, you'll notice the box
  just refuses to resize with the rest of the ui.
 
  What I was aiming at doing is to instantiate the entrance_smart
  obj, and give it a size say 100x50, and have it render itself
  properly as a preview. When I then change the theme or background
  in the gui config tool, I'll just make the esmart object refresh
  itself. Basically, i guess once the smart object works well, its
  all ok. the next issue will be loading it in an etk/ewl canvas or
  something. But that's another story :)
 
  Am I on the right track? Someone, smack me on the head with a 
  solution/idea :)
 
  cheers,
  Essien
 
 
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Re: [E-devel] Resizing Edje Parts - on the road to entrance preview

2006-08-21 Thread Simon TRENY
On Mon, 21 Aug 2006 23:32:56 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Mon, 21 Aug 2006 16:11:52 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  On Mon, 21 Aug 2006 14:36:05 +0100,
  Essien Ita Essien [EMAIL PROTECTED] wrote :
  
   Carsten Haitzler (The Rasterman) wrote:
On Mon, 21 Aug 2006 13:55:45 +0100 Essien Ita Essien
[EMAIL PROTECTED] babbled:
   
no attachment :)
   
but - note the livethumb uses a BUFFER canvas - it sets the
resolution of the BUFFER canvas to be higher than the output.
make this resolution high enough (eg 800x600) and evas will
scale that 800x600 buffer canvas down to the size of the
output of the preview. that is how the livethumb works. 
   a that was what CodeWarrior was talking about when he
   said I could use a buffer... neat. ok.. i'm going back to grok
   e_livethumb with an eye to steal this new information. :)
  
  If you use the buffer engine to do that, you won't be able interact
  with the mouse (I think you said you wanted that), or you'll have to
  feed the events yourself (a bit painful).
 
 ecore_evas provides a buffer canvas wrapper that returns an evas
 image object and does all the event feeding for you :)

Oh.. Great :)

 
  Simon
  
   
   thnx.
  
Hiya Everybody,
   
I've been on a slow road to building a real preview object for 
entrance_edit_gui. The idea is to always show the full
entrance in a small preview window, complete with all the edje
effects that the theme or background may have to offer.
Eventually too, complete with the greetings, etc.  Right now
though, all i just want is to display (obviously :) ).
   
Raster and Codewarrior asked me to look thru e_livethumb
subsystem. And I discovered i knew nothing of Esmarts and
coding that the evas layer, so I went to fix that and I'm
better in that regard now. Here I'm attaching
minientrance.tar.gz (NOTE: THE ENTRANCE THEME FILE I USED IS
HARDCODED, PLEASE MODIFY B4 YOU COMPILE) which is a complete
esmart object for entrance that i'm playing with to understand
the problem (apparently, there's an incomplete and not used
entrance_smart object in entrance right now, but its well...
not quite in use, so its rusty).
   
   
The main problem I have with this smart object and infact, in
general is that when I load the edje, the main login box,
refuses to resize below its min geometry. I do not know if its
possible to *force* an edje part to resize below its min width
or so.  If you compile minientrance, and resize the window,
you'll notice the box just refuses to resize with the rest of
the ui.
   
What I was aiming at doing is to instantiate the entrance_smart
obj, and give it a size say 100x50, and have it render itself
properly as a preview. When I then change the theme or
background in the gui config tool, I'll just make the esmart
object refresh itself. Basically, i guess once the smart
object works well, its all ok. the next issue will be loading
it in an etk/ewl canvas or something. But that's another
story :)
   
Am I on the right track? Someone, smack me on the head with a 
solution/idea :)
   
cheers,
Essien
   
   
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Re: [E-devel] Getting the window containing an e17 widget

2006-08-20 Thread Simon TRENY
Thanks raster, that works great, the entry of e17 now supports
copy/paste :)

About the pointer push/pop thing, I've seen that you didn't use the
special_pointer boolean. Have you actually fixed that directly in
E_Pointer? I have the same problem with Etk, sometimes mouse_out is
just not emitted, and that makes the pointer be stuck in a special
pointer. Do you have any idea why mouse_out is not emitted?

Thanks,
Simon


On Sun, 20 Aug 2006 14:10:36 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sun, 20 Aug 2006 12:24:39 +0900 Carsten Haitzler (The Rasterman)
 [EMAIL PROTECTED] babbled:
 
 ok - actually - added this:
 
 E_Pointer *p;
 
 p = e_widget_pointer_get(my_widget);
 
 :) then push/pop pointers there :)
 
  On Sat, 19 Aug 2006 23:15:59 +0200 Simon TRENY
  [EMAIL PROTECTED] babbled:
  
   Hi,
  
  actually- scrap that - it was ecore_evas that has the data attach
  call with a key - serves me right for programming in an email
  client :) i will work on something.
  
   I'm working on the entry of e17 and I'm currently implementing
   copy/paste support. For this, I need to call the
   ecore_x_selection_clipboard_*() functions which require an
   Ecore_X *. Since the entry is just a simple Evas smart object,
   there is no way to get this Ecore_X pointer.
   
   I would also need this to change the pointer of the mouse when the
   mouse enters the entry, using the e_pointer_*() functions.
   e_pointer_*() requires an E_Pointer * pointer.
   
   Both Ecore_X * and E_Pointer * could be accessed if I could
   get the E_Border * containing the widget. Do you have any idea
   how could I get the border (or another struct that would allow me
   to get what I need) that contains the entry?
   
   Thanks,
   Simon TRENY MoOM
   
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  -- 
  - Codito, ergo sum - I code, therefore I am
  -- The Rasterman (Carsten Haitzler)
  [EMAIL PROTECTED] 裸好多
  Tokyo, Japan (東京 日本)
  
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[E-devel] Getting the window containing an e17 widget

2006-08-19 Thread Simon TRENY
Hi,

I'm working on the entry of e17 and I'm currently implementing
copy/paste support. For this, I need to call the
ecore_x_selection_clipboard_*() functions which require an Ecore_X *.
Since the entry is just a simple Evas smart object, there is no
way to get this Ecore_X pointer.

I would also need this to change the pointer of the mouse when the
mouse enters the entry, using the e_pointer_*() functions.
e_pointer_*() requires an E_Pointer * pointer.

Both Ecore_X * and E_Pointer * could be accessed if I could get the
E_Border * containing the widget. Do you have any idea how could I
get the border (or another struct that would allow me to get what I
need) that contains the entry?

Thanks,
Simon TRENY MoOM

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Re: [E-devel] E CVS: proto rhapsodhy

2006-08-16 Thread Simon TRENY
On Wed, 16 Aug 2006 05:18:41 -0400 (EDT),
Enlightenment CVS [EMAIL PROTECTED] wrote :

 Enlightenment CVS committal
 
 Author  : rhapsodhy
 Project : e17
 Module  : proto
 
 Dir : e17/proto/entrance_edit_gui/src/widgets
 
 
 Modified Files:
   _ew_list.c ew_dialog.c ew_dialog.h ew_entry.c ew_group.c 
   ew_messagebox.c ew_messagebox.h ew_notice.c ew_notice.h 
 
 
 Log Message:
 
 I don't know what is this etk_box_append(), but there were a lot of
 it, and has to be wiped out, because doesn't exists. Also, fixed the
 messageboxes, now they work again.

You should probably update Etk :)
etk_box_pack_start/end() has been replaced by etk_box_append() and
other functions.

Regards,
Simon TRENY MoOm

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Re: [E-devel] E CVS: apps/e raster

2006-08-16 Thread Simon TRENY
On Sat, 12 Aug 2006 23:37:23 -0400 (EDT),
Enlightenment CVS [EMAIL PROTECTED] wrote :

 Enlightenment CVS committal
 
 Author  : raster
 Project : e17
 Module  : apps/e
 
 Dir : e17/apps/e/src/bin
 
 
 Modified Files:
   e_border.c 
 
 
 Log Message:
 
 
 focusout patch from sthitha

This patch makes e17 segfault when I drag an icon to a directory in Rox
Filer. I think it's because the Move window appears and
disappears really quickly. So I guess it happens when a window pops up
and pops down REALLY quickly.

Here is the backtrace:
http://rafb.net/paste/results/WQe3U182.html
and the valgrind log:
http://rafb.net/paste/results/VpdN5T35.html
(this warning is repeated at least 30 times)


Cheers,
Simon TRENY MoOm

 
 ===
 RCS file: /cvs/e/e17/apps/e/src/bin/e_border.c,v
 retrieving revision 1.523
 retrieving revision 1.524
 diff -u -3 -r1.523 -r1.524
 --- e_border.c12 Aug 2006 13:22:48 -  1.523
 +++ e_border.c13 Aug 2006 03:37:23 -  1.524
 @@ -1351,11 +1351,20 @@
   {
   if (focused)
 {
 +  E_Event_Border_Focus_Out *ev;
  //printf(unfocus previous\n);
edje_object_signal_emit(focused-bg_object, passive,
 ); if (focused-icon_object)
  edje_object_signal_emit(focused-icon_object,
 passive, ); e_focus_event_focus_out(focused);
 +
 +  ev = calloc(1, sizeof(E_Event_Border_Focus_Out)); 
 +  ev-border = focused; 
 +  e_object_ref(E_OBJECT(focused));
 +
 +  ecore_event_add(E_EVENT_BORDER_FOCUS_OUT, ev,
 +  _e_border_event_border_focus_out_free,
 NULL); +
/* FIXME: Sometimes we should leave the window
 fullscreen! */ //  if (focused-fullscreen)
 e_border_unfullscreen(focused); focused-focused = 0;
 
 
 
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Re: [E-devel] E CVS: apps/e raster

2006-08-16 Thread Simon TRENY
On Wed, 16 Aug 2006 16:13:13 +0200,
Simon TRENY [EMAIL PROTECTED] wrote :

 On Sat, 12 Aug 2006 23:37:23 -0400 (EDT),
 Enlightenment CVS [EMAIL PROTECTED] wrote :
 
  Enlightenment CVS committal
  
  Author  : raster
  Project : e17
  Module  : apps/e
  
  Dir : e17/apps/e/src/bin
  
  
  Modified Files:
  e_border.c 
  
  
  Log Message:
  
  
  focusout patch from sthitha
 
 This patch makes e17 segfault when I drag an icon to a directory in
 Rox Filer. I think it's because the Move window appears and
 disappears really quickly. So I guess it happens when a window pops up
 and pops down REALLY quickly.
 
 Here is the backtrace:
 http://rafb.net/paste/results/WQe3U182.html
 and the valgrind log:
 http://rafb.net/paste/results/VpdN5T35.html
 (this warning is repeated at least 30 times)

Since the paste on rafb.net are deleted after 24 hours, I post the logs
here:

- Backtrace:
Program received signal SIGSEGV, Segmentation fault.
e_object_unref (obj=0x3a8) at e_object.c:99
99 obj-references--;
(gdb) bt
#0  e_object_unref (obj=0x3a8) at e_object.c:99
#1  0x0807c1d9 in _e_border_free (bd=0x81365a0) at e_border.c:2989
#2  0x080921a9 in e_object_unref (obj=0x3a8) at e_object.c:101
#3  0x0807ac92 in _e_border_event_border_focus_out_free (data=0x0, 
ev=0x8179e28) at e_border.c:6650
#4  0xb7e971b3 in _ecore_event_del (event=0x82f0f88) at
ecore_events.c:356 #5  0xb7e97505 in _ecore_event_call () at
ecore_events.c:444 #6  0xb7e9cbfe in _ecore_main_loop_iterate_internal
(once_only=0) at ecore_main.c:639
#7  0xb7e9cdff in ecore_main_loop_begin () at ecore_main.c:79
#8  0x080651c7 in main (argc=1, argv=0xbfb3f804) at e_main.c:713


- Valgrind log:
==4222== Invalid read of size 4
==4222==at 0x8092298: e_object_unref (e_object.c:99)
==4222==by 0x807ACA1: _e_border_event_border_focus_out_free 
(e_border.c:6650)
==4222==by 0x40AE1B2: _ecore_event_del (ecore_events.c:356)
==4222==by 0x40AE504: _ecore_event_call (ecore_events.c:444)
==4222==by 0x40B3BFD: _ecore_main_loop_iterate_internal (ecore_main.c:639)
==4222==by 0x40B3DFE: ecore_main_loop_begin (ecore_main.c:79)
==4222==by 0x80651D6: main (e_main.c:713)
==4222==  Address 0x47EDB90 is 8 bytes inside a block of size 932 free'd
==4222==at 0x401F199: free (in 
/usr/lib/valgrind/x86-linux/vgpreload_memcheck.so)
==4222==by 0x80922B8: e_object_unref (e_object.c:101)
==4222==by 0x807AC71: _e_border_event_border_focus_in_free (e_border.c:6640)
==4222==by 0x40AE1B2: _ecore_event_del (ecore_events.c:356)
==4222==by 0x40AE504: _ecore_event_call (ecore_events.c:444)
==4222==by 0x40B3BFD: _ecore_main_loop_iterate_internal (ecore_main.c:639)
==4222==by 0x40B3DFE: ecore_main_loop_begin (ecore_main.c:79)
==4222==by 0x80651D6: main (e_main.c:713)


Simon

 
 
 Cheers,
 Simon TRENY MoOm
 
  
  ===
  RCS file: /cvs/e/e17/apps/e/src/bin/e_border.c,v
  retrieving revision 1.523
  retrieving revision 1.524
  diff -u -3 -r1.523 -r1.524
  --- e_border.c  12 Aug 2006 13:22:48 -  1.523
  +++ e_border.c  13 Aug 2006 03:37:23 -  1.524
  @@ -1351,11 +1351,20 @@
{
  if (focused)
{
  +E_Event_Border_Focus_Out *ev;
   //  printf(unfocus previous\n);
   edje_object_signal_emit(focused-bg_object, passive,
  ); if (focused-icon_object)
 edje_object_signal_emit(focused-icon_object,
  passive, ); e_focus_event_focus_out(focused);
  +
  +ev = calloc(1, sizeof(E_Event_Border_Focus_Out)); 
  +ev-border = focused; 
  +e_object_ref(E_OBJECT(focused));
  +
  +ecore_event_add(E_EVENT_BORDER_FOCUS_OUT, ev,
  +_e_border_event_border_focus_out_free,
  NULL); +
   /* FIXME: Sometimes we should leave the window
  fullscreen! */ //if (focused-fullscreen)
  e_border_unfullscreen(focused); focused-focused = 0;
  
  
  
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Re: [E-devel] E CVS: proto essiene

2006-08-16 Thread Simon TRENY
On Wed, 16 Aug 2006 21:06:28 +0100,
Essien Ita Essien [EMAIL PROTECTED] wrote :

 Kim Woelders wrote:
  Enlightenment CVS wrote:

  Enlightenment CVS committal
 
  Author  : essiene
  Project : e17
  Module  : proto
 
  Dir : e17/proto/entrance_edit_gui/src/widgets
 
 
  Modified Files:
 ew_entry.c ew_entry.h 
 
 
  Log Message:
  - Fix return type warning when getting an etk_entry, it returns a
  const char*, but we use normal char*'s everywhere.
 
  ===
  RCS
  file: /cvs/e/e17/proto/entrance_edit_gui/src/widgets/ew_entry.c,v
  retrieving revision 1.7 retrieving revision 1.8
  diff -u -3 -r1.7 -r1.8
  --- ew_entry.c 16 Aug 2006 12:52:01 -  1.7
  +++ ew_entry.c 16 Aug 2006 13:13:30 -  1.8
  @@ -47,10 +47,10 @@
 return ew;
   }
   
  -const char*
  +char*
   ew_entry_get(Entrance_Entry ew)
   {
  -  return etk_entry_text_get(ETK_ENTRY(ew-control));
  +  return (char*) etk_entry_text_get(ETK_ENTRY(ew-control));
   }
   
  
  ...
 
  You should never (have to) cast away the const modifier. It is
  there for a purpose. It tells you (and the compiler) that here is a
  pointer to a piece of memory that you are not supposed to modify.
 
  The compiler warns you if you pass a const pointer to a function
  that takes non-const pointer arguments, that you may be changing
  something you are not supposed to change.
  The compiler can also use the const modifier to make certain
  assumptions used for optimization, e.g. that the content of an
  object is unchanged across calling a function which takes a const
  pointer to the object.
 
  If you seem to have to cast away a const pointer to avoid compiler 
  warnings it is most likely because something is wrong somewhere.

 thnx for bringing that up.
 
 the full scenario is etk_entry_text_get() returns a const char*.
 
 ecore_config_string_set, takes a char*,
 
 i have to pass the value returned from etk_entry_text_get() to 
 ecore_config_string_set(), if i use one variable, there will be
 warnings anyhow i do it:
 
 /*warning by ecore_config_string_set*/
 const char * try1 etk_entry_text_get(...);
 ecore_config_string_set(key, try1);
 
 /*warning by etk_entry_text_get*/
 char* try2 etk_entry_text_get(...);
 ecore_config_string_set(key, try2);
 
 that's why i did that. anyways... what's the best way to do this? or 
 just ignore it? its a trivial warning *i tink*

etk_entry_text_get() returns a const char * because it returns the
string used internally by the entry. So you should not by any means
modify it. Now, if you need to modify it, you should probably work on a
copy (created with strdup() or whathever).
But, in your case, I don't think ecore_config_string_set() modifies the
given string, so the better fix would probably be to change the API of
ecore_config to make it use a const char * instead of a char *.

Regards
Simon TRENY MoOm


  /Kim


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Re: [E-devel] [PATCH] add data set/get of specific columns of an Etk_Combobox_Item

2006-08-16 Thread Simon TRENY
On Fri, 4 Aug 2006 12:00:57 -0200,
Chady Kassouf [EMAIL PROTECTED] wrote :

 Hi,
 
 This is to allow people to get/set the widgets on specific columns of
 the combobox item.
 

Hi Chady,

I'm sorry, I still haven't had the time to look at it. Going to look at
it in the next days.

Thanks for the patch :)
Simon

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Re: [E-devel] E CVS: proto essiene

2006-08-16 Thread Simon TRENY
On Wed, 16 Aug 2006 16:28:15 -0400,
dan sinclair [EMAIL PROTECTED] wrote :

 Essien Ita Essien wrote:
  
  Anyhoo... who *own* ecore (i.e. who do i have to bug with that 
  recommendation? :) ).
 
 Send a patch to the ml. Someone will look at it. HandyAndE is the
 main author of ecore_config if you're curious.

This actually has been fixed recently by Kim. There no reason anymore
to use char * instead of const char * in entrance_edit_gui.

 
 dan
 
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Re: [E-devel] ecore borderless_set in conflict with alpha_set ?

2006-07-28 Thread Simon TRENY
On Fri, 28 Jul 2006 00:11:01 +,
Hannes Janetzek [EMAIL PROTECTED] wrote :

 ee = ecore_evas_software_x11_new(NULL, 0, 0, 0, 200, 200);
 
 ecore_evas_borderless_set(ee,1);
 ecore_evas_alpha_set(ee, 1);
 
 ecore_evas_show(ee);

If you invert the calling order of ecore_evas_borderless_set() and
ecore_evas_alpha_set() (so ecore_evas_alpha_set() is called before
ecore_evas_borderless_set()), it works.
It's probably a bug of Ecore_Evas. Maybe ecore_evas_alpha_set() resets
for some reasons the borderless property of the window.
So for now, just call ecore_evas_alpha_set() before
ecore_evas_borderless_set(), it should work.

Regards,
Simon TRENY MoOm

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Re: [E-devel] [Evas] key_down events' params are not set with accented chars

2006-07-10 Thread Simon TRENY
Thanks for the answer :)
So, when I press the 'é' key (an 'e' with an accent), XLookupString()
returns 'é', and then the conversion returned NULL. My charset is
detected as ANSI_X3.4-1968.

I looked at how Gtk does this, because I can type accented chars in
Gtk's entries, and it seems Gtk does not use XLookupString() at all to
get the UTF-8 string of the pressed key. It gets the keyval (?) from
the params of the X event with gdk_keymap_translate_keyboard_state() and
then convert this keyval to UTF-8 with gdk_keyval_to_unicode() and
g_unichar_to_utf8(). All those functions are called by
translate_key_event() in gdkevents-x11.c. Btw, my charset is also
detected as ANSI_X3.4-1968 by Gdk/Gtk.

I probably could fix that problem by changing my locales, but since it
works with GTK and QT, I think we should make it work in Ecore_X too.

Regards,
Simon TRENY MoOm


On Mon, 10 Jul 2006 08:03:57 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sun, 9 Jul 2006 18:11:55 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  Sorry, there was an error in my test code, -key is not set to NULL.
  But -string and -compose are still NULL, so the problem is still
  here.
 
 compose will always be null as nothing fills it in yet (its intended
 for future use with input systems like asian languages use). I can't
 say much about the accented chars as i've never had a keyboard with
 them nor have i ever tried to get them to work - but the string is a
 utf8 translation of whatever string x say was just typed (as opposed
 to key symbol/name). x will provide the string in some native locale
 and then ecore_x will translate to utf8. see ecore_x_events.c -
 around line 199 - that uses XLookupString() to find the typed
 string from the key event. then a convert from the current locale to
 utf8 and report that as key_compose in ecore_x's event - then
 ecore_evas will pass in the keyname, keysymbol and key_compose
 (key_compose becomes string). in ecore_evas_x.c around line 468.
 either x is providing no string or the utf8 conversion is failing
 (maybe its not encoded properly as expected or something). but that
 code hasnt changed recently :)
 
  Simon
  
  On Sun, 9 Jul 2006 18:05:38 +0200,
  Simon TRENY [EMAIL PROTECTED] wrote :
  
   Hi,
   
   I'm using the string param of the key_down events of Evas
   (i.e. event-string) to get the UTF-8 string to insert in the
   entries of Etk when a key is pressed.
   But it seems the params of the key_down events are no longer set
   when an accented key ('é' for example) is pressed: event-key,
   event-string and event-compose are all set to NULL. I can be
   reproduce the problem in e17: I can't type accented chars in the
   entries of e17 although I could do it before.
   If I remember correctly, raster told me that -string or -compose
   depended on the config of xorg, so maybe it's because my xorg
   config is incorrect, but here, even -key is set to NULL.
   
   Regards,
   Simon TRENY MoOm
   
   
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[E-devel] [Evas] key_down events' params are not set with accented chars

2006-07-09 Thread Simon TRENY
Hi,

I'm using the string param of the key_down events of Evas
(i.e. event-string) to get the UTF-8 string to insert in the entries
of Etk when a key is pressed.
But it seems the params of the key_down events are no longer set when
an accented key ('é' for example) is pressed: event-key, event-string
and event-compose are all set to NULL. I can be reproduce the problem
in e17: I can't type accented chars in the entries of e17 although I
could do it before.
If I remember correctly, raster told me that -string or -compose
depended on the config of xorg, so maybe it's because my xorg config
is incorrect, but here, even -key is set to NULL.

Regards,
Simon TRENY MoOm


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Re: [E-devel] [Evas] key_down events' params are not set with accented chars

2006-07-09 Thread Simon TRENY
Sorry, there was an error in my test code, -key is not set to NULL.
But -string and -compose are still NULL, so the problem is still here.

Simon

On Sun, 9 Jul 2006 18:05:38 +0200,
Simon TRENY [EMAIL PROTECTED] wrote :

 Hi,
 
 I'm using the string param of the key_down events of Evas
 (i.e. event-string) to get the UTF-8 string to insert in the entries
 of Etk when a key is pressed.
 But it seems the params of the key_down events are no longer set when
 an accented key ('é' for example) is pressed: event-key,
 event-string and event-compose are all set to NULL. I can be
 reproduce the problem in e17: I can't type accented chars in the
 entries of e17 although I could do it before.
 If I remember correctly, raster told me that -string or -compose
 depended on the config of xorg, so maybe it's because my xorg config
 is incorrect, but here, even -key is set to NULL.
 
 Regards,
 Simon TRENY MoOm
 
 
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Re: [E-devel] Premultiply or not

2006-07-03 Thread Simon TRENY
On Tue, 4 Jul 2006 00:11:10 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 every edje design (.edc's) that specifies a color for text or solids,
 clips etc. any app that sets an object color itself.  there are 74
 calls to evas_object_color_set in e17. e17's creation of netwm icons
 would need to do a premul step. 54 in edje. more in ewl, etk etc.
 etc. now with edje - do we force the .edc's to specify colors in
 premul? if so there are (evil) 666 instances of colors in e17's
 default theme - or do we have edje_cc convert to premul on encode -
 or do we have edje turn into premul runtime?... how far do you go? :)

Etk doesn't often use evas_object_color_set() so it will be really easy
to port. For .edc files, I really think the colors should remain
non-premul RGBA colors since .edc files are made by graphic designers, and
designers are used to non-premul RGBA colors (graphic tools give
non-premul colors). And using premul colors will really make theming
painful imho since themers often try different color settings to see
which setting is the best looking. With premul colors, the themers would
have to convert to premul colors each time they would like to change a
color.

Now, whether edje_cc should convert to premul on compilation or do it on
runtime, I don't really know. Maybe it could be done during the compilation,
so it'll save some work during runtime.


Also, what do you think of having an API like that for image_data_set/get()?
void evas_object_image_data_set(Evas_Object *obj, void *data, Evas_Colorspace 
colorspace);
void *evas_object_image_data_get(Evas_Object *obj, Evas_Colorspace colorspace, 
Evas_Bool for_writing);

The colorspace param in the data_set() func describes the colorspace
of the given data, and in data_get(), it describes the colorspace in
which you'd like to get the data. The colorspace in which it's stored
by Evas could depend on the engine (it could be colorspace if the
engine is optimized for colorspace, or another more adapted colorspace).
Perhaps that is what you were already discussing with Jose, I haven't
understood very well.


Regards,
Simon TRENY MoOM

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Re: [E-devel] Premultiply or not

2006-07-02 Thread Simon TRENY
On Sun, 2 Jul 2006 12:35:34 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 what i think might be best is we:
 
 1. add internal premul to non-premul and back conversion routines
 (need them anyway - may as well make them fast).
 2. need to add calls to image objects to get/set the COLORSPACE of
 the internal object data (the default would be premul and the
 suggestion would be to leave it alone unless you have very special
 needs). 3. move default colorspace to ARGB_PREMUL (we can have
 non-premul space, but it will need conversion to premul before using
 in routines). 4. i think the best might be we have a
 evas_colorspace_set(evas, EVAS_COLORSPACE_ARGB_PREMUL); for example
 and a EVAS_COLORSPACE_ARGB and that leads to EVAS_COLORSPACE_YUVA as
 well so then evas can do the conversion (if needed) when setting the
 color of an object on that canvas. this will mean we can port
 existing code with 1 function call when creating the canvas (set it
 to the non premul argb). perhaps also per object too (an objects
 specific colorspace overrides the evas one).
 
 then we can begin a migration of code over to premul and remove the
 call - but still keep it there for the ability to switch into a more
 convenient colorspace. i am not sure this colorspace should affect
 image pixels though... that should be per image object as above.

I don't really like the idea of having a couple of functions,
evas_colorspace_set/get() to change the global colorspace of evas. In
my opinion, it will confuse the things a bit more and will make the
implementation harder. For example, if I start in the colorspace
EVAS_COLORSPACE_ARGB_PREMUL, I set the colors of the objects, the data
of the images, and then, I switch the colorspace EVAS_COLORSPACE_ARGB.
What do I get when I'll try to get the colors or the data of the
objects? Converted colors or the old premul colors? Another confusing
situation with edje: if I render an edje object in the ARGB_PREMUL
colorspace, will it look the same in the ARGB colorspace (i.e. will
Edje directly evas_object_color_set() or will it convert the color?)

Imho, the colorspace in which the data of an image is internally stored
by Evas should depend on the engine used. For example, the software and
the xrender engines should store it in premul colors, the OpenGL engine
should store it in normal colors (since I don't think you can have a
premul argb texture, but I'm probably wrong) and a XV engine (stupid
idea...) should store it in YUV colors. That way, it will be stored the
most efficient way in order to be rendered efficiently. There must be
some scaling issues but I dont think that storing in an unique
colorspace would solve it (since you'll have to do the conversion
sooner or later, probably before the scaling transform if you want to
benefit from the optimizations of the engine).

So I think that an API like that could be good:
void evas_object_image_data_set(Evas_Object *obj, void *data, Evas_Colorspace 
colorspace);
void *evas_object_image_data_get(Evas_Object *obj, Evas_Colorspace colorspace, 
Evas_Bool for_writing);

So it's up to the user to choose the colorspace, (using ARGB_PREMUL to
avoid a conversion with the 2 most common engines: software and
xrender), and he can't be confused since it's he who makes the choice.


Now, there is the problem of evas_object_color_set(). Imho, we have to
choose, either we ask always for a premul color or always for a
non-premul color, but I don't really like the idea of having a function
evas_colorspace_set() to switch the current colorspace (and I don't
like the idea of having a colorspace by object too). And if we'll have
to choose, I'm still for non-premul colors!! :)

Regards, :)
Simon TRENY MoOm




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[E-devel] Too many Ecore events stop the Ecore's main loop?

2006-07-02 Thread Simon TRENY
Hi everyone,

In Etk, in order to update the widgets when the window is resized, I
use an ecore job: in the Ecore_Evas's resize_cb, I just create an
update job with ecore_job_add() if there is no update job created
yet. This job will resize the widgets.

My problem is that if the window is resized too often (i.e. if I drag
the bottom-right corner of the window, and draw small circles with the
mouse to resize the window), the update job is not called anymore.
When I stop resizing, the job is called again.

I wrote a small code (attached to this mail) to illustrate the problem.
Just try to resize the window of the test prog (by drawing small
circles witht the mouse), and you'll see that sooner or later, the job
won't be called anymore (no more output in the terminal and the purple
rectangle is no longer resized). Jobs are not the only ones affected by
this problem, I tried with timers and animators, they are also not
called. Ecore's main loop just seems to be stopped when the window is
resized?!

For info, my CPU is an Athlon XP 2700+


Could you explain me why this happens?

Regards,
Simon TRENY MoOm#include stdlib.h
#include stdio.h
#include Ecore.h
#include Ecore_Job.h
#include Ecore_Evas.h

static void _resize_cb(Ecore_Evas *ee);
static void _job_cb(void *data);

static Evas_Object *_rect = NULL;
static Ecore_Job *_job = NULL;
static int _count = 0;

int main(int argc, char *argv[])
{
   Ecore_Evas *ee;
   
   ecore_evas_init();
   
   ee = ecore_evas_software_x11_new(NULL, 0, 0, 0, 300, 300);
   ecore_evas_callback_resize_set(ee, _resize_cb);
   ecore_evas_show(ee);
   
   _rect = evas_object_rectangle_add(ecore_evas_get(ee));
   evas_object_resize(_rect, 300, 300);
   evas_object_color_set(_rect, 0, 128, 128, 255);
   evas_object_show(_rect);
   
   ecore_main_loop_begin();
   ecore_evas_shutdown();
   
   return 0;
}

/* Called when the window is resized */
static void _resize_cb(Ecore_Evas *ee)
{
   if (!_job)
  _job = ecore_job_add(_job_cb, ee);
}

/* Executes the job queued by _resize_cb() */
static void _job_cb(void *data)
{
   Ecore_Evas *ee;
   int w, h;
   
   if (!(ee = data))
  return;
   
   printf(Job: Iteration %d\n, _count++);
   
   ecore_evas_geometry_get(ee, NULL, NULL, w, h);
   evas_object_resize(_rect, w, h);
   
   _job = NULL;
}
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Re: [E-devel] Too many Ecore events stop the Ecore's main loop?

2006-07-02 Thread Simon TRENY
On Mon, 3 Jul 2006 07:59:35 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :

 On Sun, 2 Jul 2006 18:40:50 +0200 Simon TRENY [EMAIL PROTECTED]
 babbled:
 
  Hi everyone,
  
  In Etk, in order to update the widgets when the window is resized, I
  use an ecore job: in the Ecore_Evas's resize_cb, I just create an
  update job with ecore_job_add() if there is no update job
  created yet. This job will resize the widgets.
  
  My problem is that if the window is resized too often (i.e. if I
  drag the bottom-right corner of the window, and draw small circles
  with the mouse to resize the window), the update job is not
  called anymore. When I stop resizing, the job is called again.
 
 actually you want to delete the old job, and add a new one each time
 you get a resize (if an existing job is around). jobs basically
 piggyback the events system and place an internal event on the queue
 that will get processed after all current events int he queue are
 done (but before any new events e finds). they don't use idlers and
 idle_enterers.

Ok, thanks for the tip, I'll do that in Etk :)

 
  I wrote a small code (attached to this mail) to illustrate the
  problem. Just try to resize the window of the test prog (by
  drawing small circles witht the mouse), and you'll see that
  sooner or later, the job won't be called anymore (no more output in
  the terminal and the purple rectangle is no longer resized). Jobs
  are not the only ones affected by this problem, I tried with timers
  and animators, they are also not called. Ecore's main loop just
  seems to be stopped when the window is resized?!
  
  For info, my CPU is an Athlon XP 2700+
  
  
  Could you explain me why this happens?
 
 let me test and see. ok - i did this for about a minute (resizing in
 small circles) - still working... damn.

I've just realized that I was using the open-source nv driver for
Xorg. Switching to the nvidia driver has solved the problem. Sorry
about that :/

Simon

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Re: [E-devel] Edje not working

2006-07-01 Thread Simon TRENY
Hi Frank,

On Fri, 30 Jun 2006 19:41:46 -0700 (PDT),
Frank Dischner [EMAIL PROTECTED] wrote :

 Hi,
 
 I'm trying to get the EFL working on a handheld running linux and am
 having some problems. I've got the libraries compiled and rendering
 to the framebuffer and I can display images, use timers, get input
 etc. However, neither edje nor emotion objects are displayed. For
 example, I compiled eem and by navigating blindly I can change the
 background, but none of the menu items are shown, though it works
 perfectly on my desktop. I've read through the code many times, but
 honestly have no idea where the problem is. Is there something simple
 I'm missing? I don't know if it makes a difference, but I've compiled
 the libraries without X. Any ideas?

Edje uses Evas for rendering, and is not dependant to X (if I remember
correctly). So if Evas works and Edje does not, it is probably an error
that occurs during the loading of the .edj file.

Use edje_object_load_error_get() to see if a load error occurs. Here
are the list of the error codes:
 EDJE_LOAD_ERROR_NONE = 0,
 EDJE_LOAD_ERROR_GENERIC = 1,
 EDJE_LOAD_ERROR_DOES_NOT_EXIST = 2,
 EDJE_LOAD_ERROR_PERMISSION_DENIED = 3,
 EDJE_LOAD_ERROR_RESOURCE_ALLOCATION_FAILED = 4,
 EDJE_LOAD_ERROR_CORRUPT_FILE = 5,
 EDJE_LOAD_ERROR_UNKNOWN_FORMAT = 6,
 EDJE_LOAD_ERROR_INCOMPATIBLE_FILE = 7,
 EDJE_LOAD_ERROR_UNKNOWN_COLLECTION = 8

Tell us what code is returned by edje_object_load_error_get(), maybe
it could help.


 My plan was to write a new menu for the GP2X
 (www.gp2x.com), but I haven't gotten the efl to do
 anything useful yet. If I do get something working,
 then I'll definitely post my progress on the forums at
 www.gp32x.com.

Interesting idea, I wanted to do that too but I haven't had the time
(and I still haven't the handheld too :)). I'd be glad if you could post
here a video of the handheld running an EFL app once you'll have solve
this problem :)


Regards,
Simon TRENY MoOm

 
 Thanks
 Frank
 
   
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Re: [E-devel] Premultiply or not

2006-06-26 Thread Simon TRENY
On Mon, 26 Jun 2006 06:37:21 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :
 The get/set functions that deal with image data would
 have to constantly transform from premul to non-premul thus
 making the use of these very slow.. also, if you want to work
 with the data doing graphics ops yourself, then you would be
 better off doing so with it in premul color space, as it's easier
 and faster there.
 I would say that most here would thus be convinced that
 the evas funcs that set/get image data should thus work with the
 data assumed to be in premul color space.
Yeah, I agree image_data_set/get() could gain from using premul alpha
colors. And since image_data_set/get() is not used really often, or
mainly with alpha=255, it won't break a lot of things.


 In others, like adding colors to grads, evas could do
 different things -- it could generate the spectrum by linearly
 interpolating in non-premul color space, then premul that for
 compositing, or it could go ahead and transform the inputs
 to premul colors and generate the spectrum from those... These two
 will not give the same results -- not even close if
 there are alphas  255.
 There are ways to approximate the first using the second,
 but not the other way around... so, using non-premul colors
 directly is actually a restriction on what can be obtained.
For grads, I would have thought that using premul colors was actually
more restrictive than using non-premul colors, mostly because the
conversion from non-premul to premul colors is not reversible (i.e if
alpha=0, you can't get back the original non-premul color from the
converted premul color).
So, how can you make a linear grad from opaque red to transparent
green with premul colors? With non premul colors, you just have to
add 2 colors to the grad: 255 0 0 255 for opaque red and 0 255 0
0 for transparent green. In premul colors, there is no transparent
green (well... I agree, transparent green is visually the same color
than transparent red, since it's all transparent...)

 In conclusion -- as I see it, there are three possible
 paths for e as a whole to follow when it comes to this issue
 of premul or non-premul color spaces.
 
 1. Do nothing - remain with using non-premul as is now
 currently the case.
 
 2. Move the internals of the graphics stuff to premul,
 but leave all, or most, of the interfaces to use non-premul.
 
 3. Move as much of elibs/eapps as feasible to use premul
 color space.
 
 
 I have tried to give my view above of some of the pros
 of going with 3, and why I don't want anything to do with 2.

I'd rather be for solution 2, i.e. keep all the API functions use
non-premul colors, except image_data_set/get().

Simon TRENY MoOm

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[E-devel] Fw: Evas and alpha premul color data

2006-06-24 Thread Simon TRENY
I'm forwarding the messages that Jose sent me because he seems to be
detected as a spammer by the ML service.

- Forwarded Message -

Date: Fri, 23 Jun 2006 23:26:21 GMT
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To_: [EMAIL PROTECTED]
Cc: enlightenment-devel@lists.sourceforge.net
Subject: Re: [E-devel] Evas and alpha premul color data


 
 Hi Jose, 
  
 Mm.. It seems to be a very important change indeed. If I understand 
 correctly, it means that all the apps that calls 
 evas_object_color_set() and every edje theme will have to be 
 updated. This is a problem, but it can be quickly solved. 
 
Yes, it sucks... I know. Also every app that calls image_data 
set/get as well. 
 
 The most important problem imho is that alpha premul colors are 
 really less intuitive than normal colors, at least for me :) 
  
 For example, when you are designing an edje theme, you often change 
 the alpha of a part to try different values, and to see which alpha 
 value looks the best. So now, every alpha change will need a change 
 of the r, g, b components too, right? 
  
 
It seems that way because you're so used to thinking in 
non-premul terms, but yes that's what will have to happen.. and 
either you do it yourself, or evas is going to do it for you behind 
your back -- there's no way out of this if evas moves to premul 
internally. I prefer that you do it yourself so you know exactly 
what's going on, and become comfortable with thinking premul colors. 
 
  
 Another problem, but maybe I'm wrong on that point, is for 
 transition. A simple example, you want an object to fade out. 
 For now, you only have to use a timer that makes the alpha of the 
 object decrease progressively. It's rather intuive for now. 
 But with this change, you'll also have to update the rgb values, 
 no?! 
  
 
Internally it may detect that you're just changing the alpha 
and perform things in special ways to speed things up.. but yes, 
you can't arbitrarily decrease the alpha without also decreasing 
the colors. Again, if you don't do it.. evas will have to do it 
for you behind your back. 
However, changing the transparency of an object (image or 
whatever), so as to make it fade-in or out, is trivial -- just set 
the obj's color to (a,a,a,a) for whatever 'a', that's all there is 
to it :) 
 
  
  
 For me, if the only advantage is to avoid some confusion inside 
 the evas's code (so for now, the evas-user is not confused), 
 I think it doesn't worth it. We'll avoid a confusion in the code 
 of evas, but we'll probably confuse the user (i.e. the coder that 
 uses evas). But maybe i'm wrong on the 2 examples I've given, 
 maybe the change is not so important. 
  
 Regards :) 
 Simon TRENY MoOm 
 
Well, internally there are a *lot* of advantages --  
Right now, for the blending functions to work 'well', with some 
semblance of speed, when there's dst alpha.. and for the other 
render ops besides blend, there's a messy, ugly, slow stuff... 
Moving to premul internally would eliminate all this, 
get rid of a 65Kb table, and make the software routines easier, 
faster, and more accurate. 
 
Also, to get things to work with the xrender engine, 
we have to premul all data we hand to xrender pictures since 
that's what it expects... same for a cairo engine if someone 
ever gets around to finishing that. 
 
So, if doing this internally is the way to go, and I 
think it is, then the question is: what about the api interfaces, 
specifically, the get/set data and color functions? 
In order for the get/set image data functions to have 
any usefulness, you'll have to do this with the data being premul, 
or it'll be so SLOW as to be worthless. Also, if you want to work 
with image data yourself, then having it premul is the way to go 
as it makes doing graphics operations easier, faster, ... 
 
Ok, then what about the color set/get? Either evas assumes 
that you're setting premul colors (ie. satisfying a = r,g,b) or it 
has to force them to be so. What would you prefer? 
 
 
   jose. 
 



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[E-devel] Fw: Evas and alpha premul color data

2006-06-24 Thread Simon TRENY
I'm forwarding the messages that Jose sent me because he seems to be
detected as a spammer by the ML service.

- Forwarded Message -

Date: Sat, 24 Jun 2006 00:40:32 GMT
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To_: [EMAIL PROTECTED]
Subject: Re: [E-devel] Evas and alpha premul color data


 
 And I forgot to mention another problem I have in mind. 
  
 For now, in edje, if you want to do a color transition from 
 color1=255 0 0 255 to color2=0 255 0 0, you have to  
 create 2 states, the first associated to color1, and the second 
 to color2. 
  
 With alpha premul colors, it will become (if I understand  
 correctly): color1'=255 0 0 255 and color2'=0 0 0 0. 
  
 So how Edje will guess it has to make a transition from red 
 to green? Or we'll have to keep normal colors in edje, but 
 it won't be coherent with the API of evas :/ 
  
 Simon 
 
 
Ummm, that's odd... Edje should not consider the color 
0 255 0 0 as green. It should be transparent - that's what 
evas will do with such an input color.. if an obj's color has 
alpha = 0, the obj is transparent. 
To transition to green one should set color2 to be, 
green! ie. 0 255 0 255. 
 
If edje is doing otherwise then it has a bug, or 
something funky :( 
 
 
 
PS. 
No email that I send to the edev list is getting 
thru since someone has taken it upon themselves to report 
me as 'spam' to the spamblock service that the list uses. 
I don't have the time or desire to screw around with things 
like this so unfortunately I won't be sending anything to 
that list as long as that keeps up :( 
 
 



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Re: [E-devel] Evas and alpha premul color data

2006-06-24 Thread Simon TRENY
On Sat, 24 Jun 2006 00:40:32 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

   Well, internally there are a *lot* of advantages --  
 Right now, for the blending functions to work 'well', with some 
 semblance of speed, when there's dst alpha.. and for the other 
 render ops besides blend, there's a messy, ugly, slow stuff... 
   Moving to premul internally would eliminate all this, 
 get rid of a 65Kb table, and make the software routines easier, 
 faster, and more accurate. 
  
   Also, to get things to work with the xrender engine, 
 we have to premul all data we hand to xrender pictures since 
 that's what it expects... same for a cairo engine if someone 
 ever gets around to finishing that. 
  
   So, if doing this internally is the way to go, and I 
 think it is, then the question is: what about the api interfaces, 
 specifically, the get/set data and color functions? 
   In order for the get/set image data functions to have 
 any usefulness, you'll have to do this with the data being premul, 
 or it'll be so SLOW as to be worthless. Also, if you want to work 
 with image data yourself, then having it premul is the way to go 
 as it makes doing graphics operations easier, faster, ... 
  
   Ok, then what about the color set/get? Either evas assumes 
 that you're setting premul colors (ie. satisfying a = r,g,b) or it 
 has to force them to be so. What would you prefer? 

Maybe we could just use premul alpha for image data, because that's the
only critical case where premul alpha color will effectively improve the
perfs, and since, afaik, some image formats already store premul alpha
colors, it's somehow logical. For the other cases, I don't think it's a
good idea to use premul alpha, it will definitively confuse the final
user of evas, and it won't really affect the perfs of Evas I guess.

  
  And I forgot to mention another problem I have in mind. 
   
  For now, in edje, if you want to do a color transition from 
  color1=255 0 0 255 to color2=0 255 0 0, you have to  
  create 2 states, the first associated to color1, and the second 
  to color2. 
   
  With alpha premul colors, it will become (if I understand  
  correctly): color1'=255 0 0 255 and color2'=0 0 0 0. 
   
  So how Edje will guess it has to make a transition from red 
  to green? Or we'll have to keep normal colors in edje, but 
  it won't be coherent with the API of evas :/ 
   
  Simon 
  
  
   Ummm, that's odd... Edje should not consider the color 
 0 255 0 0 as green. It should be transparent - that's what 
 evas will do with such an input color.. if an obj's color has 
 alpha = 0, the obj is transparent. 
   To transition to green one should set color2 to be, 
 green! ie. 0 255 0 255. 
  
   If edje is doing otherwise then it has a bug, or 
 something funky :( 

0 255 0 255 is indeed transparent, but since you use a smooth
transition, Edje interpolates linearly from 255 0 0 255 to
0 255 0 255. And so, the path to go from 255 0 0 255 to
0 255 0 255 is not the same than the path to go from
255 0 0 255 to 0 0 0 255, even if in the 2 cases, the starting
and the ending color are the same.

  
  
  
 PS. 
   No email that I send to the edev list is getting 
 thru since someone has taken it upon themselves to report 
 me as 'spam' to the spamblock service that the list uses. 
 I don't have the time or desire to screw around with things 
 like this so unfortunately I won't be sending anything to 
 that list as long as that keeps up :( 

Do you want me to forward your messages to the ML?

Regards :)
Simon

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Re: [E-devel] Evas and alpha premul color data

2006-06-24 Thread Simon TRENY
I'm forwarding the messages that Jose sent me because he seems to be
detected as a spammer by the ML service.

- Forwarded Message -

Date: Sat, 24 Jun 2006 07:10:42 GMT
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To_: [EMAIL PROTECTED]
Subject: Re: [E-devel] Evas and alpha premul color data


 
  And I forgot to mention another problem I have in mind. 
  
  For now, in edje, if you want to do a color transition from 
  color1=255 0 0 255 to color2=0 255 0 0, you have to  
  create 2 states, the first associated to color1, and the second 
  to color2. 
   
  With alpha premul colors, it will become (if I understand  
  correctly): color1'=255 0 0 255 and color2'=0 0 0 0. 
   
  So how Edje will guess it has to make a transition from red 
  to green? Or we'll have to keep normal colors in edje, but 
  it won't be coherent with the API of evas :/ 
   
  Simon 
   
  
   Ummm, that's odd... Edje should not consider the color 
 0 255 0 0 as green. It should be transparent - that's what 
 evas will do with such an input color.. if an obj's color has 
 alpha = 0, the obj is transparent. 
   To transition to green one should set color2 to be, 
 green! ie. 0 255 0 255. 
  
   If edje is doing otherwise then it has a bug, or 
 something funky :( 
 
No, it's ok :)  I see what you mean..  How would it 
know that it should transition thru something half-way that 
is partly-red partly-green partly-transparent, ie. that at the 
half-way point of the transition the color should be set to 
128 128 0 128 
 
It wouldn't, that's correct. That's part of the problem 
of dealing with non-premul colors, it gives a bad idea of what 
is actually going to be displayed. 
 
In order to get a transition that varies from opaque-red, 
to half-opaque-brownish, to transparent, you'd need to transition 
between these *three* premul colors, ie. you'd need three premul 
colors to transition from, not just two. 
 
The thing about using premul colors is that it gives 
you a very exact, direct idea of what you'll actually get 
displayed, whereas non-premul colors give an indirect idea 
of such. 
 
This is why I think it's such a bad idea to mix the 
two -- it creates confusion as to what should be happenning. 
If you stick to using premul colors, you always get a good 
idea of what is going to be displayed. 
 
   jose. 
 
 
PS. 
   Please feel free to forward/copy these emails to the elist. 
 
 



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Re: [E-devel] ETK without X possible?

2006-06-24 Thread Simon TRENY
Hi Michael,

You can now use the Etk_Embed widget to have Etk's widgets in your evas
programs, but Etk is still dependant on X. It means that you can now
use Etk widgets in a framebuffer program, but since Etk is still linked
to X, you'll need to have X installed, even if it is not used :o

Next task will be to move the Ecore_X-dependant code to a different
dir, so we could build Etk without X.

Regards,
Simon TRENY MoOm


On Sun, 18 Jun 2006 17:33:22 +0200,
Simon TRENY [EMAIL PROTECTED] wrote :

 Hi Michael,
 
 The ./configure script indeed looks for Ecore_X and doesn't complain
 if Ecore_X is not detected but there are still some pieces of code in
 Etk that uses Ecore_X without the #ifdef/#endif thing
 (Etk_Popup_Window for example), so for now, you can't compile Etk for
 the framebuffer.
 
 But we plan to put all the Ecore_X-dependant code in a separated dir
 (ie the files etk_dnd.c, etk_selection.c, etk_clipboard.c,
 etk_popup_window.c, ...) so a framebuffer port could be really easily
 written.
 
 Regards,
 Simon TRENY MoOm
 
 
 
 Le Sun, 18 Jun 2006 16:50:55 +0200,
 Michael 'Mickey' Lauer [EMAIL PROTECTED] a
 _crit :
 
  Hi,
  
  ecore_x looks like an optional dependency for ETK. Would it be
  possible to run it without X at all? I already work with
  framebuffer-only versions of evas, ecore and edje. It would be nice
  to have access to a full blown widget toolkit without needing X.
  While I can do a lot of impressive things with edje alone, it's
  still a bit low-level.
  
 
 
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Re: [E-devel] Edje transition: works only in one direction

2006-06-24 Thread Simon TRENY
Hi Sevcsik

It seems to be a bug of Edje, when a part has no state called default.
Just replace state1 to default and it should work.

But I don't know if it's a wanted behaviour or if it's actually a bug
of Edje. As a rule, to avoid this kind of bug, you should always call
the first state of a part default.

Regards,
Simon TRENY MoOm


On Thu, 22 Jun 2006 20:22:04 +0200,
Andrew Sevcsik [EMAIL PROTECTED] wrote :

 Here is everything.
 
 On Thu, 22 Jun 2006 17:52:39 +0200
 Simon TRENY [EMAIL PROTECTED] wrote:
 
  Hi Sevcsik
  Mime-Version: 1.0
  Content-Type: text/plain; charset=us-ascii
  Content-Transfer-Encoding: binary
  
  Hi Sevcsik
  
  You should send the whole .edc code and the images so we could
  compile the animation and test by ourselves.
  
  Regards,
  Simon TRENY MoOm
  
  
  
  Le Thu, 22 Jun 2006 17:33:19 +0200,
  Andrew Sevcsik [EMAIL PROTECTED] a _crit :
  
   
   
   Hi list.
   
   I have these programs:
   
   program { /*Programs that do the mouseover animation for
   statusimg_bg */ name, statusimg_bg_in;
 signal, mouse,in;
 source, statusimg_bg_over;
 action, STATE_SET state2 1.0;
 target, statusimg_bg_over;
 transition, LINEAR 0.5;
 after, statusimg_bg_in2;
   }
   program { 
 name, statusimg_bg_in2;
 action, STATE_SET state2 1.0;
 target, statusimg_bg;
 transition, LINEAR 0.5;
   }
 program { /* !! TODO: TRANSITION IS NOT WORKING HERE !!!
   */ name, statusimg_bg_out;
 signal, mouse,out;
 source, statusimg_bg_over;
 action, STATE_SET state1 1.0;
 target, statusimg_bg;
 transition, LINEAR 0.5;
 after, statusimg_bg_out2;
   }
   program { 
 name, statusimg_bg_out2;
 action, STATE_SET state1 1.0;
 target, statusimg_bg_over;
 transition, LINEAR 0.5;
   }
   
   Transition works nicely at mouse,in, but it at mouse,out, it only
   wait 0.5 seconds, and change suddenly. These are just alpha
   changes, so I don't understand.
   
   statusimg_bg (original)
 state1 - visible
 state2 - hidden
   
   statusimg_bg (glow)
 state1 - hidden
 state2 - visible
   
   Thanks for the help.
   Sevcsik
   
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Re: [E-devel] Evas and alpha premul color data

2006-06-23 Thread Simon TRENY
Hi Jose,

Mm.. It seems to be a very important change indeed. If I understand
correctly, it means that all the apps that calls
evas_object_color_set() and every edje theme will have to be updated.
This is a problem, but it can be quickly solved. The most important
problem imho is that alpha premul colors are really less intuitive
than normal colors, at least for me :)

For example, when you are designing an edje theme, you often change
the alpha of a part to try different values, and to see which alpha
value looks the best. So now, every alpha change will need a change of
the r, g, b components too, right?

Another problem, but maybe I'm wrong on that point, is for transition.
A simple example, you want an object to fade out. For now, you only
have to use a timer that makes the alpha of the object decrease
progressively. It's rather intuive for now. But with this change,
you'll also have to update the rgb values, no?!

For me, if the only advantage is to avoid some confusion inside the
evas's code (so for now, the evas-user is not confused), I think it
doesn't worth it. We'll avoid a confusion in the code of evas, but
we'll probably confuse the user (i.e. the coder that uses evas).
But maybe i'm wrong on the 2 examples I've given, maybe the change is
not so important.

Regards :)
Simon TRENY MoOm


On Fri, 23 Jun 2006 06:20:47 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :

   
   Just a note to all here..  
   
   Sometime within the next week or three, I may send a very  
 large evas patch (probably in 3 or 4 parts) which entails a very  
 *drastic* semantic change for evas --- namely, it will support  
 only alpha premultiplied image data and colors which are given  
 in argb format.  
   
   This would cause some pain, and break some things.. but in  
 the long run, I believe it is better.  
  
   However, one has to learn to think in/with alpha premul 
 colors.  
   
   What does this mean  I'll explain it a bit here.  
   
   In argb color space where colors are specified by 4-tuples  
 a, r, g, b, representing the alpha, red, green, and blue components  
 of a color, that this is an 'alpha premul' color means that the  
 alpha component 'a' has value = the r,g,b components.  
   
   That's all it means, nothing more.  
   
   One way to obtain an alpha premul color from any color,  
 is to replace the old r,g,b values by new r',g',b' values given by  
 r' = (a*r)/255, g' = (a*g)/255, b' = (a*b)/255, hence the term  
 alpha premultiplied.  
   
   Where will evas be affected by this? Anywhere you see image  
 or gradient objects take argb32 data... this data will now be  
 *assumed* to be alpha premul by default. If you pass in data, or  
 specify colors, that are *not* premul, then you will get mostly  
 junk results.  
   Similarly, any api function that refers to setting a color  
 on an object somehow, it will now be assumed that the color is  
 alpha premul.. If they aren't, you will get mostly junk results.  
   
   Why not simply keep the interfaces to accept non premul  
 colors, as is now the case, and just do things internally with  
 premul if that's such a great thing...?   
   
   Because mixing premul and non-premul color spaces leads to  
 immense amounts of confusion, and is error prone..  
   I have seen very knowledgable and experienced people get  
 wrapped around in the confusion caused by this.  
   
   Learn to think with alpha premul colors, this may seem  
 drastic.. and it is indeed.. but it's far more consistent for a  
 wide variety of things, and even more 'natural' once one gets used  
 to the change.  
   
   
   If this change seems unacceptable to most here - and I can  
 certainly understand that - or would prefer some mixture of premul  
 and non premul... that's fine, I will leave evas alone then.  
   
   But I personally want nothing to do with mixing these two  
 color spaces. It's a bad idea.  
   
   
jose.  
   
 
 
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Re: [E-devel] Evas and alpha premul color data

2006-06-23 Thread Simon TRENY
And I forgot to mention another problem I have in mind.

For now, in edje, if you want to do a color transition from
color1=255 0 0 255 to color2=0 255 0 0, you have to create 2
states, the first associated to color1, and the second to color2.

With alpha premul colors, it will become (if I understand correctly):
color1'=255 0 0 255 and color2'=0 0 0 0.

So how Edje will guess it has to make a transition from red to green?
Or we'll have to keep normal colors in edje, but it won't be
coherent with the API of evas :/

Simon


On Fri, 23 Jun 2006 15:44:42 +0200,
Simon TRENY [EMAIL PROTECTED] wrote :

 Hi Jose,
 
 Mm.. It seems to be a very important change indeed. If I understand
 correctly, it means that all the apps that calls
 evas_object_color_set() and every edje theme will have to be updated.
 This is a problem, but it can be quickly solved. The most important
 problem imho is that alpha premul colors are really less intuitive
 than normal colors, at least for me :)
 
 For example, when you are designing an edje theme, you often change
 the alpha of a part to try different values, and to see which alpha
 value looks the best. So now, every alpha change will need a change of
 the r, g, b components too, right?
 
 Another problem, but maybe I'm wrong on that point, is for transition.
 A simple example, you want an object to fade out. For now, you only
 have to use a timer that makes the alpha of the object decrease
 progressively. It's rather intuive for now. But with this change,
 you'll also have to update the rgb values, no?!
 
 For me, if the only advantage is to avoid some confusion inside the
 evas's code (so for now, the evas-user is not confused), I think it
 doesn't worth it. We'll avoid a confusion in the code of evas, but
 we'll probably confuse the user (i.e. the coder that uses evas).
 But maybe i'm wrong on the 2 examples I've given, maybe the change is
 not so important.
 
 Regards :)
 Simon TRENY MoOm
 
 
 On Fri, 23 Jun 2006 06:20:47 GMT,
 [EMAIL PROTECTED] [EMAIL PROTECTED] wrote :
 

  Just a note to all here..  

  Sometime within the next week or three, I may send a very  
  large evas patch (probably in 3 or 4 parts) which entails a very  
  *drastic* semantic change for evas --- namely, it will support  
  only alpha premultiplied image data and colors which are given  
  in argb format.  

  This would cause some pain, and break some things.. but in  
  the long run, I believe it is better.  
   
  However, one has to learn to think in/with alpha premul 
  colors.  

  What does this mean  I'll explain it a bit here.  

  In argb color space where colors are specified by 4-tuples  
  a, r, g, b, representing the alpha, red, green, and blue
  components of a color, that this is an 'alpha premul' color means
  that the alpha component 'a' has value = the r,g,b components.  

  That's all it means, nothing more.  

  One way to obtain an alpha premul color from any color,  
  is to replace the old r,g,b values by new r',g',b' values given by  
  r' = (a*r)/255, g' = (a*g)/255, b' = (a*b)/255, hence the term  
  alpha premultiplied.  

  Where will evas be affected by this? Anywhere you see
  image or gradient objects take argb32 data... this data will now
  be *assumed* to be alpha premul by default. If you pass in data,
  or specify colors, that are *not* premul, then you will get mostly  
  junk results.  
  Similarly, any api function that refers to setting a color  
  on an object somehow, it will now be assumed that the color is  
  alpha premul.. If they aren't, you will get mostly junk results.  

  Why not simply keep the interfaces to accept non premul  
  colors, as is now the case, and just do things internally with  
  premul if that's such a great thing...?   

  Because mixing premul and non-premul color spaces leads to  
  immense amounts of confusion, and is error prone..  
  I have seen very knowledgable and experienced people get  
  wrapped around in the confusion caused by this.  

  Learn to think with alpha premul colors, this may seem  
  drastic.. and it is indeed.. but it's far more consistent for a  
  wide variety of things, and even more 'natural' once one gets used  
  to the change.  


  If this change seems unacceptable to most here - and I can  
  certainly understand that - or would prefer some mixture of premul  
  and non premul... that's fine, I will leave evas alone then.  

  But I personally want nothing to do with mixing these two  
  color spaces. It's a bad idea.  


 jose.  

  
  
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Re: [E-devel] Edje transition: works only in one direction

2006-06-22 Thread Simon TRENY
Hi Sevcsik

You should send the whole .edc code and the images so we could
compile the animation and test by ourselves.

Regards,
Simon TRENY MoOm



Le Thu, 22 Jun 2006 17:33:19 +0200,
Andrew Sevcsik [EMAIL PROTECTED] a _crit :

 
 
 Hi list.
 
 I have these programs:
 
 program { /*Programs that do the mouseover animation for statusimg_bg
 */ name, statusimg_bg_in;
   signal, mouse,in;
   source, statusimg_bg_over;
   action, STATE_SET state2 1.0;
   target, statusimg_bg_over;
   transition, LINEAR 0.5;
   after, statusimg_bg_in2;
 }
 program { 
   name, statusimg_bg_in2;
   action, STATE_SET state2 1.0;
   target, statusimg_bg;
   transition, LINEAR 0.5;
 }
   program { /* !! TODO: TRANSITION IS NOT WORKING HERE !!! */
   name, statusimg_bg_out;
   signal, mouse,out;
   source, statusimg_bg_over;
   action, STATE_SET state1 1.0;
   target, statusimg_bg;
   transition, LINEAR 0.5;
   after, statusimg_bg_out2;
 }
 program { 
   name, statusimg_bg_out2;
   action, STATE_SET state1 1.0;
   target, statusimg_bg_over;
   transition, LINEAR 0.5;
 }
 
 Transition works nicely at mouse,in, but it at mouse,out, it only wait
 0.5 seconds, and change suddenly. These are just alpha changes, so I
 don't understand.
 
 statusimg_bg (original)
   state1 - visible
   state2 - hidden
 
 statusimg_bg (glow)
   state1 - hidden
   state2 - visible
 
 Thanks for the help.
 Sevcsik
 
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Re: [E-devel] ETK without X possible?

2006-06-18 Thread Simon TRENY
Hi Michael,

The ./configure script indeed looks for Ecore_X and doesn't complain if
Ecore_X is not detected but there are still some pieces of code in Etk
that uses Ecore_X without the #ifdef/#endif thing (Etk_Popup_Window
for example), so for now, you can't compile Etk for the framebuffer.

But we plan to put all the Ecore_X-dependant code in a separated dir
(ie the files etk_dnd.c, etk_selection.c, etk_clipboard.c,
etk_popup_window.c, ...) so a framebuffer port could be really easily
written.

Regards,
Simon TRENY MoOm



Le Sun, 18 Jun 2006 16:50:55 +0200,
Michael 'Mickey' Lauer [EMAIL PROTECTED] a _crit :

 Hi,
 
 ecore_x looks like an optional dependency for ETK. Would it be
 possible to run it without X at all? I already work with
 framebuffer-only versions of evas, ecore and edje. It would be nice
 to have access to a full blown widget toolkit without needing X.
 While I can do a lot of impressive things with edje alone, it's still
 a bit low-level.
 


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Re: [E-devel] Re: E CVS: proto moom

2006-05-19 Thread Simon TRENY
Here are my result, on a Duron 1.3Ghz:

prof1 (Jose's conversion procedures, without the null checks)
real0m11.826s
user0m9.945s
sys 0m0.440s

prof2 (Jose's conversion procedures, with the null checks)
real0m12.133s
user0m10.401s
sys 0m0.088s

prof3 (evas conversion procedures: evas_color_hsv_to_rgb() and 
evas_color_rgb_to_hsv())
real0m13.743s
user0m11.865s
sys 0m0.092s

The difference of speed between the first and the second test (with or
without the null checks) is indeed really small (2.5%).
But the diffence between the second and the third test is really more
important (13.2%). So I will move the procedures of Jose to evas, with
the null checks, and use it in Etk.

Regards ;)
Simon TRENY MoOm


Le Fri, 19 May 2006 10:05:12 -0500,
Brian Mattern [EMAIL PROTECTED] a _crit :

 On Friday 19 May 2006 09:18, Enlightenment CVS wrote:
  Enlightenment CVS committal
 
  Author  : moom
  Project : e17
  Module  : proto
 
  Dir : e17/proto/etk/data/themes/default/widgets
 
 
  Modified Files:
  colorpicker.edc
 
 
  Log Message:
  * More work on the colorpicker, but it's still incomplete and a bit
  buggy.
 
  It now uses its own optimized hsv -- rgb conversion procedures
  from Jose. I haven't committed them to Evas because, for
  optimization purpose, they do not check if the params are valid.
  Thanks Jose :)
 
 I was curious just how much of an optimization leaving off null
 checks was, so i did a quick profile. 
 
 Loop through all r,g,b values (0..255) and call rgb_to_hsv, then
 loop through all h,s,v values (0..360), diving s and v by 360 and
 call hsv_to_rgb
 
 first is without null checks (as in etk)
 second adds null checks
 
 [EMAIL PROTECTED] ~/code $ time ./prof  
 
 real0m4.521s
 user0m4.500s
 sys 0m0.004s
 
 [EMAIL PROTECTED] ~/code $ time ./prof2 
 
 real0m4.578s
 user0m4.544s
 sys 0m0.008s
 
 This is on an athlon 64 3000+
 
 So, adding in null checks is about a 1% slowdown. Is that really
 enough to care about? (Has the added benefit of letting the functions
 work if you just need one value and don't want to create temp vars
 for the others -- e.g. rgb_to_hsv(r,g,b,h,NULL,NULL)
 
 --
 rephorm
 
 
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