This has not been used for a while and is not even buildable after our
switch to meson. It was a niche to start with given that it needed the
PS3 OS to run on. I asked for any remaining users at EDD and on the list
but heard nothing. Time to remove.
Signed-off-by: Stefan Schmidt <s.schmidt@samsung.com>
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10778
Summary:
play_count is a tad simpler to understand, since it means the TOTAL number of
times the animation will play.
The default value is now 1, and 0 means INFINITE (instead of -1). This allows
removing yet another constant from header files.
Depends on D10799
Test Plan: Everything builds and passes tests. Elm_test Animation.Repeat has been adjusted accordingly.
Reviewers: bu5hm4n
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10800
you could set the duration of the group to all children, however, the
default behaviour was to not do that. This is however a bit probeblatic,
and needs to be more expclicit. If this is needed again, then this can
be reintroduced, however, not in this form.
ref T8437
Depends on D10798
Reviewed-by: Xavi Artigas <xavierartigas@yahoo.es>
Differential Revision: https://phab.enlightenment.org/D10799
the floating point infinite builtin should also work cross languages (so
this is better for bindings).
ref T8437
Reviewed-by: Xavi Artigas <xavierartigas@yahoo.es>
Differential Revision: https://phab.enlightenment.org/D10797
before this commit the standard time was 0, which results in no
animation played at all. Now its 0.2 and a app that does not like it can
adjust it.
ref T8436
Reviewed-by: Xavi Artigas <xavierartigas@yahoo.es>
Differential Revision: https://phab.enlightenment.org/D10796
this also refreshes the documentation of all this.
Reviewed-by: Xavi Artigas <xavierartigas@yahoo.es>
Differential Revision: https://phab.enlightenment.org/D10795
Summary:
fix the wrong method signature famliy font get and font size get for evas_textgrid
the method parameter should be changed to return type
@fix
Reviewers: Hermet, ali.alzyod, woohyun
Reviewed By: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10794
we should not use lists directly, ownership issues etc. etc..
This moves it to iterators
Reviewed-by: Xavi Artigas <xavierartigas@yahoo.es>
Differential Revision: https://phab.enlightenment.org/D10787
The filter_event function calling a lot of times when it runs.
This can help performance by reducing the number of calls to the efl_data_scope_get() function.
Reviewed-by: Hermet Park <hermetpark@gmail.com>
Reviewed-by: Marcel Hollerbach <mail@marcel-hollerbach.de>
Differential Revision: https://phab.enlightenment.org/D10437
Summary:
In simple words:
when we create efl_canvas_text object, efl_text_password_get will return TRUE.
which is wrong,
efl_text_password_get should return FALSE, unless user change the password using efl_text_password_set
Reviewers: woohyun, zmike, segfaultxavi, tasn
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10735
Since the vector file data is shareable among the multiple vg instances,
vfd could keep the requested frame data already by the other instance.
This case vector cache quickly return the vector data withouth any further progress.
Summary:
Based on comments in D10607
Update code responsible for parsing "style=" :
-Update string parsing code
-Make the old and new code more readable
-Add tests
Reviewers: segfaultxavi, bu5hm4n, woohyun, ali.alzyod
Subscribers: zmike, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10715
We need a more precise caching mechanism to save memory.
Current root node(key) is limited for caching buffers,
when to share by the multiple animated instances.
This patch is a step for further optmization work,
at the moment we disable the caching buffers for the animated instances.
Summary:
This patch defines the way style property will work at canvas_text object
1- Changing canvas_text style property using Font/Format/Style interfaces or with efl_canvas_text style property are the same.
Example:
```
efl_text_font_set(tb, "Arial", 30);
//is same as
efl_canvas_text_style_set(tb, "font=Arial font_size=30");
//which means calling
char * font;
int size;
int font_size;
efl_text_font_get(tb, &font, &size);
// calling this after any of the top two functions will return same result
```
2- style_get_property
Will return string that contains full details about all the current applied style at canvas_text level.
3- style_set_property
Will only override passed styles and leave everything else as it is
```
efl_canvas_text_style_set(tb, "font=Arial"); // overrider font name to Arial and leave everthing else
efl_canvas_text_style_set(tb, "font_size=30"); // overrider font size to 30 and leave everthing else (font name will stay arial)
```
Reviewers: ali.alzyod, woohyun, tasn, segfaultxavi, bu5hm4n, zmike
Reviewed By: woohyun
Subscribers: zmike, bu5hm4n, segfaultxavi, a.srour, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10607
Summary:
The filter_event function calling a lot of times when it runs.
This can help performance by reducing the number of calls to the efl_data_scope_get() function.
Reviewers: Hermet, smohanty, bu5hm4n
Reviewed By: Hermet
Subscribers: zmike, bu5hm4n, q66, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10437
Summary:
Implementation of new Efl.Text.Attribute_Factory class which replace the annotation interface.
Currently, we have two public methods:
```
void efl_text_attribute_factory_attribute_insert(const Efl_Text_Cursor *start, const Efl_Text_Cursor *end, const char *format)
unsigned int efl_text_attribute_factory_attribute_clear(const Efl_Text_Cursor *start, const Efl_Text_Cursor *end);
```
Other methods will be internal methods, for the time being, we will redesign internal methods
Reviewers: woohyun, tasn, segfaultxavi, bu5hm4n, zmike
Subscribers: zmike, q66, cedric, segfaultxavi, bu5hm4n, a.srour, #committers, #reviewers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10646
Summary:
Sector is a property with start, end frame and sector name information
that can be used when playing a specific section.
Sector play is not supported for Efl.Canvas.Image yet.
So we add skeleton code with comments.
This is also for full implements of the Efl.Gfx.Frame_Controller interface.
Test Plan: N/A
Reviewers: Hermet, bu5hm4n
Reviewed By: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10718
Summary:
Efl_Text_Cursor_Handle was being declared twice, confusing the C#
generator. This commits updates it to be singly defined in the
text_types eot file.
Reviewers: segfaultxavi, ali.alzyod
Reviewed By: segfaultxavi
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10726
Summary:
Implementation of new cursor text object.
This Patch Contains :
1- Remove Efl.Text.Cursor & Efl.Text_Markup_Interactive interfaces and replace them with one Class Efl.Text.Cursor
=> there are some modifications on cursor methods
2- Update all related classes to use Efl.Text.Cursor object instead of the old interfaces
3- If class uses Efl.Text_Cursor_Cursor (handle), mainly annotation it will stay as it is until we update other annotations into attribute_factory
4- Add main cursor property into efl.text.interactive
5- Add cursor_new method in efl.ui.text (I think we may move it into efl.text.interactive interface)
There still some parts that need discussion: especially cursor movement functionality, I prefer to move function with Enum, instead of special function for each movement.
```
enum @beta Efl.Text.Cursor_Move_Type
{
[[Text cursor movement types]]
char_next, [[Advances to the next character]]
char_prev, [[Advances to the previous character]]
cluster_next, [[Advances to the next grapheme cluster]]
cluster_prev, [[Advances to the previous grapheme cluster]]
paragraph_start, [[Advances to the first character in this paragraph]]
paragraph_end, [[Advances to the last character in this paragraph]]
word_start, [[Advance to current word start]]
word_end, [[Advance to current word end]]
line_start, [[Advance to current line first character]]
line_end, [[Advance to current line last character]]
paragraph_first, [[Advance to current paragraph first character]]
paragraph_last, [[Advance to current paragraph last character]]
paragraph_next, [[Advances to the start of the next text node]]
paragraph_prev [[Advances to the end of the previous text node]]
}
move {
[[Move the cursor]]
params {
@in type: Efl.Text.Cursor_Move_Type; [[The type of movement]]
}
return: bool; [[True if actually moved]]
}
```
or old way:
```
char_next {
[[Advances to the next character]]
// FIXME: Make the number of characters we moved by? Useful for all the other functions
return: bool; [[True if actually moved]]
}
char_prev {
[[Advances to the previous character]]
return: bool; [[True if actually moved]]
}
char_delete {
[[Deletes a single character from position pointed by given cursor.]]
}
cluster_next {
[[Advances to the next grapheme cluster]]
return: bool; [[True if actually moved]]
}
cluster_prev {
[[Advances to the previous grapheme cluster]]
return: bool; [[True if actually moved]]
}
// FIXME: paragraph_end is inconsistent with word_end. The one goes to the last character and the other after the last character.
paragraph_start {
[[Advances to the first character in this paragraph]]
return: bool; [[True if actually moved]]
}
paragraph_end {
[[Advances to the last character in this paragraph]]
return: bool; [[True if actually moved]]
}
word_start {
[[Advance to current word start]]
return: bool; [[True if actually moved]]
}
word_end {
[[Advance to current word end]]
return: bool; [[True if actually moved]]
}
line_start {
[[Advance to current line first character]]
return: bool; [[True if actually moved]]
}
line_end {
[[Advance to current line last character]]
return: bool; [[True if actually moved]]
}
paragraph_first {
[[Advance to current paragraph first character]]
return: bool; [[True if actually moved]]
}
paragraph_last {
[[Advance to current paragraph last character]]
return: bool; [[True if actually moved]]
}
paragraph_next {
[[Advances to the start of the next text node]]
return: bool; [[True if actually moved]]
}
paragraph_prev {
[[Advances to the end of the previous text node]]
return: bool; [[True if actually moved]]
}
```
Reviewers: woohyun, tasn, segfaultxavi
Reviewed By: woohyun
Subscribers: a.srour, bu5hm4n, segfaultxavi, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10542
now if one of the event handlers calls animation_stop in a callback to
EFL_CANVAS_OBJECT_ANIMATION_EVENT_ANIMATION_PROGRESS_UPDATED, then
pd->in will be freeed. Which means, in the next event handler the
address taken by &pd->in->progress might be invalid, leading to a crash.
With this commit this is a address on the stack, which should fix this.
Summary:
when a callback is called, the in pointer might be free'ed, we should be
more carefull with that.
fix CID1407682
Reviewers: segfaultxavi
Reviewed By: segfaultxavi
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10713
this now all migrated to Efl.Canvas.Object.Animation
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10667
this brings the animation to the canvas object. All the controls of the
animation now do now require a player object anymore, you can just use
the API that is directly on the Efl.Canvas.Object object.
wip animation player replacement
Differential Revision: https://phab.enlightenment.org/D10615
It turns out ector engine doesn't use any color mixing with gradients fill.
Removed unnecessarities unless we can find a way to use them in the future.
Summary:
These APIs to get and set frames for a specific section for playing section.
Depends on D10505
Test Plan: N/A
Reviewers: Hermet, smohanty, kimcinoo
Reviewed By: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10506
Summary:
These APIs to get and set frames for a specific section in vg animation.
get API looks for a sector by name in the markerlist of VG_File_Data.
Then return start and end frames.
Depends on D10504
Test Plan: N/A
Reviewers: Hermet, smohanty, kimcinoo
Reviewed By: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10505