By executing an application under the player (option
--external-injection), actions can be remotely forwarded.
The communication is done via Eina Debug channel. Therefore, efl_debugd
must be run before the application.
An injection tool has been implemented to show how to communicate with
the application.
The exu doesn't contain the old scenario entries (Variant_st) but the new
(Exactness_Action).
The recorder doesn't create old rec file but only exu.
The player/inspector support rec files by converting them to the new
format internally.
The structures have been tried to be simpler.
The exu is a EET file for Exactness (Exactness Unit). It currently
contains the scenario and the images shots.
exactness_inspect supports it, as well as the player (only as output).
This feature is aimed to provide a new way to debug applications during
scenarios playing.
When a difference happens between two shots of an application, the
investigation can be tough as the cause may be hidden into a tiny
change, such as an update of the theme.
This feature tries to respond to this problem by storing objects of
the application every time a shot is taken. Then during shots comparison,
objects information are compared and differences are displayed on the
screen.
The feature can be used with the -S option.
For the moment, only hierarchy, order and geometry are checked.
During recording, hooking on Evas functions can't work anymore as they
are no more invoked internally.
The new way to catch the events is to listen to them on the canvas.
Additionally, regular mouse events are now multi events whose tool (device id)
is 0, as well as key events with and without keycode are now always
considered with a keycode that can be 0.
Previous events catching has been kept to support legacy applications.