This gives Evas simple (smart object) interfaces, to extend the object behaviorextension beyond the limits of mere sub-classing.
Patch by: Gustavo Lima Chaves <glima@profusion.mobi>
SVN revision: 73302
NOTE: this improve some test by 10 to 15% some other are down by 5%.
Their is still more tunning and improvement possible now (Particularly
with Map), but it will do for now.
SVN revision: 73264
For no bidi: just don't set the bidi stuff. I.e paragraph props and the
other stuff (including text_props_direction_set). If you disable BiDi you most
likely want to disable shaping as well.
For no shaping: Disable bidi (i.e don't set direction) and pass
EVAS_TEXT_PROPS_MODE_NONE to info create.
This will prove especially useful for textgrid, but not only.
SVN revision: 72032
Now evas will in all case do the layout during the prepare stage. It will do that
once and as long as the text didn't change. This does improve by a factor of at
least 2.3 in all expedite test case except the text change that only get a 30%
increase (I expect a drop in performance on non pipe rendering for text change
expedite test only, but this case is not common in real life).
This also fix the issue that show random size glyph when using pipe rendering.
SVN revision: 71220
This make it possible to use the object tree to reduce the number of object, we need to explore to know
what is under a specific position. First used by propagation event code. That code is now 4 times faster, enjoy !
As a side cost evas_object_move goes from 925 to 980 valgrind cycle on my computer, so not something you
will notice.
NOTE: if you notice any breakage regarding event propagation, map, cats, minor or major, please report to
me ! I hope I didn't loose my mojo, with such a scary change, I have a big chance to get it back !
SVN revision: 70564
This optimization is significant for rendering to a large surface
because it'l save an extra copy overhead as well as an extra rendering pass.
To enable it, you can give EVAS_GL_OPTIONS_DIRECT hint in the surface
config options_bits. The following conditions have to be met in order
for evas to render directly into the Evas' window. If they are not met, the
engine will fallback to rendering to an FBO as it normally does.
conditions:
1.) All the GL calls have to be called using the pixel_get_callback function.
This is necessary for the evas object order to be maintained.
2.) Alpha must be disabled on the image ojbect that renders evas_gl.
3.) No rotation allowed.
One way to override above condition is to set EVAS_GL_DIRECT_OVERRIDE=1 but
there is no guarantee in its behavior.
Currently, this optimization is added for gl_x11 engine only.
SVN revision: 67388
currently evas_object_event_callback_call checks _evas_event_counter
for preventing object's callback called several times in one evas event.
but it use global variable(_evas_event_counter), it can be changed while
procssing same event.
for example , evas_event_feed_mouse_up.
If there are several object in e->pointer.object.in and object 1's callback
create new evas event, object 2 cannot now event id.
so I change callback call api, and object callbacks can decide wheather it deal with that event.
SVN revision: 66234
Subject: [E-devel] [Patch] [Evas] Patch to provide information of
touched points
Hello,
I made a new patch to get information of current touched point instead
of Touch Event.
I added touch_points (Eina_List) to the Evas structure and it maintains touched points on the evas.
New touched point is added to the touch_points when we get Mouse_Down and Multi_Down,
touched point is updated when we get Mouse_Move and Mult_Move,
and touched point is removed when we get Mouse_Up and Multi_Up.
The each touch point has coordinate, id and state information as follows:
id - identifier. 0 for Mouse Event and device id for Multi Event. coordinate - (x, y) coordinate of point.
state - state of point. type is Evas_Touch_Point_State enum.
(EVAS_TOUCH_POINT_DOWN, EVAS_TOUCH_POINT_UP, EVAS_TOUCH_POINT_MOVE,
EVAS_TOUCH_POINT_STILL, EVAS_TOUCH_POINT_CANCEL)
There are 4 new APIs to get touch point's information as follows:
unsigned int evas_touch_point_list_count(Evas *e);
void evas_touch_point_list_nth_xy_get(Evas *e, unsigned int n, Evas_Coord *x, Evas_Coord *y);
int evas_touch_point_list_nth_id_get(Evas *e, unsigned int n);
Evas_Touch_Point_State evas_touch_point_list_nth_state_get(Evas *e, unsigned int n);
I added APIs to get each information instead of exposing whole
structure to make it easy to expand in the future as you mentioned in
the below e-mail :)
SVN revision: 64373
Subject: Re: [E-devel] [E-Devel][Review][Patch] Evas GL Extensions + a
bug fix
Here's an initial attempt at the GL extensions issue for Evas GL.
I have been in discussion with a few EFL developers regarding how we should
provide extensions. Essentially, there are two ways to go about doing this.
1. provide evas_gl_proc_address_get() function as it is done in other
glue layers
2. provide all the extension functions in the EVAS_GL_API struct.
#1 approach is how it's done in other glue layers and the driver implementor can
provide new extensions easily. It is however pretty annoying to get the
function prototypes right and use the function pointers and etc.
#2 approach provides all the extension functions in the struct so it's
definitely easier to use. Adding new extensions can be a pain as people may
have to wait for new version releases.
For now, we thought it was OK to just throw them in the struct as in
#2 and try it out. So, I've implemented this approach. As for the extensions,
I've basically included all the extensions in gl2ext.h as EvasGL currently
provides all the GLES 2.0 functions. In order to display the right
information, I had to override glGetString() with GL_EXTENSIONS as parameter to properly
display the supported extensions.
Also, I've added a few EGL extensions that have been
modified for EvasGL use. For example, eglCreateImage/eglDestroyImage has been
defined as folllows.
EvasGLImage (*evasglCreateImage) (int target, void* buffer, int*
attrib_list); void
(*evasglDestroyImage)
(EvasGLImage image);
const char *evas_gl_string_query() function was added to return a string of
supported EvasGL extensions. So essentially, a user can search this string to see
if the desired extension is supported. if it is, he can use the functions. He can
always check if the function pointers are NULL as well.
Take a look at the pach and let me know what you think.
______________
While I was adding the extension code, I've added a few fixes/ changes
to the EvasGL.
1. glDeletBuffers bug
- When I wad destroying evasgl context, I was deleting the context FBO with
glDeleteBuffers instead of glDeleteFramebuffers. This code in effect was
deleting BOs in other contexts and we had some funky behaviors as a
result. The
bug has been fixed.
2. make_current
- I've made some changes to the make current code and also added a resource
context to the engine data. the resource context is used for creating surface
texture/ fbos when surface/ context is created. Before, i was using evas'
context but thought it'd be a good idea to use a separate context.
SVN revision: 64139
Rather than trying to avoid removing the list element that is
currently being processed, keep two lists and move elements
to the processed list before recalculating them.
Remove items from the list head only, and always append them
to the tail.
Use the fact that an item can be removed from a clist without
needing to know which list it is in.
Signed-off-by: Mike McCormack <mj.mccormack@samsung.com>
SVN revision: 64030
Subject: [E-devel] [Patch] Evas touch event patch.
Nice to meet you.
I'm Eunmi Lee, developing mobile web browser and working on WebKit EFL port.
I need new type of event for touch, so I've made patch to add
EVAS_CALLBACK_TOUCH event to the evas.
I will explain history of this patch.
Currently, many web applications and sites use TouchEvent and they can
do everything(scrolling, zooming and so on) like native application
using TouchEvent.
So, I'm also want to provide TouchEvent for web in the WebKit EFL port,
but I got a problem during making TouchEvent because EFL's touch
event's structure (Mouse, Multi Event) is different from Web
TouchEvent's one.
Let me explain about Web TouchEvent firstly.
Web TouchEvent is consist of type and touch points list simply.
There are 3 kinds of type.
TouchStart: Happens every time a finger is placed on the screen.
TouchEnd: Happens every time a finger is removed from the screen.
TouchMove: Happens as a finger already placed on the screen is moved
across the screen.
for example, we can make (1 finger starts to touch), (2 fingers are
moving), (1 finger is released duirng 3 fingers are moving) and so on.
You can see the detailed information in the following url:
http://www.sitepen.com/blog/2008/07/10/touching-and-gesturing-on-the-iphone
However, EFL's touch event is consist of six kinds of type :
MOUSE_DOWN, MOUSE_UP, MOUSE_MOVE, MULTI_DOWN, MULTI_UP, MULTI_MOVE.
So, I have to make a converter to make web touch event from EFL's
touch event.
You can reference attatched image file : evas_touch_event.png.
To tell the truth, converting code is not a big one.
But, I want to reduce this additional job and make code simple.
In the WebKit QT port, they don't have to make converting code for
TouchEvent,
because they have QTouchEvent, it has type and touchPoints list and
they can be mapped to Web TouchEvent one by one.
I think iPhone and Android also have such kind of event.
That's all why I want to add new touch event type to the evas.
about my patch:
- EVAS_CALLBACK_TOUCH event is added
- touch_points Eina_List is added to the Evas structure to maintain
current touch lists.
- process MOUSE/MULTI UP, DOWN, MOVE to make TOUCH event.
It is my first time to modify eves codes and actually I don't know too
much about evas.
So, I will be grateful if you send any feedback and comments.
SVN revision: 63796
an obj is already queued we dont push it FURTHEr down the queue if
smart recalc is enabled. now at least we keep order of operation/calc
correctly!
SVN revision: 62944
Subject: RE: [E-devel] [Patch] Animation gif feature patch
Animated gif suport in evas and api's to handle animated images and
frame flipping. from jy.
SVN revision: 62331
FcNameParse is pretty bad, not only that it's pretty bad, it doesn't
work well in some cases. Also this makes our lives a lot easier since
we want to allow overriding style/weight/width and etc from markup.
We now parse the "font" markup ourselves, populating a font description
structure that we created, and then override values in it as needed.
SVN revision: 61936