Summary:
Fixed distcheck for Eolian C++. Made the generated files as
nodist so it doesn't get picked up for generation way too
early.
Reviewers: cedric, seoz
CC: cedric
Maniphest Tasks: T1220
Differential Revision: https://phab.enlightenment.org/D820
Signed-off-by: Cedric Bail <cedric.bail@free.fr>
CID 1210818
It would be a better and more working fix to use Evas_GL_Image, sadly
no time to do it right now and may be to intrusive for an alpha release.
Summary:
This patch adds 'eolian_cxx' -- a C++ bindings generator --
to the EFL tree. Eolian Cxx uses Eolian API to read .eo files and generate
.eo.hh. It relies/depends on Eo Cxx and Eina Cxx (both non-generated
bindings).
src/bin/eolian_cxx: The eolian_cxx program.
src/lib/eolian_cxx: A header-only library that implements the C++ code
generation that binds the .eo classes.
=Examples=
src/examples/eolian_cxx/eolian_cxx_simple_01.cc: The simplest example,
it just uses some "dummy" generated C++ classes.
src/examples/eolian_cxx/eolian_cxx_inherit_01.cc: Illustrates how
pure C++ classes inherit from .eo generated classes.
src/examples/evas/evas_cxx_rectangle.cc: More realistic example using
the generated bindings Evas Cxx. Still a bit shallow because we don't
have full fledged .eo descriptions yet, but will be improved.
=Important=
The generated code is not supported and not a stable API/ABI. It is
here to gather people interest and get review before we set things in
stone for release 1.11.
@feature
Reviewers: cedric, smohanty, raster, stefan_schmidt
CC: felipealmeida, JackDanielZ, cedric, stefan
Differential Revision: https://phab.enlightenment.org/D805
Signed-off-by: Cedric Bail <cedric.bail@free.fr>
ETC1/2 textures are (for now) allocated one by one for each image,
because we use only glCompressedTexImage (not SubImage). So,
the texture height must fit that of its content.
This commit bypasses the usual pool allocation logic where textures
are rounded up to the next multiple of 16 pixels in height, in
case of ETC1/2.
this was making syntax errors much harder to debug and only served the purpose of further enabling shitty, nonconformant edc creating. removing now before it becomes an api break
Yes, it's a bad move. But I'd rather avoid breaking make check
for now until I have a proper test suite.
The script language has been changed to Lua, and so its
limitations and syntax are not the same. Remember this is a beta
API so it shouldn't even be exposed to normal apps.
Depending on the "filled" flag, adjust how the image is filtered.
Filled: take padding into account and zoom out original image if needed
Non filled: we're tiling anyways, so padding doesn't have any meaning
This adds filter support to Image objects as well.
The exact same filters can run on Text and on Images
(provided some colorspace limitations are respected).
This basically adds:
- Support for RGBA input buffer
- Eo entry points for Image filter support
- Implement basic filter support in Evas_Image
It was a pretty stupid idea to write a parser for a custom language
when we already have Lua as a dependency and it's so beautiful and
easy.
There is a fallback function to allow for compatibility with legacy
filters. But that broken syntax is not recommended. I'll probably
remove it soon.
All the test cases I have in my example app work fine with this
compatibily layer.
Before this change, all the .eo files of the directories given with -I
option were parsed. Most of this information was not necessary at all,
since only the classes belonging to the inheritance of the class given
as parameter were needed.
Now, during the parsing of the given class, the inherits classes are
searched and parsed.
A condition is needed to make it work well. To find a filename for a
class, we consider the lowercase of the class name as the filename we
have to parse.
e.g, Elm_Button -> elm_button -> elm_button.eo
It considerably reduces the generation time.
A fix in the tests was needed.
this is enabled for all scripts within a group, and it should only be used if you:
1) know what you are doing
2) know why this is unsafe (T905)
@feature
this allows for program.source to be omitted 99% of the time since most sources in an application/library will be the same within a single group
@feature
this allows any number of parts/programs to be added by name into a logical grouping which can then be referenced inside a program.
eg.
before
------
program { signal: XYZ; source: 123;
action: STATE_SET "default";
targets: "sup" "dawg" "parts" "up" "in" "dis" "progrizzle";
}
program { signal: ABC; source: 123;
action: STATE_SET "notdefault";
targets: "sup" "dawg" "parts" "up" "in" "dis" "progrizzle" "tooizzle";
}
======
after
------
target_group: "default" "sup" "dawg" "parts" "up" "in" "dis" "progrizzle";
program { signal: XYZ; source: 123;
action: STATE_SET "default";
group: "default";
}
program { signal: ABC; source: 123;
action: STATE_SET "notdefault";
group: "default";
target: "tooizzle";
}
@feature
in today's modern world of fast-paced, HTML5-driven, C++-riddled
development, nobody wants to spend hours typing out long words like
"description" or "mouse_events" or "name". there's no time for it
and certainly nobody is going to allocate budget for this sort of
keyboard-related nonsense.
enter lazEDC: the solution for edje-loving keyboard jockeys everywhere.
by breaking the parser of edje_cc with the strength of 10 frenchmen,
new, shorter keywords such as "nomouse" can be used in place of lengthy,
rambling statements like "mouse_events: 0", and things like
part { name: "clip"; type: RECT; description { state: "default" 0.0; }}
can now be written as
rect { "clip"; }
with the exact same effect.
initial tests show that complex and terrible edc files such as the infamous
"genlist.edc" can be reduced in size by over 15% using these new features.
see edcref for docs, and genlist.edc for examples
@feature
@awesome
It includes too fixes for the complex type. If I had listened to Tasn,
I would have detected them a long time ago.
But he didn't insist enough. He just said:
"Write your tests, ?#@*&%! french!"
the declared t3d_scene api names are not matched exactly between header and code.
these name should be just "3d_scene"
and still there was a Evas_3D.h reference in evas Makefile.