that's about it. a bit hacky - but works and frankly.. the idea is that u'd
set a scale factor once really and not change it per obj... most likely.
SVN revision: 35896
Some people is using it for some time now without problems, so I'm
adding it to SVN to get some broader use. Remember to recompile ALL
libraries that depend on Evas as it will change the
EVAS_SMART_CLASS_VERSION and old classes will fail to load.
This will also change Edje so it will postpone _edje_recalc() to
render time, calculate() callback, however some methods will force
early recalculation.
SVN revision: 35860
- some enignes break as they dont have the stubbed out functions, and
xrender/gl engines dont even implement the drawing and need to (but are
stubbed out).
SVN revision: 35677
Image_Entry flag structure. This fix a bug with 16 bpp software engine.
* Change image loader module API to take any Image_Entry. Same goes
for evas_common_image_premul and evas_common_image_set_alpha_sparse.
* Use new eet API: eet_data_image_read_to_surface.
SVN revision: 34728
By having a layer as a short (16 bits) we can pack it together with
the bitfields, saving 4 bytes per sub-struct, 8 bytes in total, also
bringing the struct down from 4 to 3 cachelines on my laptop.
Rationale: layers are mostly used to differentiate groups of objects
and they stacking, usually we have few layers and we use very large or
very small numbers to make a layer be at the top or at the bottom, but
usually we don't need so many layers.
Caution: code that use values like 999999 will break, so fix your
code! I'll provide another patch to fix all the CVS using these large
values.
SVN revision: 34420
This saves 20 bytes, bringing Evas_Object to 200 bytes, by moving data
specific to smart objects to their own struct (Evas_Object_Smart).
There is still one remaining member that could be removed:
smart.smart, this is used mainly to identify if one object is a smart
object or not. One possibility would be to add a bitfield to state
that, but another possibility is to check Evas_Object::object_data
and see if it's a smart or not.
SVN revision: 34419
Interpolation color_space (now ASHV or ARGB) was being used inside a
struct with 4 byte alignment. Remove it from the struct and make it a
bitfield so can be packed with the other fields. This saves 2
integers, so 8 bytes.
SVN revision: 34418
This is a repack of bitfield members, was tested on GNU/Linux + GCC 4.1.2
and works fine. Needs further testing on other compilers.
SVN revision: 34417
Size hints are useful, but wasting 36 bytes for it on every object is a bit
too much: clippers and lots of other objects will have no need for it.
Now it's a pointer to a struct that will be allocated just when some value
is set, wasting 4/8 bytes more for the pointer when it is used, but saving
32/28 bytes when it is not.
This will also help to have alignment properties in future, that can come
as hints, without too much impact on memory consumption.
SVN revision: 34412
Move pointer_mode (size 4) before bitfields, leave 'delete_me' as it's
a byte, this still have 2 bits left from unsigned short and another
byte around delete_me to make it grom from 244 bytes.
SVN revision: 34068
The previous commit just removed the warning, but it was not the ideal
solution. The class is really a constant, nobody should change it
after it's assigned.
SVN revision: 33709
Evas now support objects that do not grab mouse down event (NOGRAB) aside
with the default (AUTOGRAB). API is meant to be extensible.
SVN revision: 30950
it sould be
2. fixed edje handling of delete of objects so we don't lose clip info if we
move a swallowed object out
3. fix up norender stuff for evas a bit
4. pants.
5. coogee beach (sydney) in summer right now is beatiful - KICK ASS!
SVN revision: 28102
in evas_gl_texture.c i have a frag shader, and it tries to use a set of 3
textures that act as the yuv planes, BUT the u and v textures (Utex and Vtex)
are simply getting values from the Ytex - regardless of what i try. grrr.
what's up with that?
SVN revision: 27495
currently does nothing and i have kept it VEEERY generic it's a pointer to a
native surface which can be just about anything - each engine will probably
define a format of its own you need to use VIA the native surface type.
2. add calls to set/get colorspace - moving this down into the engine level.
so far engines do nothing at all with it - but api is there.
3. clean up gl engine a bit - make it more standard.
SVN revision: 27389
1. disable viewports other than 1:1 at 0,0
2. remove output space coorsds for pointer.
3. remove geom caching
4. make threaded pipelined engine a runtime detect if u have > 1 cpu.
5. pthread build default if u have pthread.h and sched.h
SVN revision: 27131