r66257 <- another small fix on the real problem
r66250 <- a small fix on the real problem
r66242 <- the real problem
jaewhan - your commit yesterday (r66242) has made edje_cc very
unstable and it will randomly segv (sometimes yes, sometimes no). as
such it's at the point i can't even compile e and elm without it
segving somewhere during build, so this gets backed out. review your
change carefully and look for issues.
SVN revision: 66265
Lately, raster removed the code about the prohibition of type-change in
group inherit.
But about the "part" of different type, the data structure of the their
"description" is different.
So if the type is changed, it have to be reallocated. Current, it is not.
At first, we have to remove the lookups. If we don't, when lookup module
executes, the memory
may be broken. So I removed all lookups for reallocated description before
it is reallocated.
And I changed all description of the "part" is reallocated when the type is
changed.
The attribute of the "part" is remained. Just it reallocated the part of
**_Spec_**.
SVN revision: 66242
Actually, if rel1.to_x is not used in the matched description of the parent group, rel1.to_x: ""; doesn't need to be used in the description of the child group.
Because its state is already default. But sometime we may want to use it explicitly. So I add this code in order to cover that case.
SVN revision: 65160
From: Govindaraju S M <govi.sm@samsung.com>
Subject: edje multisense patch for sound sample, tone and haptic play
... This is the beginning of sound (and haptic) support in Edje - it
works, but only at certain basic sample playback levels. more will come.
SVN revision: 64731
Subject: [E-devel] [Patch] change rel1.to to default when using group
inherit
When using group inherit, if rel1.to is set in parent group, we cannot change the part name
of rel1.to to default (the default is that dont have the part name) in child group.
So I changed edje_cc_out.c. After patching, we can change rel1.to to
default by using "". (ex > rel1.to: "";)
SVN revision: 64171
Subject: [E-devel] Edje: using fdopen instead of fopen in edje_cc
On windows, using open() followed by fopen() does not work. Hence, in
edje_cc, where mkstemp (which uses open) is followed by fopen, edje_cc
fails.
Instead of fopen, we can use fdopen. I pasted a patch below. Can you
comment it (like, instead of keeping the filename in the function that
i modified, why not using it for the fd?
(changes - closefd) removed from data_write_scripts() as fclose()
handles that)
SVN revision: 60299
Yeah... yeah... we are on a freeze and we aren't supposed to be doing things like this, but it's not change anything other than allow edje_edit to know about scripts in order to not screw them up when modifying a file.
SVN revision: 55088
WARNING ! WARNING ! WARNING ! WARNING !
Old file format is not readable by edje directly. If you have old edje
file that you want to convert, use edje_convert. Their is no way back.
Recompile your file as soon as possible. Please report any issue you
spot as this is a huge and needed change.
SVN revision: 50936
* Remove vim modelines:
find . -name '*.[chx]' -exec sed -i '/\/\*$/ {N;N;/ \* vim:ts/d}' \{\} \;
find . -name '*.[chx]' -exec sed -i '/\/[\*\/] *vim:/d' \{\} \;
* Remove leading blank lines:
find . -name '*.[cxh]' -exec sed -i '/./,$!d'
If you use vim, use this in your .vimrc:
set ts=8 sw=3 sts=8 expandtab cino=>5n-3f0^-2{2(0W1st0
SVN revision: 50816
internal representation.
The objectiv is to simplify code, consume less CPU and memory
without loosing feature. Please report any breakage when you
see them. It will take a few weeks before we change the file
layout, during that time the load time may increase.
SVN revision: 49922
will be created. The logic is the following:
* if the environment variable TMPDIR is set, use its value
* if it is not set, take the directory passed with the
-td option (see edje_cc help)
* otherwise on Windows use a temporary dir and on other
platform, use /tmp
SVN revision: 41978
This concerns Ticket #109: Add Lua support for Edje
It adds Lua as scripting facility to Edje, letting Embryo untouched.
It should be easier to use and be more flexible than Embryo, imho ;-)
---
The patch
---
Lua 5.1 is used in sandboxed mode. Lua byte code is not
platform/architecture independent, Lua code is saved as text in the Edje
container and parsed at load time, therefore.
The patch goes in two directions
1) Analogous to Embryo for scripting logic, messaging and custom states.
The same things are implemented as in Embryo:
- messaging from and to C
- manual creation of timers, animators, pollers for custom events /
animations
- manual manipulation of Edje parts by means of the public
edje_object_part_* and internal functions and custom states
-> those routines are actually implemented as Lua
bindings to
functions in Edje.h and Ecore.h
-> the implementation is done in an object oriented way, so that the
interface gives the feel of an object description language, pretty
similar to EDC itself
-> combining custom states and custom animators allows
for fancy
animations and transitions, e.g circular/spline translations or
complex/conditional transitions, etc.
-> this is just the same as Embryo does, but implemented in Lua, so
nothing new here, actually
2) Dynamic object creation and manipulation
- this interface stems from the 'script_only' objects in
Edje. Those
objects are a kind of scriptable Edje counterparts to Evas_Smart
objects. The infrastructure for Embryo is already there, but has
never been used
- I added this in Lua and added some first bindings to
experiment
with
- I thought it would be useful to allow for a limited dynamic
creation of ui parts
- We can create instances of groups from within the same Edje
container and use them just like the main Edje object as
stated in
1)
- And there are some stand-alone bindings to dynamically create
Evas_Image, Evas_Table, Evas_Line, Evas_Polygon as examples
-> this may be useful to decouple the program from the ui
even more,
to be able to do things that have to be done in the program itself
atm, but actually belong to the user interface, but need dynamic
creation of objects or complex interactions
-> those objects are manipulated manually with Lua bindings
to the
corresponding edje_object_* and evas_object_* functions
---
Discussion points
---
Both stuff in 1) & 2) is functioning, but needs testing, feedback,
improvements, ...
Stuff in 1) can already fully replace Embryo scripting with Lua
scripting. There still is space for improvements/additions, though.
Of the stuff in 2), I think it may only make sense to add the dynamic
creation of groups defined in the same Edje container. Dynamic creation
of other Evas_Objects makes not much sense, as most of them can already
be used as Edje parts and be manipulated with custom states (apart from
polygons and lines) and it would make the whole theming potentially more
programing-like and much more susceptible for errors, etc.
Would this be useful, or drop it all?
The scripting should be there just for logic, conditionals, custom
states and animations, not for a whole dynamic canvas, imho.
There is a patch around with EXTERNAL Edje parts. Seems to be a better,
faster, more secure way to extend Edje with custom objects.
There would be the possibility of precompiling Lua code at compile time
(edje_cc) for faster loading, but we would have to patch and run our own
Lua version.
The Lua parser is pretty fast, though, and using
byte-converted/endianness-swapped byte-code does only pay off for Lua
chunks of some kilo lines.
Byte code also occupies much more space than text in the final Edje
container, as it includes debug symbols.
---
Cedric and Vincent told me, that the plan was to replace Embryo totally
by Lua before the official release of Edje at the end of the year? So it
would make sense to bring Lua to svn soon and look how it fits in, test,
debug, adapt it further to the themers needs, decide on its final shape,
GATHER SOME PEOPLE TO HELP ;-)
---
The Lua enhanced Edje is in sync with svn and can be get directly here
git clone git://repo.or.cz/edje_lua.git
cd edje_lua
git checkout -b lua_patch origin/lua_patch
or apply the attached patch
There are also some examples to show the usage of the things
mentioned
above
- showcase.edj: shows usage of custom animators, custom states,
messaging and the script_only object
- test.edj: test cases of script usage and bindings (custom states,
custom transitions, tween_states, animators, timers,
object_parts),
but most of it are experimental script_only objects
http://didgmo.sourceforge.net/showcase.edjhttp://didgmo.sourceforge.net/test.edj
The source of showcase.edc is attached, too, to just have a glimpse at
Lua inside of EDC
---
So, what do you guys think?
Thanks and sry for the looong mail, hehe ;-)
SVN revision: 41802
Now we have one function for creating the script file and another for
compiling it. Also tried to avoid lots of nesting by checking for
error conditions early and returning (or aborting). Avoided messing
with the code logic.
SVN revision: 35595
Just moved the code pieces from data_write(), which was huge, to
static functions. Also made minor cleanups, initializing variables
during declaration.
SVN revision: 35593
use as follows:
group {
name: "primary_name";
alias: "another_name";
alias: "one_more_name";
}
then you can refer to the group by any of these names.
SVN revision: 26546
edje_cc (and edje_recc) now support:
-no-lossy Do NOT allow images to be lossy
-no-comp Do NOT allow images to be lossless compression
-no-raw Do NOT allow images to be zero compression
-min-quality VAL Do NOT allow lossy images with quality > VAL (0-100)
-max-quality VAL Do NOT allow lossy images with quality < VAL (0-100)
this lest you forcibly make a theme .eet that is full quality with NO
compression of images, or just lossless compression (recommended for
distribution as an "original" .eet) and then make lossy only ones with min
and max quality levels.... so u can make small small small themes by just
giving up quality :)
SVN revision: 11489
files (.edc's, fonts and images) and it will even make a handy build/sh to
rebuild the .edc into the original .eet again! :)
NB: only works on .et's created with this edje_cc or newer as i needed to
incpude some extra debug info :)
SVN revision: 11431