Summary:
Add post processing render function as rendering full screen quard after
rendering to texture.
Add possibility use size of current frame in shader.
Add FXAA shader source files
Reviewers: raster, cedric, Hermet
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3847
Summary:
evas_common_language_from_locale_* functions kept static pointers
inside of its functions. Once these function was called, it was never reset.
It made big problems for harfbuzz and hyphenation. Also, Elementary
provides elm_language_set() API. Then we need to support it fully.
@fix
Test Plan: Test case for hyphenation is included in Evas test suite.
Reviewers: raster, tasn, herdsman, woohyun, z-wony, Blackmole, minudf
Subscribers: cedric, jpeg
Differential Revision: https://phab.enlightenment.org/D3864
Efl.Flip is now the enum, the interface is Flipable.
We could even use names like Efl.IFlip a la Java.
eo_prefix is used to have pretty names in C. legacy: null
is removed from the enums. orient_x0 is removed and only
defined in C with #define
Summary:
Added flip and orientation interface and used them in evas_image.
Removed efl_image_orientation_set API and used efl_orientation_set and efl_flip_set API.
In implementation part, converted enums back and forth in order to keep current implementation as it is.
Test Plan: src/examples/evas/evas-images5.c
Reviewers: singh.amitesh, raster, tasn, herdsman, woohyun, cedric, felipealmeida, jpeg
Subscribers: cedric, jpeg
Differential Revision: https://phab.enlightenment.org/D3844
This allows doing ugly things such as setting a clipper/mask
on any smart object, without having to worry about seeing a
white rectangle cover the whole screen.
While the above scenario is not a great idea (bypass elementary in
its handling of the clipper), having a big white rect covering the
entire UI seems even worse.
I wonder if elm objects shouldn't simply allow user clippers, and
somehow manage them along with the smart object internal clipper.
ssometimes the evas render updates are a list of Render_Updates
structs ... sometimes Eina_Rectangles. this is horrible and i think a
bug turns up (but its not reproducable on linux - just bsd) with an
invalid free ... likely because we free() a ptr from the mem pool
eina_rectangle gets rects from. thats most likely the cause of
https://phab.enlightenment.org/T3226 - but as i can't know for sure,
this is a guess, but readiong the code i see posible vectors of
problemss here ... maybe.
so this redoes the update rects to ALWAYS be Render_Updates struct
and appropriately returns correct structures etc. etc. in api which
demand a list of Eina_Rectangles there.
pending testing on foreign sysstems to confirm this by @netstar
@fix
Setting the no-render flag on an elm widget had no effect,
as it was not properly propagated to its children. This should
fix that, but I'm not a fan of the solution.
Fixes T3371
1. unsigned char* as a return type was not even compatible
with the default colorspace (ARGB: 32 bits).
2. Change all unsigned to int for... uh... simplicity
unsigned is more correct than int for things like width,
size or stride, but in fact having both ints (x,y) and unsigned
ints makes the code more complex.
This is a matter of personal taste.
This will be properly implemented by the subclasses. In particular,
map/unmap will be used where it makes sense, and data_get/set will
be limited to Efl.Canvas.Image and Surface.
Summary:
add null check in _style_match_tag()
if evas_object_textblock_text_markup_set() is called with markup text before setting style,
segmentation fault is occurred in _style_match_tag()
@fix
Test Plan:
Insert this situation to test suite
-> test id : evas_textblock_simple
Test for without this patch:
1. apply patch just "src/tests/evas/evas_test_textblock.c" partially.
2. $make check
Test for with this patch:
1. apply this patch completely (2 files)
2. $make check
Reviewers: id213sin, herdsman
Subscribers: Blackmole, cedric, jpeg
Projects: #efl
Differential Revision: https://phab.enlightenment.org/D3818
There's no point in calling fill_set AND fillet_set(false).
If a users wants to specify the fill, that should be enough
to switch to non-filled mode.
Maybe the "filled" mode should even be called auto or something?
This is a bit artificial, as all image objects are still based on
the Evas.Image main class. The inheritance tree alone does not
give much information on what features are supported by which
class (eg. only Efl.Canvas.Image supports the file interface for
file_set).
This replaces standard Evas_Object_Image when it is used "normally",
ie. it's an image from a file or from a pixel buffer. All other APIs
(proxy, snapshot, 3d, gl, ...) are disabled on this object.
Also, reduce number of failing calls when the object is not a legacy
object, but a legacy function is called. This is because a lot of
image APIs are called internally using the legacy APIs, often in
order to reset the state of the image object (eg. set file to NULL,
etc...)
This patch fixes an issue detected by Coverity where 'obj' is written
twice with the same value
CID1353363
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
This patch fixes an issue detected by Coverity where 'obj' is written
twice with the same value
CID1353365
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
This patch fixes an issue detected by Coverity where 'obj' is written
twice with the same value
CID1353365
@fix
Signed-off-by: Chris Michael <cpmichael@osg.samsung.com>
Summary:
Main flow: add several meshes(with different number of polygons) in one node,
enable LOD for node, set boundary distances to choose need mesh depend on distance
to the camera node, render only need mesh. Add API's enable lod in
evas_canvas3d_node module and set boundary distance to module
evas_canvas3d_mesh module Refactored function evas_canvas3d_node_mesh_collect
to calculate distance. Refactored _scene_render to have possibility pass to the
render only need LOD mesh.
Reviewers: cedric, Hermet, raster
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3731
Signed-off-by: Cedric Bail <cedric@osg.samsung.com>
The buffer class is more low-level and alpha is a pretty
common property. I still wonder how to share it with the canvas
and other things.
It doesn't belong to Efl.Gfx.Base since we could have plain old
buffers that are not evas objects (only in-memory buffers) but
Efl.Gfx.Base may also need the alpha flag.