evas: make the high level documentation more concise

Summary:
This is a very informative document but is much longer than it needs to
be.  Tighten it up by condensing redundant information and expressing
the ideas more efficiently.  Focus more on Evas and what it is than what
it isn't.  Avoid explaining general graphics concepts like immediate
vs. retained, replacing with synopses.  Switch from 2nd person to 3rd
person (i.e. don't say You/Your) to be less awkward, since we don't
really know why the reader is reading it.  Simplify the compilation
directions; these are pretty standard, and most people won't be manually
linking to Evas anyway.

While this shortens the document considerably, it retains the
important key points, and makes it far more readable.

Reviewers: cedric

Reviewed By: cedric

Subscribers: jpeg

Differential Revision: https://phab.enlightenment.org/D5130

Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This commit is contained in:
Bryce Harrington 2017-08-29 16:23:30 -07:00 committed by Cedric BAIL
parent 84cfde45f6
commit dcc2654673
1 changed files with 76 additions and 156 deletions

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@ -15,126 +15,70 @@
@section evas_main_intro Introduction
Evas is a clean display canvas API for several target display systems
that can draw anti-aliased text, smooth super and sub-sampled scaled
images, alpha-blend objects and much more.
that can draw anti-aliased text, smooth super- and sub-sampled scaled
images, alpha-blend objects and more.
It abstracts any need to know much about what the characteristics of
your display system are or what graphics calls are used to draw them
and how. It deals on an object level where all you do is create and
manipulate objects in a canvas, set their properties, and the rest is
done for you.
It abstracts the graphics drawing characteristics of the display
system by implementing a canvas where graphical objects can be
created, manipulated, and modified. It then handles the rendering
pipeline in an optimal way for the underlying device in order to
minimize redraws, via a programmatically efficient API.
Evas optimises the rendering pipeline to minimise effort in redrawing
changes made to the canvas and so takes this work out of the
programmers hand, saving a lot of time and energy.
A design goal for the system is to run well at both small and large
scale, and be portable from embedded systems to multi-CPU
workstations. Architecturally, this is achieved via 'backends' that
provide the specialized display logic for specific devices. As well,
there are various compile options to exclude feature support not
required for a target platform to help minimize disk and memory
requirements.
It is small and lean, and is designed to work on embedded systems all the way
to large and powerful multi-CPU workstations. It can be compiled to
only have the features you need for your target platform if you so
wish, thus keeping it small and lean. It has several display
back-ends, letting it display on several display systems, making it
portable for cross-device and cross-platform development.
Evas can serve as a base for widget sets or toolkits
(e.g. Elementary, http://docs.enlightenment.org/auto/elementary/) by
handling pixel drawing and regional change reporting, but does not
manage windows itself, nor deal with input or window update event
propagation. In other words, it is intended for use in drawing
scrollbars, sliders, and push buttons but not for high-level logic of
how the widget operates and behaves. Under Enlightenment, window and
widget management is handled by other software components, including
@ref Ecore (see @ref Ecore_Evas_Group in particular); however Evas is
designed to not be dependent on any particular main loop
architecture, and also strives to be input and output system
agnostic.
@subsection evas_main_intro_not_evas What Evas is not?
Evas is not a widget set or widget toolkit, however it is their
base. See Elementary (http://docs.enlightenment.org/auto/elementary/)
for a toolkit based on @ref Evas, @ref Edje, @ref Ecore and other
Enlightenment technologies.
It is not dependent or aware of main loops, input or output
systems. Input should be polled from various sources and fed to
Evas. Similarly, it does not create windows or report windows updates
to your system, but just draws the pixels and report to the
user the areas that were changed. Of course these operations are quite
common and thus they are ready to use in @ref Ecore, particularly in
@ref Ecore_Evas_Group.
Evas can be seen as a display system that stands somewhere between a
widget set and an immediate mode display system. It retains basic
display logic, but does very little high-level logic such as
scrollbars, sliders, and push buttons.
@section evas_main_work How does Evas work?
Evas is a canvas display library. This is markedly different from most
display and windowing systems as a canvas is structural and is also a
state engine, whereas most display and windowing systems are immediate
mode display targets. Evas handles the logic between a structural
display via its state engine, and controls the target windowing system
in order to produce rendered results of the current canvas' state on
the display.
The Evas canvas is a 'retained mode' renderer, which differs from the
more traditional 'immediate mode' display and windowing systems by
tracking drawing state information of its contained objects.
Immediate mode display systems retain very little, or no state. A
program executes a series of commands, as in the pseudo code:
In an immediate mode rendering system, each frame is drawn from
scratch by having each drawing element redraw itself. Once the
commands are executed, the display system blits the frame to the
screen but has no idea how to reproduce the image again, so the
application has to run through the same sequence of drawing commands
again. Very little or no state is kept from one frame draw to the
next; while this is simple it forces each application to manually
optimize their graphics code.
@verbatim
draw line from position (0, 0) to position (100, 200);
draw rectangle from position (10, 30) to position (50, 500);
bitmap_handle = create_bitmap();
scale bitmap_handle to size 100 x 100;
draw image bitmap_handle at position (10, 30);
@endverbatim
The series of commands is executed by the windowing system and the
results are displayed on the screen (normally). Once the commands are
executed the display system has little or no idea of how to reproduce
this image again, and so has to be instructed by the application on how
to redraw sections of the screen whenever needed. Each successive
command is executed as instructed by the application and either
emulated by software or sent to the graphics hardware on the device to
be performed.
The advantage of such a system is that it is simple, and gives a
program tight control over how something looks and is drawn. Given the
increasing complexity of displays and demands by users to have better
looking interfaces, more and more work is needing to be done at this
level by the internals of widget sets, custom display widgets and
other programs. This means that more and more logic and display rendering
code needs to be written each time the application needs to figure out
how to minimise redraws so that display is fast and interactive, and
keeps track of redraw logic. The power comes at a high-price with lots
of extra code and work. Programmers not very familiar with graphics
programming often make mistakes at this level and produce code that
is sub optimal. Those familiar with this kind of programming simply
get bored by writing the same code again and again.
For example, if in the above scene, the windowing system requires the
application to redraw the area from 0, 0 to 50, 50 (also referred as
"expose event"), then the programmer must manually calculate the
updates and repaint it again:
@verbatim
Redraw from position (0, 0) to position (50, 50):
// what is in area (0, 0, 50, 50)?
// 1. intersection part of line (0, 0) to (100, 200)?
draw line from position (0, 0) to position (25, 50);
// 2. intersection part of rectangle (10, 30) to (50, 500)?
draw rectangle from position (10, 30) to position (50, 50)
// 3. intersection part of image at (10, 30), size 100 x 100?
bitmap_subimage = subregion from position (0, 0) to position (40, 20)
draw image bitmap_subimage at position (10, 30);
@endverbatim
You might have noticed that, if all elements in the
above scene are opaque, then the system is doing useless paints: part
of the line is behind the rectangle, and part of the rectangle is
behind the image. These useless paints tend to be very costly, as
pixels tend to be 4 bytes in size; thus an overlapping region of 100 x
100 pixels is around 40000 useless writes! You could write
code to calculate the overlapping areas and avoid painting then, but
then it should be mixed with the "expose event" handling mentioned
above and you quickly realize that the initially simpler method becomes
very complex.
With retained mode systems like Evas, the application does not need
to implement the display rendering code and associated logic, but
merely updates the list of objects maintained in the canvas. Evas is
then able to optimize the processing and rendering of the visible
elements, and is better able to avoid redraws due to occlusion or
opacity.
Evas is a structural system in which the programmer creates and
manages display objects and their properties, and as a result of this
higher level state management, the canvas is able to redraw the set of
objects when needed to represent the current state of the canvas.
For example, the pseudo code:
For example, consider the pseudo code:
@verbatim
line_handle = create_line();
@ -154,63 +98,39 @@
render scene;
@endverbatim
This may look longer, but when the display needs to be refreshed or
updated, you move, resize, show, or hide the objects that need to change.
You can simply think at the object logic level, and the canvas software
does the rest of the work for you, figuring out what actually changed in the
canvas since it had been last drawn, how to most efficiently redraw the canvas and
its contents to reflect the current state, and then it can go off and do
the actual drawing of the canvas.
By expressing the drawing as a set of drawable objects, Evas is able
to internally handle refreshing, updating, moving, resizing, showing,
and hiding the objects, and to determine to most efficiently redraw
the canvas and its contents to reflect the current state. This
permits the application to focus on the higher level logic, which
both reduces the amount of coding and allows a more natural way of
dealing with the display. Importantly, abstracting the display logic
like this also simplifies porting the application to different
display systems, since its own code is less tied into how that system
works.
This lets you think in a more natural way when dealing with
a display, and saves time and effort of working out how to load and
display images, render given the current display system, and so on. Since
Evas is also portable across different display systems, this also
gives you the ability to have their code ported and
displayed on different display systems with very little work.
@section evas_main_compiling How to compile the library
Evas can be seen as a display system that stands somewhere between a
widget set and an immediate mode display system. It retains basic
display logic, but does very little high-level logic such as
scrollbars, sliders, and push buttons.
@section evas_main_compiling How to compile
Evas is a library your application links to. The procedure for this is
very simple. You simply have to compile your application with the
appropriate compiler flags that the @c pkg-config script outputs. For
example:
Compiling C or C++ files into object files:
Evas compiles automatically within EFL's build system, and is
automatically linked with @ref Ecore and other components that need
it. But it can also be built and used standalone, by compiling and
linking your application with the compiler flags indicated by @c
pkg-config. For example:
@verbatim
gcc -c -o main.o main.c `pkg-config --cflags evas`
@endverbatim
gcc -c -o my_main.o my_main.c `pkg-config --cflags evas`
Linking object files into a binary executable:
@verbatim
gcc -o my_application main.o `pkg-config --libs evas`
gcc -o my_application my_main.o `pkg-config --libs evas`
@endverbatim
See @ref pkgconfig
@section evas_main_next_steps Next Steps
@section evas_main_next_steps Recommended reading
After you understood what Evas is and installed it in your system
you should proceed understanding the programming interface for all
objects, then see the specific for the most used elements. We'd
recommend you to take a while to learn @ref Ecore, @ref Edje and
Elementary (http://docs.enlightenment.org/auto/elementary/) as they
will likely save you tons of work compared to using just Evas
directly.
Recommended reading:
@li @ref Evas_Object_Group, where you'll get how to basically
manipulate generic objects lying on an Evas canvas, handle canvas
and object events, etc.
@li @ref Ecore, @ref Edje, and @ref Elementary that provide higher
level infrastructure and components for real world usage.
@li @ref Evas_Object_Group for how to manipulate generic objects on
an Evas canvas and handle the associated events.
@li @ref Evas_Object_Rectangle, to learn about the most basic object
type on Evas -- the rectangle.
@li @ref Evas_Object_Polygon, to learn how to create polygon elements
@ -223,13 +143,13 @@
the canvas.
@li @ref Evas_Object_Textblock, to learn how to create multiline
textual elements on the canvas.
@li @ref Evas_Smart_Object_Group and @ref Evas_Smart_Group, to define
new objects that provide @b custom functions to handle clipping,
hiding, moving, resizing, color setting and more. These could
be as simple as a group of objects that move together (see @ref
Evas_Smart_Object_Clipped) up to implementations of what
ends to be a widget, providing some intelligence (thus the name)
to Evas objects -- like a button or check box, for example.
hiding, moving, resizing, color setting and more. This includes
simple grouping of objects that move together (see @ref
Evas_Smart_Object_Clipped) and more complex widget-like intelligent
behaviors such as buttons and check boxes.
@section evas_main_intro_example Introductory Example