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.
A small hack to the toolchain allows us to generate enums with eolian
for use by Eet and Emile (internal or otherwise non-eo libraries).
Thanks to how BUILT_SOURCES works, the eo.h files required by Emile
will be generated before they are used.
This adds a partial dependency on eo for eet and emile:
- package dependency
- include dependency
There is no library link dependency.
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.
Hopefully the doc and signature are better than the current
evas image equivalents data_get/data_set.
Those APIs are not like map/unmap so we need to decide which
model we prefer.
This interface groups all low-level animated image functions.
FIXME:
- Rename to Efl.Image.Animated once eolian is fixed
- Fix mess with emile enum (loop_hint)
It's not actually implemented anywhere. There's a flag that's
never read. Proper support would require quite some work.
Once we actually implement fill_spread support, we can bring
the API back without breaking compatibility.
It has been decided that we would not use any namespace for interface
and they will sit in efl main namespace.
This patch doesn't correct the naming of the event has we don't have a
prefix for event. We do still have EFL_ANIMATOR_EVENT_ANIMATOR_TICK,
instead of a nicer EFL_EVENT_ANIMATOR_TICK.
I just ran my script (email to follow) to migrate all of the EFL
automatically. This commit is *only* the automatic conversion, so it can
be easily reverted and re-run.
- Remove @beta flags,
- Update @since to match stabilization,
- Change methods to properties with keys,
- Use eo_prefix and add filter_ prefix to all properties since
they use very generic names,
The filter API stays under Efl.Gfx since there are other kinds of
filters, and this one is the particular "graphical filter" or
"effect" API.
The EO API mostly not change from an application point of view,
except for "source_get" which now returns a string directly. Also,
state and data can now be queried.
this define means that any 1.18 feature can now be detected by testing for
the presence of this define, even before the release has gone out
for future (non-bugfix) releases, further defines should be created in addition
to this one in order to provide detection for features in each version
Summary:
Fix Efl.h include problem of the installed header "efl_types.eot.h".
Move efl_types.eot to src/lib/efl/interfaces to compile and install at
the same place of other Eolian-generated headers.
Test Plan: compile and test expedit
Reviewers: felipealmeida, stefan_schmidt, tasn, cedric, q66, JackDanielZ
Subscribers: jpeg
Differential Revision: https://phab.enlightenment.org/D3670
Moved the Ecore.Time @extern struct to Efl lib and defined it as
specified in C specification for struct tm. Thus, bindings can be
automatically generated for where struct tm is used.
This create some possible naming clash and is why I come up with
efl_gfx_color*_type_set functions. We will have to think about this more
carefully as it makes sense to now pass this colors directly to our color
API. Ideally the default 8 bits interface would become just a convenience
wrapper around the more complex possibility.
To configure efl sources with bindings to use in nodejs add ––with-js=nodejs in configure flags to generate node files
$ configure --with-js=nodejs
and compile normally with:
$ make
$ make install
To use, you have to require efl:
efl = require('efl')
The bindings is divided in two parts: generated and manually
written. The generation uses the Eolian library for parsing Eo files
and generate C++ code that is compiled against V8 interpreter library
to create a efl.node file that can be required in a node.js instance.
@feature
Rename a few things:
- draw helper -> efl_draw
- Ector_Rop -> Efl.Gfx.Render_Op
- ECTOR_ bla bla -> DRAW_ bla bla (base pixel ops)
- ector_memfill -> draw_memset32 (and invert arg order to match memset)
The main rasterizer file is now draw.h in static_libs/draw
This is a non functional change, simple code refactor.
The objective of this patch is to propose a standardized
format for pixel buffers to use within Ector and Evas.
The basic EO API provided here is not meant to be the
fastest path for all operations, simply the most convenient
to generalize. Performance will be achieved by implementing
(or porting) custom draw functions.
This implements support for:
- Generic pixel buffers
- Generic buffer renderer to draw images with ector
- Software engine pixel buffers, ie. malloc buffers
- Software buffer renderer
Cairo support has not been implemented yet.
The only renderer is still extremely limited, as it does not
support Fill modes, Scaling, etc... yet.
Not a single line from this patch has been tested yet.
It compiles. That's pretty damn good for a start!
@feature
As I don't see the use of inheritance for stroke anymore, we will use internal access
rather than inherited get/set function. This behavior can be reverted if anyone find
a real use case for it.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This now generate more optimized path by reducing the use of arc and
switching to only line whenever possible.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
This allow to reduce the number of generated arc, but doesn't follow
SVG specification. This is just used internally and can't be used by
outside call.
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>