Summary:
Efl_Text_Cursor_Handle was being declared twice, confusing the C#
generator. This commits updates it to be singly defined in the
text_types eot file.
Reviewers: segfaultxavi, ali.alzyod
Reviewed By: segfaultxavi
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10726
Summary:
pad.h/v are integer varaibles, and also parameters h/v are too.
so that it is not needed to compare them like they are floating pointer.
Reviewers: bu5hm4n, segfaultxavi
Reviewed By: segfaultxavi
Subscribers: segfaultxavi, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10722
Summary:
Implementation of new cursor text object.
This Patch Contains :
1- Remove Efl.Text.Cursor & Efl.Text_Markup_Interactive interfaces and replace them with one Class Efl.Text.Cursor
=> there are some modifications on cursor methods
2- Update all related classes to use Efl.Text.Cursor object instead of the old interfaces
3- If class uses Efl.Text_Cursor_Cursor (handle), mainly annotation it will stay as it is until we update other annotations into attribute_factory
4- Add main cursor property into efl.text.interactive
5- Add cursor_new method in efl.ui.text (I think we may move it into efl.text.interactive interface)
There still some parts that need discussion: especially cursor movement functionality, I prefer to move function with Enum, instead of special function for each movement.
```
enum @beta Efl.Text.Cursor_Move_Type
{
[[Text cursor movement types]]
char_next, [[Advances to the next character]]
char_prev, [[Advances to the previous character]]
cluster_next, [[Advances to the next grapheme cluster]]
cluster_prev, [[Advances to the previous grapheme cluster]]
paragraph_start, [[Advances to the first character in this paragraph]]
paragraph_end, [[Advances to the last character in this paragraph]]
word_start, [[Advance to current word start]]
word_end, [[Advance to current word end]]
line_start, [[Advance to current line first character]]
line_end, [[Advance to current line last character]]
paragraph_first, [[Advance to current paragraph first character]]
paragraph_last, [[Advance to current paragraph last character]]
paragraph_next, [[Advances to the start of the next text node]]
paragraph_prev [[Advances to the end of the previous text node]]
}
move {
[[Move the cursor]]
params {
@in type: Efl.Text.Cursor_Move_Type; [[The type of movement]]
}
return: bool; [[True if actually moved]]
}
```
or old way:
```
char_next {
[[Advances to the next character]]
// FIXME: Make the number of characters we moved by? Useful for all the other functions
return: bool; [[True if actually moved]]
}
char_prev {
[[Advances to the previous character]]
return: bool; [[True if actually moved]]
}
char_delete {
[[Deletes a single character from position pointed by given cursor.]]
}
cluster_next {
[[Advances to the next grapheme cluster]]
return: bool; [[True if actually moved]]
}
cluster_prev {
[[Advances to the previous grapheme cluster]]
return: bool; [[True if actually moved]]
}
// FIXME: paragraph_end is inconsistent with word_end. The one goes to the last character and the other after the last character.
paragraph_start {
[[Advances to the first character in this paragraph]]
return: bool; [[True if actually moved]]
}
paragraph_end {
[[Advances to the last character in this paragraph]]
return: bool; [[True if actually moved]]
}
word_start {
[[Advance to current word start]]
return: bool; [[True if actually moved]]
}
word_end {
[[Advance to current word end]]
return: bool; [[True if actually moved]]
}
line_start {
[[Advance to current line first character]]
return: bool; [[True if actually moved]]
}
line_end {
[[Advance to current line last character]]
return: bool; [[True if actually moved]]
}
paragraph_first {
[[Advance to current paragraph first character]]
return: bool; [[True if actually moved]]
}
paragraph_last {
[[Advance to current paragraph last character]]
return: bool; [[True if actually moved]]
}
paragraph_next {
[[Advances to the start of the next text node]]
return: bool; [[True if actually moved]]
}
paragraph_prev {
[[Advances to the end of the previous text node]]
return: bool; [[True if actually moved]]
}
```
Reviewers: woohyun, tasn, segfaultxavi
Reviewed By: woohyun
Subscribers: a.srour, bu5hm4n, segfaultxavi, cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10542
now if one of the event handlers calls animation_stop in a callback to
EFL_CANVAS_OBJECT_ANIMATION_EVENT_ANIMATION_PROGRESS_UPDATED, then
pd->in will be freeed. Which means, in the next event handler the
address taken by &pd->in->progress might be invalid, leading to a crash.
With this commit this is a address on the stack, which should fix this.
Summary:
when a callback is called, the in pointer might be free'ed, we should be
more carefull with that.
fix CID1407682
Reviewers: segfaultxavi
Reviewed By: segfaultxavi
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10713
Summary:
After the item is packed into the box,
the min of the item can be initialized with content_set working.
content_set calls parent_set and checks the theme when calling parent_set.
At that time, if theme is changed in the parent of layout using hoversel,
call theme_apply(efl_ui_layout) to make min value 0, 0.
This patch can avoid it.
Test Plan: N/A
Reviewers: YOhoho, Hermet, woohyun, zmike, Jaehyun_Cho
Reviewed By: Jaehyun_Cho
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10712
Summary:
cos function is much much more accurate than cosf.
this patch replaces cosf by cos to gain more accuracy.
Reviewers: cedric, jsuya, vtorri
Subscribers: vtorri, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10695
Since vector tree nodes are reusing instead of reconstrucion,
We make it sure that dangling nodes invisible by clearing all nodes visibility.
Only valid nodes will be reset to visible while setting up in the progress.
It seems they run this on many Github projects automatically now:
https://lgtm.com/projects/g/Enlightenment/efl
From my playing around it had 970 "recommendations" to fix our FIXME
tags. Filtering out this noise by using this config file to exclude the
query.
It also seems to pick up the python scripts as Python2 and has wrong
reporting due to this as well.
Signed-off-by: Stefan Schmidt <s.schmidt@samsung.com>
Reviewed-by: Marcel Hollerbach <mail@marcel-hollerbach.de>
Differential Revision: https://phab.enlightenment.org/D10699
we are going to add this description anyways, no need to count here
again. I think this is not really making anything really faster, its
more keeping things consistance.
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10689
this now all migrated to Efl.Canvas.Object.Animation
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10667
Summary:
i was not able to run the example before this commit, nor after this
commit. However, i had to migrate this, as i want to remove the player
object.
Depends on D10637
Reviewers: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Reviewed-by: Hermet Park <hermetpark@gmail.com>
Differential Revision: https://phab.enlightenment.org/D10666
with this commit we move from using the player object to using the mixin
that was introduced a few commits before. The new mixin is way easier to
use here, we safe a lot of code, we also only need 1 object instead of
4. (And overall, everything just gets sooooo much more easier).
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10637
the mixin can handle the same things as the player. Additionally, the
usage of the mixin simplifies the animation usage alot.
Reviewed-by: Cedric BAIL <cedric.bail@free.fr>
Differential Revision: https://phab.enlightenment.org/D10636
this brings the animation to the canvas object. All the controls of the
animation now do now require a player object anymore, you can just use
the API that is directly on the Efl.Canvas.Object object.
wip animation player replacement
Differential Revision: https://phab.enlightenment.org/D10615
There exist several flags to indicate whether an object should be animated, with inconsistent names:
Efl.Canvas.Layout.animation: bool indicating if Edje animations should be played
Efl.Ui.Spotlight_Manager.animation_enabled: bool indicating if page transitions should be animated
Efl.Canvas.Animation_Player.animation: Efl.Canvas.Animation object
This commit unifies all of them: "animated" is now a flag, and "animation" is an object.
Note: Animation_Player is in the process of being replaced by an "animation" property in the
Efl.Canvas.Object, hence the need for non-clashing animation flags.
Reviewed-by: Marcel Hollerbach <mail@marcel-hollerbach.de>
Differential Revision: https://phab.enlightenment.org/D10645
Summary:
Doxygen only copies to the output folder ("html") images included through
the \image tag. However, we have several images included using \htmlonly
blocks with <img> tags inside, which also need copying.
Old makefiles included code to manually copy all pngs, and this patch does
the same for meson.
I apologize for needing an external script just to run "cp -rf", it looks
like meson does not allow wildcards passed to "cp".
Files not in the output folder won't be included in the tarball and won't
be distributed.
Test Plan:
Generated documentation now includes images for pages like:
`group__Eina__List__Group.html#details`
Reviewers: bu5hm4n, lauromoura
Reviewed By: bu5hm4n
Subscribers: cedric, #reviewers, #committers, myoungwoon
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10690
Summary:
The vertical slider(!horizontal) should not be inverted when mirrored.
This patch fixes and cleans up this.
Test Plan:
elementary_test -to slider
elementary_test -to efl.ui.slider
UI-Mirroring on/off and observe vertical slides.
Reviewers: woohyun, cedric, bu5hm4n
Reviewed By: woohyun
Subscribers: #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10693
It turns out ector engine doesn't use any color mixing with gradients fill.
Removed unnecessarities unless we can find a way to use them in the future.
Summary:
When the slider moves using step,
_drag_value_fetch(), _val_fetch() calculates a value from position of edje_part.
Then the calculated value is updated.
However, this causes a slight error.
This patch updates value first when moving with steps.
* Test Example
```
Evas_Object *sl = elm_slider_add(bx);
elm_slider_min_max_set(sl, -5, 5);
elm_slider_value_set(sl, 0.0);
elm_slider_step_set(sl, 0.1);
evas_object_size_hint_align_set(sl, EVAS_HINT_FILL, EVAS_HINT_FILL);
evas_object_size_hint_weight_set(sl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
evas_object_smart_callback_add(sl, "changed", _change_cb, NULL);
```
```
void
_change_cb(void *data, Evas_Object *obj, void *event_info EINA_UNUSED)
{
double val = elm_slider_value_get(obj);
if (val == -5.0) printf("val[%f] == -5.0 \n", val);
if (val == -4.0) printf("val[%f] == -4.0 \n", val);
if (val == -3.0) printf("val[%f] == -3.0 \n", val);
if (val == -2.0) printf("val[%f] == -2.0 \n", val);
if (val == -1.0) printf("val[%f] == -1.0 \n", val);
if (val == 0.0) printf("val[%f] == 0.0 \n", val);
if (val == 1.0) printf("val[%f] == 1.0 \n", val);
if (val == 2.0) printf("val[%f] == 2.0 \n", val);
if (val == 3.0) printf("val[%f] == 3.0 \n", val);
if (val == 4.0) printf("val[%f] == 4.0 \n", val);
if (val == 5.0) printf("val[%f] == 5.0 \n", val);
}
```
If you move the slider using step in this test,
You can see that some logs are not visible. (Some values are incorrect)
Test Plan:
elementary_test -to slider
elementary_test -to efl.ui.slider
Reviewers: woohyun, cedric, bu5hm4n
Reviewed By: woohyun, bu5hm4n
Subscribers: bu5hm4n, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10662
Anything starting with http://, ftp:// or file:// is automatically
converted into a link by doxygen. However, we have a few instances
where we do not want this. Fortunately, doxygen allows using % to
forbid specific words from being linked.
Summary:
i was not able to run the example before this commit, nor after this
commit. However, i had to migrate this, as i want to remove the player
object.
Depends on D10637
Reviewers: Hermet
Subscribers: cedric, #reviewers, #committers
Tags: #efl
Differential Revision: https://phab.enlightenment.org/D10666