Commit Graph

29682 Commits

Author SHA1 Message Date
Cedric BAIL 5e75d607c6 ector: initial introduction.
Idea for this library is to become a retained mode drawing library that use
Eo/Eolian for its API and take a lot of the good design from Enesim by
Jorge Zapata and Jose Gonzalez (http://enesim.org/).
2015-04-03 16:14:56 +02:00
Cedric BAIL 411bb5b64e efl: use Efl_Geometry_Shape. 2015-04-03 16:14:55 +02:00
Cedric BAIL 14dcad09c0 efl: add an interface for Efl_Geometry_Shape. 2015-04-03 16:14:54 +02:00
Cedric BAIL a247ddeceb evas: fix Evas_VG eo files. 2015-04-03 16:14:52 +02:00
Cedric BAIL 3447936adb evas: implement all Evas_VG_Shape property. 2015-04-03 16:14:51 +02:00
Cedric BAIL b50931a5ca evas: actually compile Evas_VG_Shape. 2015-04-03 16:14:50 +02:00
Cedric BAIL 8097b8ab47 evas: move Evas_VG_Node structure declaration into a shared header to use it directly from Evas_VG. 2015-04-03 16:14:48 +02:00
Cedric BAIL 2e6cc1a173 evas: fix prototype and correctly call the function. 2015-04-03 16:14:47 +02:00
Cedric BAIL ea9330bfe8 evas: declare internal evas_vg helper. 2015-04-03 16:14:46 +02:00
Cedric BAIL 3d37f150c7 eo: internal variable should not have that much chance to conflict prefix them with ___. 2015-04-03 16:14:19 +02:00
Cedric BAIL ae5472379f evas: handle path set on shape object. 2015-04-03 16:13:13 +02:00
Cedric BAIL 1e5c596ca3 evas: implement stupid bound get at container level. 2015-04-03 16:13:12 +02:00
Cedric BAIL 7f072eb607 evas: add Efl.File interface to Evas_Object_VG. 2015-04-03 16:13:11 +02:00
Cedric BAIL 161b7b93e2 evas: add Evas_VG_Image. 2015-04-03 16:13:07 +02:00
Cedric BAIL fa2f4e969e evas: implement Evas_VG_Node stacking functions. 2015-04-03 16:13:06 +02:00
Cedric BAIL 9dcf840ade evas: Evas_VG_Root_Node should only be attached to an Evas_Object_VG. 2015-04-03 16:13:05 +02:00
Cedric BAIL 95e70ee5cb evas: remove unecessary duplicated code. 2015-04-03 16:13:03 +02:00
Cedric BAIL 7b759ceeca evas: add evas_vg note. 2015-04-03 16:13:02 +02:00
Cedric BAIL 45ccb8f6d1 evas: add utility function to build path. 2015-04-03 16:13:00 +02:00
Cedric BAIL 9ba6e1a0ae evas: add initial Evas_Object_VG.
Evas_Object_VG is meant to become an object that can hold a SVG
scenegraph inside of it.
2015-04-03 16:12:59 +02:00
Cedric BAIL 659d3c4fd7 eina: add eina_matrix.
This code come from Enesim and was done by Jorge. I did just take care
of changing the namespace and coding style.
2015-04-03 16:12:48 +02:00
ChunEon Park 2b0fb1ea1d evas/common Fixed incorrect blend pixel color logic in neon.
previously, it had the remaining value issues on blending computation.
The blending color result was in correct.

Signed-Off-By: Vladimir Kuramshin <v.kuramshin@samsung.com>
2015-04-03 19:48:30 +09:00
Jean-Philippe ANDRE 2748fae3f4 Evas GL common: Fix shaders for GLX
Oops! There had to be a breakage somewhere. That's it :)
Thanks Oleksander Shcherbina for the report.

Fixes T2266.
2015-04-03 17:57:07 +09:00
Jean-Philippe Andre 676c10b153 Evas GL common: Fix GL masking with 12,21,22 sampling
This is a new feature introduced by the shaders refactoring:
even masking shaders now support smooth sampling of the masked image
using the special 12,21,22 shaders.

Also, refactor the list of texture bindings so that it's
automatically generated by the script, as opposed to being a
manual list...
2015-04-03 15:45:07 +09:00
Jean-Philippe Andre 61ab78d3f1 Evas GL common: Fix shader sampling and check nomul
Now that the shader select function checks the values of "sam"
and "nomul", we can avoid sending the color to the shader when
it's a "nomul" shader. This will most likely give a performance
boost of roughly 0.00000001%.
2015-04-03 11:26:14 +09:00
Jean-Philippe Andre f8f1a3e9ed Evas GL common: Factorize GL shader selection code
Improve the shader selection function to handle all possible
cases. Only images really need special handling as they
support so many parameters.
2015-04-03 11:26:14 +09:00
Jean-Philippe Andre a3de2ee3fd Evas GL common: Factorize shader generation code
Remove all individual shaders, factorize everything into
one vertex and one fragment shader. All previous functionality
has been kept as is[*]. Some new features have been added
(new shader types).

This is a first step in simplifying and improving the shaders system.
Next: simplify shader selection

[*] Yeah, that's quite a bold statement here. Maybe I broke everything.
2015-04-03 11:26:13 +09:00
Jean-Philippe Andre 8586b75a2a Evas masking: Remove map_mask shaders
Those are now duplicates of IMG_MASK
2015-04-03 11:26:13 +09:00
Mike Blumenkrantz ac11a9cb36 edje: move Edje_Color_Class->desc to end of struct
this allows memory layout compatibility with Elm_Color_Class
2015-04-02 15:20:21 -04:00
Mike Blumenkrantz 5a61ee107c edje: return immediately when setting color class if class is not in use 2015-04-02 15:15:31 -04:00
Daniel Kolesa f4baae3f14 elua: lualian generator code cleanup 2015-04-02 16:18:37 +01:00
Daniel Kolesa 72579fcaf7 elua: cleanup lualian class generation 2015-04-02 15:08:47 +01:00
Stefan Schmidt 1b6aa2b23b edje_cc: Add options -V/--version to show edje_cc version.
Requested to ease debugging on deployments.

Fixes T2213
2015-04-02 15:52:06 +02:00
Stefan Schmidt 0774045511 eet: Add options -V/--version to show eet version.
Requested to ease debugging on deployments.

ref T2213
2015-04-02 15:40:05 +02:00
Stefan Schmidt 3d5357b6ab eet: List -h option in help message 2015-04-02 15:32:06 +02:00
woochan lee 48f4f1b837 Eeze.h: Delete white space.
Summary: Delete white space in Eeze.h

Reviewers: cedric, Sergeant_Whitespace

Subscribers: cedric

Differential Revision: https://phab.enlightenment.org/D2246
2015-04-02 14:47:43 +02:00
Carsten Haitzler fc07dc893f ecore_evas - eetpack utility for packing files (imgs) into eet files
this adds a new utility called "eetpack" that uses eet, ecore_evas,
eina and evas to stuff images with various compressions/encodings (as
well as raw data in a simple way) into eet files like edj files or any
eet archive. can be used in combination with the "eet" utility and
edje_cc generated edj files.

@feature
2015-04-02 11:50:08 +09:00
Daniel Kolesa e663773d9e elua: only check gettability in __index with no keys 2015-04-01 14:22:00 +01:00
Daniel Kolesa 34beed984d elua: clarify comments in eo.lua (explain how the property system works) 2015-04-01 14:20:08 +01:00
Carsten Haitzler 1551268280 efreetd - cache - fix handling a text index file with 0 length lines
this fixes an efreetd cache crash where files like icon.exts might
have lines with just a newline and no extension/content on the line.

@fix
2015-04-01 20:44:57 +09:00
Andrii Kroitor 7271c99b3c edje_calc: fix SEGFAULT on new parts
Summary: new part added with edje_edit_part_add has NULL previous description

Reviewers: cedric, zmike, seoz, Hermet, raster

Subscribers: FurryMyad, cedric, reutskiy.v.v

Differential Revision: https://phab.enlightenment.org/D2272
2015-04-01 07:25:12 -04:00
Stefan Schmidt eae15fbb28 ecore: Move documentation for ecore_timer_add at the correct place.
Many thanks to Vinicius dos Santos Oliveira for spotting this and
pointing it out on the mailing list.
2015-04-01 10:23:00 +02:00
Mike Blumenkrantz 89809bdf55 edje calc now more correctly forces recalc for child groups on state change
in the event of fixed size -> non-fixed size (eg. previous commit optimization),
this calc would no longer occur, so we need to queue it. also if fixed.w or
fixed.h changes value for a group part, we must recalc the group to ensure correct
sizing occurs
2015-03-31 23:31:11 -04:00
Mike Blumenkrantz 15f8d943aa edje calc no longer performs calculations for group parts of fixed size > 0
when I said > 0 in the last commit message, I was thinking ahead to this commit
which I knew I would later have to make, but had not yet written because I had not
spent the requisite number of hours debugging the code to know that I needed to
have the check in both the code and the commit message

ref 3a451650d2
2015-03-31 23:31:11 -04:00
Jean-Philippe Andre 1864362aaf Evas masking: Implement polygon masking (GL) 2015-04-01 11:02:18 +09:00
Jean-Philippe Andre e38f5cafd5 Evas masking: Ensure texture is up-to-date before drawing (GL) 2015-04-01 11:02:18 +09:00
Jean-Philippe Andre 2b1e221fd9 Evas GL common: whitespace fixes 2015-04-01 10:42:42 +09:00
Jean-Philippe Andre ed157ee67b Evas masking: Implement line masking in GL
This commit also introduces a few whitespace changes...
2015-04-01 10:39:36 +09:00
Jean-Philippe Andre 740995e089 Evas GL generic: Simplify "scaled" images (used for masking)
Invert the meaning of scaled (w,h), so that im->(w,h) corresponds
to the final scaled size, and the original size is stored directly
in the texture itself.

This simplifies code a little bit.

Also, lift the limitation on the maximum texture size, as those
virtual textures are not limited by GPU texture size.
2015-04-01 09:59:49 +09:00
Jean-Philippe Andre 32009a0e8c Evas masking: Refactor GL code
Use the same method as for map masking:
- Pass absolute geometry of the mask to the push functions,
- Compute absolute position in the shader (like gl_Position)
  and apply scaling factor + offset to sample the mask.

Masking now uses a single vec4 attribute instead of hi-jacking
other vertices.

This way, all masking shaders share the same code and are way
simpler. On the other hand, the vertex shaders have a little bit
more work to do.
2015-04-01 09:53:55 +09:00