Evas.Common_Interface not only had a bad name, it also
wasn't in line with how we can get a loop object, for
instance.
Use eo_provider_find in each implementing class.
This is legacy stuff. I wish we could hide it from our inheritance
entirely. Instead, just make it abstract, remove all functions from
eo (doable here) and rename with the keyword "internal" in the new
ugly java style name.
The implementation depends on creating different code paths from the now-legacy
behavior of text appending.
The annotation system introduced in this commit replaces the current way of
applying formats on text.
Up until now it has been quite a hassle for the user to control the formats, as
it required keeping track of the format positions with an opener and closer
formats almost every time (with the exception of own-closing formats).
The combination of Efl.Text API along with the Efl.Canvas.Text annotation API
essentially replaces the capabilities of the old format.
There is additional annotation API to allow more control, so be sure to check
the documentation/.eo files and the wiki page of Efl.Canvas.Text.
The style API now accepts actual strings of format style. There is not longer
need to instantiate as style with style_new() followed later by style_free().
@feature
Vanvas3d and VG are still conisereed beta. For the rest we are going to sort
this out over the next days/weeks. Either EO API flag removed or put under BETA.
This moves Efl.Pointer.Event back to Evas. Originally I wanted
to share this class with Ecore but eventually I didn't need to
do so, since only ecore_evas (which depends on evas) really needs
access to these.
The internal data struct is not moved out of efl (yet?)
So I forgot to clean my hard drive from previously generated files,
and obviously everything still worked. This lead to having to roll back
evas_smart_clipped.eo as a public eo object until we merge elementary.
Still I would like someone to take a look at elm_pan.eo and figure out
how to not rely on smart clipped there.
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...)
Efl.Canvas.Snapshot and Efl.Canvas.Proxy are specialized
classes previously implemented as features of Evas.Image.
Note: this half of the work, as I suffered from a bad
merge and rebase with my work branch on top of master.
Summary:
evas_3d: removed unnessecary defines
Evas_Real was allready defined.
The typedefs of the Eo types can be avoided by fixing the include order
Reviewers: cedric, stefan_schmidt, tasn
Reviewed By: stefan_schmidt, tasn
Subscribers: stefan_schmidt, cedric
Projects: #efl
Maniphest Tasks: T2658
Differential Revision: https://phab.enlightenment.org/D2974
Summary: Now mechanism of creation of primitives is similar to model loading.
Reviewers: Oleksander, Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2516
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
**`Creating API for primitives.`**
//What should be in the end://
- Class evas_3d_primitive inherited from eo.base
- Unificated API of mesh for setting data from primitives
- API's of primitives to get/set precision, ratio, type, tex_scale etc.
- code of primitives in separated modules
//Steps://
**1.) Enum for types of primitives**
2.) Copies of primitives in modules
3.) Eo and c files for class of primitive
4.) In common create picker of module
5.) API function in mesh.c
6.) Binding of new realization
7.) Rewriting of examples
8.) Deleting of old files for primitives
//Also this commit will be usable in parsing EDC by edje//
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2359
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Used engine function for load image/data and use texture unit through
Evas_GL_Image object
Used Evas_ColorSpace format instead Evas_3D_Color/Pixel format
Added transformation matrix for adjusting texture unit coordinates in shader
Added property in Evas_3D_Texture for mark possibility get texture without atlas
(see https://phab.enlightenment.org/conpherence/54/, I suppose it will done
after this patch)
Reviewers: Hermet, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2371
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Add pointer to target billboard node in Evas_3D_Node
Skip set flags change orientation for billboard node
Add method node_billboard_update to use it for change orientation during traverse
by nodes
Split API evas_3d_node_look_at_set to have possibility change orientation of node
without set flags
Reviewers: cedric, Hermet
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D2245
Summary:
Add class and type Evas_3D_Callback like wrapper under smart object
Incapsulate Evas_3D_Callback in Evas_3D_Object
Add virtual function register and unregister in Evas_3D_Object
Add function evas_3d_callback_call
Add callbacks clicked and collision for Evas_3D_Node
@feature
Reviewers: raster, Hermet, cedric
Reviewed By: cedric
Subscribers: artem.popov, cedric
Differential Revision: https://phab.enlightenment.org/D1914
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
See first part https://phab.enlightenment.org/D1811 (backend, gl)
Add get/set for color pick mode at evas_3d_mesh and evas_3d_scene
Add evas_3d_node_color_node_mesh_collect function to collect data at force rendering
Add state flag for scene to avoid useless force rendering in case scene wasn't changed
Add functionality for color pick in evas_3d_scene_pick method
Reviewers: Hermet, raster, cedric
Reviewed By: cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1956
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
Added additional texture and framebuffer for rendering meshes to it.
Added function that return OpenGL id additional texture
Added function that return color from target texture by mouse pick coordinates
Added function that render need meshes to target texture
Added engine wrappers for possibility force render to texture
@feature
Reviewers: Hermet, raster, cedric
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1811
Signed-off-by: Cedric BAIL <cedric@osg.samsung.com>
Summary:
There will be several methods to set orientation in edc, so we have decided to make one big vector,
the main reason is that we use quaternion by default, but look_at, for example, is given as 6 coordinates.
Reviewers: Hermet, cedric, raster
Subscribers: cedric
Differential Revision: https://phab.enlightenment.org/D1693