post event callbacks must return 0 to stop processing when an event is
consumed, and 1 when processing should continue. this is the only place in
all of efl which used this functionality, and it did so incorrectly.
@fix
ref 248b6beeee
ref D2393
so bu5hman pointed out a compile warning from clang that
{ 0x20000, 42711, EVAS_SCRIPT_HAN },
has 42711 exceeding a signed short. true. so this should be an
unsigned short. but this drew me to the fact the whole array could be
shorter by packing this short with the style memeber after it making
them pack into a nicely aligned 4 byte chunk next to the start unicode
value before it, thus chopping 1324 bytes off this table. even worse
the 8192 entry fast table above is using a full 32bits per entry where
they data they store is not even exceeding 7bits, so move this to an
unsigned char saving another 24k. this should reduce cache misses and
memory footprint and binary footprint of the evas .so files etc.
@fix + @optimize
as per mailing list discussion about dropping xcb support now. it
hasn't been complete for a long time, thus not recommented for being
turned on. as we are moving to a wayland world xcbmakes even less
sense. as agreed, time to clean up a bit and remove a distraction as
well as not well tested code. this also updates po's too.
@feature
Clang 3.9.0 told me:
warning: passing an object that undergoes default argument
promotion to 'va_start' has undefined behavior [-Wvarargs]
So I told it to shut up and changed Eina_Bool to int.
Note that edje_edit_state_external_param_set has the same issue.
I'm trying to fix a crash that seems to happens in some very odd
circumstances under stress testing. I have absolutely no idea
what is going wrong... So let's just add some extra safety.
This fixes a a crash on NULL and ensures the EAPI call is
done on an elm_image. Just checking NULL is not good enough
as _efl_ui_image_sizing_eval() doesn't check the type first.
The original solution was really complex and relied on
transforming the current gl_Position into the screen
coordinate in pixels, and map that to the pixel position
in the mask.
This new solution simply pushes the required vertices for
the mask, based on its geometry. This fixes masks when used
in a rotated window.
Why was it so hard to get right? :(
@fix