this was making syntax errors much harder to debug and only served the purpose of further enabling shitty, nonconformant edc creating. removing now before it becomes an api break
Yes, it's a bad move. But I'd rather avoid breaking make check
for now until I have a proper test suite.
The script language has been changed to Lua, and so its
limitations and syntax are not the same. Remember this is a beta
API so it shouldn't even be exposed to normal apps.
Depending on the "filled" flag, adjust how the image is filtered.
Filled: take padding into account and zoom out original image if needed
Non filled: we're tiling anyways, so padding doesn't have any meaning
This adds filter support to Image objects as well.
The exact same filters can run on Text and on Images
(provided some colorspace limitations are respected).
This basically adds:
- Support for RGBA input buffer
- Eo entry points for Image filter support
- Implement basic filter support in Evas_Image
It was a pretty stupid idea to write a parser for a custom language
when we already have Lua as a dependency and it's so beautiful and
easy.
There is a fallback function to allow for compatibility with legacy
filters. But that broken syntax is not recommended. I'll probably
remove it soon.
All the test cases I have in my example app work fine with this
compatibily layer.
Since Lua is already a dependency for Edje, I believe it is safe
to add it as a dependency for Evas as well.
This will be used to replace the (bad) scripting language used for
the Evas filters (text effects).
Before this change, all the .eo files of the directories given with -I
option were parsed. Most of this information was not necessary at all,
since only the classes belonging to the inheritance of the class given
as parameter were needed.
Now, during the parsing of the given class, the inherits classes are
searched and parsed.
A condition is needed to make it work well. To find a filename for a
class, we consider the lowercase of the class name as the filename we
have to parse.
e.g, Elm_Button -> elm_button -> elm_button.eo
It considerably reduces the generation time.
A fix in the tests was needed.
this is enabled for all scripts within a group, and it should only be used if you:
1) know what you are doing
2) know why this is unsafe (T905)
@feature
this allows for program.source to be omitted 99% of the time since most sources in an application/library will be the same within a single group
@feature
this allows any number of parts/programs to be added by name into a logical grouping which can then be referenced inside a program.
eg.
before
------
program { signal: XYZ; source: 123;
action: STATE_SET "default";
targets: "sup" "dawg" "parts" "up" "in" "dis" "progrizzle";
}
program { signal: ABC; source: 123;
action: STATE_SET "notdefault";
targets: "sup" "dawg" "parts" "up" "in" "dis" "progrizzle" "tooizzle";
}
======
after
------
target_group: "default" "sup" "dawg" "parts" "up" "in" "dis" "progrizzle";
program { signal: XYZ; source: 123;
action: STATE_SET "default";
group: "default";
}
program { signal: ABC; source: 123;
action: STATE_SET "notdefault";
group: "default";
target: "tooizzle";
}
@feature
in today's modern world of fast-paced, HTML5-driven, C++-riddled
development, nobody wants to spend hours typing out long words like
"description" or "mouse_events" or "name". there's no time for it
and certainly nobody is going to allocate budget for this sort of
keyboard-related nonsense.
enter lazEDC: the solution for edje-loving keyboard jockeys everywhere.
by breaking the parser of edje_cc with the strength of 10 frenchmen,
new, shorter keywords such as "nomouse" can be used in place of lengthy,
rambling statements like "mouse_events: 0", and things like
part { name: "clip"; type: RECT; description { state: "default" 0.0; }}
can now be written as
rect { "clip"; }
with the exact same effect.
initial tests show that complex and terrible edc files such as the infamous
"genlist.edc" can be reduced in size by over 15% using these new features.
see edcref for docs, and genlist.edc for examples
@feature
@awesome