forked from enlightenment/efl
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@ -2,3 +2,8 @@ Carsten Haitzler <raster@rasterman.com>
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Till Adam <till@adam-lilienthal.de>
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Steve Ireland <sireland@pobox.com>
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Brett Nash <nash@nash.id.au>
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Tilman Sauerbeck <tilman@code-monkey.de>
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Corey Donohoe <atmos@atmos.org>
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Yuri Hudobin <glassy_ape@users.sourceforge.net>
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Nathan Ingersoll <ningerso@d.umn.edu>
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Willem Monsuwe <willem@stack.nl>
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@ -14,7 +14,13 @@ These routines are used for Evas Library interaction
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@author Carsten Haitzler <raster@rasterman.com>
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@author Till Adam <till@adam-lilienthal.de>
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@author Steve Ireland <sireland@pobox.com>
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@date 2000-2002
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@author Brett Nash <nash@nash.id.au>
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@author Tilman Sauerbeck <tilman@code-monkey.de>
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@author Corey Donohoe <atmos@atmos.org>
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@author Yuri Hudobin <glassy_ape@users.sourceforge.net>
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@author Nathan Ingersoll <ningerso@d.umn.edu>
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@author Willem Monsuwe <willem@stack.nl>
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@date 2000-2003
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@ -106,7 +112,7 @@ minimise redraws so that display is fast and interactive, and keep track of
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redraw logic. The power comes at a high-price, lots of extra code and work.
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Programmers not very familiar with graphics programming will often make
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mistakes at this level and produce code that is sub optimal. Those familiar
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with this kind of programming will simply get bored by writign the same code
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with this kind of programming will simply get bored by writing the same code
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again and again.
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Evas is a structural system in which the programmer creates and manages
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@ -134,15 +140,15 @@ This may look longer, but when the display needs to be refreshed or updated,
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the programmer only moves, resizes, shows, hides etc. the objects that they
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need to change. The programmer simply thinks at the object logic level, and
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the canvas software does the rest of the work for them, figuring out what
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actually changed in the canvas since it was lastdrawn, how to most
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actually changed in the canvas since it was last drawn, how to most
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efficiently redraw he canvas and its contents to reflect the current state,
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and then it can go off and do the actual drawing of the canvas.
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This lets the programmer think in a more natural way when dealing with a
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display, and saves time and effort of woring out how to load and display
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display, and saves time and effort of working out how to load and display
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images, render given the current display system etc. Since Evas also is
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portable across different display systems, this also gives the programmer
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the ability to have their code ported and display on different dislpay
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the ability to have their code ported and display on different display
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systems with very little work.
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Evas can be seen as a display system that stands somewhere between a widget
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@ -238,7 +244,11 @@ make install
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@todo (1.0) Document API
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@todo (1.0) Guard against image fills that are too big to calculate
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@todo (1.0) OpenGL engine needs to use texture meshes
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@todo (1.0) OpenGL engine needs texture cache and size setting
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@todo (1.0) OpenGL Engine needs YUV import API to YUV texture
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@todo (1.0) All engines need pixel import API
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@todo (1.0) Add parital render through composite layer api to engines
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@todo (1.0) Move callback processing to a queue and do it asynchronously
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@todo (1.0) Add button grabbing
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@todo (1.0) Add generic object method call system
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@ -249,6 +259,8 @@ make install
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@todo (1.0) Add font listing calls
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@todo (1.0) Add ability to check image comments & disk format
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@todo (1.0) Add group objects
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@todo (1.0) Export engine rnedering etc. API cleanly to Evas API
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@todo (1.0) Add smart object ability to provide rendering callback
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@todo (1.1) Make freetype optional and put in optional graymap font engine
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@todo (1.1) Free images if object invisible (and put back in chache)
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@todo (1.1) Check robustness of malloc/calloc/realloc failures.
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@ -258,20 +270,19 @@ make install
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@todo (1.2) Add external image loaders (application provided callbacks to load)
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@todo (1.2) Add loadable image loader module support (evas loads file.so)
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@todo (1.2) Add external image lodaer modules (application proivdes path to file.so)
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@todo (1.3) Add OpenGL GLX Engine
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@todo (1.3) Add X11 primtive engine
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@todo (1.3) Add X11 primtive engine (ie pixmap)
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@todo (1.3) Add Xrender engine (once xrender works fast/well)
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@todo (1.3) Add immediate mode drawing commands to image objects
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@todo (1.3) Fix FB engine to allocate vt and release properly
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@todo (1.4) Add SDL Engine
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@todo (1.4) Add ellipse objects (circle, arc, ellipse etc.)
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@todo (1.4) Add video/movie/animation objects
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@todo (1.5) Make software engine draw lines & polys with aa
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@todo (1.5) Make software engine draw lines & polys etc. with aa
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@todo (1.5) Add radial gradients to gradient objects
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@todo (1.5) Add Symbian Engine
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@todo (1.6) Add PalmOS Engine
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@todo (1.6) Add Win32 OpenGL Engine
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@todo (1.6) Add Apple OpenGL Engine
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@todo (1.7) Document Engine API
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@todo (1.7) Document engine API and other internals
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@todo (1.7) Allow any object to clip any other object, and not just rectangles
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@todo (1.8) Add more evas demos
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