Test 23: load lots of scaled images and draw them
Problem: cs2 fails to load more images at some point. (root cause to be fixed!)
After that, client expects some data, but there is none, so it segfaults.
The "compose" component of the ecore input events must be translated to
the correct value when CTRL keys are pressed. This implementation was
copy & pasted from the xcb backend.
Also changes the default window type to ECORE_WL_WINDOW_TYPE_TOPLEVEL as it is
the most used case. If someone needs another type, set it manually.
Signed-off-by: Eduardo Lima (Etrunko) <eduardo.lima@intel.com>
extn_data_size is not equal to extn_data_off,
current class data size and data offset must be substracted first
elementary_test bubble peak usage goes from 13.7 MiB to 12.5 MiB
This reverts commit 9473c4a9a5.
This commit is not correct. It just goes through every font in the
fontset, which is usually all the fonts in the system and tries to get
their ascent/descent and by that getting the max ascent/descent. This
won't work nicely.
The solution is to properly fix textblock, if you think there's
something lacking (I.e in the same way I did text).
However, my changes did not change previous behaviour, but were just
wrappers, so I don't see why extra changes would be needed. Please
elaborate.
I'm reverting this because:
1. I don't think it's correct.
2. It severly broke e in some cases (reference:
http://www.enlightenment.org/ss/e-51b5d5e98cd387.04568822.png ).
- Add code to allow Async Render with Wayland_Egl
(NB: Currently disabled. Evas_Textgrid borks when this is enabled)
- Create ecore_wl_window first so we can get surface and pass to evas.
- During show, we no longer need to pass the surface to evas.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
AND get the surface for it...so that we can pass the surface directly
to the evas engine.
NB: Works. nothing broken.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
- In common_render_updates_process, calls to window_damage will
Accumulate the damage, so add a call After to push damages.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
- Setenv for egl_platform before we init gl/egl, etc
- Ignore check for NULL surface to indicate destroying (this is all
not need now).
Signed-off-by: Chris Michael <cp.michael@samsung.com>
When destroying window, also destroy animator callback.
Change ecore_wl_window_damage function to Only do damage.
Add separate ecore_wl_window_commit function to push those accumulated
damages.
In ecore_wl_window_surface_create, if the window already has a
surface, return that ... Not Null.
During window show, only create a shell_surface if it does not Already
exist.
Signed-off-by: Chris Michael <cp.michael@samsung.com>
keypress, but rather Only on they actual modifier event.
Add some printf debugging for Non-Printables like Ctrl, etc
Signed-off-by: Chris Michael <cp.michael@samsung.com>