On Thu, Jun 12, 2008 at 2:54 PM, Gustavo Sverzut Barbieri
<[EMAIL PROTECTED]> wrote:
> Break it, as you say, sooner the better. But we need to make sure the
> semantic is well defined and we can handle the cases in a consistent
> way.

Yes ! I like to break things !

And as I prefer to speek with API in front of my nose, here is a
proposed starting point. One that will use FPU :
- void evas_object_polygon_point_add(Evas_Object *obj, float x, float
y); /* Value for x and y between 0.0 and 1.0 */
The engine will receive a list of point in this float representation
with object geometry and clip info. Conversion from float to real
Evas_Coord will be done once and for all on change (resize or
point_clear).

If we don't want FPU, we could have :
- void evas_object_polygon_viewport_set(Evas_Object *obj, int w, int h);
- void evas_object_polygon_viewport_get(Evas_Object *obj, int *w, int *h);
- void evas_object_polygon_point_add(Evas_Object *obj, Evas_Coord x,
Evas_Coord y);

Of course we can stay with the old API, and just say that more point
we add more it extend the internal viewport. But I don't like this at
it will silently break the API and it sound hard to understand what
the real size of viewport is.

So which one do you prefer ?
-- 
Cedric BAIL

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