On Thu, Jun 12, 2008 at 10:31 AM, Cedric BAIL <[EMAIL PROTECTED]> wrote:
> 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 ?

Still unsure.

The only app that INdT used poly was a map, to draw the route paths
and other details. In that case we know (x,y) for sure, move was
interesting, resize was not. With current api we just clear+move
points ourselves. With your api we need to convert back and forth
float points for no real good... but that's just one use case...
Others?

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--------------------------------------
MSN: [EMAIL PROTECTED]
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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