Jorge wrote:
> .....
>>     Let's consider the first part above only, and let me ask you this: What
>> are the successful/modern gfx *apis* out there used for building guis, what
>> are
>> their models, what are their primitives, how do they deal with extensibility
>> or custom rendering. Take a look at say Flash, Silverlight, and Qt..., and
>> let
>> me know what you see there.
>>     There are others as well, but if you look at just these and give a
>> synopsis
>> of what's there, we can compare with evas and/or some possible other thing
>> and
>> continue with greater insight and foresight. :)
>>     
>
> Im not sure if this comparative will be fair, the technologies you
> have named are products not libraries, is a full set of objects /
> classes / descriptions / whatever given as a whole to match a product,
> my mail was more in the sense of how to change things internally in
> evas that will allow several features externally.
>
> You might see evas as a product from several perspectives, from the
> object's POV: a library that only gives you a few type of objects:
> line, rectangle, polygon, images and gradients, text, etc and has a
> single clipping mechanism; but the idea was how to make more objects
> easily and still have the possibility to make those objects hw
> accelerated, not what others have that we dont.
>   

      Well, if you take out things related to gui builders and such, they're
really just 'libs', they expose a set of structures and funcs one can call
on - it doesn't really matter that they use different programming languages
have different runtimes, use classes, and whatnot.
      What's common to them all is they build a retained-mode gfx model out
of a fairly standard immediate-mode vgfx drawing model. The method used to
obtain extensibility may vary somewhat, but at its heart it's derived by
letting you create new retained-mode 'types' via the use of the immediate-
mode drawing api to define how to draw new types (and some other aspects to
allow for specifying how to manipulate them in various ways).

      The point here being that evas lacks such an immediate-mode api, whether
vgfx or otherwise, which limits the way that new 'type' can be defined in
certain ways. One could try and build one such immediate-mode gfx api, say
a vgfx one like these, and use that.. or one can try and do it the other way
around -- use some set of objs the canvas supports (perhaps all) to 'define'
the immediate-mode gfx api indirectly, and feed this back in.

      BTW, hw accelearated really has little to do with this per se, that's
just a matter of whether your obj rendering can be easily represented by
whatever hw accelerated api you have to work with.


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