Jorge wrote:

> As you have seen I've added a few more libraries to the repository,
> ill summarize what got it ;)
>
> Ekeko:
> Ekeko is an object/property system. The initial code was taken from
> etk and its internal type system, it has several differences:
> - Support for a private area on every type, all the attributes are
> hidden now on the .h
> - There's no property_get/set callback for every type, but that is
> handled internally. The properties are registered as an offset of the
> Object private struct.
> - Abstract renderable and canvas types. Simple types that handle an
> abstract canvas with rectangle renderables -- The initial goal here
> was to be able to build different canvas libraries (eon itself, or a
> html one, a svg, your own, whatever)
> - Events support: mutation event (property change), ui events (for the
> above renderable and canvas), tree events (child append/remove, etc)
>
> Eon:
> Eon is a canvas/toolkit library. It uses Ekeko as the object system.
> The toolkit is still on the TODO once the external object is finally
> defined
> - Support for different shapes (circle, rectangle, polygon, etc) with
> stroking and fill support (depends on enesim renderables support)
> - Support for paint objects. Every shape can be filled/stroked with a
> paint definition (image, transitions, etc)
>   

   This is a very incomplete and limited description of things.

   First of all, enesim (the gfx lib) is a complete mess right now,
unsuitable for use or experimentation by most anyone. Large amounts
of what's currently there should disappear.

   The basic notion of 'gfx primitive' it needs to develop in order
to have a fully *compositional* gfx system is the primitive "renderer"
notion currently there.
   There are many kinds of such renderers, like image, but also things
like filters, patterns, gradients, shapes (such as line, ellipse,
rectangle, polygon, path, ....), and many others including compound/
complex ones built from others, eg. things like a "composite" renderer.
   These renderers should have a variety of basic properties, like (proj)
transforms, color, mask, filter,... and each particular type may have
additional properties (eg. shape ones have stroke/fill properties),
and it should be possible to allow for developer defined ones.

   In things like "eon" (the gui lib), these enesim renderers should
correspond to renderable ojects.. You don't need, or want, to restrict
yourself to rendering only 'shape' objects.

   It's also possible to develop a gl-shading-language based gfx engine
that corresponds to enesim renderers, so that those who want such a
backend for certain 'eon' display targets could have it available.
I would not bother with any other gfx systems for now - though possibly
'pixman' at some later point in time might be another choice.

   It's not too difficult to get to that kind of state with enesim or
eon in a short period of time, and there's a lot of room for extensions
and optimizations after that.
   Once such a point is reached, then those who may want to try and play
with something new might be encouraged to do so, but right now enesim
in particular is a mess and eon is very limited.



> - Support for different engines (Enesim being the common one): SDL is
> the only frontend supported by now using enesim as the sw backend
> - Support for key based animations (Using etch and abstract ekeko
> properties for that)
> - Support for parsers (xml for now)
> - Support for scripting vm (nekovm for now, still on early stage)
>
> Basically the stack is:
> enesim -> sw gfx lib
> etch -> animation system
> emage -> image loader (sync and async)
> ekeko
> eon
>
> Note that the whole design or implementation isnt finished and it is
> open to changes :)
> This projects *dont* want to replace evas or edje, it came as a
> research project, if anyone is interested it would be great to have
> more devs :)
>
>   

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