On Wed, 12 Aug 2009 07:31:06 -0700 "Hanspeter Portner" <vento...@airpost.net>
said:

ok. werd.

1. thanks mucho mucho mucho. 
2. stick around. i've had to fix the patch to match some changes cedric did of
late to the custom struct. it works.. mostly now.
3. i am seeing a few segv's and visual bugs (eg in showcase.edj - the arrow
group doesnt draw until i move/resize it first).
4. on shutdown i am seeing "Edje Lua memory limit... reached". in fact the
ela->cur is going below 0 to negative. there's double-frees somewhere.
5. this seems harmless right now as its isolated in the lua script and sections
of code - so that's good - runtime isolation of new things is awesome.
6. i'm putting this in svn now - so it can be worked on. it's not ready for
prime-time imho - some of the test.edj's fail:
Lua runtime error: [string "edje_lua_script"]:410: attempt to perform
arithmetic on field 'radius' (a nil value)
 for example. i need to look into in detail some of these, but i don't have
time just now, but will find the time. i'll have questions, and any help you
have in tracking these down will be good!

again. AWESOME work. much more than i expected. you have proved an exception to
my pessimism of assuming nothing would ever get done. you went off and DID it!
i love being proven wrong in these cases! :) awesome work mate! but as i said.
it needs work. and now that can begin.

i encourage everyone to try this out - get the .edj's mentioned:

http://didgmo.sourceforge.net/showcase.edj
http://didgmo.sourceforge.net/test.edj

edje_decc them for src and try them out with your favorite edje tool (i was
using the old venerable edje test app in TEST/orig/edje - i did modernise it to
compile locally). anyone wanting to start hunting crashes or the negative mem
alloc values, lua bitches etc. - go for it! the more people debugging it - the
better.

> This concerns Ticket #109: Add Lua support for Edje
> 
> It adds Lua as scripting facility to Edje, letting Embryo untouched.
> It should be easier to use and be more flexible than Embryo, imho ;-)
> 
> ---
> The patch
> ---
> 
> Lua 5.1 is used in sandboxed mode. Lua byte code is not
> platform/architecture independent, Lua code is saved as text in the Edje
> container and parsed at load time, therefore.
> 
> The patch goes in two directions
> 
> 1) Analogous to Embryo for scripting logic, messaging and custom states.
> The same things are implemented as in Embryo:
> 
>     - messaging from and to C
>     - manual creation of timers, animators, pollers for custom events /
>     animations
>     - manual manipulation of Edje parts by means of the public
>     edje_object_part_* and internal functions and custom states
> 
>     -> those routines are actually implemented as Lua bindings to
>     functions in Edje.h and Ecore.h
>     -> the implementation is done in an object oriented way, so that the
>     interface gives the feel of an object description language, pretty
>     similar to EDC itself
>     -> combining custom states and custom animators allows for fancy
>     animations and transitions, e.g circular/spline translations or
>     complex/conditional transitions, etc.
>     -> this is just the same as Embryo does, but implemented in Lua, so
>     nothing new here, actually
> 
> 2) Dynamic object creation and manipulation
> 
>     - this interface stems from the 'script_only' objects in Edje. Those
>     objects are a kind of scriptable Edje counterparts to Evas_Smart
>     objects. The infrastructure for Embryo is already there, but has
>     never been used
>     - I added this in Lua and added some first bindings to experiment
>     with
>     - I thought it would be useful to allow for a limited dynamic
>     creation of ui parts
>     - We can create instances of groups from within the same Edje
>     container and use them just like the main Edje object as stated in
>     1)
>     - And there are some stand-alone bindings to dynamically create
>     Evas_Image, Evas_Table, Evas_Line, Evas_Polygon as examples
> 
>     -> this may be useful to decouple the program from the ui even more,
>     to be able to do things that have to be done in the program itself
>     atm, but actually belong to the user interface, but need dynamic
>     creation of objects or complex interactions
>     -> those objects are manipulated manually with Lua bindings to the
>     corresponding edje_object_* and evas_object_* functions
> 
> ---
> Discussion points
> ---
> 
> Both stuff in 1) & 2) is functioning, but needs testing, feedback,
> improvements, ...
> 
> Stuff in 1) can already fully replace Embryo scripting with Lua
> scripting. There still is space for improvements/additions, though.
> 
> Of the stuff in 2), I think it may only make sense to add the dynamic
> creation of groups defined in the same Edje container.  Dynamic creation
> of other Evas_Objects makes not much sense, as most of them can already
> be used as Edje parts and be manipulated with custom states (apart from
> polygons and lines) and it would make the whole theming potentially more
> programing-like and much more susceptible for errors, etc.
> 
> Would this be useful, or drop it all?
> 
> The scripting should be there just for logic, conditionals, custom
> states and animations, not for a whole dynamic canvas, imho.
> 
> There is a patch around with EXTERNAL Edje parts. Seems to be a better,
> faster, more secure way to extend Edje with custom objects.
> 
> There would be the possibility of precompiling Lua code at compile time
> (edje_cc) for faster loading, but we would have to patch and run our own
> Lua version.
> The Lua parser is pretty fast, though, and using
> byte-converted/endianness-swapped byte-code does only pay off for Lua
> chunks of some kilo lines.
> Byte code also occupies much more space than text in the final Edje
> container, as it includes debug symbols.
> 
> ---
> 
> Cedric and Vincent told me, that the plan was to replace Embryo totally
> by Lua before the official release of Edje at the end of the year? So it
> would make sense to bring Lua to svn soon and look how it fits in, test,
> debug, adapt it further to the themers needs, decide on its final shape,
> GATHER SOME PEOPLE TO HELP ;-)
> 
> ---
> 
> The Lua enhanced Edje is in sync with svn and can be get directly here
>    git clone git://repo.or.cz/edje_lua.git
>    cd edje_lua
>    git checkout -b lua_patch origin/lua_patch
> 
> or apply the attached patch
> 
> There are also some examples to show the usage of the things mentioned
> above
>     - showcase.edj: shows usage of custom animators, custom states,
>     messaging and the script_only object
>     - test.edj: test cases of script usage and bindings (custom states,
>     custom transitions, tween_states, animators, timers, object_parts),
>     but most of it are experimental script_only objects
> 
> http://didgmo.sourceforge.net/showcase.edj
> http://didgmo.sourceforge.net/test.edj
> 
> The source of showcase.edc is attached, too, to just have a glimpse at
> Lua inside of EDC
> 
> ---
> 
> So, what do you guys think?
> 
> Thanks and sry for the looong mail, hehe ;-)
> Hanspeter
> -- 
>   Hanspeter Portner
>   vento...@airpost.net
> 
> -- 
> http://www.fastmail.fm - A no graphics, no pop-ups email service
> 
> 


-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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