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 ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. 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