Hello, thank you for your patch.
Even i don't know about map well but have just two questions. 
1. why did u change the zoom limit values?
 PINCH_ZOOM_MIN 0.25
PINCH_ZOOM_MAX 4.0
Couldn't be optional method for them?
i.e) elm_map_pinch_zoom_..._set(min, max);
2. 42 line in your patch, 
I wonder why did you modify them to not refer the min/max value there. 
- wd->wheel_zoom -= 0.05;
- if (wd->wheel_zoom <= PINCH_ZOOM_MIN) wd->wheel_zoom = PINCH_ZOOM_MIN;
+ wd->wheel_zoom -= 0.1;
+ if (wd->wheel_zoom <= -2.0) wd->wheel_zoom = -2.0;
------------------------------------
Let's run together for the best moment!
 -Regards, Hermet-
 
-----Original Message-----
From: "Kim Yunhan"<spb...@gmail.com> 
To: "Enlightenment developer 
list"<enlightenment-devel@lists.sourceforge.net>
Cc: 
Sent: 11-09-20(화) 02:41:13
Subject: Re: [E-devel] a bug fix for zoom-out in elm_map
Hello.
When you test elm_map with mouse wheel, it worked abnormally because of some
bug.
So I made some more patch for fixing it.
This patch file also includes a previous patch (zoom-out issue).
My previous patch code is not reviewed from any other people except SeoZ.
:'-(
Please review again.
Thanks!
On Wed, Sep 14, 2011 at 2:33 AM, Kim Yunhan <spb...@gmail.com> wrote:
> Hello, SeoZ.
>
> I tried to re-occur symptom that you mentioned.
> But I succeeded just one time in several tries. :'-(
>
> I suspected that zoom-out need file downloading. (not zoom-in)
> And if some file transferring error is occurred, the texture can be broken.
> Actually, in my case, the console printed out 'bpng' error like below.
>
> bpng error: Read Error
> downloaded : 411 / 424
> downloaded : 412 / 424
> libpng error: Read Error
>
> I'll investigate file transfer logic in elm_map.
> And if I find something wrong, I'll debug it.
>
> Thanks!
> Yunhan Kim
>
> On Sun, Sep 11, 2011 at 10:59 PM, Daniel Juyung Seo 
> <seojuyu...@gmail.com>wrote:
>
>> Hello Yunhan,
>> This is my test environment.
>>
>> Engines:
>> Software Memory Buffer.....: yes
>> Software X11...............: yes (Xlib: yes) (XCB: no)
>> OpenGL X11.................: yes (Xlib: yes) (XCB: no) (GLES: no)
>> (SGX: no) (s3c6410: no)
>> Software GDI...............: no
>> Software DirectDraw........: no
>> Direct3d...................: no
>> Software SDL...............: no (primitive: no)
>> OpenGL SDL.................: no
>> Software Framebuffer.......: yes
>> DirectFB...................: no
>> Software 8bit grayscale....: no
>> Software 16bit ............: no
>> Software 16bit X11.........: no
>> Software 16bit Directdraw..: no
>> Software 16bit WinCE.......: no
>> Software 16bit SDL.........: no (primitive: no)
>>
>>
>> I recorded a video for you.
>> http://www.youtube.com/watch?v=nap6Qq9iGTg
>>
>> The black noise may be already there but we couldn't see before due to
>> some reasons.
>> I guess you're patch looks ok and nobody is interested in reviewing
>> elm_map patch.
>> I'll commit your code if nobody reviews in a couple of days.
>>
>> Thanks.
>> Daniel Juyung Seo (SeoZ)
>>
>>
>> On Fri, Sep 9, 2011 at 1:46 PM, Kim Yunhan <spb...@gmail.com> wrote:
>> > Hello, seoz.
>> >
>> > Wow, testing with valgrind is great idea!
>> > I did test on my computer and my device.
>> > But I couldn't see your mentioned symptom.
>> >
>> > I guess that evas_map is related with its back-end evas render engine.
>> > So, I think your render is different with mine.
>> > This is my testing environment on evas engine.
>> >
>> > Engines:
>> > Software Memory Buffer.....: yes
>> > Software X11...............: yes (Xlib: yes) (XCB: no)
>> > OpenGL X11.................: no (Xlib: no) (XCB: no)
>> > Software GDI...............: no
>> > Software DirectDraw........: no
>> > Direct3d...................: no
>> > Software SDL...............: no (primitive: no)
>> > OpenGL SDL.................: no
>> > Software Framebuffer.......: yes
>> > DirectFB...................: no
>> > Software 8bit grayscale....: no
>> > Software 16bit ............: no
>> > Software 16bit X11.........: no
>> > Software 16bit Directdraw..: no
>> > Software 16bit WinCE.......: no
>> > Software 16bit SDL.........: no (primitive: no)
>> >
>> > Could you tell me your environment?
>> > Then I'll investigate some more.
>> >
>> > Regards,
>> > Yunhan Kim
>> >
>> >
>> > On Fri, Sep 9, 2011 at 10:30 AM, Daniel Juyung Seo <
>> seojuyu...@gmail.com>wrote:
>> >
>> >> Dear Kim Yunhan,
>> >> Thanks for you patch.
>> >>
>> >> Watchwolf and gouache can review your patch well. But I think nobody
>> >> are active now.
>> >> I just applied your patch and ran elementary_test "Map".
>> >>
>> >> I GUESS broken tile on zooming out issue is fixed. (I'm not sure we're
>> >> talking about the same issue.)
>> >> But I got noise on zooming out.
>> >> Please see this screenshot.
>> >> http://www.flickr.com/photos/67308399@N05/6128438625/
>> >>
>> >> Black noise didn't happen before.
>> >> You can easily see this when you run elementary_test with valgrind.
>> >> Because it makes things very slow :)
>> >>
>> >> Can you check this?
>> >> Thanks in advance.
>> >>
>> >> Daniel Juyung Seo (SeoZ)
>> >>
>> >>
>> >> On Thu, Sep 8, 2011 at 4:43 PM, Kim Yunhan <spb...@gmail.com> wrote:
>> >> > Is there anybody to review this patch?
>> >> > :'-(
>> >> >
>> >> > On Tue, Sep 6, 2011 at 2:41 AM, Kim Yunhan <spb...@gmail.com> 
>> >> > wrote:
>> >> >
>> >> >>
>> >> >> Hello.
>> >> >>
>> >> >> I wrote a patch that handles a bug while zooming-out in elm_map.
>> >> >> When I try to zoom out, some tiles are broken.
>> >> >> But it is hard to notice because broken frame disappears quickly.
>> >> >>
>> >> >> I investigated in a few days.
>> >> >> And I realize that there are something wrong.
>> >> >> When map is zoomed out, a tile is shrunk by evas_object_resize().
>> >> >> But evas_map handles its texture by just its origin image size not a
>> >> shrunk
>> >> >> size.
>> >> >> If evas_object's width & height is shrunk, I have to handle for its
>> >> >> texture.
>> >> >> So, I added some code for patch.
>> >> >>
>> >> >> Please review this.
>> >> >> Thanks!
>> >> >>
>> >> >
>> >>
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