Hello!

Thank you for your review.
I'll reply answer that you wondered.

1) Zoom-related value 0.5 means zoom-out by 1 level and 2.0 means  zoom-in
by 1 level.
    And 0.25 means zoom-out by 2 level and 4.0 means zoom-in by 2 level.
    So, I want to restrict its value to just 2 level optimally.
    Previous value MIN 0.1 and MAX 5.0 is not optimal value.
    If you intended to restrict its zooming level by 3, it should be changed
to 0.125 and 8.0.
    But too much zoom in map is not efficient, so I restricted its zoom
level by 2.

2) Previous wheel_zoom is not suitable linearly.
    In case zoom-out, 0.05 subtracts from initial value 1.0 repetitively
reaches 0.5 that means zoom-out level 1.
    But 0.05 subtracts from 0.5 can't reach 0.125 precisely. (it means
zoom-out level 2)
    So, I changed wheel_zoom just match to zoom level difference. (from -2.0
to 2.0)
    And I recalculated from its value.
 wd->pinch.level = pow(2.0, wd->wheel_zoom);

I think that pinch zoom is same logic as wheel zoom.
So I'll change its code.
But if I change the code, it have to change too many lines.
It makes difficult to review the code.
So I send wheel zoom patch first because wheel zoom bug makes elm_map looks
strange.
And if the patch is applied, i'll start to change pinch zoom logic.

Best regards,
Yunhan Kim.

2011/9/20 ChunEon Park <her...@naver.com>

> 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 &lt;= PINCH_ZOOM_MIN) wd->wheel_zoom = PINCH_ZOOM_MIN;
> + wd->wheel_zoom -= 0.1;
> + if (wd->wheel_zoom &lt;= -2.0) wd->wheel_zoom = -2.0;
> ------------------------------------
> Let's run together for the best moment!
>  -Regards, Hermet-
>
> -----Original Message-----
> From: "Kim Yunhan"&lt;spb...@gmail.com&gt;
> To: "Enlightenment developer list"&
> lt;enlightenment-devel@lists.sourceforge.net&gt;
> 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 &lt;spb...@gmail.com&gt;
> 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 &
> lt;seojuyu...@gmail.com&gt;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 &lt;spb...@gmail.com&gt;
> 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 &lt;
> >> 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 &lt;spb...@gmail.com&gt;
> wrote:
> >> >> > Is there anybody to review this patch?
> >> >> > :'-(
> >> >> >
> >> >> > On Tue, Sep 6, 2011 at 2:41 AM, Kim Yunhan &lt;spb...@gmail.com&gt;
> 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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