On Tue, 20 Sep 2011 10:32:46 +0900 Kim Yunhan <spb...@gmail.com> said:
your patch is already in, so you can send your pinch patch :) > 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 <= 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"& > > lt;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 & > > lt;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! > > >> >> >> > > >> >> > > > >> >> > > >> > > ------------------------------------------------------------------------------ > > >> >> > Doing More with Less: The Next Generation Virtual Desktop > > >> >> > What are the key obstacles that have prevented many mid-market > > >> businesses > > >> >> > from deploying virtual desktops? 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