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 &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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