On Tue, Dec 4, 2012 at 1:04 PM, Vincent Torri <vincent.to...@gmail.com> wrote:
> On Tue, Dec 4, 2012 at 3:24 PM, Flávio Ceolin
> <flavio.ceo...@profusion.mobi> wrote:
>> Hi folks,
>>
>> I have recently committed in IN-EFL/ecore some patches implementing
>> support for loadables modules. It makes the engines been loaded when
>> they are needed. I did not break the api, so each engine still has its
>> own api. It's far from ideal, should exists one api used by all the
>> modules but at least until the next version, we need keep the api.
>>
>> The modules (engines) usually exports just on symbol, the "new"
>> function, the other necessary functions are in the engine's interface.
>>
>> Some points to considerer:
>>
>> 1) I've tested the engines that i'm able to build, which means, sdl,
>> (opengl,software)_x11, buffer, wayland_(egl,shm). Windows, wince,
>> cocoa and ps3 i do not even built.
>
> i'll try the windows engines

Great, as you talked about the windows engines, shouldn't we remove the wince ?
This engine does nothing.

>
>> 2) I've commited in the IN-EFL to someone working with one of these
>> engines try to build and possibly report to me the problems.
>>
>> 3) Engines such as (software,opengl)_x11 are been build in just one
>> module initially and exporting the "new" functions and interfaces
>> necessary.
>>
>> 4) I'm working to port it to new efl tree (expending more time and
>> been more careful) with the build system. If no one oppose i'll commit
>> it soon.
>
> put the engines in src/modules/ecore/engines, like evas

I'm already doing it to efl tree :)
>
> I would like to have at least a diff of the files that are modified,
> please, before you commit
>
>> 5) I break the build between the commits, i did it to make easier
>> understand how the engines were ported
>
> good work anyway :)

Thanks :)

>
> Vincent
>
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Flávio Ceolin

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