Am Tue, 19 Feb 2013 15:23:16 +0900 schrieb Carsten Haitzler (The
Rasterman):

> On Mon, 18 Feb 2013 23:22:09 +0100 Andreas Volz <li...@brachttal.net>
> said:
> 
> > Hello,
> > 
> > while writing a new Android engine I don't see how you set the
> > platform specific engine new function. e.g. for FB in ecore_evas.h
> > 
> > EAPI Ecore_Evas *
> > ecore_evas_fb_new(const char *disp_name, int rotation, int w, int h)
> > 
> > In this case there're only basic types. But for the case that I
> > have a special platform dependant drawing handle how would I do
> > this?
> > 
> > Would you suggest to define a void* and simply cast it in the engine
> > itself? Is this the desired way at this point?
> > 
> > regards
> >     Andreas
> 
> well the fb engine is kind of generic "talk to the raw framebuffer".
> how it does this isnt too important except that ecore-evas assumes
> this is the linux framebuffer with vt's etc. and the evas engine is
> written for this too. you may want an android_fb ecore_evas api and
> support...? unless this is not the fb and its "the windowing
> system" (surfaceflinger)...

Maybe you didn't get my question. FB was only an example. For sure I
created an ecore_evas_android_new function. Currently based on some
buffer engine code. But to draw into a real drawing context instead of
a buffer I need to give some Android native canvas handle to that
function. I think I'll do this as void* and cast it on both sides if no
one has a better idea...

regards
        Andreas

-- 
Technical Blog <http://andreasvolz.wordpress.com/>

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