On Thu, Feb 28, 2013 at 2:52 AM, Paulo Cavalcanti <pca...@zytor.com> wrote:
> Ederson Souza <eder...@profusion.mobi> writes:
>> I'd like to inform about a bug I've found in Edje. If one tries to change
>> the text of a TEXT part using a rotation transition, the text will only be
>> changed if new text size is different from previous one. If not, it will
>> show the animation, but the text won't change.
>> I've realised that if the map is not enabled, changing the text works, but
>> without the animation.
>> I've attached an example, that can be tested with edje_player. If you send:
>>
>> message 1 INT 1
>> message 1 INT 2
>> message 1 INT 20
>> message 1 INT 30
>> message 1 INT 5
>>
>> You will see the animation all times, but just when the text size changes,
>> the text will be changed (it will show 1, 1, 20, 20, 5 instead of 1, 2, 20,
>> 30, 5).
>> Any clues?
>
> The problem with the changed text of same size as the previous one that
> doesn't get rendered correctly is because evas_render_mapped() doesn't
> free current map surface for rendering a new one instead - since both
> surface and text object had the same size and render wouldn't know to
> handle that case specifically.
>
> Here goes two patches: the first patch fixes this bug in
> evas_object_text_text_set() and the other is just a backported version
> of the original patch.

I now understand your problem. I still have a few question. What
happen if you rotate an edje object with a GROUP part that has an
animated text in that group. My guess looking at the code is that it
wont work also.

I also think that if you change the font and pick one that doesn't
change the size of the rendered text, the same issue will happen. I
believe that textgrid font/text/palette change will also not affect
the mapped surface. Maybe even textblock will be affected by this
issue. I think we need a way to tell that the content of the widget
change to evas_render_mapped, so that we could add that to the
surface_{w,h} != s{w,h}. Something like an evas_object_content_change.

If any of those point are true, I think that your patch is not the
correct one. If I am wrong, then I will push it.
-- 
Cedric BAIL

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