Re: [E-devel] possible problem with ecore_events

2007-02-10 Thread The Rasterman
On Wed, 7 Feb 2007 19:30:01 -0500 Zachary Goldberg [EMAIL PROTECTED]
babbled:

 I just recently got evdev to work (yay) and have assigned some newly
 usable mouse buttons to some defined commands using E's mouse
 bindings.  I noticed that sometimes the commands would be called
 twice.  After some digging I found the issue:
 
 When the mouse is inside a window, its called once (its in the border
 context).
 
 When the mouse is on a desktop its in TWO contexts, zone and
 container.  I confirmed this with GDB, the mouse event handler is
 being called twice with the two different contexts.
 
 I'm not sure how to go about fixing this, so im posting it here.  Also
 curious if anybody else is witnessing this behavior.

this is actually how the code works - e sets up an invisible rect object with
repeat events set - to capture events AND pass them on to anything below. zones
are subsets of containers, thus the click goes to the zone object then to the
container one below it.

 
 Thanks,
 ZGold
 
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Re: [E-devel] Problem with ecore_main_fd_handler_add() and async GUI updates

2007-02-10 Thread The Rasterman
On Thu, 8 Feb 2007 01:14:05 +0100 Andreas Volz [EMAIL PROTECTED] babbled:

 Hello,
 
 I've some problems with ecore_main_fd_handler_add(). In my application
 a pipe is used to synchronize the asynchronous data generation thread
 and the GUI. It works great in 8 of 10 app running cases. In 2 of 10
 cases I start the application but the callback function from
 ecore_main_fd_handler_add() is never called, no matter how much bytes I
 throw into the pipe.
 
 Before I start to debug the ecore functions I hope someone could look
 over my code and help me to find the bug (if existing).

i wish i had time to check - but for now, i don't. i'm busily trying to catch
up on my mail. one guess might be that the child starts sending data before the
parent has added the fd handler in? but otherwise this should work. another
guess is the child is calling ecore routines and somehow destroying ecore's
internal data structs.

 Here is the code:
 
 #include stdio.h
 #include string.h
 #include stdlib.h
 #include unistd.h
 #include stdint.h
 #include fcntl.h
 #include Ecore.h
 #include Evas.h
 #include Ecore_Evas.h
 #include Edje.h
 #include stdbool.h
 #include sys/types.h
 #include sys/stat.h
 #include math.h
 #include gps.h
 
 
 
 Ecore_Evas *ee;
 Evas *evas;
 
 Evas_Object *o_bg;
 Evas_Object *o_edje;
 Evas_Object *poly;
 
 pthread_t gps_thread;
 pthread_mutex_t gps_mutex = PTHREAD_MUTEX_INITIALIZER;
 
 void resize_cb(Ecore_Evas *ee);
 void print_help (char *app_name);
 void gps_callback (struct gps_data_t *gps_data, char *buf,  size_t len,
 int level);
 
 int _fd_dp_active(void *data, Ecore_Fd_Handler *fdh);
 void dispatcher_init ();
 void dispatcher_signal ();
 
 struct _Dispatcher
 {
   int fd_read;
   int fd_write;
   void *data;
   Ecore_Fd_Handler *fd_handler;
   // callback function??
 };
 
 typedef struct _Dispatcher Dispatcher;
 
 Dispatcher dp;
 char edje_signal[13+3]; // holds up to 999 images; should be enough;
 
 int main(int argc, char **argv)
 {
   Evas_Object *o;
   int edje_w = 240;
   int edje_h = 240;
   char *theme;
   struct stat stat_buf;
   bool theme_default;
   char theme_default_name[] = ../data/empass.edj;
   struct gps_data_t *gpsData;
   
   switch (argc)
   {
   case 1:
 theme_default = !stat (theme_default_name, stat_buf);
 if (theme_default)
   theme = theme_default_name;
 else
   print_help (argv[0]);
 break;
   case 2:
 theme = argv[1];
 break;
   default:
 print_help (argv[0]);
 break;
   }
 
   gpsData = gps_open (localhost, 2947);
 
   if (gpsData)
   {
 gps_query (gpsData, rw\n);
 gps_query (gpsData, j=1\n);
 
 gps_set_callback (gpsData, gps_callback, gps_thread);
   }
   else
   {
 fprintf (stderr, Warning: running without gpsd support!\n);
   }
 
   if (!ecore_init ())
   {
 fprintf (stderr, Error while initializing Ecore!\n);
 exit (1);
   }
   
   ecore_app_args_set(argc, (const char **)argv);
  
   if (!ecore_evas_init ())
   {
 fprintf (stderr, Error while initializing Ecore_Evas!\n);
 exit (1);
   }
 
   if (!edje_init())
   {
 fprintf (stderr, Error while initializing Evas!\n);
 exit (1);
   }
 
   dispatcher_init ();
 
   // TODO: warum geht Xrender auf dem Latop nicht?
/*if
 (ecore_evas_engine_type_supported_get(ECORE_EVAS_ENGINE_XRENDER_X11))
 ee = ecore_evas_xrender_x11_new(NULL, 0, 0, 0, edje_w, edje_h); else
 {*/
   if
 (ecore_evas_engine_type_supported_get(ECORE_EVAS_ENGINE_SOFTWARE_X11))
 ee = ecore_evas_software_x11_new(NULL, 0, 0, 0, edje_w, edje_h); //}
   if (!ee)
   {
 if
 (ecore_evas_engine_type_supported_get(ECORE_EVAS_ENGINE_SOFTWARE_FB))
 ee = ecore_evas_fb_new(NULL, 270, edje_w, edje_h); if (!ee)
   ee = ecore_evas_gl_x11_new(NULL, 0, 0, 0, edje_w, edje_h);
 if (!ee)
 {
   fprintf(stderr, Cannot create Canvas!\n);
   exit(-1);
 }
   }
 
   ecore_evas_shaped_set (ee, 1);
   ecore_evas_title_set (ee, empass);
 
   //ecore_evas_borderless_set(ee, 1);
   ecore_evas_sticky_set(ee, 1);
 
   evas = ecore_evas_get(ee);
   evas_image_cache_set(evas, 8192 * 1024);
   evas_font_cache_set(evas, 512 * 1024);
 
   o = evas_object_rectangle_add(evas);
   evas_object_move(o, 0, 0);
   evas_object_resize(o, edje_w, edje_h);
 
   evas_object_color_set(o, 0, 0, 0, 0);
   evas_object_focus_set(o, 1);
 
   evas_object_show(o);
   o_bg = o;
 
   o = edje_object_add(evas);
 
   edje_object_file_set(o, theme, main);
   evas_object_move(o, 0, 0);
   evas_object_resize(o, edje_w, edje_h);
 
   evas_object_show(o);
   o_edje = o;
 
   ecore_evas_callback_resize_set(ee, resize_cb);
   ecore_evas_show(ee);
 
   ecore_main_loop_begin();
 
   edje_shutdown();
   ecore_evas_shutdown();
   ecore_shutdown();
 
   return 0;
 }
 
 void dispatcher_init ()
 {
   int fd[2];
 
/* Create the file descriptors */
   if (pipe(fd) == 0) 
   {
 dp.fd_read = fd[0];
 dp.fd_write = fd[1];
 fcntl(dp.fd_read, F_SETFL, O_NONBLOCK);
 dp.fd_handler = ecore_main_fd_handler_add 

Re: [E-devel] [PATCH] Add bgr 565 convert support to evas

2007-02-10 Thread The Rasterman
On Sun, 4 Feb 2007 20:10:32 +0100 [EMAIL PROTECTED] (Lars Munch) babbled:

 Hi
 
 The attached patch adds 16bpp BGR 565 Converter Support to evas.
 
 Please apply.

what hardware did you find that does bgr565?

 -- Lars Munch
 
 


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Re: [E-devel] Why do we require an enlightenment_start?

2007-02-10 Thread The Rasterman
On Tue, 30 Jan 2007 21:48:49 +0800 Wang Xu [EMAIL PROTECTED] babbled:

 Hi all,
 
 I updated e17 this Sunday, and found that we now need a
 enlightenment_start to start e17. The problem is it prepend
 a prefix to PATH, as my e17 is in /usr/bin, it changes
 the default priority of PATH --- programs in /usr/bin/ will
 be run other than those in /usr/local/bin/ have same name.

i changed that - it doesnt do that anymore.

 I read the source of enlightenment_start, it does:
 * set PATH, LD_LIBRARY_PATH env
 * load libraries
 
 I do not know the importance of loading libs, on the other
 hand, about the environment vars,from archives, Rasterman said
 
i'm trying to make e relocatable runtime without having 
to go set a whole lot of magic environment variables - 
just run enlightenment_start and it will work.
 
 However, I do not think it is the responsibility of e, but
 xsession scripts.

and that means every person needs to write these themselves. e is doing it for
them. e_start ALSO speeds up e startup by preloading files needed and seeding
the disk cache in parallel to e starting up in the background. it si intended
to use no efl libs and take care of setting anything up like this for a user so
when e itself starts its in a sane usable environment.

 Cheers!
 
 Wang Xu
 
 
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Re: [E-devel] E CVS: apps/e raster

2007-02-10 Thread The Rasterman
On Sun, 28 Jan 2007 01:36:48 -0600 Brian Mattern [EMAIL PROTECTED]
babbled:

 On Sun, Jan 28, 2007 at 02:22:51AM -0500, Enlightenment CVS wrote:
  Enlightenment CVS committal
  
  Author  : raster
 
  3. add removable device support to e17's fm - via dbus/hal. seems to work
  well :)  (requires pmount to mount devices though)
  
 
 Keep in mind that ecore_dbus currently has the little endian flag hard
 coded. So, it most likely doesn't work on big endian systems. (Just a
 heads up).

fixed by seb now :)

 rephorm
 
 
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Re: [E-devel] Input method support in ecore and font fallbacks in evas

2007-02-10 Thread The Rasterman
On Sun, 21 Jan 2007 00:58:25 +0900 Olof Sjobergh [EMAIL PROTECTED] babbled:

 Hello,
 
 I have been playing around a bit with ewl and etk, and have run into a few
 internationalization problems.
 
 First, there seems to be no support for input methods in ecore, which
 handles the keyboard input. Input methods are typically used to write more
 complex languages like japanese and chinese, where the user enters some text
 which is then converted by the input method to the final text sent to the
 application.

correct. as of the moment, evas can DISPLAY most languages (except
right-to-left text such as arabic, hebrew etc. or text that requires special
composition). input methods (as you explain below with xim, scim and uim -
there are even others) are not supported. frankly - i have never done suppot
for them before so i'd need to figure it all out and it is (unfortunately) not
a priority at this stage :(

 This seems to be a bit of a mess in X. There is the XIM (X Input Method)

indeed it is - thus why i have not touched it.

 extension, but this seems to be a bit lacking and thus iiimf (not very
 widespread), uim and scim have sprung up. What is best to support I don't
 know. Is anyone working on adding such support to e, or are there at least
 some plans to do so? I can't find anything in the TODO about this. Which way
 would be the best to add it? (Though I'm sorry to say I most likely won't be
 able to do it myself.)

basically i'd love to see it happen, BUT - it's not a huge priority - i know for
others it is very important - BUT there are limited resources and basically an
infinite set of work to do - so it's basically fallen by the wayside for now :(

 (By the way, such input method support might also be needed to use e on an
 embedded device such as a pda or a phone, to handle on-screen keyboards and
 such.)

sure - it might be :)

 Another issue I ran into was with the font handling in evas. I can't quite
 figure out how this actually works. But as far as I can tell, when given a
 font in a theme there is no fallback and if a character is not in the font a
 box is displayed instead. However, if given a fontconfig name for the font,
 there is fallback for characters not in the font, and all characters are
 displayed correctly (if a font exists on the system).

you can also SET fallback fonts for edje - e does this (or used to) when it
shipped with fallback fonts, but these were huge using up 15-20mb and so i
decided to remove them for now.

 Is there a reason why there is no automatic fallback for characters not
 available in theme fonts? Performance? The user would most likely be happy

the app needs to provide them itself as evas, edje etc. have no idea about your
systems font configuration etc. edje CAN use fonts provided within its own
theme files - but it doesn't have to. it's up to the calling app to set up
fallbacks for edje to use if it can't find chars in the theme provided fonts.

 if the characters are displayed, if he has a usable font on his system. =)
 As an application developer, I don't know what theme the user uses, and I
 don't want to hard code font names in the app... so supporting unusual
 character sets would likely get ugly.

it's up to the app then to get these fallbacks form some other config somewhere
- currently that is undefined :)

 By the way, what I have been playing around with is writing a dictionary
 application, which is why I ran into all these problems. To be able to
 support dictionaries in any language, font handling and input methods are
 troublesome.

and that makes perfect sense. you basically are playing with the slightly
weaker bits of EFL - it's not perfect for sure and can go a long way - but
we're not 100% there yet. if you want to help out of course... we have open
arms waiting for you :)

 Thanks for a great project!
 
 /Olof Sjöbergh
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Re: [E-devel] edje_decc patch

2007-02-10 Thread The Rasterman
On Mon, 5 Feb 2007 20:53:16 +0100 Tilman Sauerbeck [EMAIL PROTECTED]
babbled:

 dan sinclair [2007-02-05 12:17]:
  Tilman Sauerbeck wrote:
   DaveMDS [2007-02-05 05:05]:
   here's a patch for edje_decc that create a file called default.edc in 
   the decompiled source dir.
  
   The file contents is only a line that include the main edc file.
   If the default.edc file exist none is created
   With this patch I can open edj file from edje_editor (engrave run 
   edje_decc and always open default.edc).
   
   NAK. Breaks compatibility with redact for no good reason.
   
  
  It used to be that edje would output the main .edc file as 
  main_edje_source.edc (or something similar) this made life for engrave 
  really easy as we'd just look for that file. Now, it uses whatever the 
  coder sets as their default file.
  
  We have no-way to know what the main .edc file is called anymore. (Well, 
  besides parsing the rebuild script I think). Having it either rename he 
  main .edc file to something common, or spitting out a commonly named 
  file means that an editor can open the .edc files decompiled from the 
  .edj file.
 
 The correct way would be of course to just read the EET.
 But maybe you want to introduce another edje_decc switch that overrides
 the name of the first SourceFile entry (= main file name).
 
 edje_decc --main_file BLAH.EDC
 
 It's a hack, but I still think that the concept of Engrave isn't quite
 perfect :o
 
 Regards,
 Tilman

parsing build.sh is probably a clean way to do this - or making it a different
name that hasnt been used before (eg edje.edc) which wouldnt break anything
(and ALWAYS write it) :)


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Re: [E-devel] Enlightenment crashes when openening icon-less application menu property page

2007-02-10 Thread The Rasterman
On Sat, 20 Jan 2007 01:32:41 +1100 Sam Bobroff [EMAIL PROTECTED] babbled:

 Hello Enlightenment developers,
 I've found a tiny bug in Enlightenment (compiled from the current 
 CVS source) and I hope this is the right place to post it.
 
 Steps to reproduce:
 
 Open the Main menu, select Configuration, Application Menus.
 Select an an application without an icon from the Available Applications.
 Add the application to a menu (eg. favorite).
 Select the new application in the Menus panel.
 Right click and open Properties.
 Enlightenment crashes.
 
 I ran it under gdb and it was caused by a simple null pointer 
 dereference so I've tested a quick fix and stops the crash (although I'm 
 not sure it's the correct thing to do because I've never looked at the 
 Enlightenment source code before). The patch is below (also thank you 
 all for working on enlightenment, it's great!).

unfortunately the real problem isthat someone is calling e_widget_sub_object_add
() on an object that isnt an e_widget - and thats bad. can you get a backtrace?

 Sam B.
 
 diff -u -b -B -d -r1.15 e_widget.c
 --- e_widget.c  16 Oct 2006 23:45:16 -  1.15
 +++ e_widget.c  19 Jan 2007 15:42:34 -
 @@ -146,7 +146,7 @@
   {
 if (e_widget_can_focus_get(sobj)) sd-child_can_focus = 1;
   }
 -   if (!strcmp(evas_object_type_get(sobj), SMART_NAME))
 +   if (evas_object_type_get(sobj)  
 !strcmp(evas_object_type_get(sobj), SMART_NAME))
   {
 sd = evas_object_smart_data_get(sobj);
 if (sd) sd-parent_obj = obj;
 
 
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Re: [E-devel] [PATCH] evas directfb engine API fixes

2007-02-10 Thread The Rasterman
On Mon, 15 Jan 2007 11:09:59 -0400 Rob Shortt [EMAIL PROTECTED] babbled:

 
 Hello,
 
 I really need evas' directfb engine working so I took it upon myself to 
 do some work on it. :)  I am not the best C guy around but I am familiar 
 with the workings of directfb.
 
 My first patch just brings the directfb engine in line with some recent 
 engine API changes.  It builds now and I am able to run the directfb 
 tests.  There are still some problems and some things left unimplimented 
 but I will work on those things next.
 
 I will followup soon with some questions about the engines and how I 
 should attack these functions.

waiting on follow-up actually :) but you need to implement colorspace handling.
basically this makes things like emotion work (well work efficiently) so if you
can get yuv colorspace working with dfb as a generic surface - then do it. i
implemented it in the gl engine using fragment shaders.

 Thanks,
 -Rob
 


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Re: [E-devel] Ecore_Con_Url and libcurl

2007-02-10 Thread The Rasterman
On Fri, 12 Jan 2007 10:40:49 +0100 Martin Sarajervi [EMAIL PROTECTED]
babbled:

 Hi,
 
 I have made a small change to ecore_con_url.c to make it work.
 First I want it to follow locations (for example slashdot.org, you get a 301
 error as it is now). Also I want to remove the POSTFIELDS option when you are
 not sending any data (else some sites deny your request because it is POST).
 Any objection to me committing this?

put it into cvs :)

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Re: [E-devel] Add application key bindings from border menu....

2007-02-10 Thread The Rasterman
On Thu, 28 Dec 2006 23:09:47 -0600 Ravenlock [EMAIL PROTECTED] babbled:

 On 12/28/2006 21:03, Carsten Haitzler (The Rasterman) wrote:
  On Thu, 21 Dec 2006 16:01:58 -0600 Ravenlock [EMAIL PROTECTED]
  babbled:
  
  Hello,
 
  Here is a patch that will add a border menu item that allows you to
  enter a key binding for the current app.
 
  It utilizes the existing key binding config dialog.  When launched from
  the border menu, it will immediately prompt for the binding.  It then
  selects the Defined Command as an action, and fills in the Action
  Params with the present app's command line args.
 
  Quirks/Limitations:
 Well, in short... the command line and args may not be exactly what 
  you expect.  For example, some apps are started via shell scripts. 
  Firefox and Thunderbird for example.  If you start them up and create a 
  key binding in this fashion, you get firefox-bin and thunderbird bin 
  respectively.  This will not launch those apps (on my machine anyway).
 Additionally, complex command lines may not be as you expect either. 
Command lines with pipes and `command substitutions` in particular.
 
  Comments welcome.
  
  cool idea - before accepting - here's an idea for an improvement.
  
 
 Thanks for considering the patch.
 
  if the border has a bd-app (ie an e_app has been matched to the border
  somehow) use the bd-app-exe (ie the execute line in the matched app)
  instead of the icccm command by default. this should fix some of what you
  mention above as gotchas. 
 
 I agree, that this would be beneficial.  Rephorm had mentioned it as 
 well.  I took a shot at it, and ran into some issues.  The method used 
 to determine *which* .desktop file is appropriate (when more than one 
 with the same 'Exec=app args` for any args is present) results in 
 incorrect command lines.  For example:
two .desktop files each with one of these Exec stmts:
  Exec=aterm
  Exec=aterm -title a quick test -sr -font 6x13 -e vi
 Always picks the last (alphabetical) .desktop file.  So the command line 
 I pick is often incorrect.  I could prompt with multiple command lines 
 to choose from, but this seems to defeat the purpose a bit.
 
 In short... the code to do the above exists, but is disabled pending 
 someone else's review (yours?).  Please see comments in 
 _cmdln_args_get() in the patch.
 
 Thoughts?
 
  also it'd be nice if instead of the whole keybindings
  config dialog to come up - it
  
  1. had a different dialog that displayed the command-line (and if any app
  was matched and the icon if anything was matched - like the bd-app or if
  the icccm command matches an app like e_exebuf matches them, also display
  the app icon from this app so you know it has been matched), and also
  display the actual command in an edit box.
  2. now ask for the key combo to be pressed.
  3. if the key combo conflicts pop up a list of existing bound key combos in
  a dialog and ask again for a key combo (keep asking until they abort with
  escape).
  4. then just add the binding and close dialog(s) (just keeps the big dialog
  from popping up when you don't need most of its features).
  
 
 I'll take a swing at the above.

still waiting on revised patch btw :):):)


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Re: [E-devel] Patch: e_flowlayout

2007-02-10 Thread The Rasterman
On Sun, 31 Dec 2006 20:04:12 -0500 Sthithaprajna Garapaty
[EMAIL PROTECTED] babbled:

 Here's a patch that provides e_flowlayout.
 Its based off of e_box but provides a few additional features
  - multiple rows/columns
  - flow directions: left/right  top/bottom
  - how many items it can hold (only in homogenous mode)
  - A fill mode as opposed to a grid mode
 
 
 And its missing
  - code for non-homogenous mode
  - appropriate names

looks useful - lets put it in and see when it actually gets around to being
used... :)

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Re: [E-devel] Evas Smart objects

2007-02-10 Thread The Rasterman
On Mon, 1 Jan 2007 15:43:42 +0100 Jorge Luis Zapata Muga
[EMAIL PROTECTED] babbled:

 On 7/2/06, The Rasterman Carsten Haitzler [EMAIL PROTECTED] wrote:
  On Mon, 19 Jun 2006 01:17:03 +0200 Jorge Luis Zapata Muga
  [EMAIL PROTECTED] babbled:
 
   Hi all,
   i have some doubts-ideas about evas smart objects,
  
   1. the API
   in order to add an object to a smart object you have to do
   _member_add(o, s) and to delete _member_del(o,s). On the code of both
   an evas smart object actually stores the members on a list but theres
   no function to retrieve them, Evas_List * _members_get(s), so when you
   code an evas smart obejct and you need to keep track of the objects
   you have, you need to duplicate the list and code a different function
   to do that.
 
  a get call would be useful and a good idea. :)
 
 hi all and happy new year =)
 
 ive retaken this thread to not add another one about almost the same
 topic (Evas smarts) :)
 i know the get call is indeed usefull, but im having another problem
 with evas smarts, the member_add/member_del functions. Wouldnt be good
 to have the smart class also define (if it wants) a member add/del
 callbacks?
 
 all smart classes define their own api to add a member in case they
 want to track down/do something with the objects added/deleted which
 is good, but imho isnt consistent because if someone uses the normal
 api to do that (evas api) the smart object will be in a inconsistent
 status. one solution is to do everything through evas api, do a
 _member_add and the smart callback will be called.
 
 If the smart also wants to add its own objects in case an object is
 added it still has to differentiate in the callback if the object
 added is its own or another, but isnt a problem i think =)
 
 what do you think?

so basically you want generic packing calls - right? (the reason its done in
a more fine grained fashion is that often adding a smart member is PART of
packing a child - but it can also be just adding a normal internal member that
is always there (like decorations)

 
   2. the implementation
   ive been playing with smart objects for evoak, so ill explain the case:
   my goal was to create a container, an evas objects container. the
   problem i see is that the evas smart objects where thought for a
   static environment, on the callback of a smart object add you create
   the static objects inside, store them on your list and when something
   happens (move, resize, whatever) you act accord with that and apply
   that to your internal objects. thats fine. but i thought the idea of
   the smart objects was to actually be a sub canvas of evas, so when you
   add an object: evas_object_add(evas) and then add it as a member of
   smart object it is no longer part of the evas objects but of the smart
   objects, so for example a layer change on that is actually a layer
   change inside the layers of the sub canvas, wich in fact the subcanvas
   is in one layer. but not in the evas canvas layers. another example is
   that when you move an object what is member of a smart object it
   should move relative to it, no relative to the evas canvas. dont know
   if i explain myself correctly :)
   so a problem with this is that if you want to move an object that is
   part of smart object you should call a different (own) function to
   calculate all the relative coordinates and move it there.
 
  well no - smart objects are not sub canvases. definitely not. they are  a
  overgrown solution to people asking for object groups - a way to group
  objects together and operate on them as a whole. since how a group would
  behave on a move or resize can be so variable, i wrote a very generic
  mechanism that doubled as a way to make new object primitives from existing
  ones, as there is no way to provide a custom first-class object yet.
  setting layers of objects once in a smart object is invalid. :)
 
   so my question is, the current aproach of evas smart objects in the
   correct way? or my use case is just an specific and doesnt make sense
   to change the behaviour of the smart objects?
   maybe a solution could be to add callbacks for a move, resize,
   layer_set, whatever, but not for the smart object but for the elements
   of a smart object.
  
   btw, if i made a wrong assumption about smart objects please forgive
   me :) havent used them a lot :)
 
  definitely wrong assumption. they aren't meant for sub-canvases really :)
 
   bye
  
  
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Re: [E-devel] patch for the compilation of evas with MinGW

2007-02-10 Thread The Rasterman
On Wed, 3 Jan 2007 19:34:51 +0100 (CET) Vincent Torri [EMAIL PROTECTED]
babbled:

in :)

 
 Hey,
 
 here is a patch that make evas compile with MinGW.
 Of course, there is no win32 engine yet. But now, it's possible to test it 
 :)
 
 regards
 
 Vincent Torri


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Re: [E-devel] patch for the compilation of embryo with MinGW

2007-02-10 Thread The Rasterman
On Fri, 5 Jan 2007 11:13:09 +0100 (CET) Vincent Torri [EMAIL PROTECTED]
babbled:

in :)

 Hey,
 
 here is a patch that make embryo compile with MinGW.
 
 regards
 
 Vincent Torri


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Re: [E-devel] [PATCH] Pushing windows around with the keyboard

2007-02-10 Thread The Rasterman
On Fri, 05 Jan 2007 00:36:08 +0100 Martin Geisler [EMAIL PROTECTED]
babbled:

 Hello,
 
 I recently bought a big monitor, and with that I started to miss some
 way of moving windows quickly to where I wanted them. I generally want
 the windows to line up nicely, so I've coded a new action that lets
 you push a window up/down/left/right until it collides with another
 window.
 
 I've been using the code for several weeks now and I'm very happy with
 it. I hope it can be useful for someone else too, so please consider
 including it in the repository.

looks ok - might change it later to take 2 params (-1, 0, 1 for h and v) so u
can push in 2 directions at once - if you want :)


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Re: [E-devel] efreet - freedesktop menu/icon/desktop spec implementation

2007-02-10 Thread The Rasterman
On Tue, 16 Jan 2007 17:11:33 -0600 Brian Mattern [EMAIL PROTECTED]
babbled:

hidey-ho... here i go - finally responding to this... :)

 After a few weeks of spare-time development, I'd like to announce
 Efreet, a new implementation of the XDG (freedesktop) specs for Icons,
 Menus and Desktop Entries.

cool- in good time. i recently daw some fun slowness in e17 when hunting for
icons during startup when stat()'s are slw on a slow fs (eg nfs with high
latency).

 The current implementation, Ecore_Desktop, while a commendable effort
 for a sole developer under time constraints, leaves a bit to be desired.
 So, dj2 and I started reading through the xdg specs, and playing around
 with our own implementation, code named Efreet. After speaking with
 onefang about some of the issues with ecore_desktop, he said it was due
 for a rewrite, so we continuted with our replacement implementation.
 Rbdpngn and Engelbass also pitched in. 

great! :) it can do with improvement.

 Currently we have code to build menus, find icons, and load desktop
 entries complete. There are a few things left to finish (most
 importatnly executing desktop entries), but it is almost at a point
 where we'd like to start integrating it in to e17.

can it slide in AS ecore_desktop?

 The code, for those interested, is available from subversion at:
 http://everburning.com/svn/efreet
 
 Before we hook e17 in to efreet, there are a few issues I'd like to
 bring up.
 E currently uses a hands off 'read only' approach to the XDG structure,
 copying the structure in to the format that e previously used (.order
 files). This made sense given ecore_desktops roots as an addon program
 that simply connected the two. But, since we're already going to be
 loading up the xdg menu format, is there any reason to not just use that
 directly? This would have the added benefit that as apps are added
 through a package manager, they would just show up in the menu as they
 do in every other desktop (without having to go to config  application
 menus   Regenerate / Update Applications Menu).

then we need to support the xdg menu modifications spec (ie user changes to the
system menus overlayed on the systems ones) - is that your plan?

 The next question is, assuming you guys see it as a viable replacement
 for ecore_desktop, do we stick this somewhere in libs (as efreet or
 e_xdg, or whatever name) or do we cram it in to ecore? My vote is that
 we stop bloating ecore in the name of a 'dependency freeze' and keep
 proper separation of libraries. (Its all 'new code' that needs to be
 verified and tested regardless of where we stick it).

well i'd prefer it in ecore - as the plan post e17 is to split ecore up into
multiple actual libs - thus you get what you want anyway :)

 Let us know what you guys think.
 
 rephorm
 
 
 
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Re: [E-devel] Why is it not up to the user to create GL context?

2007-02-10 Thread The Rasterman
On Thu, 18 Jan 2007 20:48:37 +0100 Rene Jensen [EMAIL PROTECTED] babbled:

 Sorry sorry sorry for not being able to answer sooner!
 
 Shortly after I proclaimed that my Internet connection was back, I lost 
 it again. This time I won't say a word. Perhaps right now you are a 
 reading a letter delivered by a pigeon, who knows.

cool cool - i've been a bit busy to answer anyway :)

 Carsten Haitzler (The Rasterman) wrote:
  On Fri, 15 Dec 2006 19:17:53 +0100 (CET) [EMAIL PROTECTED] babbled:H
  Why is creation of OpenGL rendering context handled by Evas (or whoever it
  is) itself? The user has a fine control of creation of X11 resources,
  therefore in my eyes it would seem a natural extension to this frame of
  mind that the user can control how GL resources should be handled also.
  
 
  because a gl context is global. evas has no idea what the current context
  color is, texture, multitexture mode, currently bound fragment shader, etc.
  etc. etc.
 
  because it is a state engine that you change the state of - if evas comes in
  not knowing the state when drawing, it will have to either reset every
  possible known state value each time, or, as it does currently, manage its
  own state.
 

  My motivation for asking lies in the concept I proposed last I wrote,
  namely a video-processing framework based on a shared OpenGL context (i.e.
  indirect rendering which will make it possible to use textures,
  shader-programs etc shared between processes).
  
 
  ok. now to this. the problem with this is that evas is meant to be
  INDEPENDENT of its rendering engine at the api level. i am very loathe to
  expose the engine to the evas api if i can. this means an evas program can
  change engines at will and just work (tm).
 
 I was fishing for this answer way back. Figured someone would come clear 
 eventually. Anyway, you are absolutely right. A videoframework shouldn't 
 depend on a GUI.
 In the audio world JACK (an out-of-process sound stream system) has 
 taken a different course, namely to let every node in the processing 
 graph (e.g. a sound filter adding echo to a signal) run as a separate 
 process with the GUI of its own choice, Gtk, Qt etc. So each node owns 
 an XWindow of it's own. Of course it puts a heavier load on the Window 
 Manager, since it now becomes in charge of giving the user a chance to 
 find his way through a lot of windows.
 DSSI (an in-process plugin-system) also lets the plugin handle it's own 
 GUI, which run in it's own thread.
 
 I'll stick to this model.

this would be prohibitively evil in the world of evas - it gets a lot of its
speed from not going overboard in this regard. if anything you want a loadable
module at most. the issue here though is not if you make it a separate process
via ipc/shm or a thread or a loadable module. the problem is evas has no
CONCEPT of shaders (i like to call them filters). evas needs to have a
concept of filters added where one object can FILTER another (ie you apply the
filter object to another - it works like a clip object, BUT applies a filter
instead, like blur, bumpmap, sharpen etc. etc.). i would suggest that it be a
bit more rigid with specific well-known and used effects (as i just mentioned)
so they can be specifically implemented in the evas engines for just that
purpose. if you export a generic shader language you basically screw performance
outside of opengl permanently.

  what you want is basically evas as a gl front-end for yourself, not as a
  display independent canvas. now there is nothing wrong with that - but it is
  not one of the goals of evas to do that. that is why you will not find the
  gl context exposed and find it very hard to get TO internals. it's all
  nicely abstracted away. now i do know what you want - you want to be able
  to place a gl rendered scene (3d maybe) in a canvas. if its 3d you want -
  then we are talking major nasty work as we then need to expose EVERY
  engine, all the engine capabilities and ways in and out of that sanely. if
  its just 2d - maybe its something that needs to go into evas anyway. i have
  been considering filter objects for example that would provide filtering
  like gaussian blur, sharpen, etc. etc. so maybe what you want is somewhere
  on the todo in a more generic way? 
 
 I can positively say that even just the basic needs skyrockets past what 
 any reasonably ordinary canvas engine needs to handle. 3D, 2D, dedicated 
 mask-generation, motion tracking and so on. The list is endless. It 
 would cause you more trouble than good to do that. But thanks for offering.
 
 Regards, Rene Jensen
 
 
 
 
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[E-devel] E WWW/CVS/etc. servers - please help!

2007-02-10 Thread The Rasterman

OK - First I'd like to say thanks to Ian (Inc) for setting up a donations page
to track progress towards a goal of getting enough funds so we can finally get
boxes that belong to enlightenment (and so we aren't living of borrowed/begged
for/kindly donated hardware. the point of this is to get  a system (or 2) out
there that will be OURS. we don't have to move off it because it gets reclaimed
by its owner, or we use too many resources on it, we are not subject to the
whims of admins (like sourceforge) and their whims and priorites - as noble
often their goals are, they make life a bit hard for us.

this will let us provide better anoncvs access for users, better www service
(hopefully) and build a groundwork on which to build a better public face.
this will in the future allow us to provide online services such as a place
for theme authors to upload their creations and have them automatically
available to all e users (who are on-line) via built in download and access
mechanisms that not only let you access your locally stored themes, but snarf
them from such repositories (grand ideas - yes i know, but ultimately will make
the whole thing more useful to users at large).not all of these will appear
immediately, but a box out there, fully under our control will provide the
groundwork.

i'd like to thank anyone who has contributed so far, and if you wish to still
contribute, please do so, as sooner or later warranties will run out, and we
will need to buy spare parts.

again - thanks to everyone, and kudos for the work and suppot.

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Re: [E-devel] [PATCH] Add bgr 565 convert support to evas

2007-02-10 Thread Lars Munch
On Sat, Feb 10, 2007 at 06:12:38AM +0900, Carsten Haitzler wrote:
 On Sun, 4 Feb 2007 20:10:32 +0100 [EMAIL PROTECTED] (Lars Munch) babbled:
 
  Hi
  
  The attached patch adds 16bpp BGR 565 Converter Support to evas.
  
  Please apply.
 
 what hardware did you find that does bgr565?
 

The ARM PrimeCell PL110 Color LCD Controller which is found on some
systems.  Qemu's arm system emulation is based on this chip, so I need
this patch when doing EFL framebuffer development in Qemu's arm system
emulation.

-- Lars Munch

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Re: [E-devel] efreet - freedesktop menu/icon/desktop spec implementation

2007-02-10 Thread dan sinclair

On 9-Feb-07, at 6:14 PM, Carsten Haitzler (The Rasterman) wrote:

 On Tue, 16 Jan 2007 17:11:33 -0600 Brian Mattern  
 [EMAIL PROTECTED]
 babbled:

 Currently we have code to build menus, find icons, and load desktop
 entries complete. There are a few things left to finish (most
 importatnly executing desktop entries), but it is almost at a point
 where we'd like to start integrating it in to e17.

 can it slide in AS ecore_desktop?


The APIs are different but the changes to bring in efreet instead of  
ecore_desktop aren't huge at this point. (There have been a couple of  
patches to do it so far)


 The code, for those interested, is available from subversion at:
 http://everburning.com/svn/efreet

The code is in the e17/libs/efreet directory of CVS at the moment.


 Before we hook e17 in to efreet, there are a few issues I'd like to
 bring up.
 E currently uses a hands off 'read only' approach to the XDG  
 structure,
 copying the structure in to the format that e previously used (.order
 files). This made sense given ecore_desktops roots as an addon  
 program
 that simply connected the two. But, since we're already going to be
 loading up the xdg menu format, is there any reason to not just  
 use that
 directly? This would have the added benefit that as apps are added
 through a package manager, they would just show up in the menu as  
 they
 do in every other desktop (without having to go to config   
 application
 menus   Regenerate / Update Applications Menu).

 then we need to support the xdg menu modifications spec (ie user  
 changes to the
 system menus overlayed on the systems ones) - is that your plan?


If the user has an applications.menu in their .local/menu directory  
then efreet will load that and use it. The user can then have that do  
a MergeFile with the system menus and put their changes on the end.   
Efreet will handle merging them together correctly.

At this point Efreet handles the full menu-spec test that fdo  
provides. (At least last time I tried a week ago it did)


 The next question is, assuming you guys see it as a viable  
 replacement
 for ecore_desktop, do we stick this somewhere in libs (as efreet or
 e_xdg, or whatever name) or do we cram it in to ecore? My vote is  
 that
 we stop bloating ecore in the name of a 'dependency freeze' and keep
 proper separation of libraries. (Its all 'new code' that needs to be
 verified and tested regardless of where we stick it).

 well i'd prefer it in ecore - as the plan post e17 is to split  
 ecore up into
 multiple actual libs - thus you get what you want anyway :)


Wouldn't it make it easier in the long run to have it in a separate  
lib as you then don't have to go through the hassle of splitting it out?

Before we just start sliding it in as an ecore_desktop replacement,  
do we want to remove all the extra layer of menu stuff that e17  
currently has? ecore_desktop has slid in as a replacement for .eap  
files. Do we really need too second layer of converting fdo menus  
to .order files and then e17 working off of the .order files? If we  
just work off of the fdo menu it will take a lot of the confusion out  
of the picture.

May cleanup/reduce a lot of the code.

dan



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[E-devel] Icon events on e17

2007-02-10 Thread Thanatermesis
I think to the icons can accept events could be a good thing, specially for
the icons animated stuff, for example, I don't like to have a ibar with 10
icons with a animation turning all the time eating my cpu, but i think to
its a good idea to turns animated when i put my mouse on a icon

E17 code needs to are modified or is just needed to add repeat_events to
the e17 themes ?


Thanatermesis
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Re: [E-devel] Icon events on e17

2007-02-10 Thread William Keaney
On Sat, 2007-02-10 at 18:45 +0100, Thanatermesis wrote:
 I think to the icons can accept events could be a good thing, specially for
 the icons animated stuff, for example, I don't like to have a ibar with 10
 icons with a animation turning all the time eating my cpu, but i think to
 its a good idea to turns animated when i put my mouse on a icon
 
 E17 code needs to are modified or is just needed to add repeat_events to
 the e17 themes ?
Edje files can be written to use mouse events; considering that the
animated icons are actually edjes, it shouldn't be difficult to write
this in without changing E17 itself.  I believe that you would use
mouse_in and mouse_out, but I'd have to play with it a bit to be
certain.

uberpinguin
-- 
Build a person a fire, and they may be warm for a day.
Set that person on fire, and they will be warm for the rest of their
life.
GnuPG Public Key ID: 1024D/203C7431
Public Key Available From http://subkeys.pgp.net:11371/


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Re: [E-devel] Icon events on e17

2007-02-10 Thread William Keaney
Relaying the off-list conversation on Thanatermesis' request:

 On Sat, 2007-02-10 at 18:45 +0100, Thanatermesis wrote:

 I think to the icons can accept events could be a good thing,
 specially for the icons animated stuff, for example, I don't
 like to have a ibar with 10 icons with a animation turning all
 the time eating my cpu, but i think to its a good idea to turns
 animated when i put my mouse on a icon
 
 E17 code needs to are modified or is just needed to add
 repeat_events to the e17 themes ?

 On Sat, 2007-02-10 at 12:59 -0500, uberpinguin wrote:

 Edje files can be written to use mouse events; considering that
 the animated icons are actually edjes, it shouldn't be difficult
 to write this in without changing E17 itself.  I believe that you
 would use mouse_in and mouse_out, but I'd have to play with it a
 bit to be certain.

 On Sat, 2007-02-10 at 19:10 +0100, Thanatermesis wrote:

 This is what i have tried, adding repeat_events and
 mouse_events to all the parts of the ibox / ibar piece, but not
 has work... maybe exist other layer before it ?

 PS: sorry for reply directly and no in the ML, I don't know how to
 reply to the ML directly how a new email, at least using gmail 

 On Sat, 2007-02-10 at 13:25 -0500, uberpinguin wrote:

 Not the ibox / ibar, but to the icon .edj itself.  You can
 modify the .edj so that the animation program only runs while the
 mouse is over it.  I may work on this later today to get an
 example mocked up, but I have a lot of household chores to
 accomplish first :/

 On Sat, 2007-02-10 at 19:52 +0100, Thanatermesis wrote:

 I have it ready for this (and working), i send you it attached if
 you like to try it

 On Sat, 2007-02-10 at 14:39 -0500, uberpinguin wrote:
 Hm. It works in edje_viewer, but I don't see any animation when it's
 in the ibar.  I'm not sure why.

 On Sat, 2007-02-10 at 21:26 +0100, Thanatermesis wrote:

 This is the problem :)
 
 I have tried too to hack the e17 theme with repeat_events (send
 events to the layers on his below layers) for send it to the icon, but
 aparently not works, not sure why... This is why I have send this
 email to the ML of E-dev 
 
 Can you posible to send other email to the ML (I can't) discussing
 about this issue ? I mean for implement the feature on E, if is a
 internal code related

Sure, no problem.  My apologies for misunderstanding your initial
question.  I didn't realize exactly what you were getting at.

uberpinguin
 
-- 
Build a person a fire, and they may be warm for a day.
Set that person on fire, and they will be warm for the rest of their
life.
GnuPG Public Key ID: 1024D/203C7431
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Re: [E-devel] [PATCH] Add bgr 565 convert support to evas

2007-02-10 Thread The Rasterman
On Sat, 10 Feb 2007 15:02:18 +0100 [EMAIL PROTECTED] (Lars Munch) babbled:

 On Sat, Feb 10, 2007 at 06:12:38AM +0900, Carsten Haitzler wrote:
  On Sun, 4 Feb 2007 20:10:32 +0100 [EMAIL PROTECTED] (Lars Munch) babbled:
  
   Hi
   
   The attached patch adds 16bpp BGR 565 Converter Support to evas.
   
   Please apply.
  
  what hardware did you find that does bgr565?
  
 
 The ARM PrimeCell PL110 Color LCD Controller which is found on some
 systems.  Qemu's arm system emulation is based on this chip, so I need
 this patch when doing EFL framebuffer development in Qemu's arm system
 emulation.

oooh - how interesting. all the other arm based 16bpp 565 displays i've seen
are RGB565 nor BGR565.

 -- Lars Munch
 
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裸好多
Tokyo, Japan (東京 日本)

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