[E-devel] Minor evas fix for clips

2007-04-11 Thread Brett Nash
Just discovered an interesting issue with evas:
evas_object_clip_set(obj,obj) is all bad.

This one line fixes the problem (which is mostly a PEBKAC, but still).

--- src/lib/canvas/evas_clip.c  16 Nov 2006 03:20:24 -  1.26
+++ src/lib/canvas/evas_clip.c  12 Apr 2007 02:48:10 -
@@ -169,6 +169,7 @@
return;
MAGIC_CHECK_END();
if (obj->cur.clipper == clip) return;
+   if (obj == clip) return;
if (obj->smart.smart)
  {
if (obj->smart.smart->smart_class->clip_set)


Regards,
nash


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Re: [E-devel] clientlist menu config panel change...

2007-04-11 Thread Eric Schuele
On 04/08/2007 23:39, Ravenlock wrote:
> Hello,
> 
> Attached is a small patch which will add a check box to the config panel 
> that manipulates the clientlist menu.
> 
> Presently there is a way to limit the length of the caption of 
> clientlist menu items.  However if you do not wish to limit the length 
> you would need to set the limit to 0.  It's occurred to me that this may 
> not be the most intuitive for a user... So I've added a checkbox which 
> will allow them to clearly enable or disable the feature.
> 
> If there are no objections... I'd like to commit this.

No objections noted.  In CVS.  :)

> 
> Questions, comments, and complaints welcome.
> 
> 
> 
> 
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-- 
Regards,
Eric

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Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread [EMAIL PROTECTED]

> > But the 'problem' goes deeper than that. Right now the
> > argb data itself (ie. the result of loading things given only
> > the file/key/load_opts combo) may be shared by several cached
> > engine images, ie. images which have the same file/key/load_opts
> > but could have different 'displays' say, and this is the real
> > source of the 'problem'.
> 
> I am not sure if I understand correctly the problem. As I currently
> implemented my cache mecanism, a RGBA_Image could only end in one
> image cache linked with one engine and one cache_key. Now what we
> want, is having one RGBA_Image in multiple cache linked with multiple
> engine, but with one cache_key. This cache_key should only be the
> same if all engine are really ok to share this RGBA_Image. Is it
> correct ?
>   In that case, I need to provide a way to request each engine
> to compute the cache_key and if they all give the same answer,
> it's ok (I take for granted the fact that I could have multiple
> cache for one RGBA_Image. I know, it will need some thinking also).
> Or did I miss a bigger problem ?

E... I think if I try and explain this again I'm likely
to cause more confusion. :)

Take a quick look at eg. the xrender-x11 and gl image
cache related stuff. Every engine 'image' needs to keep at least
argb32 data that one can load/set/get from the canvas api. It also
may want to keep such data in engine specific buffers of some sort
(if it can composite such to the dst target surface via some means
it posseses -- in your sdl engine case, you're not using any sdl
provided functions for compositing, so you can't really benefit
from keeping loaded data in sdl surfaces). But these engine specific
buffers may require some form of differentiation, apart from the
argb32 data they are made to hold.
Now, for 'loading', one wants to be able to keep as few
copies of the argb32 data as possible - regardless of the number of
canvases, the type of engines, the means the engines are using for
holding the data, etc.

So, what are you going to do if you want to load file "blah"
ONLY ONCE, but maybe use its argb32 data in many canvases, which
may be using many different engines, some of which may want to hold
that data in 'surfaces', which may need to be created in some 
particular way, dependent on engine info (even though they take the
same loaded argb32 data as input - no making copies of the loaded
data allowed either). ???



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Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread Cedric BAIL
On Wednesday 11 April 2007 09:41:22 [EMAIL PROTECTED] wrote:
>   Cedric wrote:
> > > this is why there is a specific engine copy wrapping the image
> > > - the RGBA_Image just acts as a source of RGBA pixel data.
> > > the wrapping engine image colds a pointer to that plus engine
> > > specific data. the image is also looked up not just by filename
> > > + key, but ALSO by engine specific properties too.
> >
> > When I did take a look at others engines, I missed such idea.
> > So I didn't take them into account for the cache. I will need
> > to think how I could solve that, but I would like to try to solve
> > this on a real case. Do you have an engine that need more than
> > one private data ? (One that could be a good start to see,
> > understand and fix this problem)

>   The xrender based engines. The loaded data is kept in
> 'pictures', which are resources that depend on other X stuff.
>   That part would be easy to fix in what you have: add a
> function prototype to generate the 'cache_key' from given input
> (file, key, load_opts, void *engine_data).

Thanks, that should be easy.

>   But the 'problem' goes deeper than that. Right now the
> argb data itself (ie. the result of loading things given only
> the file/key/load_opts combo) may be shared by several cached
> engine images, ie. images which have the same file/key/load_opts
> but could have different 'displays' say, and this is the real
> source of the 'problem'.

I am not sure if I understand correctly the problem. As I currently 
implemented my cache mecanism, a RGBA_Image could only end in one image cache 
linked with one engine and one cache_key. Now what we want, is having one 
RGBA_Image in multiple cache linked with multiple engine, but with one 
cache_key. This cache_key should only be the same if all engine are really ok 
to share this RGBA_Image. Is it correct ?
In that case, I need to provide a way to request each engine to compute 
the 
cache_key and if they all give the same answer, it's ok (I take for granted 
the fact that I could have multiple cache for one RGBA_Image. I know, it will 
need some thinking also). Or did I miss a bigger problem ?

Cedric

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Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread [EMAIL PROTECTED]

Cedric wrote:

> > this is why there is a specific engine copy wrapping the image
> > - the RGBA_Image just acts as a source of RGBA pixel data.
> > the wrapping engine image colds a pointer to that plus engine
> > specific data. the image is also looked up not just by filename
> > + key, but ALSO by engine specific properties too.
> 
> When I did take a look at others engines, I missed such idea.
> So I didn't take them into account for the cache. I will need
> to think how I could solve that, but I would like to try to solve
> this on a real case. Do you have an engine that need more than
> one private data ? (One that could be a good start to see,
> understand and fix this problem)

The xrender based engines. The loaded data is kept in
'pictures', which are resources that depend on other X stuff.
That part would be easy to fix in what you have: add a
function prototype to generate the 'cache_key' from given input
(file, key, load_opts, void *engine_data).

But the 'problem' goes deeper than that. Right now the
argb data itself (ie. the result of loading things given only
the file/key/load_opts combo) may be shared by several cached
engine images, ie. images which have the same file/key/load_opts
but could have different 'displays' say, and this is the real
source of the 'problem'.

   jose.



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