Re: [E-devel] RFC gradient clip

2007-05-15 Thread [EMAIL PROTECTED]

Gustavo wrote:

 I want to know how difficult would be to implement support for clip
 using gradient objects.
 ...
 ...
 
 We are willing to implement it if you give us some hints  :-) 

Just thought I'd go back to this a bit here, and see if
I can give you an idea of what's 'really' needed for this.

The way Carsten setup clip-object semantics in evas is that
any object can clip any other, and this can be arbitrarily iterated
(since a clip object can have a clip object as well). Also, an object
can clip any number of objects.
It's a very nice idea, though with that kind of generality
it's going to be tough to do anything involved very efficiently.
However, the real problem in evas right now is just trying to get
this implemented *at all*.

The way the internals are set up, it's just not feasible..
and neither is doing *anything* much beyond what raster initially
set things up for (eg. rotations or any kind of transforms on image
objs.. just can't really be 'done' right now, no matter how 'easy'
it might be to accomplish that with any of the gfx backends).

I've pointed this out several times in the past, but let me
explain in a bit more detail exactly why this situation exists and
what's needed to correct it.

The canvas level has a structure that holds the state for
an evas object (eg. size, clip-obj, etc). This structure also has
a pointer to any type specific state (ie. things for rects, images,
etc).
It also has a pointer to a 'render' function that is called
whenever a given object needs to be drawn - this function is given
for each specific type of object, and has a generic form, eg. draw
something to some dst at some point... and such things.

The way these object render functions are obtained is in turn
via certain other 'engine functions' which are implemented by the
various engines, ie. by the various rendering backends.


The problem is that this set of 'engine functions' then
defines an immediate mode rendering api which is ALL that the
canvas can work with. It ties the canvas lib's capabilities to the
specific rendering model/api that this set of interfaces defines.

Unfortunately, the current such interfaces, ie. the rendering
model.. is extremely limited. That's the source of all the problems
that evas faces right now as far as extending its capabilities to
allow for such things as obj transforms, clipping, texturing, and
any number of other gfx aspects.

Now, one can say Well, let's use eg. a vgfx rendering model,
that's a powerful one..., or maybe say No, let's use a compositing
rendering model, it's more flexible yet smaller..., or any number
of other things.. and how is one to choose? (and the choice must
make it easy for it to be realized with various other gfx libs. eg.
xrender, gl, cairo, ...)

Very easily: Let the canvas api be the rendering model,
rather than impose some other. After all, what one wants is to
modify 'obj' state, setup things, and draw the 'obj' as need be.

What that means is that one needs to push all relevant
canvas level 'object' state down to the engines level, and let
things be implemented there as each 'engine' sees fit.

Do this, and all the things everyone wants for evas to be
able to do, and things that no one has maybe even thought of...
will at least be feasible to *attempt* to implement. It simply
isn't feasible or reasonable right now to even try otherwise.

   jose.



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Re: [E-devel] RFC gradient clip

2007-05-15 Thread Gustavo Sverzut Barbieri
On 5/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

 Gustavo wrote:

  I want to know how difficult would be to implement support for clip
  using gradient objects.
  ...
  ...
 
  We are willing to implement it if you give us some hints  :-)

 Just thought I'd go back to this a bit here, and see if
 I can give you an idea of what's 'really' needed for this.

good! :-) I won't reply every item as I want to wait for raster and
possible others to step in and comment, so I can learn a bit more, but
few things are:


 The way Carsten setup clip-object semantics in evas is that
 any object can clip any other, and this can be arbitrarily iterated
 (since a clip object can have a clip object as well). Also, an object
 can clip any number of objects.

right now clip is all about rectangle operations to limit the visible
are... or is anything else supported?


 It's a very nice idea, though with that kind of generality
 it's going to be tough to do anything involved very efficiently.
 However, the real problem in evas right now is just trying to get
 this implemented *at all*.

 The way the internals are set up, it's just not feasible..
 and neither is doing *anything* much beyond what raster initially
 set things up for (eg. rotations or any kind of transforms on image
 objs.. just can't really be 'done' right now, no matter how 'easy'
 it might be to accomplish that with any of the gfx backends).

I don't get what you mean with rotations/transitions.
   If clip object is rotated, then you'd consider it rotated and
you're done, just like you get its current size.
   In order to minimize work, we could do regular bounding box clip
and when to process scanlines, segment it into intervals, these to be
segmented by the next clip object and so on...
   In the end you get the continuous segments you would
blit/blend/transform (in the gradient case).


 I've pointed this out several times in the past, but let me
 explain in a bit more detail exactly why this situation exists and
 what's needed to correct it.

 The canvas level has a structure that holds the state for
 an evas object (eg. size, clip-obj, etc). This structure also has
 a pointer to any type specific state (ie. things for rects, images,
 etc).
 It also has a pointer to a 'render' function that is called
 whenever a given object needs to be drawn - this function is given
 for each specific type of object, and has a generic form, eg. draw
 something to some dst at some point... and such things.

 The way these object render functions are obtained is in turn
 via certain other 'engine functions' which are implemented by the
 various engines, ie. by the various rendering backends.


 The problem is that this set of 'engine functions' then
 defines an immediate mode rendering api which is ALL that the
 canvas can work with. It ties the canvas lib's capabilities to the
 specific rendering model/api that this set of interfaces defines.

 Unfortunately, the current such interfaces, ie. the rendering
 model.. is extremely limited. That's the source of all the problems
 that evas faces right now as far as extending its capabilities to
 allow for such things as obj transforms, clipping, texturing, and
 any number of other gfx aspects.

 Now, one can say Well, let's use eg. a vgfx rendering model,
 that's a powerful one..., or maybe say No, let's use a compositing
 rendering model, it's more flexible yet smaller..., or any number
 of other things.. and how is one to choose? (and the choice must
 make it easy for it to be realized with various other gfx libs. eg.
 xrender, gl, cairo, ...)

 Very easily: Let the canvas api be the rendering model,
 rather than impose some other. After all, what one wants is to
 modify 'obj' state, setup things, and draw the 'obj' as need be.

ok, so far it makes sense.


 What that means is that one needs to push all relevant
 canvas level 'object' state down to the engines level, and let
 things be implemented there as each 'engine' sees fit.

here I need some clarification. How do you see these in use? How do
you see x, y, w, h, alpha already being in the engine help?


 Do this, and all the things everyone wants for evas to be
 able to do, and things that no one has maybe even thought of...
 will at least be feasible to *attempt* to implement. It simply
 isn't feasible or reasonable right now to even try otherwise.

Well... moving everything to engine will leave us with just a common
API and very different implementations, that will be really
extensible, trade off is consistency, complexity and possible more.

If we extend clip to be any polygon or curve (if we allow ellipses,
circles, ... in future) and also enable cumulative transformations we
can do many things without all that pain. The former is not difficult,
since well known algorithms exists, the later is more related to
implementation details, while I 

Re: [E-devel] [e-users] Creating custom applications in e17

2007-05-15 Thread Nikolas Arend
Daniel Stonier wrote:
 At the moment, I left click the top corner and create an icon.  That
 makes a .desktop file in ~/.local/share/applications. That's all you
 really need do to create one. If you want to go further, you can text
 edit the .desktop file so you can customise it for your own
 applications menu or use with an icon theme.

 Once you have the .desktop file, just drag and drop from the
 configuration panel into the favourites menu.

 On 15/05/07, Nikolas Arend [EMAIL PROTECTED] wrote:
   
 Hi,

 in current e17 cvs, what is the preferred method of creating a new
 custom application (i.e. .desktop file), e.g. for the favorite apps
 menu? This functionality had been there before the transition to efreet,
 but I can't seem to find it now.

 Cheers,Nick.
 

Yes, editing or creating a .desktop file by hand is of course an option, 
but tedious for many custom applications. This create icon 
functionality you describe is not there in current cvs, hence my 
question. There is an edit icon option in the popdown menu when you 
click on the window title bar, but that will only work if the 
application is already started. Creating .desktop entries for scripts or 
scripts starting another application with a gui is not possible (it was 
before). I'd vote for putting the possibility to easily create .desktop 
files via a gui back in, it'll make life easier for unexperienced users.


Thanks,  Nick.


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Re: [E-devel] RFC gradient clip

2007-05-15 Thread [EMAIL PROTECTED]

  The way Carsten setup clip-object semantics in evas is
  that any object can clip any other, and this can be arbitrarily
  iterated (since a clip object can have a clip object as well).
  Also, an object can clip any number of objects.
 
 right now clip is all about rectangle operations to limit the visible
 are... or is anything else supported?

Nothing else is 'supported' except plain rectangles, but it
was intended as decribed.. and the canvas level does try. :)

The way the internals are set up, it's just not feasible..
  and neither is doing *anything* much beyond what raster initially
  set things up for (eg. rotations or any kind of transforms on 
  image objs.. just can't really be 'done' right now, no matter how
  'easy' it might be to accomplish that with any of the gfx
  backends).
 
 I don't get what you mean with rotations/transitions.
   If clip object is rotated, then you'd consider it rotated and
 you're done, just like you get its current size.
   In order to minimize work, we could do regular bounding box clip
 and when to process scanlines, segment it into intervals, these to
 be segmented by the next clip object and so on...
   In the end you get the continuous segments you would
 blit/blend/transform (in the gradient case).

That's one way, software-wise. But it's just not the issue
here.

Do this, and all the things everyone wants for evas to be
  able to do, and things that no one has maybe even thought of...
  will at least be feasible to *attempt* to implement. It simply
  isn't feasible or reasonable right now to even try otherwise.
 
 Well... moving everything to engine will leave us with just a common
 API and very different implementations, that will be really
 extensible, trade off is consistency, complexity and possible more.
 
 If we extend clip to be any polygon or curve (if we allow ellipses,
 circles, ... in future) and also enable cumulative transformations
 we can do many things without all that pain. The former is not
 difficult, since well known algorithms exists, the later is more
 related to implementation details, while I know it's possible to
 do JIT and remove overhead of functions, just getting the operations
 on i686+software_x11, I'm not sure if it fits other sytems (GL?)...
 if we trade off memory in favor of performance we can always render
 to an auxiliary buffer and then do some operation (sub, add, or,
 and, mul, ...) while rendering clipped objs.
 
 That's my understandings so far, I don't know any engine or even
 the API that well, if I'm wrong just let me know.

Well, you see.. the issue here isn't really about being able
to implement things with software algorithms, or with some other
gfx backend (gl or xrender or cairo or whatever). All that can be
done.

The problem is that evas just won't let you even try, not
without extensively rewriting a large amount of things.

Again, the way the internals are setup, every evas object
calls a generic 'render' function to draw itself.. and this is
an abstract kind of function since the rendering target and the
rendering mechanisms can vary (different engines).
But, this render function doesn't get directly implemented
by the rendering backends. Instead, it uses a set of abstract
'engine functions' which are themselves what get implemented by
each rendering backend. Those functions are what the canvas can
use to draw an evas object.. and ONLY those functions.

Let's take your example of an 'evas_object_transform_set'
api function that you want.
Ok, when you come to actually implement this, you will add
some 'transform' to the evas object structure so that all objects
keep the transform state. Then, when the canvas calls the object's
render function it needs to draw the transformed object.. so in each
object's render function you need to 'implement' the drawing of
such a trnasformed object.

But, you can only call 'engine functions' for this.. that's
ALL you can work with.

Suppose you then want to be able to set a 'filter' object
on an evas object, eg. to blur, bumpmap, ... an object. Again, you
will add such state to the evas object structure and in each object's
render function you need to 'implement' the drawing of such an object
with such a filter, and with the transform you wanted for the object
before, and maybe the filter itself admits transforms, and maybe
you have the object clipped by an image object and this image object
has borders, and is itself transformed in some way, and possibly
another filter is being applied to it, and the image object has
another clip object which is a path which is and the object you're
drawing is a rounded recangle, which is to be stroked with some color
and filled with some gradient texture, and the gradient is a radial one,
and is trasnformed in some way, and...

And all this you have to 'implement' via the set of engine
functions beacuse 

Re: [E-devel] [e-users] Creating custom applications in e17

2007-05-15 Thread Daniel Stonier
On 16/05/07, Nikolas Arend [EMAIL PROTECTED] wrote:
 Daniel Stonier wrote:
  At the moment, I left click the top corner and create an icon.  That
  makes a .desktop file in ~/.local/share/applications. That's all you
  really need do to create one. If you want to go further, you can text
  edit the .desktop file so you can customise it for your own
  applications menu or use with an icon theme.
 
  Once you have the .desktop file, just drag and drop from the
  configuration panel into the favourites menu.
 
  On 15/05/07, Nikolas Arend [EMAIL PROTECTED] wrote:
 
  Hi,
 
  in current e17 cvs, what is the preferred method of creating a new
  custom application (i.e. .desktop file), e.g. for the favorite apps
  menu? This functionality had been there before the transition to efreet,
  but I can't seem to find it now.
 
  Cheers,Nick.
 

 Yes, editing or creating a .desktop file by hand is of course an option,
 but tedious for many custom applications. This create icon
 functionality you describe is not there in current cvs, hence my
 question. There is an edit icon option in the popdown menu when you
 click on the window title bar, but that will only work if the
 application is already started. Creating .desktop entries for scripts or
 scripts starting another application with a gui is not possible (it was
 before). I'd vote for putting the possibility to easily create .desktop
 files via a gui back in, it'll make life easier for unexperienced users.

Im sure something will go back in eventually. Reconciling everything
with freedesktop standards will take a little while though.

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Re: [E-devel] RFC gradient clip

2007-05-15 Thread [EMAIL PROTECTED]

I wrote:

   Let's take your example of an 'evas_object_transform_set'
 api function that you want.
   Ok, when you come to actually implement this, you will add
 some 'transform' to the evas object structure so that all objects
 keep the transform state. Then, when the canvas calls the object's
 render function it needs to draw the transformed object.. so in
 each object's render function you need to 'implement' the drawing
 of such a trnasformed object.
 
   But, you can only call 'engine functions' for this.. that's
 ALL you can work with.
 
   Suppose you then want to be able to set a 'filter' object
 on an evas object, eg. to blur, bumpmap, ... an object. Again,
 you will add such state to the evas object structure and in each
 object's render function you need to 'implement' the drawing of
 such an object with such a filter, and with the transform you
 wanted for the object before, and maybe the filter itself admits
 transforms, and maybe you have the object clipped by an image
 object and this image object has borders, and is itself transformed
 in some way, and possibly another filter is being applied to it,
 and the image object has another clip object which is a path which
 is and the object you're drawing is a rounded recangle, which
 is to be stroked with some color and filled with some gradient
 texture, and the gradient is a radial one, and is trasnformed in
 some way, and...
 
   And all this you have to 'implement' via the set of engine
 functions beacuse that's ALL that the canvas can access to do
 anything. That set of engine functions is the canvas' gfx api, not
 the actual engine gfx backend apis.
 
   See the problem?
 
   Fortunately, there is a way to do this.  :) 

I should've added: and that involves a very large rewrite
of the engine level internals. There is no way to avoid this -- if
one wants evas to be able to do much of anything beyond what it now
does.

It's what I've been working on recently.. but it's a large
amount of work - in itself not necessarily 'difficult', but a lot..
with many, many details.
Not to mention that I had to work out a fair amount of
other things, like a reasonable mechanism to do such clipping, and
image fill-transforms, and textured stroke/fill of rounded rects,
and try and figure out a better way to deal with styled-text (eg.
something like what I did sometime back with imlib2 text-styling),
and clean-up and improve a bunch of things... And it's going to take
yet more time and work to finish off a lot of it still.

   jose.



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Re: [E-devel] RFC gradient clip

2007-05-15 Thread Gustavo Sverzut Barbieri
On 5/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I should've added: and that involves a very large rewrite
 of the engine level internals. There is no way to avoid this -- if
 one wants evas to be able to do much of anything beyond what it now
 does.

 It's what I've been working on recently.. but it's a large
 amount of work - in itself not necessarily 'difficult', but a lot..
 with many, many details.
 Not to mention that I had to work out a fair amount of
 other things, like a reasonable mechanism to do such clipping, and
 image fill-transforms, and textured stroke/fill of rounded rects,
 and try and figure out a better way to deal with styled-text (eg.
 something like what I did sometime back with imlib2 text-styling),
 and clean-up and improve a bunch of things... And it's going to take
 yet more time and work to finish off a lot of it still.

Great you're already doing it, at least it will serve as reference if
not integrated/used... is there any CVS/SVN/GIT/... we can follow and
do some testing?

-- 
Gustavo Sverzut Barbieri
--
Jabber: [EMAIL PROTECTED]
   MSN: [EMAIL PROTECTED]
  ICQ#: 17249123
 Skype: gsbarbieri
Mobile: +55 (81) 9927 0010

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Re: [E-devel] RFC gradient clip

2007-05-15 Thread [EMAIL PROTECTED]

Gustavo wrote:

 Great you're already doing it, at least it will serve as reference
 if not integrated/used... is there any CVS/SVN/GIT/... we can follow
 and do some testing?

None except my local copy.. and as it's partly working, partly
in the process of being worked out.. until I feel that it's something
that's complete enough to be 'usable', it'll likely stay that way.
It may well stay that way in any case, if there's little or
no interest in having this in evas. In fact, given raster's recent
remarks on this, I'm rather inclined to just let it go as of now.
It'll have to wait til he decides to get to it instead. :)

   jose.



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Re: [E-devel] RFC gradient clip

2007-05-15 Thread Vincent Torri


On Tue, 15 May 2007, Gustavo Sverzut Barbieri wrote:

 On 5/15/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 I should've added: and that involves a very large rewrite
 of the engine level internals. There is no way to avoid this -- if
 one wants evas to be able to do much of anything beyond what it now
 does.

 It's what I've been working on recently.. but it's a large
 amount of work - in itself not necessarily 'difficult', but a lot..
 with many, many details.
 Not to mention that I had to work out a fair amount of
 other things, like a reasonable mechanism to do such clipping, and
 image fill-transforms, and textured stroke/fill of rounded rects,
 and try and figure out a better way to deal with styled-text (eg.
 something like what I did sometime back with imlib2 text-styling),
 and clean-up and improve a bunch of things... And it's going to take
 yet more time and work to finish off a lot of it still.

 Great you're already doing it, at least it will serve as reference if
 not integrated/used... is there any CVS/SVN/GIT/... we can follow and
 do some testing?

about that, why not doing a branch in cvs ? Branches exist for that kind 
of stuff.

Vincent

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