[E-devel] editje animation signals

2011-03-13 Thread Andreas Volz
Hello,

does someone know how I could call a generic purpose signal with editje
after finish an animation signal? Like with edc after. I've to signal
my application when an animation is finished. I tried to write an edc
by hand with after transition. It seems editje doesn't show after. So
how could I do this?

regards
Andreas

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Re: [E-devel] editje animation signals

2011-03-13 Thread Gustavo Sverzut Barbieri
On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz li...@brachttal.net wrote:
 Hello,

 does someone know how I could call a generic purpose signal with editje
 after finish an animation signal? Like with edc after. I've to signal
 my application when an animation is finished. I tried to write an edc
 by hand with after transition. It seems editje doesn't show after. So
 how could I do this?

Take a look at the generated EDC, you'll see Editje ALWAYS create such
animation ended signals for you. You just have to listen to them in
your app.


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Re: [E-devel] Compilation warnings in ecore_con

2011-03-13 Thread Vincent Torri


Hey

On Thu, 10 Feb 2011, mathieu.taillefum...@free.fr wrote:


Hello,

I have this warning when I compile ecore

ecore_con_ssl.c: In function ÿÿ_ecore_con_ssl_server_init_gnutlsÿÿ:
ecore_con_ssl.c:552:48: warning: cast to pointer from integer of different size
ecore_con_ssl.c: In function ÿÿ_ecore_con_ssl_client_init_gnutlsÿÿ:
ecore_con_ssl.c:853:47: warning: cast to pointer from integer of different size


has the patch below been applied ?

Vincent


the guilty lines are

Index: ecore_con_ssl.c
===
--- ecore_con_ssl.c (revision 56898)
+++ ecore_con_ssl.c (working copy)
@@ -549,7 +549,7 @@
  SSL_ERROR_CHECK_GOTO_ERROR(ret = gnutls_credentials_set(svr-session, 
GNUTLS_CRD_ANON, svr-anoncred_c));

gnutls_dh_set_prime_bits(svr-session, 512);
-gnutls_transport_set_ptr(svr-session, 
(gnutls_transport_ptr_t)svr-fd);
+gnutls_transport_set_ptr(svr-session, 
(gnutls_transport_ptr_t)svr-fd);
svr-ssl_state = ECORE_CON_SSL_STATE_HANDSHAKING;

  case ECORE_CON_SSL_STATE_HANDSHAKING:
@@ -850,7 +850,7 @@
gnutls_certificate_server_set_request(cl-session, GNUTLS_CERT_REQUEST);

gnutls_dh_set_prime_bits(cl-session, 2048);
-gnutls_transport_set_ptr(cl-session, (gnutls_transport_ptr_t)cl-fd);
+gnutls_transport_set_ptr(cl-session, (gnutls_transport_ptr_t)cl-fd);
cl-ssl_state = ECORE_CON_SSL_STATE_HANDSHAKING;

  case ECORE_CON_SSL_STATE_HANDSHAKING:

and the problem comes from the fact that fd variable is an int while the 
function requires a pointer. The patch is straightforward but I do not know the 
role of the fd variable. If one of you could indicate me its role here, I would 
more than happy to send the patch.

Cheers

Mathieu

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Re: [E-devel] editje animation signals

2011-03-13 Thread Andreas Volz
Am Sun, 13 Mar 2011 13:13:37 -0300 schrieb Gustavo Sverzut Barbieri:

 On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz li...@brachttal.net
 wrote:
  Hello,
 
  does someone know how I could call a generic purpose signal with
  editje after finish an animation signal? Like with edc after.
  I've to signal my application when an animation is finished. I
  tried to write an edc by hand with after transition. It seems
  editje doesn't show after. So how could I do this?
 
 Take a look at the generated EDC, you'll see Editje ALWAYS create such
 animation ended signals for you. You just have to listen to them in
 your app.

Ah, thanks. This is good, but maybe not sufficient for my use case.
I'll explain you with my hand written edc code what I need:

  programs {
 program { name: visible;
signal: visible;
source: stateval;
action: STATE_SET visible 0.00;
transition: LINEAR 0.5;
target: border;
target: text;
after: visible_signal;
 }
 program { name: invisible;
signal: invisible;
source: stateval;
action: STATE_SET default 0.00;
transition: LINEAR 0.5;
target: border;
target: text;
after: invisible_signal;
 }
 program { name: visible_signal;
signal: ;
source: ;
action: SIGNAL_EMIT visible_signal edje;
 }
 program { name: invisible_signal;
signal: ;
source: ;
action: SIGNAL_EMIT invisible_signal edje;
 }

My application logic is very generic and needs this spec for each edje view:

- visible (IN)
  - signal:visible
  - source:stateval

- invisible (IN)
  - signal:invisible
  - source:stateval

- visible_signal (OUT)
  - signal:visible
  - source:edje

- invisible_signal (OUT)
  - signal:invisible
  - source:edje

It just provides two IN signals to show and hide a view and edje provides two 
OUT
signals to tell my application when it's finished shown or hidden. So I 
couldn't use
your editje provided signals as they have a name that is very dependant of the
animation.

Do you've some idea how I could map editje behaviour to my needs?

BTW: What is that api export function? Is this maybe usable for my needs? 
There's
nothing written in the wiki about it.

I'm also motivated to change my spec if needed or maybe provide some patches to 
change
editje to support my needs. Hand writing all my animations isn't so funny all 
the time... :-(

regards
Andreas

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Re: [E-devel] editje animation signals

2011-03-13 Thread Gustavo Sverzut Barbieri
On Sun, Mar 13, 2011 at 3:09 PM, Andreas Volz li...@brachttal.net wrote:
 Am Sun, 13 Mar 2011 13:13:37 -0300 schrieb Gustavo Sverzut Barbieri:

 On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz li...@brachttal.net
 wrote:
  Hello,
 
  does someone know how I could call a generic purpose signal with
  editje after finish an animation signal? Like with edc after.
  I've to signal my application when an animation is finished. I
  tried to write an edc by hand with after transition. It seems
  editje doesn't show after. So how could I do this?

 Take a look at the generated EDC, you'll see Editje ALWAYS create such
 animation ended signals for you. You just have to listen to them in
 your app.

 Ah, thanks. This is good, but maybe not sufficient for my use case.
 I'll explain you with my hand written edc code what I need:

      programs {
         program { name: visible;
            signal: visible;
            source: stateval;
            action: STATE_SET visible 0.00;
            transition: LINEAR 0.5;
            target: border;
            target: text;
            after: visible_signal;
         }
         program { name: invisible;
            signal: invisible;
            source: stateval;
            action: STATE_SET default 0.00;
            transition: LINEAR 0.5;
            target: border;
            target: text;
            after: invisible_signal;
         }
         program { name: visible_signal;
            signal: ;
            source: ;
            action: SIGNAL_EMIT visible_signal edje;
         }
         program { name: invisible_signal;
            signal: ;
            source: ;
            action: SIGNAL_EMIT invisible_signal edje;
         }

 My application logic is very generic and needs this spec for each edje view:

 - visible (IN)
  - signal:visible
  - source:stateval

 - invisible (IN)
  - signal:invisible
  - source:stateval

 - visible_signal (OUT)
  - signal:visible
  - source:edje

 - invisible_signal (OUT)
  - signal:invisible
  - source:edje

 It just provides two IN signals to show and hide a view and edje provides two 
 OUT
 signals to tell my application when it's finished shown or hidden. So I 
 couldn't use
 your editje provided signals as they have a name that is very dependant of the
 animation.

 Do you've some idea how I could map editje behaviour to my needs?

I'm not sure what you mean, I'm doing a quick read of things and can
try to find time for it later. But AFAIK this seems possible, just
stop and think, maybe globs? Also remember that you are suggested to
translate signals by using Editje's own signal dialogs. You can listen
there for specific signals using @-syntax then emit something new as
you wish (although bit useless).


 BTW: What is that api export function? Is this maybe usable for my needs? 
 There's
 nothing written in the wiki about it.

it is a hint/markup, not actually used so far. The idea is to provide
there a name and a description and applications should use them. It
would be a much saner version of our current naming scheme like
elm.type.name. Tools like edje_inspector could help by filtering by
these names, so doubling as documentation. Other tools like
elementary-project (to be announced, I was working on it but ran out
of time/motivation) would automatically create C wrappers based on
api flagged parts. For instance my elementary-project, when ready
will manage things like:

edc:
part { type: TEXT; name: bla; api: label some description; ...}
part { type: EXTERNAL; source: elm/button; name: ble; api:
button main button; ...}

C: (suppose tst as namespace)

/* Text getter for some description */
const char *tst_label_get(const Evas_Object *o)
{
return edje_object_part_text_get(o, bla);
}

/* Text setter for some description */
void tst_label_set(Evas_Object *o, const char *label)
{
return edje_object_part_text_set(o, bla, label);
}

/* Button's text getter for main button */
void tst_button_text_get(const Evas_Object *o)
{
Edje_External_Param param = {text,
EDJE_EXTERNAL_PARAM_TYPE_STRING, 0, 0, NULL};
if (edje_object_part_external_param_get(o, ble, param))
   return param.s;
return NULL;
}
/* Button's text setter for main button */
void tst_button_text_set(Evas_Object *o, const char *text)
{
Edje_External_Param param = {text,
EDJE_EXTERNAL_PARAM_TYPE_STRING, 0, 0, text};
edje_object_part_external_param_set(o, ble, param);
}

I guess you get the idea. It would be a major helper for us as you'd
not have to remember all the parts and like, it would be the expected
API, without possible errors such as part name typos..


 I'm also motivated to change my spec if needed or maybe provide some patches 
 to change
 editje to support my needs. Hand writing all my animations isn't so funny all 
 the time... :-(

yes, it's not funny at all.



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http://profusion.mobi embedded systems
--
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Skype: gsbarbieri

Re: [E-devel] editje animation signals

2011-03-13 Thread Gustavo Sverzut Barbieri
On Sun, Mar 13, 2011 at 7:36 PM, Andreas Volz li...@brachttal.net wrote:
 Am Sun, 13 Mar 2011 19:09:30 +0100 schrieb Andreas Volz:

 Am Sun, 13 Mar 2011 13:13:37 -0300 schrieb Gustavo Sverzut Barbieri:

  On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz li...@brachttal.net
  wrote:
   Hello,
  
   does someone know how I could call a generic purpose signal with
   editje after finish an animation signal? Like with edc after.
   I've to signal my application when an animation is finished. I
   tried to write an edc by hand with after transition. It seems
   editje doesn't show after. So how could I do this?
 
  Take a look at the generated EDC, you'll see Editje ALWAYS create
  such animation ended signals for you. You just have to listen to
  them in your app.

 Ah, thanks. This is good, but maybe not sufficient for my use case.
 I'll explain you with my hand written edc code what I need:

       programs {
          program { name: visible;
             signal: visible;
             source: stateval;
             action: STATE_SET visible 0.00;
             transition: LINEAR 0.5;
             target: border;
             target: text;
             after: visible_signal;
          }
          program { name: invisible;
             signal: invisible;
             source: stateval;
             action: STATE_SET default 0.00;
             transition: LINEAR 0.5;
             target: border;
             target: text;
             after: invisible_signal;
          }
          program { name: visible_signal;
             signal: ;
             source: ;
             action: SIGNAL_EMIT visible_signal edje;
          }
          program { name: invisible_signal;
             signal: ;
             source: ;
             action: SIGNAL_EMIT invisible_signal edje;
          }

 My application logic is very generic and needs this spec for each
 edje view:

 - visible (IN)
   - signal:visible
   - source:stateval

 - invisible (IN)
   - signal:invisible
   - source:stateval

 - visible_signal (OUT)
   - signal:visible
   - source:edje

 - invisible_signal (OUT)
   - signal:invisible
   - source:edje

 It just provides two IN signals to show and hide a view and edje
 provides two OUT signals to tell my application when it's finished
 shown or hidden. So I couldn't use your editje provided signals as
 they have a name that is very dependant of the animation.

 Do you've some idea how I could map editje behaviour to my needs?

 BTW: What is that api export function? Is this maybe usable for my
 needs? There's nothing written in the wiki about it.

 I'm also motivated to change my spec if needed or maybe provide some
 patches to change editje to support my needs. Hand writing all my
 animations isn't so funny all the time... :-(

 Hm, I got it somehow working if I name my animations visible and
 invisible and change my logic to register for:

 animation,end, invisible
 animation,end, visible

 Then it's generic for me. The editje created prototype was working.
 I'll create a bigger one for my application and see if it's ok.

 Thank you for providing this great editor! :-)

Great you like it!


-- 
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http://profusion.mobi embedded systems
--
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Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] editje animation signals

2011-03-13 Thread Andreas Volz
Am Sun, 13 Mar 2011 20:23:01 -0300 schrieb Gustavo Sverzut Barbieri:

 On Sun, Mar 13, 2011 at 7:36 PM, Andreas Volz li...@brachttal.net
 wrote:
  Am Sun, 13 Mar 2011 19:09:30 +0100 schrieb Andreas Volz:
 
  Am Sun, 13 Mar 2011 13:13:37 -0300 schrieb Gustavo Sverzut
  Barbieri:
 
   On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz
   li...@brachttal.net wrote:
Hello,
   
does someone know how I could call a generic purpose signal
with editje after finish an animation signal? Like with edc
after. I've to signal my application when an animation is
finished. I tried to write an edc by hand with after
transition. It seems editje doesn't show after. So how could I
do this?
  
   Take a look at the generated EDC, you'll see Editje ALWAYS create
   such animation ended signals for you. You just have to listen
   to them in your app.
 
  Ah, thanks. This is good, but maybe not sufficient for my use case.
  I'll explain you with my hand written edc code what I need:
 
        programs {
           program { name: visible;
              signal: visible;
              source: stateval;
              action: STATE_SET visible 0.00;
              transition: LINEAR 0.5;
              target: border;
              target: text;
              after: visible_signal;
           }
           program { name: invisible;
              signal: invisible;
              source: stateval;
              action: STATE_SET default 0.00;
              transition: LINEAR 0.5;
              target: border;
              target: text;
              after: invisible_signal;
           }
           program { name: visible_signal;
              signal: ;
              source: ;
              action: SIGNAL_EMIT visible_signal edje;
           }
           program { name: invisible_signal;
              signal: ;
              source: ;
              action: SIGNAL_EMIT invisible_signal edje;
           }
 
  My application logic is very generic and needs this spec for each
  edje view:
 
  - visible (IN)
    - signal:visible
    - source:stateval
 
  - invisible (IN)
    - signal:invisible
    - source:stateval
 
  - visible_signal (OUT)
    - signal:visible
    - source:edje
 
  - invisible_signal (OUT)
    - signal:invisible
    - source:edje
 
  It just provides two IN signals to show and hide a view and edje
  provides two OUT signals to tell my application when it's finished
  shown or hidden. So I couldn't use your editje provided signals as
  they have a name that is very dependant of the animation.
 
  Do you've some idea how I could map editje behaviour to my needs?
 
  BTW: What is that api export function? Is this maybe usable for
  my needs? There's nothing written in the wiki about it.
 
  I'm also motivated to change my spec if needed or maybe provide
  some patches to change editje to support my needs. Hand writing
  all my animations isn't so funny all the time... :-(
 
  Hm, I got it somehow working if I name my animations visible and
  invisible and change my logic to register for:
 
  animation,end, invisible
  animation,end, visible
 
  Then it's generic for me. The editje created prototype was working.
  I'll create a bigger one for my application and see if it's ok.
 
  Thank you for providing this great editor! :-)
 
 Great you like it!

Another question: Is it possible to create animations longer than 1 sec?

regards
Andreas

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[E-devel] efreet on MacOS 10.6

2011-03-13 Thread Dave Ray
Efreet in the latest svn source does not seem to work correctly on MacOS 10.6. 
Parts of it work, but efreet_desktop_cache_create is segfaulting. Efreet also 
has trouble resolving directory paths when I run efreet_test. Before I post 
details, has anyone encountered this before or have a links to MacOS specific 
info for efreet. Seems to be the only EFL not working on 10.6.
Dave
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Re: [E-devel] Evas - OpenGL and Image Object - evas_object_image_native_surface_set()

2011-03-13 Thread Sung W. Park
Ah, i see that you finally had a chance to go through your email piles =)
welcome back!

On Thu, Mar 10, 2011 at 5:52 PM, Carsten Haitzler ras...@rasterman.comwrote:

 On Mon, 28 Feb 2011 17:14:58 +0900 Sung W. Park sung...@gmail.com
 said:

  Hi all,
 
  My name is Sung Park and I've recently started working on a project for a
  Big mobile hw company in Korea ;-)

 oh out with it already! :) everyone knows its samsung. :)


ok, i didn't say it =P



  I've been given the assignment of getting the OpenGL rendered output set
 as
  an image object in Evas, and now I'm getting my feet wet with EFL.

 slosh slosh. welcome to our little corner of the swamp :)

  I'd very much appreciate your guys' help and comments.  Hopefully, I'll
 do
  the same for the community in a short period of time.
 
  So, here I go...
  ---
  From what I've gathered thus far, there is the
 
  evas_object_image_native_surface_set(..., Evas_Native_Surface *surf);
 
  that allows you to either pass in a pixmap or a texture id as part of the
  Evas_Native_Surface structure to set it as the evas_image object source.
  I've noticed that the opengl texture part of the code hasn't been
  implemented yet.  In fact, this is the part that we are interested in
  currently:  to render an image using OpenGL to an output texture (using
 FBO)
  and then to pass that texture to the above function.
 
  Unfortunately, there are a few issues with this approach.   (By the way,
 I'm
  assuming that Evas is running a gl-x11 engine for the sake of discussion)
 
  - The main issue is that the GL application's GL context and the Evas
  engine's GL context is different. Hence a texture created from the
  application cannot be seen from the Evas engine's GL context and will not
  output correct result.  I know that in Windows or Mac, there are ways to
  share texture resources even across processes, but that is not the case
 in
  Linux environment -- you can redirect pixmaps and bind it as a texture
 but
  not explicitly share textures.
 
  - However, there is a way to get around this issue.  Texture resources
 can
  be shared across different contexts by giving the share context as a
  parameter when creating a new context.  For example,
 
 glXCreateContext(Display* dpy, XVisualInfo *vis, GLXContext shareList,
  Bool direct);
 
  the shareList can be Evas' GL context.  Then when the user application
  creates a GL context with this parameter, Evas will be able to see the
  texture.  Unfortunately, this exposes Evas' resources to the users BUT
 there
  isn't really a reasonably better option without writing a ton code...
 
  However, explicitly exposing Evas' GL context just sound like a really
  really bad idea.  One option that I would like to discuss over in a
 separate
  thread is possibly having evas provide a set of open gl glue layer apis
 and
  take care of the creating context and etc. for the users so they don't
 have
  to explicitly deal with Evas' internals.
 
  - There's also the make_current overhead for dynamic scenes since the
  application and evas has to call make_current every time they render.
 I'll
  address that again next time.

 actually i suspect we'll have to accept that there will always be some
 overhead in this whole gl on top of evas thing compared to gl directly in a
 window/buffer/fb yourself, so i don't think it will be TOO bad.


i agree.



  ---
 
  For this thread, I would like to ask the community to review
  evas_object_image_native_surface_set portion of the code that I've added.
  The patch that I'm including is for gl_x11 engine evas_engine.c and
  gl_common's evas_gl_context.c.  I'm also including a simple sample
 program
  that tests the code.  consider the code a minor fix that allows the
 sample
  code to run and maybe you guys can help out completing it.
 
  By the way, It's been quite difficult trying to figure out the semantics
 of
  some of the evas_object_image functions without proper documentations...
 so
  i may have gotten certain things wrong here..
 
  Also, if you look at the sample code, I've used glXGetCurrentContext() to
  grab Evas' current GL context to use it as a share context.  It's a dirty
  trick but it allows me to test the code for now =)
 
  I've also noticed that there was a y-invert texture coordinate bug (GL
 and
  evas has different coordinate system) so I've made those changes in
  evas_gl_context.c
 
  ___
  Here are some comments about the changes I've made.
 
  When using the image object, one would set the data using
 
 evas_object_image_data_set(obj, data);
 
  and internally, this creates a Evas_GL_Image structure.  If I don't use
 the
  above function, it doesn't create a Evas_GL_Image object.
  For setting a native surface opengl texture, I figured it's not necessary
 to
  call above function so i've added some code in the beginning of the
  native_set() that creates the 

Re: [E-devel] editje animation signals

2011-03-13 Thread Gustavo Sverzut Barbieri
On Sun, Mar 13, 2011 at 8:43 PM, Andreas Volz li...@brachttal.net wrote:
 Am Sun, 13 Mar 2011 20:23:01 -0300 schrieb Gustavo Sverzut Barbieri:

 On Sun, Mar 13, 2011 at 7:36 PM, Andreas Volz li...@brachttal.net
 wrote:
  Am Sun, 13 Mar 2011 19:09:30 +0100 schrieb Andreas Volz:
 
  Am Sun, 13 Mar 2011 13:13:37 -0300 schrieb Gustavo Sverzut
  Barbieri:
 
   On Sun, Mar 13, 2011 at 12:54 PM, Andreas Volz
   li...@brachttal.net wrote:
Hello,
   
does someone know how I could call a generic purpose signal
with editje after finish an animation signal? Like with edc
after. I've to signal my application when an animation is
finished. I tried to write an edc by hand with after
transition. It seems editje doesn't show after. So how could I
do this?
  
   Take a look at the generated EDC, you'll see Editje ALWAYS create
   such animation ended signals for you. You just have to listen
   to them in your app.
 
  Ah, thanks. This is good, but maybe not sufficient for my use case.
  I'll explain you with my hand written edc code what I need:
 
        programs {
           program { name: visible;
              signal: visible;
              source: stateval;
              action: STATE_SET visible 0.00;
              transition: LINEAR 0.5;
              target: border;
              target: text;
              after: visible_signal;
           }
           program { name: invisible;
              signal: invisible;
              source: stateval;
              action: STATE_SET default 0.00;
              transition: LINEAR 0.5;
              target: border;
              target: text;
              after: invisible_signal;
           }
           program { name: visible_signal;
              signal: ;
              source: ;
              action: SIGNAL_EMIT visible_signal edje;
           }
           program { name: invisible_signal;
              signal: ;
              source: ;
              action: SIGNAL_EMIT invisible_signal edje;
           }
 
  My application logic is very generic and needs this spec for each
  edje view:
 
  - visible (IN)
    - signal:visible
    - source:stateval
 
  - invisible (IN)
    - signal:invisible
    - source:stateval
 
  - visible_signal (OUT)
    - signal:visible
    - source:edje
 
  - invisible_signal (OUT)
    - signal:invisible
    - source:edje
 
  It just provides two IN signals to show and hide a view and edje
  provides two OUT signals to tell my application when it's finished
  shown or hidden. So I couldn't use your editje provided signals as
  they have a name that is very dependant of the animation.
 
  Do you've some idea how I could map editje behaviour to my needs?
 
  BTW: What is that api export function? Is this maybe usable for
  my needs? There's nothing written in the wiki about it.
 
  I'm also motivated to change my spec if needed or maybe provide
  some patches to change editje to support my needs. Hand writing
  all my animations isn't so funny all the time... :-(
 
  Hm, I got it somehow working if I name my animations visible and
  invisible and change my logic to register for:
 
  animation,end, invisible
  animation,end, visible
 
  Then it's generic for me. The editje created prototype was working.
  I'll create a bigger one for my application and see if it's ok.
 
  Thank you for providing this great editor! :-)

 Great you like it!

 Another question: Is it possible to create animations longer than 1 sec?

Not yet. It was a planned feature but the project was ended by the
client. There was some usability issues to solve and that required
changes to that timeline, but shouldn't be something impossible to do,
will just require some work.


-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: barbi...@gmail.com
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] efreet on MacOS 10.6

2011-03-13 Thread Sebastian Dransfeld
On 03/14/2011 01:13 AM, Dave Ray wrote:
 Efreet in the latest svn source does not seem to work correctly on MacOS 
 10.6. Parts of it work, but efreet_desktop_cache_create is segfaulting. 
 Efreet also has trouble resolving directory paths when I run efreet_test. 
 Before I post details, has anyone encountered this before or have a links to 
 MacOS specific info for efreet. Seems to be the only EFL not working on 10.6.

Some parts of efreet_test are not working as they should anymore, and 
needs to be fixed. Known issue.

The segv in efreet_desktop_cache_create is not good.

S.

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