Re: [E-devel] Platform specific engine new function

2013-02-25 Thread Diogo Dutra
Hello guys, have you look the projects
http://python-for-android.readthedocs.org/en/latest/ ,
http://pyjnius.readthedocs.org/en/latest/ and http://kivy.org/ ?
they use SDL and opengles.

> Am Tue, 19 Feb 2013 15:23:16 +0900 schrieb Carsten Haitzler (The
> Rasterman):
>
> On Mon, 18 Feb 2013 23:22:09 +0100 Andreas Volz  brachttal.net>
> said:
>
> > Hello,
> >
> > while writing a new Android engine I don't see how you set the
> > platform specific engine new function. e.g. for FB in ecore_evas.h
> >
> > EAPI Ecore_Evas *
> > ecore_evas_fb_new(const char *disp_name, int rotation, int w, int h)
> >
> > In this case there're only basic types. But for the case that I
> > have a special platform dependant drawing handle how would I do
> > this?
> >
> > Would you suggest to define a void* and simply cast it in the engine
> > itself? Is this the desired way at this point?
> >
> > regards
> > Andreas
>
> well the fb engine is kind of generic "talk to the raw framebuffer".
> how it does this isnt too important except that ecore-evas assumes
> this is the linux framebuffer with vt's etc. and the evas engine is
> written for this too. you may want an android_fb ecore_evas api and
> support...? unless this is not the fb and its "the windowing
> system" (surfaceflinger)...
>
> Maybe you didn't get my question. FB was only an example. For sure I
> created an ecore_evas_android_new function. Currently based on some
> buffer engine code. But to draw into a real drawing context instead of
> a buffer I need to give some Android native canvas handle to that
> function. I think I'll do this as void* and cast it on both sides if no
> one has a better idea...
>
> regards
> Andreas
>
> --
> Technical Blog 


--
===

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Re: [E-devel] Platform specific engine new function

2013-02-19 Thread The Rasterman
On Tue, 19 Feb 2013 21:29:29 +0100 Andreas Volz  said:

> Am Tue, 19 Feb 2013 15:23:16 +0900 schrieb Carsten Haitzler (The
> Rasterman):
> 
> > On Mon, 18 Feb 2013 23:22:09 +0100 Andreas Volz 
> > said:
> > 
> > > Hello,
> > > 
> > > while writing a new Android engine I don't see how you set the
> > > platform specific engine new function. e.g. for FB in ecore_evas.h
> > > 
> > > EAPI Ecore_Evas *
> > > ecore_evas_fb_new(const char *disp_name, int rotation, int w, int h)
> > > 
> > > In this case there're only basic types. But for the case that I
> > > have a special platform dependant drawing handle how would I do
> > > this?
> > > 
> > > Would you suggest to define a void* and simply cast it in the engine
> > > itself? Is this the desired way at this point?
> > > 
> > > regards
> > >   Andreas
> > 
> > well the fb engine is kind of generic "talk to the raw framebuffer".
> > how it does this isnt too important except that ecore-evas assumes
> > this is the linux framebuffer with vt's etc. and the evas engine is
> > written for this too. you may want an android_fb ecore_evas api and
> > support...? unless this is not the fb and its "the windowing
> > system" (surfaceflinger)...
> 
> Maybe you didn't get my question. FB was only an example. For sure I
> created an ecore_evas_android_new function. Currently based on some
> buffer engine code. But to draw into a real drawing context instead of
> a buffer I need to give some Android native canvas handle to that
> function. I think I'll do this as void* and cast it on both sides if no
> one has a better idea...

that will do. the evas engine info .h struct definition will also need to have
engine specific setup params that apply to that display system/method.
ecore-evas just wraps all of this in an easy to use package.

> regards
>   Andreas
> 
> -- 
> Technical Blog 
> 
> --
> Everyone hates slow websites. So do we.
> Make your web apps faster with AppDynamics
> Download AppDynamics Lite for free today:
> http://p.sf.net/sfu/appdyn_d2d_feb
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> 


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- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)ras...@rasterman.com


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Re: [E-devel] Platform specific engine new function

2013-02-19 Thread Andreas Volz
Am Tue, 19 Feb 2013 15:23:16 +0900 schrieb Carsten Haitzler (The
Rasterman):

> On Mon, 18 Feb 2013 23:22:09 +0100 Andreas Volz 
> said:
> 
> > Hello,
> > 
> > while writing a new Android engine I don't see how you set the
> > platform specific engine new function. e.g. for FB in ecore_evas.h
> > 
> > EAPI Ecore_Evas *
> > ecore_evas_fb_new(const char *disp_name, int rotation, int w, int h)
> > 
> > In this case there're only basic types. But for the case that I
> > have a special platform dependant drawing handle how would I do
> > this?
> > 
> > Would you suggest to define a void* and simply cast it in the engine
> > itself? Is this the desired way at this point?
> > 
> > regards
> > Andreas
> 
> well the fb engine is kind of generic "talk to the raw framebuffer".
> how it does this isnt too important except that ecore-evas assumes
> this is the linux framebuffer with vt's etc. and the evas engine is
> written for this too. you may want an android_fb ecore_evas api and
> support...? unless this is not the fb and its "the windowing
> system" (surfaceflinger)...

Maybe you didn't get my question. FB was only an example. For sure I
created an ecore_evas_android_new function. Currently based on some
buffer engine code. But to draw into a real drawing context instead of
a buffer I need to give some Android native canvas handle to that
function. I think I'll do this as void* and cast it on both sides if no
one has a better idea...

regards
Andreas

-- 
Technical Blog 

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Re: [E-devel] Platform specific engine new function

2013-02-18 Thread The Rasterman
On Mon, 18 Feb 2013 23:22:09 +0100 Andreas Volz  said:

> Hello,
> 
> while writing a new Android engine I don't see how you set the platform
> specific engine new function. e.g. for FB in ecore_evas.h
> 
> EAPI Ecore_Evas *
> ecore_evas_fb_new(const char *disp_name, int rotation, int w, int h)
> 
> In this case there're only basic types. But for the case that I have a
> special platform dependant drawing handle how would I do this?
> 
> Would you suggest to define a void* and simply cast it in the engine
> itself? Is this the desired way at this point?
> 
> regards
>   Andreas

well the fb engine is kind of generic "talk to the raw framebuffer". how it
does this isnt too important except that ecore-evas assumes this is the linux
framebuffer with vt's etc. and the evas engine is written for this too. you may
want an android_fb ecore_evas api and support...? unless this is not the fb and
its "the windowing system" (surfaceflinger)...

-- 
- Codito, ergo sum - "I code, therefore I am" --
The Rasterman (Carsten Haitzler)ras...@rasterman.com


--
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