ede/evoke/Jamfile

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#
# $Id$
#
# Part of Equinox Desktop Environment (EDE).
# Copyright (c) 2000-2007 EDE Authors.
#
# This program is licensed under terms of the
# GNU General Public License version 2 or newer.
# See COPYING for details.
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SubDir TOP evoke ;
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# use SIGHUP for now as default
ObjectC++Flags evoke.cpp : -DUSE_SIGHUP ;
A lot of changes, especially the ways how screen is repainted (in composite). Composite will now draw only damaged regions, and their damage is (now) correctly reported, mostly due changes in main FLTK loop. Also there are two ways how evoke will be running: if USE_FLTK_LOOP_EMULATION is defined (default yes), it will fully emulate FLTK loop (as done before). Oposite way (without emulation) it will relay on FLTK message passing, but it is very unpredictable since FLTK will sometime miss SelectionClear events (XSETTINGS relay on it), probably due large XDamageNotify throttling. When emulation is used, there are no such problems since all events are processed before they are routed to FLTK. In composite is added another way of repainting (when USE_CHECK is defined), and it will relay on Fl::add_check() function; there are some differences between this function and timer used for screen refresh. Timer will try to refresh it every XX ms and when there are large number of XDamageNotify reports, this will not be suitable for movements smoothing on the screen; on other hand add_check() will call callback every time when event is processed, which brings smooth movements. For now only timer is used untill I finish compositing stuff. Also composite will handle messages from it's own add_handler() since (somehow), all pending XDamageNotify events will not be correctly reported inside EvokeService handler. And about splash... splash will now keep it's window at the top, no matter what window is raised. This is a small hack until I implement _NET_WM_WINDOW_TYPE_SPLASH in edewm (I don't have to say that this hack works for all wm's I tested :P). Sound from splash is removed; reason for this is when evoke starts childs (only when X session was started), device descriptors will be used by childs too making sound device unusable and marked as busy. This can be solved by using better sound library, which is story for itself...
2008-01-14 15:50:30 +03:00
# relay on FLTK loop emulation for now
ObjectC++Flags EvokeService.cpp evoke.cpp : -DUSE_FLTK_LOOP_EMULATION ;
# for smooth repainting
#ObjectC++Flags Composite.cpp : -DUSE_CHECK ;
SOURCE = evoke.cpp
EvokeService.cpp
ClassHack.c
Xsm.cpp
Spawn.cpp
Splash.cpp
Log.cpp
Logout.cpp
Autostart.cpp ;
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# for composite
SOURCE += Composite.cpp ;
ObjectC++Flags $(SOURCE) : -DHAVE_COMPOSITE ;
LinkAgainst evoke : -lXcomposite -lXdamage -lXfixes -lXrender ;
#LinkAgainst evoke : -lpthread ;
EdeProgram evoke : $(SOURCE) ;
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FltkProgramBare test/evoke_test : test/evoke_test.cpp ;
FltkProgramBare test/stress_test : test/stress_test.cpp ;
FltkProgramBare test/opacity_test : test/opacity_test.cpp ;
A lot of changes, especially the ways how screen is repainted (in composite). Composite will now draw only damaged regions, and their damage is (now) correctly reported, mostly due changes in main FLTK loop. Also there are two ways how evoke will be running: if USE_FLTK_LOOP_EMULATION is defined (default yes), it will fully emulate FLTK loop (as done before). Oposite way (without emulation) it will relay on FLTK message passing, but it is very unpredictable since FLTK will sometime miss SelectionClear events (XSETTINGS relay on it), probably due large XDamageNotify throttling. When emulation is used, there are no such problems since all events are processed before they are routed to FLTK. In composite is added another way of repainting (when USE_CHECK is defined), and it will relay on Fl::add_check() function; there are some differences between this function and timer used for screen refresh. Timer will try to refresh it every XX ms and when there are large number of XDamageNotify reports, this will not be suitable for movements smoothing on the screen; on other hand add_check() will call callback every time when event is processed, which brings smooth movements. For now only timer is used untill I finish compositing stuff. Also composite will handle messages from it's own add_handler() since (somehow), all pending XDamageNotify events will not be correctly reported inside EvokeService handler. And about splash... splash will now keep it's window at the top, no matter what window is raised. This is a small hack until I implement _NET_WM_WINDOW_TYPE_SPLASH in edewm (I don't have to say that this hack works for all wm's I tested :P). Sound from splash is removed; reason for this is when evoke starts childs (only when X session was started), device descriptors will be used by childs too making sound device unusable and marked as busy. This can be solved by using better sound library, which is story for itself...
2008-01-14 15:50:30 +03:00
2007-07-30 17:25:13 +04:00
#TranslationStrings locale : $(SOURCE) ;
EdeManual doc/evoke.txt ;