Added scheme_error() for error reporting from C code
load-extension exists now, althought it does not do what I want
Added timeit-start, timeit-end and timeit-result functions for easier timing
Some map, and my map timing for comparison
- Use edelib::Window (fixes problem with titlebar icon and some cruft in main)
- Store user preferences in edelib::Resource
- Work better with edeneu icon theme, follow fdo icon-naming-spec
- Expand . in directory path (e.g. when called from command line), show just last part of path in window title, full width status bar :)
- Some fixes to ExpandableGroup usage, use EG by default
- In fileops, don't update view manually when notify is available
- Improve documentation of EDE_FileView.h
- Temporary "Open with" callback for testing
- Use edelib::Window (fixes problem with titlebar icon and some cruft in main)
- Store user preferences in edelib::Resource
- Work better with edeneu icon theme, follow fdo icon-naming-spec
- Expand . in directory path (e.g. when called from command line), show just last part of path in window title, full width status bar :)
- Some fixes to ExpandableGroup usage, use EG by default
- In fileops, don't update view manually when notify is available
- Improve documentation of EDE_FileView.h
- Temporary "Open with" callback for testing
- Fix support for large files (>2GB)
- Fix switching between iconview and listview (sometimes both checkboxes would be active)
- Import local copy of strverscmp (doesn't compile at the moment)
- EDE_Browser: fix redrawing of column title buttons
- EDE_FileIconView: switch back to ordinary FLAT_BOX (RFLAT_BOX is ugly :), fix bug with using scrollbar when view
isn't focused, laso-selection sometimes selected too much
- Clean up some compiler warnings
Added InstallEdeMimeFiles rule, which should install a new XDG
mime types and update mime database.
Added fluid mime until fd.o merge it into official mime distribution.
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...
Added ProgramBare rule in Program.jam so there could be built plain (command-line) programs
and so they could be installed where other EDE programs resides.
New etip on FLTK1 code. Also, instead hardcoded tips, etip now uses fortune-like files
for tips. Ah yes, it is able to read fortune files too :)
A lot of things are pending for implementation like region translucency, shadows, fading...
Per window translucency is in, but now working as expected.