From: Andreas V. <li...@br...> - 2013-02-19 20:30:13
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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 <li...@br...> > 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 <http://andreasvolz.wordpress.com/> |