ALIASES += luaclass{2}="\anchor \1 \n<div class=\"luaclass\">\2</div>"
ALIASES += attributes="<div class=\"luaattrib\">Attributes:</div>"
ALIASES += methods="<div class=\"luaattrib\">Methods:</div>"
+ALIASES += events="<div class=\"luaattrib\">Events:</div>"
ALIASES += setters="<div class=\"luaattrib\">Setters:</div>"
ALIASES += seealso{2}="<b>See also:</b> <a href='\2'>\1</a>\n"
ALIASES += seealso{1}="<b>See also:</b> \1\n"
@page luaref
@luaclass{Object,General Object Class}
-Within the lua_script scope, Edje objects (groups, parts, etc) have the
-following basic attributes and methods:
+This is the base class, many other classes are children of this.
+
+You can attach event callbacks to this class using a classic c approach:
+@code
+function mouse_move_cb(self, ...)
+ print("mouse_move", ...)
+end
+
+rect = ed:rectangle()
+rect.mouse_events = true
+rect.mouse_move = mouse_move_cb
+@endcode
+or you can also do the same in a more lua-fashion style
+@code
+rect = ed:rectangle {
+ mouse_events = true,
+ mouse_move = function (self, ...)
+ print ('mouse_move', ...)
+ end
+}
+@endcode
+
@seealso{Evas Object Docs,http://docs.enlightenment.org/auto/evas/group__Evas__Object__Group.html}
*/
{"mouse_events", _edje_lua_object_set_mouse_events},
{NULL, NULL} // sentinel
};
+/**
+@page luaref
+@events
+@li Object.mouse_in: func(self,output_x,output_y,canvas_x,canvas_y)
+@li Object.mouse_out: func(self,output_x,output_y,canvas_x,canvas_y)
+@li Object.mouse_down: func(self,button,output_x,output_y,canvas_x,canvas_y)
+@li Object.mouse_up: func(self,button,output_x,output_y,canvas_x,canvas_y)
+@li Object.mouse_move: func(self,buttons,output_x,output_y,canvas_x,canvas_y)
+@li Object.mouse_wheel: func(self,z,output_x,output_y,canvas_x,canvas_y)
+*/
const Edje_Lua_Reg *cRectangle[] = {
&mClass,