* define objects entirely via Lua script (resize handling, event handling
* etc. etc.) this places many more demands on them, and thus a more powerful
* language is in order. Lua is that language.
- *
+ *
* To get you started, here's an example:
- * @code
- * collections {
- * group { name: "example";
- * lua_script_only: 1;
- * lua_script {
- * --// stick object private/local vars here
- * local D;
- * local count = 0;
- * local fndata = 99;
- *
- * local function mycb3 (v)
- * print("lua::callback transition " .. D.val .. " v: " .. v);
- * d = {};
- * edje.size(d);
- * print("lua::objsize= " .. d.w .. " , " .. d.h);
- * sz = {w=v * 80, h=v * 40};
- * D.rect:geom(((d.w / 2) * math.sin(v * 2 * math.pi)) + ((d.w - sz.w) / 2),
- * ((d.h / 2) * math.cos(v * 2 * math.pi)) + ((d.h - sz.h) / 2),
- * sz.w, sz.h);
- * D.rect:color(255, 128, v * 255, 255);
- * D.rect:move(d);
- * print("lua::pos= " .. d.x .. " , " .. d.y);
- *
- * r = D.rect:above();
- * if (r ~= nil) then
- * print("lua::rcol");
- * r:color(20, v * 255, 60, 255);
- * else
- * print("lua::r none!!!!!!!!!!!!!!1");
- * end
- * d = edje.size();
- * D.clip:geom(10, 10, d.w - 20, d.h - 20);
- * c = D.clip:clipees();
- * for i=1,table.getn(c),1 do
- * d = c[i]:geom();
- * print("lua::" .. i .. " geom = " .. d.x .. "," .. d.y .. " " .. d.w .. "x" .. d.h);
- * end
- * return true;
- * end
- *
- * local function mycb2 ()
- * print("lua::callback animator " .. count);
- * print("lua:: seconds: " .. edje.seconds());
- * print("lua:: looptime: " .. edje.looptime());
- * local date = edje.date();
- * print("lua:: date: " ..
- * date.year .. "|" ..
- * date.month .. "|" ..
- * date.day .. "|" ..
- * date.yearday .. "|" ..
- * date.weekday .. "|" ..
- * date.hour .. "|" ..
- * date.min .. "|" ..
- * date.sec
- * );
- * return true;
- * end
- *
- * local function mycb ()
- * print("lua::callback " .. count .. " fndata = " .. fndata);
- * count = count + 1; --// keep count of calls - object data
- * fndata = fndata + 3; --// play with object vars to see if they persist
- * D.tim = edje.timer(0.25, mycb); --// inside cb add new timer
- * D.ani = edje.animator(mycb2);
- * return false; --// cease repeating the timer
- * end
- *
- * --// init object here
- * D = {}; --// data is empty table to start
- * D.val = math.random(); --// start with some random value so
- * fndata = fndata + D.val; --// func data start point
- * print("lua::init ... " .. D.val);
- * edje.echo("lua::echo('hello world')");
- * --// actually add the timer to call mycb in 1.23 sec
- * D.tim = edje.timer(1.23, mycb);
- * D.tra = edje.transition(5.0, mycb3);
- *
- * if (edje.spanky) then edje.spanky(); end
- *
- * edje.messagesend(7, "none" );
- * edje.messagesend(7, "sig", "signal", "source");
- * edje.messagesend(7, "str", "hello world");
- * edje.messagesend(7, "int", 987);
- * edje.messagesend(7, "float", 987.321);
- * edje.messagesend(7, "strset", {"hello", "there", "world"});
- * edje.messagesend(7, "intset", {1, 2, 3});
- * edje.messagesend(7, "floatset", {1.1, 2.2, 3.3});
- * edje.messagesend(7, "strint", "hello world", 7);
- * edje.messagesend(7, "strfloat", "hello world", 7.654);
- * edje.messagesend(7, "strintset","hello world", {1, 2, 3});
- *
- * D.rect = edje.rect();
- * D.rect:geom (5, 10, 50, 30);
- * D.rect:color (255, 128, 60, 255);
- * D.rect:show ();
- *
- * D.rect2 = edje.rect();
- * D.rect2:geom (50, 50, 50, 50);
- * D.rect2:color (20, 30, 60, 120);
- * D.rect2:show ();
- *
- * D.clip = edje.rect();
- * D.clip:geom (10, 10, 150, 150);
- * D.clip:color (200, 200, 50, 200);
- * D.clip:show ();
- *
- * D.rect2:clip(D.clip);
- * D.rect:clip(D.clip);
- *
- * --// example of deleting something
- * --// D.tim:del();
- *
- * --// shutdown func - generally empty or not there. everything gcd for you
- * function shutdown ()
- * print("lua::shutdown ... " .. D.val);
- * end
- * function show ()
- * print("lua::show ... " .. D.val);
- * end
- * function hide ()
- * print("lua::hide ... " .. D.val);
- * end
- * function move (x, y)
- * print("lua::move ... " .. D.val);
- * print(" x=" .. x .. " x=" .. y);
- * end
- * function resize (w, h)
- * print("lua::resize ... " .. D.val);
- * print(" w=" .. w .. " h=" .. h);
- * end
- * function message (id, type, v1, v2)
- * print("lua::message ... " .. D.val);
- * print(" id=" .. id .. " type=" .. type);
- * --// handle youre message type here. chekc id + type then use v1
- * --// and/or v2 (or neither) appropriately. they are the same as
- * --// the 2nd and 3rd param passed to edje.messagesend() (if any
- * --// are passed at all)
- * end
- * function signal (sig, src)
- * print("lua::signal ... " .. D.val);
- * print(" sig=" .. sig .. " src=" .. src);
- * end
- * }
- * }
- * }
- * @endcode
- *
+ * @include lua_script.edc
+ *
*/
#include "edje_private.h"