static int _elua_emit(lua_State *L);
static int _elua_messagesend(lua_State *L);
+static int _elua_show(lua_State *L);
+static int _elua_hide(lua_State *L);
+static int _elua_visible(lua_State *L);
+static int _elua_move(lua_State *L);
+static int _elua_resize(lua_State *L);
+static int _elua_pos(lua_State *L);
+static int _elua_size(lua_State *L);
+static int _elua_geom(lua_State *L);
+static int _elua_raise(lua_State *L);
+static int _elua_lower(lua_State *L);
+static int _elua_above(lua_State *L);
+static int _elua_below(lua_State *L);
+static int _elua_top(lua_State *L);
+static int _elua_bottom(lua_State *L);
+static int _elua_aboveget(lua_State *L);
+static int _elua_belowget(lua_State *L);
+static int _elua_color(lua_State *L);
+static int _elua_clip(lua_State *L);
+static int _elua_unclip(lua_State *L);
+static int _elua_clipees(lua_State *L);
+static int _elua_type(lua_State *L);
+static int _elua_pass(lua_State *L);
+static int _elua_repeat(lua_State *L);
+
+static int _elua_rect(lua_State *L);
+
//--------------------------------------------------------------------------//
static lua_State *lstate = NULL;
static jmp_buf panic_jmp;
static const struct luaL_reg _elua_edje_api [] =
{
// add an echo too to make it more shelly
- {"echo", _elua_echo}, // test func - echo (i know we have print. test)
+ {"echo", _elua_echo}, // test func - echo (i know we have print. test)
// generic object methods
- {"del", _elua_obj_del}, // generic del any object created for edje
+ {"del", _elua_obj_del}, // generic del any object created for edje (evas objects, timers, animators, transitions... everything)
// time based "callback" systems
- {"timer", _elua_timer}, // add timer
- {"animator", _elua_animator}, // add animator
- {"transition", _elua_transition}, // add transition
+ {"timer", _elua_timer}, // add timer
+ {"animator", _elua_animator}, // add animator
+ {"transition", _elua_transition}, // add transition
// system information (time, date blah blah)
- {"seconds", _elua_seconds}, // get seconds
- {"looptime", _elua_looptime}, // get loop time
- {"date", _elua_date}, // get date in a table
+ {"seconds", _elua_seconds}, // get seconds
+ {"looptime", _elua_looptime}, // get loop time
+ {"date", _elua_date}, // get date in a table
// talk to application/caller
- {"emit", _elua_emit}, // emit signal + src
+ {"emit", _elua_emit}, // emit signal + src
{"messagesend", _elua_messagesend}, // send a structured message
+
+ // query edje - size, pos
+ // query color classes
+ // query text classes
// now evas stuff (create objects, manipulate, delete etc.)
+ {"show", _elua_show}, // show, return current visibility
+ {"hide", _elua_hide}, // hide, return current visibility
+ {"visible", _elua_visible}, // get object visibility
+ {"move", _elua_move}, // move, return current position
+ {"resize", _elua_resize}, // resize, return current size
+ {"posget", _elua_pos}, // move, return current position
+ {"sizeget", _elua_size}, // resize, return current size
+ {"geom", _elua_geom}, // move and resize and return current geometry
+ {"raise", _elua_raise}, // raise
+ {"lower", _elua_lower}, // lower
+ {"above", _elua_above}, // stack above
+ {"below", _elua_below}, // stack below
+ {"topget", _elua_top}, // get top
+ {"bottomget", _elua_bottom}, // get bottom
+ {"aboveget", _elua_aboveget}, // get object above
+ {"belowget", _elua_belowget}, // get object below
+ {"color", _elua_color}, // set color, return color
+ {"clip", _elua_clip}, // set clip obj, return clip object
+ {"unclip", _elua_unclip}, // clear clip obj
+ {"clipees", _elua_clipees}, // get clip children
+ {"type", _elua_type}, // get object type
+ {"pass", _elua_pass}, // set pass events, get pass events
+ {"repeat", _elua_repeat}, // set repeat events, get repeat events
+ // need to set scale (explicit value)
+ // need to set auto-scale (same as scale: 1)
+ // set precise inside
+ // set callbacks (mouse down, up, blah blah blah)
- // now more convenient layer on top for objects
-
- // funcs to provide:
- // // shutdown
- // // message
- // // resize
+ // need map api here
+
+ {"rect", _elua_rect}, // new rect
+ // need image(filled, normal), text, textblock, edje
+
+ // methods lua scrupt can provide that edje will call (not done yet):
+ // // scale set
+ // // key down
+ // // key up
// // get dragable pos
// // set dragable pos
// // get part text
{
const char *string = luaL_checkstring(L, 1);
printf("%s\n", string);
- return 1;
+ return 0;
}
//-------------
}
//-------------
+static int
+_elua_show(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_hide(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_visible(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_move(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_resize(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_pos(lua_State *L)
+{
+ return _elua_move(L);
+}
+
+static int
+_elua_size(lua_State *L)
+{
+ return _elua_resize(L);
+}
+
+static int
+_elua_geom(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_raise(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_lower(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_above(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_below(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_top(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_bottom(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_aboveget(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_belowget(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_color(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_clip(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_unclip(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_clipees(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_type(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_pass(lua_State *L)
+{
+ return 0;
+}
+
+static int
+_elua_repeat(lua_State *L)
+{
+ return 0;
+}
+
+//-------------
+static int
+_elua_rect(lua_State *L)
+{
+ return 0;
+}
+
+//-------------
//---------------
//-------------------
//---------------------------