From 85868a2c546939cb2f262c5c70f5090c35a3476a Mon Sep 17 00:00:00 2001 From: davemds Date: Fri, 8 Oct 2010 21:14:31 +0000 Subject: [PATCH] Remove the doxy-inlined lua example in favor of a cleaner @include from the examples/ folder. Also expose all the examples to doxygen, you can now browse them all from the generated docs. git-svn-id: http://svn.enlightenment.org/svn/e/trunk/edje@53211 7cbeb6ba-43b4-40fd-8cce-4c39aea84d33 --- doc/edje.dox.in | 28 ++++++++++ doc/head.html | 3 +- src/lib/edje_lua2.c | 151 ++-------------------------------------------------- 3 files changed, 33 insertions(+), 149 deletions(-) diff --git a/doc/edje.dox.in b/doc/edje.dox.in index d9ca356..2965b51 100644 --- a/doc/edje.dox.in +++ b/doc/edje.dox.in @@ -455,3 +455,31 @@ Unlike Ebits, Edje separates the layout and behavior logic. @todo Bytecode language for extending programs... but what/how? */ + + +/** + +@example embryo_custom_state.edc +This example show how to create a custom state from embryo. Clicking on the +3 labels will rotate the object in the given direction. + +@example embryo_run_program.edc +This example show how to run an edje program from embryo code. + +@example embryo_set_state.edc +This example show how to change the state of a part from embryo code. + +@example embryo_set_text.edc +This example show how to set the text in TEXT part from embryo code. + +@example embryo_timer.edc +This example show the usage of timers in embryo. + +@example external_elm_button.edc +This example create some elementary buttons and do some actions on user click. + +@example lua_script.edc +This example show the usage of lua scripting to create and animate some +objects in the canvas. + +*/ diff --git a/doc/head.html b/doc/head.html index 617c01b..ab28897 100644 --- a/doc/head.html +++ b/doc/head.html @@ -52,10 +52,11 @@ diff --git a/src/lib/edje_lua2.c b/src/lib/edje_lua2.c index 8484dd5..8a135e0 100644 --- a/src/lib/edje_lua2.c +++ b/src/lib/edje_lua2.c @@ -8,155 +8,10 @@ * 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" -- 2.7.4