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color_classes {
color_class { name: "test_colour"; color: 255 255 255 255; }
}
//fonts {
// font: "Vera.ttf" "default";
//}
images {
image: "bubble.png" COMP;
image: "test.png" COMP;
}
collections {
group {
name: "main";
lua_script_only: 1;
lua_script {
--// stick object private/local vars here
local D;
local text_geom;
--// init object here
D = {}; --// data is empty table to start
--// send some random edje message
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.edje = edje.edje();
D.edje:file("plain/edje/group");
D.edje:show();
D.text = edje.text();
D.text:geom (50, 5, 150, 50);
D.text:color (255, 0, 0, 255);
D.text:font("Sans:style=Bold", 32);
D.text:text("Lua rocks!");
text_geom = D.text:geom();
print(D.text:text());
D.text:show();
--// shutdown func - generally empty or not there. everything garbage collected for you
function shutdown ()
print("lua::shutdown");
end
function show ()
print("lua::show");
end
function hide ()
print("lua::hide");
end
function move (x, y)
print("lua::move x=" .. x .. " x=" .. y);
D.edje:move(0, 0);
end
function resize (w, h)
print("lua::resize w=" .. w .. " h=" .. h);
D.text:move((w - text_geom.w) / 2, (h - text_geom.h) / 8);
D.edje:resize(w, h);
end
function message (id, type, ...)
print("lua::message id=" .. id .. " type=" .. type);
--// handle your message type here. check id + type then use the
--// vararg appropriately. they are the same as the params passed
--// to edje:messagesend() (if any are passed at all). Any array
--// arguments are passed as a single table.
if ("none" == type) then
print("lua::message no args");
elseif ("strset" == type) then
strs = ... ;
print_table_start(strs, "", "lua::message strings");
elseif ("intset" == type) then
ints = ... ;
print_table_start(ints, "", "lua::message ints");
elseif ("floatset" == type) then
floats = ... ;
print_table_start(floats, "", "lua::message floats");
elseif ("strintset" == type) then
str, ints = ... ;
print("lua::message " .. str);
print_table_start(ints, "", "lua::message ints");
elseif ("strfloatset" == type) then
str, floats = ... ;
print("lua::message " .. str);
print_table_start(floats, "", "lua::message floats");
else
print("lua::message " .. ... );
end
end
function signal (sig, src)
print("lua::signal sig= " .. sig .. " src= " .. src);
end
}
}
// The group name NEEDS a / in it,
// or the part below that tries to swallow it won't work.
// Leaving just the lua part visible.
group {
name: "bubbles/lua";
lua_script_only: 1;
lua_script {
local bubbles = { };
local bubbleCols = 8;
local bubbleRows = 6;
for i = 1, bubbleRows do
row = { };
for j = 1, bubbleCols do
image = edje.image();
image:image("bubble.png");
image:show();
table.insert(row, image);
end
table.insert(bubbles, row);
end
function resize (w, h)
for i = 1, bubbleRows do
for j = 1, bubbleCols do
w1 = w / bubbleCols;
h1 = h / bubbleRows;
bubbles[i][j]:geom((j - 1) * w1, (i - 1) * h1, w1, h1);
if ((1 == i) or (1 == j) or (bubbleRows == i) or (bubbleCols == j)) then
bubbles[i][j]:color(0, 255, 0, 200);
else
bubbles[i][j]:color(math.random(200) + 55, 0, math.random(255) + 55, 200);
end
end
end
end
}
}
group {
name: "plain/edje/group";
parts {
part {
name: "background";
type: RECT;
mouse_events: 0;
description {
state: "default" 0.0;
color: 0 0 0 255;
}
}
// A lua group embedded in an edje group.
part {
name: "bubbles_lua";
type: GROUP;
source: "bubbles/lua";
mouse_events: 0;
description { state: "default" 0.0; }
}
part {
name: "background_image";
type: IMAGE;
mouse_events: 0;
description {
state: "default" 0.0;
aspect_preference: HORIZONTAL;
color_class: "test_colour";
image { normal: "test.png"; }
}
}
part {
name: "some_text";
type: TEXT;
mouse_events: 0;
description {
state: "default" 0;
text
{
text: "This is test text.";
text_class: "test_text_class";
}
}
}
}
}
}
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