* Document mouse event callback system in LUA

SVN revision: 47063
This commit is contained in:
Davide Andreoli 2010-03-09 00:55:36 +00:00
parent 976ea97214
commit aad74ff4ca
2 changed files with 33 additions and 2 deletions

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@ -194,6 +194,7 @@ ALIASES += edcsection{2}="<tr class=\"section\"><td class=\"sectio
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"

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@ -1373,8 +1373,28 @@ const luaL_Reg lTransition_fn[] = {
@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}
*/
@ -2326,6 +2346,16 @@ const luaL_Reg lObject_set[] = {
{"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,