start to fill in some object methods. empty for now

SVN revision: 50151
This commit is contained in:
Carsten Haitzler 2010-07-09 07:52:53 +00:00
parent 03b7bd2653
commit b4748494e2
1 changed files with 222 additions and 16 deletions

View File

@ -89,6 +89,32 @@ static int _elua_date(lua_State *L);
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;
@ -96,33 +122,67 @@ 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
@ -549,7 +609,7 @@ _elua_echo(lua_State *L)
{
const char *string = luaL_checkstring(L, 1);
printf("%s\n", string);
return 1;
return 0;
}
//-------------
@ -988,6 +1048,152 @@ _elua_messagesend(lua_State *L)
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;
}
//-------------
//---------------
//-------------------