This example shows the usage of lua scripting to create and animate some objects in the canvas.
This example shows the usage of lua scripting to create and animate some objects in the canvas.
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 count = 0;
local fndata = 99;
local text_geom;
--// Functions to print tables.
local print_table, print_table_start;
function print_table_start(table, space, name)
print(space .. name .. ": ");
print(space .. "{");
print_table(table, space .. " ");
print(space .. "}");
end
function print_table(table, space)
for k, v in pairs(table) do
if type(v) == "table" then
print_table_start(v, space, k);
elseif type(v) == "string" then
print(space .. k .. ': "' .. v .. '";')
else
print(space .. k .. ": " .. v .. ";")
end
end
end
local function mycb3 (v)
print("lua::callback transition " .. D.val .. " v: " .. v);
d = {};
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 = 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,#c,1 do
d = c[i]:geom();
print("lua::" .. i .. " geom = " .. d.x .. "," .. d.y .. " " .. d.w .. "x" .. d.h);
end
return true; --// repeat the timer
end
local function mycb2 ()
print("lua::callback animator " .. count .. " seconds: " .. edje.seconds() .. " looptime: " .. edje.looptime());
edje.color_class("test_colour", 255, (count * 10) % 255, 255, 255);
edje.text_class("test_text_class", "Sans:style=Bold", ((count * 3) % 100) + 8);
if (5 > (count % 10)) then
D.text:font("default", 32);
else
D.text:font("Sans:style=Bold", 32);
end
edje_geom = edje.geom();
text_geom = D.text:geom();
D.text:move((edje_geom.w - text_geom.w) / 2, (edje_geom.h - text_geom.h) / 8);
return true; --// repeat the timer
end
local function mycb ()
print("lua::callback timer " .. 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
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')");
--// How to check the edje version.
version = edje.version();
print("The edje version number is " .. version.major .. "." .. version.minor);
--// 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);
D.ani = edje.animator(mycb2);
edje_geom = edje.geom();
if (edje.spanky) then edje.spanky(); end
local date = edje.date();
print("lua:: date: " ..
date.year .. "|" ..
date.month .. "|" ..
date.day .. "|" ..
date.yearday .. "|" ..
date.weekday .. "|" ..
date.hour .. "|" ..
date.min .. "|" ..
date.sec
);
--// 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.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);
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();
--// Put a few bogus API calls here to test the bogus API protection,
--// If the bogus API protection works, these should get ignored, but everything else runs smoothly.
--// Otherwise, the map is not done, the bubbles are not done, but the timers keep runinng.
bogus.failme(1, "two", D.rect);
temp = bogus.failme2();
D.text.bogus();
edje.bogus2();
--// Fun with maps!
D.map = edje.map(4); --// 4 is the only supported map size at the moment.
--// These all do the same thing.
--// Note, lua likes to start at 1, C (and thus evas) at 0. I choose to agree with C.
D.map:coord(0, 50, 50, 0);
D.map:coord(1, 100, 50, 0);
D.map:coord(2, 100, 100, 0);
D.map:coord(3, 50, 100, 0);
D.map:populate(50, 50, 50, 50, 0);
D.map:populate(D.rect2, 0);
D.map:populate(D.rect2);
--// print the results
D.coord = D.map:coord(0);
print("lua::map coords for point 0 x=" .. D.coord.x .. " y=" .. D.coord.y .. " z=" .. D.coord.z);
D.coord = D.map:coord(1);
print("lua::map coords for point 1 x=" .. D.coord.x .. " y=" .. D.coord.y .. " z=" .. D.coord.z);
D.coord = D.map:coord(2);
print("lua::map coords for point 2 x=" .. D.coord.x .. " y=" .. D.coord.y .. " z=" .. D.coord.z);
D.coord = D.map:coord(3);
print("lua::map coords for point 3 x=" .. D.coord.x .. " y=" .. D.coord.y .. " z=" .. D.coord.z);
D.map:smooth(false);
D.map:alpha(true);
if (D.map:alpha()) then
print("lua::map is alpha");
end
if (D.map:smooth()) then
print("lua::map is smooooth");
end
if (D.map:clockwise()) then
print("lua::map is clockwise");
end
D.map:color(255, 255, 255, 255); // set all points to this colour.
D.map:color(1, 255, 0, 255, 255); // set just one point to this colour.
D.map:lighting(75, 75, 10, 255, 255, 255, 0, 255, 0); // Ambient light and a 3D light source.
--// Toss it around.
D.map:rotate(45.0, 75, 75);
D.map:zoom(1.5, 1.5, 75, 75);
D.map:rotate3d(10.0, 20.0, 30.0, 75, 75, 0);
D.map:perspective(200, 200, 0, 20);
--// For image UV mapping.
D.map:uv(0, 0.0, 0.0);
D.map:uv(1, 50.0, 0.0);
D.map:uv(2, 50.0, 50.0);
D.map:uv(3, 0.0, 50.0);
--// Actually apply the resulting transformations.
D.rect2:map(D.map);
D.rect2:map_enable(true);
if (D.rect2:map_enable()) then
print("lua::map enabled");
end
D.rect2:map_source(D.rect); --// Don't think this is actually implemented in evas.
--// D.map:dup();
--// D.map:size(); --// perhaps overide the # operator? For now it's only gonna return 4 anyway.
--// example of deleting something
--// D.tim:del();
--// test the color_class stuff
colour = edje.color_class("test_colour");
print("lua::color_class= " .. colour.r .. "," .. colour.g .. "," .. colour.b .. "," .. colour.a);
colour = edje.color_class("test_colour", 32, 64, 255, 128);
print("lua::color_class= " .. colour.r .. "," .. colour.g .. "," .. colour.b .. "," .. colour.a);
colour = edje.color_class("test_colour", { r=255, g=0, b=255, a=255 });
print("lua::color_class= " .. colour.r .. "," .. colour.g .. "," .. colour.b .. "," .. colour.a);
text = edje.text_class("test_text_class", "Sans:style=Bold", 8);
print("lua::text_class= " .. text.font .. " size " .. text.size);
--// Do something bad, just to see what happens.
--// edje.color_class(nil);
--// shutdown func - generally empty or not there. everything garbage collected 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 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";
}
}
}
}
}
}