Edje Lua scripting

Introduction

Lua is intended for script-only objects at this point (with embryo left for augmenting standard programs). Since script-only objects effectively 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:

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;  --// repeat the timer
         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;  --// repeat the timer
         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

         --// 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.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
      }
   }
}