lua_script.edc

This example show 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";
               }
            }
         }

      }
   }

}