Element.h 6.9 KB

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  1. #pragma once
  2. /*
  3. This defines the Element type in the Lua global namespace
  4. A few classes "inherit" from Element, such as Document. Document will call
  5. LuaType<Element>::_regfunctions to put all of these functions in its own table, and
  6. will be used with the same syntax except it will be from a Document object. It isn't true
  7. inheritance, but it is a fair enough emulation. Any functions in the child class that have
  8. the same name as the function in Element will overwrite the one in Element.
  9. Here, I will be showing usage of the API, and it will show the type names rather than the regular
  10. local var = foo that is Lua. If you need info on the purpose of the functions, see the python docs
  11. //methods that need to be called from an Element object using the colon syntax
  12. noreturn Element:AddEventListener(string event, ? see footnote 1, [bool capture])
  13. noreturn Element:AppendChild(Element child)
  14. noreturn Element:Blur()
  15. noreturn Element:Click()
  16. noreturn Element:DispatchEvent(string event, {} params) --in params, keys have to be a string and value can be number,bool,string,userdata,lightuserdata
  17. noreturn Element:Focus()
  18. [int,float,Colourb,Colourf,string,Vector2f,lightuserdata] Element:GetAttribute(string name) --will return one of those types
  19. Element Element:GetElementById(string id)
  20. {}of elements Element:GetElementsByTagName(string tag)
  21. bool Element:HasAttribute(string name)
  22. bool Element:HasChildNodes()
  23. noreturn Element:InsertBefore(Element child,Element adjacent)
  24. bool Element:IsClassSet(string name)
  25. noreturn Element:RemoveAttribute(string name)
  26. bool Element:RemoveChild(Element child)
  27. bool Element:ReplaceChild(Element inserted,Element replaced)
  28. noreturn Element:ScrollIntoView(bool align_with_top)
  29. noreturn Element:SetAttribute(string name,string value)
  30. noreturn Element:SetClass(string name, bool activate)
  31. //getters accessed by the period syntax from an element object
  32. --for attributes, if you save it to a local/global variable and try to modify that variable,
  33. --your changes will not be saved. You will have to use Element:SetAttribute
  34. {} of [key=string,value=int,float,Colourb,Colourf,string,Vector2f,lightuserdata] Element.attributes
  35. {} of Element Element.child_nodes
  36. string Element.class_name
  37. float Element.client_left
  38. float Element.client_height
  39. float Element.client_top
  40. float Element.client_width
  41. Element Element.first_child
  42. string Element.id
  43. string Element.inner_rml
  44. Element Element.last_child
  45. Element Element.next_sibling
  46. float Element.offset_height
  47. float Element.offset_left
  48. Element Element.offset_parent
  49. float Element.offset_top
  50. float Element.offset_width
  51. Document Element.owner_document
  52. Element Element.parent_nod
  53. Element Element.previous_sibling
  54. float Element.scroll_height
  55. float Element.scroll_left
  56. float Element.scroll_top
  57. float Element.scroll_width
  58. ElementStyle Element.style --see ElementStyle.h documentation
  59. string Element.tag_name
  60. //setters to be used with a dot syntax on an Element object
  61. Element.class_name = string
  62. Element.id = string
  63. Element.inner_rml = string
  64. Element.scroll_left = float
  65. Element.scroll_top = float
  66. footnote 1: for Element:AddEventListener(string,?,bool)
  67. The ? can be either a string or a function.
  68. In the string, you can be guaranteed that you will have the
  69. named variables 'event','element','document' available to you, and they mean the same as if you were to put
  70. the string as onclick="string" in a .rml file.
  71. If you give it a function, the function will be called every time that C++ EventListener::ProcessEvent would
  72. would be called. In this case, it will call the function, and you can decide the name of the parameters, however
  73. it is in a specific order. The order is event,element,document. So:
  74. function foo(l,q,e) end element:AddEventListener("click",foo,true) is the correct syntax, and puts l=event,q=element,e=document
  75. They are terrible names, but it is to make a point.
  76. */
  77. #include "LuaType.h"
  78. #include "lua.hpp"
  79. #include <Rocket/Core/Element.h>
  80. namespace Rocket {
  81. namespace Core {
  82. namespace Lua {
  83. template<> bool LuaType<Element>::is_reference_counted();
  84. //methods
  85. int ElementAddEventListener(lua_State* L, Element* obj);
  86. int ElementAppendChild(lua_State* L, Element* obj);
  87. int ElementBlur(lua_State* L, Element* obj);
  88. int ElementClick(lua_State* L, Element* obj);
  89. int ElementDispatchEvent(lua_State* L, Element* obj);
  90. int ElementFocus(lua_State* L, Element* obj);
  91. int ElementGetAttribute(lua_State* L, Element* obj);
  92. int ElementGetElementById(lua_State* L, Element* obj);
  93. int ElementGetElementsByTagName(lua_State* L, Element* obj);
  94. int ElementHasAttribute(lua_State* L, Element* obj);
  95. int ElementHasChildNodes(lua_State* L, Element* obj);
  96. int ElementInsertBefore(lua_State* L, Element* obj);
  97. int ElementIsClassSet(lua_State* L, Element* obj);
  98. int ElementRemoveAttribute(lua_State* L, Element* obj);
  99. int ElementRemoveChild(lua_State* L, Element* obj);
  100. int ElementReplaceChild(lua_State* L, Element* obj);
  101. int ElementScrollIntoView(lua_State* L, Element* obj);
  102. int ElementSetAttribute(lua_State* L, Element* obj);
  103. int ElementSetClass(lua_State* L, Element* obj);
  104. //getters
  105. int ElementGetAttrattributes(lua_State* L);
  106. int ElementGetAttrchild_nodes(lua_State* L);
  107. int ElementGetAttrclass_name(lua_State* L);
  108. int ElementGetAttrclient_left(lua_State* L);
  109. int ElementGetAttrclient_height(lua_State* L);
  110. int ElementGetAttrclient_top(lua_State* L);
  111. int ElementGetAttrclient_width(lua_State* L);
  112. int ElementGetAttrfirst_child(lua_State* L);
  113. int ElementGetAttrid(lua_State* L);
  114. int ElementGetAttrinner_rml(lua_State* L);
  115. int ElementGetAttrlast_child(lua_State* L);
  116. int ElementGetAttrnext_sibling(lua_State* L);
  117. int ElementGetAttroffset_height(lua_State* L);
  118. int ElementGetAttroffset_left(lua_State* L);
  119. int ElementGetAttroffset_parent(lua_State* L);
  120. int ElementGetAttroffset_top(lua_State* L);
  121. int ElementGetAttroffset_width(lua_State* L);
  122. int ElementGetAttrowner_document(lua_State* L);
  123. int ElementGetAttrparent_node(lua_State* L);
  124. int ElementGetAttrprevious_sibling(lua_State* L);
  125. int ElementGetAttrscroll_height(lua_State* L);
  126. int ElementGetAttrscroll_left(lua_State* L);
  127. int ElementGetAttrscroll_top(lua_State* L);
  128. int ElementGetAttrscroll_width(lua_State* L);
  129. int ElementGetAttrstyle(lua_State* L);
  130. int ElementGetAttrtag_name(lua_State* L);
  131. //setters
  132. int ElementSetAttrclass_name(lua_State* L);
  133. int ElementSetAttrid(lua_State* L);
  134. int ElementSetAttrinner_rml(lua_State* L);
  135. int ElementSetAttrscroll_left(lua_State* L);
  136. int ElementSetAttrscroll_top(lua_State* L);
  137. RegType<Element> ElementMethods[];
  138. luaL_reg ElementGetters[];
  139. luaL_reg ElementSetters[];
  140. /*
  141. template<> const char* GetTClassName<Element>();
  142. template<> RegType<Element>* GetMethodTable<Element>();
  143. template<> luaL_reg* GetAttrTable<Element>();
  144. template<> luaL_reg* SetAttrTable<Element>();
  145. */
  146. }
  147. }
  148. }