awesome/button.c

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/*
* button.c - button managing
*
* Copyright © 2007-2009 Julien Danjou <julien@danjou.info>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*
*/
#include "button.h"
#include "common/tokenize.h"
/** Create a new mouse button bindings.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A table with modifiers keys, or a button to clone.
* \lparam A mouse button number, or 0 to match any button.
* \lparam A function to execute on click events.
* \lparam A function to execute on release events.
* \lreturn A mouse button binding.
*/
static int
luaA_button_new(lua_State *L)
{
xcb_button_t xbutton;
button_t *button;
lua_settop(L, 5);
luaA_checktable(L, 2);
/* arg 3 is mouse button */
xbutton = luaL_checknumber(L, 3);
/* arg 4 and 5 are callback functions, check they are functions... */
if(!lua_isnil(L, 4))
luaA_checkfunction(L, 4);
if(!lua_isnil(L, 5))
luaA_checkfunction(L, 5);
button = button_new(L);
button->press = luaA_object_ref_item(L, -1, 4);
button->release = luaA_object_ref_item(L, -1, 4);
button->button = xbutton;
button->mod = luaA_tomodifiers(L, 2);
return 1;
}
/** Set a button array with a Lua table.
* \param L The Lua VM state.
* \param oidx The index of the object to store items into.
* \param idx The index of the Lua table.
* \param buttons The array button to fill.
*/
void
luaA_button_array_set(lua_State *L, int oidx, int idx, button_array_t *buttons)
{
luaA_checktable(L, idx);
foreach(button, *buttons)
luaA_object_unref_item(L, oidx, *button);
button_array_wipe(buttons);
button_array_init(buttons);
lua_pushnil(L);
while(lua_next(L, idx))
if(luaA_toudata(L, -1, "button"))
button_array_append(buttons, luaA_object_ref_item(L, oidx, -1));
else
lua_pop(L, 1);
}
/** Push an array of button as an Lua table onto the stack.
* \param L The Lua VM state.
* \param oidx The index of the object to get items from.
* \param buttons The button array to push.
* \return The number of elements pushed on stack.
*/
int
luaA_button_array_get(lua_State *L, int oidx, button_array_t *buttons)
{
lua_createtable(L, buttons->len, 0);
for(int i = 0; i < buttons->len; i++)
{
luaA_object_push_item(L, oidx, buttons->tab[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
/** Button object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield press The function called when button press event is received.
* \lfield release The function called when button release event is received.
* \lfield button The mouse button number, or 0 for any button.
* \lfield modifiers The modifier key table that should be pressed while the
* button is pressed.
*/
static int
luaA_button_index(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
size_t len;
button_t *button = luaL_checkudata(L, 1, "button");
const char *attr = luaL_checklstring(L, 2, &len);
switch(a_tokenize(attr, len))
{
case A_TK_PRESS:
return luaA_object_push_item(L, 1, button->press);
case A_TK_RELEASE:
return luaA_object_push_item(L, 1, button->release);
case A_TK_BUTTON:
lua_pushnumber(L, button->button);
break;
case A_TK_MODIFIERS:
luaA_pushmodifiers(L, button->mod);
break;
default:
return 0;
}
return 1;
}
/** Button object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
*/
static int
luaA_button_newindex(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
size_t len;
button_t *button = luaL_checkudata(L, 1, "button");
const char *attr = luaL_checklstring(L, 2, &len);
switch(a_tokenize(attr, len))
{
case A_TK_PRESS:
luaA_checkfunction(L, 3);
luaA_object_unref_item(L, 1, button->press);
button->press = luaA_object_ref_item(L, 1, 3);
break;
case A_TK_RELEASE:
luaA_checkfunction(L, 3);
luaA_object_unref_item(L, 1, button->release);
button->release = luaA_object_ref_item(L, 1, 3);
break;
case A_TK_BUTTON:
button->button = luaL_checknumber(L, 3);
break;
case A_TK_MODIFIERS:
button->mod = luaA_tomodifiers(L, 3);
break;
default:
break;
}
return 0;
}
const struct luaL_reg awesome_button_methods[] =
{
LUA_CLASS_METHODS(button)
{ "__call", luaA_button_new },
{ NULL, NULL }
};
const struct luaL_reg awesome_button_meta[] =
{
LUA_OBJECT_META(button)
{ "__index", luaA_button_index },
{ "__newindex", luaA_button_newindex },
{ "__gc", luaA_object_gc },
{ NULL, NULL }
};
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