awesome/lib/wibox/layout/rotate.lua

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---------------------------------------------------------------------------
-- @author Uli Schlachter
-- @copyright 2010 Uli Schlachter
-- @release @AWESOME_VERSION@
-- @classmod wibox.layout.rotate
---------------------------------------------------------------------------
local error = error
local pairs = pairs
local pi = math.pi
local type = type
local setmetatable = setmetatable
local tostring = tostring
local base = require("wibox.widget.base")
local matrix = require("gears.matrix")
local rotate = { mt = {} }
local function transform(layout, width, height)
local dir = layout:get_direction()
if dir == "east" or dir == "west" then
return height, width
end
return width, height
end
--- Layout this layout
function rotate:layout(_, width, height)
if not self.widget or not self.widget.visible then
return
end
local dir = self:get_direction()
local m = matrix.identity
if dir == "west" then
m = m:rotate(pi / 2)
m = m:translate(0, -width)
elseif dir == "south" then
m = m:rotate(pi)
m = m:translate(-width, -height)
elseif dir == "east" then
m = m:rotate(3 * pi / 2)
m = m:translate(-height, 0)
end
-- Since we rotated, we might have to swap width and height.
-- transform() does that for us.
return { base.place_widget_via_matrix(self.widget, m, transform(self, width, height)) }
end
--- Fit this layout into the given area
function rotate:fit(context, width, height)
if not self.widget then
return 0, 0
end
return transform(self, base.fit_widget(self, context, self.widget, transform(self, width, height)))
end
--- Set the widget that this layout rotates.
function rotate:set_widget(widget)
if widget then
base.check_widget(widget)
end
self.widget = widget
self:emit_signal("widget::layout_changed")
end
--- Get the number of children element
-- @treturn table The children
function rotate:get_children()
return {self.widget}
end
--- Replace the layout children
-- This layout only accept one children, all others will be ignored
-- @tparam table children A table composed of valid widgets
function rotate:set_children(children)
self:set_widget(children[1])
end
--- Reset this layout. The widget will be removed and the rotation reset.
function rotate:reset()
self.direction = nil
self:set_widget(nil)
end
--- Set the direction of this rotating layout. Valid values are "north", "east",
-- "south" and "west". On an invalid value, this function will throw an error.
function rotate:set_direction(dir)
local allowed = {
north = true,
east = true,
south = true,
west = true
}
if not allowed[dir] then
error("Invalid direction for rotate layout: " .. tostring(dir))
end
self.direction = dir
self:emit_signal("widget::layout_changed")
end
--- Get the direction of this rotating layout
function rotate:get_direction()
return self.direction or "north"
end
--- Returns a new rotate layout. A rotate layout rotates a given widget. Use
-- :set_widget() to set the widget and :set_direction() for the direction.
-- The default direction is "north" which doesn't change anything.
-- @param[opt] widget The widget to display.
-- @param[opt] dir The direction to rotate to.
local function new(widget, dir)
local ret = base.make_widget()
for k, v in pairs(rotate) do
if type(v) == "function" then
ret[k] = v
end
end
ret:set_widget(widget)
ret:set_direction(dir or "north")
return ret
end
function rotate.mt:__call(...)
return new(...)
end
return setmetatable(rotate, rotate.mt)
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80