This new property is used for fixing some missing redraws that the old code had.
Those could be seen via awful.menu. Open and close a submenu repeatedly and the
submenu will appear black.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This commit makes it possible to add titlebars to a client. These titlebars are
drawables.
The drawin's input handling is moved to the drawable. This allows it to use the
same code for drawin and titlebar input handling, although there are lots of
differences between the two on the C side.
On the lua side, a new wibox.drawable module is created which handles all the
drawable-specific magic and which can also be used for titlebars.
Signed-off-by: Uli Schlachter <psychon@znc.in>
A drawable is something that you can draw to, just like a drawin. However, a
drawable isn't necessarily its own windows. This will later on be used to
implement titlebars where the titlebars are drawables.
Signed-off-by: Uli Schlachter <psychon@znc.in>
I hope this time i got all right with git format-patch.
Signed-off-by: Tumin Alexander <iamtakingiteasy@eientei.org>
Signed-off-by: Uli Schlachter <psychon@znc.in>
The original struct name is luaL_Reg, but Lua v5.1 had a
`typedef luaL_reg luaL_Reg`, which in v5.2 was removed
and as a result breaking the build in Awesome which uses luaL_reg
version exclusively.
Signed-off-by: Arvydas Sidorenko <asido4@gmail.com>
The default background color (None) means that the server will leave the
window's content untouched when an exposure happens. This should get rid of all
cases of "flashing window".
The real background will later be drawn while awesome is handling the expose
event.
Signed-off-by: Uli Schlachter <psychon@znc.in>
We were only creating an X11 window for a new drawin after we handled all the
options that were passed in. However, this means that drawin({ height = 4 })
would try to resize the window before we created a window, which caused an X11
error.
Fix this by moving our initialization before of the handling of construction
arguments.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This option is no longer valid in modelines, so it has been removed from
all modelines using the following shellscript:
#!/bin/ksh
git ls-tree -r HEAD | cut -f2 | while read f; do
egrep -e '^(//|--) vim: .*encoding=' $f >/dev/null || continue
sed -E -e '/^(\/\/|--) vim:/s/:encoding=utf-8//' $f > /tmp/foo
mv /tmp/foo $f
done
Signed-off-by: Gregor Best <gbe@ring0.de>
Signed-off-by: Uli Schlachter <psychon@znc.in>
Open some windows, select a layout which does something (=not floating) and
restart awesome. It's likely that it will crash during the shutdown.
The reason is that awesome cleans up various state before going down. This is
mostly all the lua state. However, drawin_wipe, which is called for cleaning up
after a drawin, dared to emit a sigal which then let various lua code run which
had access to objects which were already destroyed.
Various bad things can happen this way, in this situation it was a crash when an
already-destroyed client was resized.
The fix is to move the signal out of drawin_wipe. It doesn't belong there
anyway. Instead, property::workarea should be emitted when the drawin's visible
property changes as this is when the workarea changes, too (screen_area_get()
only looks at visible drawins).
Signed-off-by: Uli Schlachter <psychon@znc.in>
This fixes a crash when the opacity of a not-visible drawin is changed. This
happened because we got a PropertyNotify for our own change of _NET_WM_OPACITY
and then tried to set the drawin's opacity to this new value.
However, the drawin was only reachable through globalconf.drawins and wasn't
ref'd in lua. This means that the luaA_object_push() call in
property_handle_net_wm_opacity() didn't find the drawin and instead pushed a
nil. This then later caused an unprotected lua error in window_set_opacity().
Signed-off-by: Uli Schlachter <psychon@znc.in>
There isn't much point in the screen property of a drawin because the geometry
already defines on which screen the drawin is.
The biggest chunk of changes from this is due to removing the functions
drawin_detach and drawin_attach which where called when the screen property was
set/unset.
The code from drawin_detach is moved into drawin_set_visible and drawin_wipe.
drawin_attach is moved into drawin_init.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Thanks to a recent commit, a drawin's window will always be a valid and existing
window. This means we can remove all the code which checks this before doing
something.
Signed-off-by: Uli Schlachter <psychon@znc.in>
We don't need an up-to-date pixmap and cairo surface for a drawin which isn't
visible. Thus, only bring those up-to-date when the drawin is visible.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Instead of creating/destroying a window whenever the drawin is attached/detached
from some screen, a window is now created when the drawin is created and it
isn't destroyed until the drawin is garbage collected.
Since we can now safely assume that a drawin always has a associated window,
this should make it possible to simplify some stuff.
Signed-off-by: Uli Schlachter <psychon@znc.in>
The lua code could keep a reference to out cairo surface for a drawin after it
was destroyed. So make sure the surface is finished before the associated
drawable is destroyed.
Signed-off-by: Uli Schlachter <psychon@znc.in>
We actually have to set a proper background color on all our drawins, else the
default black will "flicker through" while the window is drawn.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Lua now has access to a cairo surface via drawin.surface. When the drawing to
this surface is finished, it should call drawin:refresh() to make the result
visible.
Signed-off-by: Uli Schlachter <psychon@znc.in>