While debugging #331, I have noticed that the call to `client_resize`
might have changed the screen (and emitted the signal) already, via
a call to `screen_client_moveto` with `doresize=False`.
Closes https://github.com/awesomeWM/awesome/pull/332.
Calling lua_tostring() on a number/integer, turns that stack slot into a string.
This patch changes the code to only call lua_tostring() if the function argument
really is a string.
This partly also caused https://github.com/awesomeWM/awesome/issues/238.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Everything that needs the lua_State should create a local variable like this:
lua_State *L = globalconf_get_lua_State();
This ensures that the compiler warns if there are two variables with name "L" in
scope. The idea here is that it should become harder to accidentally use the
global lua state instead of the state of the current state.
While writing this commit, I found another place that gets its wrong: Reading
client.focus from a coroutine was broken, since it was returning the result on
the main thread instead of the current one.
Signed-off-by: Uli Schlachter <psychon@znc.in>
The screen_output_t* that is passed to screen_output_wipe() points into the
middle of the output array table and is a pointer that we never allocated.
Instead, what we want to free here is the name of the output.
Thanks to luzie for reporting this.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Every .c file has to include the corresponding .h file first to make sure the
headers are self-contained. Additionally, this moves some unneeded includes
around.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This makes the screen objects use our existing infrastructure for implementing
classes and objects with lua instead of hand-rolling an own version.
This results in some small API change: Screen objects no longer have an
add_signal() function and instead this function exists on the parent screen
class.
Signed-off-by: Uli Schlachter <psychon@znc.in>