/* * mouse.c - mouse managing * * Copyright © 2007-2008 Julien Danjou * * 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 #include "screen.h" #include "tag.h" #include "common/xcursor.h" #include "common/xutil.h" DO_LUA_TOSTRING(button_t, button, "button") LUA_OBJECT_FUNCS(button_t, button, "button") void button_unref_simplified(button_t **b) { button_unref(globalconf.L, *b); } /** Collect a button. * \param L The Lua VM state. * \return 0. */ static int luaA_button_gc(lua_State *L) { button_t *button = luaL_checkudata(L, 1, "button"); luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->press); luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->release); return 0; } /** Get the pointer position. * \param window The window to get position on. * \param x will be set to the Pointer-x-coordinate relative to window * \param y will be set to the Pointer-y-coordinate relative to window * \param child Will be set to the window under the pointer. * \param mask will be set to the current buttons state * \return true on success, false if an error occured **/ bool mouse_query_pointer(xcb_window_t window, int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask) { xcb_query_pointer_cookie_t query_ptr_c; xcb_query_pointer_reply_t *query_ptr_r; query_ptr_c = xcb_query_pointer_unchecked(globalconf.connection, window); query_ptr_r = xcb_query_pointer_reply(globalconf.connection, query_ptr_c, NULL); if(!query_ptr_r || !query_ptr_r->same_screen) return false; *x = query_ptr_r->win_x; *y = query_ptr_r->win_y; if(mask) *mask = query_ptr_r->mask; if(child) *child = query_ptr_r->child; p_delete(&query_ptr_r); return true; } /** Get the pointer position on the screen. * \param screen This will be set to the screen the mouse is on. * \param x This will be set to the Pointer-x-coordinate relative to window. * \param y This will be set to the Pointer-y-coordinate relative to window. * \param child This will be set to the window under the pointer. * \param mask This will be set to the current buttons state. * \return True on success, false if an error occured. */ static bool mouse_query_pointer_root(screen_t **s, int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask) { for(int screen = 0; screen < xcb_setup_roots_length(xcb_get_setup(globalconf.connection)); screen++) { xcb_window_t root = xutil_screen_get(globalconf.connection, screen)->root; if(mouse_query_pointer(root, x, y, child, mask)) { *s = &globalconf.screens.tab[screen]; return true; } } return false; } /** Set the pointer position. * \param window The destination window. * \param x X-coordinate inside window. * \param y Y-coordinate inside window. */ static inline void mouse_warp_pointer(xcb_window_t window, int x, int y) { xcb_warp_pointer(globalconf.connection, XCB_NONE, window, 0, 0, 0, 0, x, y ); } /** 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. * \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) { int i, len; button_t *button, *orig; luaA_ref press = LUA_REFNIL, release = LUA_REFNIL; if((orig = luaA_toudata(L, 2, "button"))) { button_t *copy = button_new(L); copy->mod = orig->mod; copy->button = orig->button; if(orig->press != LUA_REFNIL) { lua_rawgeti(L, LUA_REGISTRYINDEX, orig->press); luaA_registerfct(L, -1, ©->press); lua_pop(L, 1); } else copy->press = LUA_REFNIL; if(orig->release != LUA_REFNIL) { lua_rawgeti(L, LUA_REGISTRYINDEX, orig->release); luaA_registerfct(L, -1, ©->release); lua_pop(L, 1); } else copy->release = LUA_REFNIL; return 1; } luaA_checktable(L, 2); /* arg 3 is mouse button */ i = 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_gettop(L) == 5 && !lua_isnil(L, 5)) luaA_checkfunction(L, 5); /* ... then register (can't register before since 5 maybe not nil but not a * function */ if(!lua_isnil(L, 4)) luaA_registerfct(L, 4, &press); if(lua_gettop(L) == 5 && !lua_isnil(L, 5)) luaA_registerfct(L, 5, &release); button = button_new(L); button->press = press; button->release = release; button->button = xutil_button_fromint(i); len = lua_objlen(L, 2); for(i = 1; i <= len; i++) { size_t blen; const char *buf; lua_rawgeti(L, 2, i); buf = luaL_checklstring(L, -1, &blen); button->mod |= xutil_key_mask_fromstr(buf, blen); lua_pop(L, 1); } return 1; } /** Set a button array with a Lua table. * \param L The Lua VM state. * \param idx The index of the Lua table. * \param buttons The array button to fill. */ void luaA_button_array_set(lua_State *L, int idx, button_array_t *buttons) { luaA_checktable(L, idx); button_array_wipe(buttons); button_array_init(buttons); lua_pushnil(L); while(lua_next(L, idx)) button_array_append(buttons, button_ref(L)); } /** Push an array of button as an Lua table onto the stack. * \param L The Lua VM state. * \param buttons The button array to push. * \return The number of elements pushed on stack. */ int luaA_button_array_get(lua_State *L, button_array_t *buttons) { lua_createtable(L, buttons->len, 0); for(int i = 0; i < buttons->len; i++) { button_push(L, 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. */ 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: if(button->press != LUA_REFNIL) lua_rawgeti(L, LUA_REGISTRYINDEX, button->press); else lua_pushnil(L); break; case A_TK_RELEASE: if(button->release != LUA_REFNIL) lua_rawgeti(L, LUA_REGISTRYINDEX, button->release); else lua_pushnil(L); break; case A_TK_BUTTON: /* works fine, but not *really* neat */ lua_pushnumber(L, button->button); break; default: break; } 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_registerfct(L, 3, &button->press); break; case A_TK_RELEASE: luaA_registerfct(L, 3, &button->release); break; case A_TK_BUTTON: button->button = xutil_button_fromint(luaL_checknumber(L, 3)); break; default: break; } return 0; } const struct luaL_reg awesome_button_methods[] = { { "__call", luaA_button_new }, { NULL, NULL } }; const struct luaL_reg awesome_button_meta[] = { { "__index", luaA_button_index }, { "__newindex", luaA_button_newindex }, { "__gc", luaA_button_gc }, { "__tostring", luaA_button_tostring }, { NULL, NULL } }; /** Mouse library. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lfield coords Mouse coordinates. * \lfield screen Mouse screen number. */ static int luaA_mouse_index(lua_State *L) { size_t len; const char *attr = luaL_checklstring(L, 2, &len); int16_t mouse_x, mouse_y; screen_t *screen; switch(a_tokenize(attr, len)) { case A_TK_SCREEN: if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, NULL)) return 0; screen = screen_getbycoord(screen, mouse_x, mouse_y); lua_pushnumber(L, screen->index + 1); break; default: return 0; } return 1; } /** Newindex for mouse. * \param L The Lua VM state. * \return The number of elements pushed on stack. */ static int luaA_mouse_newindex(lua_State *L) { size_t len; const char *attr = luaL_checklstring(L, 2, &len); int x, y = 0; xcb_window_t root; int screen, phys_screen; switch(a_tokenize(attr, len)) { case A_TK_SCREEN: screen = luaL_checknumber(L, 3) - 1; luaA_checkscreen(screen); /* we need the physical one to get the root window */ phys_screen = screen_virttophys(screen); root = xutil_screen_get(globalconf.connection, phys_screen)->root; x = globalconf.screens.tab[screen].geometry.x; y = globalconf.screens.tab[screen].geometry.y; mouse_warp_pointer(root, x, y); break; default: return 0; } return 0; } /** Push a table with mouse status. * \param L The Lua VM state. * \param x The x coordinate. * \param y The y coordinate. * \param mask The button mask. */ int luaA_mouse_pushstatus(lua_State *L, int x, int y, uint16_t mask) { lua_newtable(L); lua_pushnumber(L, x); lua_setfield(L, -2, "x"); lua_pushnumber(L, y); lua_setfield(L, -2, "y"); lua_newtable(L); int i = 1; for(uint16_t maski = XCB_BUTTON_MASK_1; maski <= XCB_BUTTON_MASK_5; maski <<= 1) { if(mask & maski) lua_pushboolean(L, true); else lua_pushboolean(L, false); lua_rawseti(L, -2, i++); } lua_setfield(L, -2, "buttons"); return 1; } /** Get or set the mouse coords. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lparam None or a table with x and y keys as mouse coordinates. * \lreturn A table with mouse coordinates. */ static int luaA_mouse_coords(lua_State *L) { uint16_t mask; int x, y; int16_t mouse_x, mouse_y; screen_t *screen; if(lua_gettop(L) == 1) { xcb_window_t root; luaA_checktable(L, 1); if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, &mask)) return 0; x = luaA_getopt_number(L, 1, "x", mouse_x); y = luaA_getopt_number(L, 1, "y", mouse_y); root = xutil_screen_get(globalconf.connection, screen->index)->root; mouse_warp_pointer(root, x, y); lua_pop(L, 1); } if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, &mask)) return 0; return luaA_mouse_pushstatus(L, mouse_x, mouse_y, mask); } /** Get the client which is under the pointer. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lreturn A client or nil. */ static int luaA_mouse_object_under_pointer(lua_State *L) { screen_t *screen; int16_t mouse_x, mouse_y; xcb_window_t child; if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, &child, NULL)) return 0; wibox_t *wibox; client_t *client; if((wibox = wibox_getbywin(child))) { wibox_push(L, wibox); int16_t x = mouse_x - wibox->sw.geometry.x; int16_t y = mouse_y - wibox->sw.geometry.y; widget_t *widget = widget_getbycoords(wibox->position, &wibox->widgets, wibox->sw.geometry.width, wibox->sw.geometry.height, &x, &y); if(widget) { widget_push(L, widget); return 2; } return 1; } else if((client = client_getbywin(child))) return client_push(globalconf.L, client); return 0; } const struct luaL_reg awesome_mouse_methods[] = { { "__index", luaA_mouse_index }, { "__newindex", luaA_mouse_newindex }, { "coords", luaA_mouse_coords }, { "object_under_pointer", luaA_mouse_object_under_pointer }, { NULL, NULL } }; const struct luaL_reg awesome_mouse_meta[] = { { NULL, NULL } }; // vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80