--------------------------------------------------------------------------- -- @author Uli Schlachter -- @copyright 2010 Uli Schlachter -- @release @AWESOME_VERSION@ -- @classmod wibox.widget.base --------------------------------------------------------------------------- local debug = require("gears.debug") local object = require("gears.object") local setmetatable = setmetatable local pairs = pairs local type = type local table = table local base = {} --- Set/get a widget's buttons function base:buttons(_buttons) if _buttons then self.widget_buttons = _buttons end return self.widget_buttons end --- Handle a button event on a widget. This is used internally. function base.handle_button(event, widget, x, y, button, modifiers, geometry) local function is_any(mod) return #mod == 1 and mod[1] == "Any" end local function tables_equal(a, b) if #a ~= #b then return false end for k, v in pairs(b) do if a[k] ~= v then return false end end return true end -- Find all matching button objects local matches = {} for k, v in pairs(widget.widget_buttons) do local match = true -- Is it the right button? if v.button ~= 0 and v.button ~= button then match = false end -- Are the correct modifiers pressed? if (not is_any(v.modifiers)) and (not tables_equal(v.modifiers, modifiers)) then match = false end if match then table.insert(matches, v) end end -- Emit the signals for k, v in pairs(matches) do v:emit_signal(event,geometry) end end --- Create a new widget. All widgets have to be generated via this function so -- that the needed signals are added and mouse input handling is set up. -- @param proxy If this is set, the returned widget will be a proxy for this -- widget. It will be equivalent to this widget. function base.make_widget(proxy) local ret = object() -- This signal is used by layouts to find out when they have to update. ret:add_signal("widget::updated") -- Mouse input, oh noes! ret:add_signal("button::press") ret:add_signal("button::release") ret:add_signal("mouse::enter") ret:add_signal("mouse::leave") -- No buttons yet ret.widget_buttons = {} ret.buttons = base.buttons -- Make buttons work ret:connect_signal("button::press", function(...) return base.handle_button("press", ...) end) ret:connect_signal("button::release", function(...) return base.handle_button("release", ...) end) if proxy then ret.draw = function(_, ...) return proxy:draw(...) end ret.fit = function(_, ...) return proxy:fit(...) end proxy:connect_signal("widget::updated", function() ret:emit_signal("widget::updated") end) end -- Add a geometry for base.fit_widget() that is cleared when necessary ret._fit_geometry_cache = setmetatable({}, { __mode = 'v' }) ret:connect_signal("widget::updated", function() ret._fit_geometry_cache = setmetatable({}, { __mode = 'v' }) end) return ret end --- Generate an empty widget which takes no space and displays nothing function base.empty_widget() local widget = base.make_widget() widget.draw = function() end widget.fit = function() return 0, 0 end return widget end --- Do some sanity checking on widget. This function raises a lua error if -- widget is not a valid widget. function base.check_widget(widget) debug.assert(type(widget) == "table") for k, func in pairs({ "draw", "fit", "add_signal", "connect_signal", "disconnect_signal" }) do debug.assert(type(widget[func]) == "function", func .. " is not a function") end local width, height = widget:fit(0, 0) debug.assert(type(width) == "number") debug.assert(type(height) == "number") end return base -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80