244 lines
6.5 KiB
C
244 lines
6.5 KiB
C
/*
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* button.c - button managing
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*
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* Copyright © 2007-2009 Julien Danjou <julien@danjou.info>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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*/
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#include "button.h"
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#include "common/tokenize.h"
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DO_LUA_TOSTRING(button_t, button, "button")
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LUA_OBJECT_FUNCS(button_t, button, "button")
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void
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button_unref_simplified(button_t **b)
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{
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button_unref(globalconf.L, *b);
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}
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/** Collect a button.
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* \param L The Lua VM state.
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* \return 0.
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*/
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static int
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luaA_button_gc(lua_State *L)
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{
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button_t *button = luaL_checkudata(L, 1, "button");
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luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->press);
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luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->release);
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return 0;
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}
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/** Create a new mouse button bindings.
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* \param L The Lua VM state.
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* \return The number of elements pushed on stack.
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* \luastack
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* \lparam A table with modifiers keys, or a button to clone.
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* \lparam A mouse button number, or 0 to match any button.
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* \lparam A function to execute on click events.
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* \lparam A function to execute on release events.
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* \lreturn A mouse button binding.
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*/
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static int
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luaA_button_new(lua_State *L)
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{
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xcb_button_t xbutton;
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button_t *button, *orig;
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luaA_ref press = LUA_REFNIL, release = LUA_REFNIL;
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if((orig = luaA_toudata(L, 2, "button")))
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{
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button_t *copy = button_new(L);
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copy->mod = orig->mod;
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copy->button = orig->button;
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if(orig->press != LUA_REFNIL)
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{
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lua_rawgeti(L, LUA_REGISTRYINDEX, orig->press);
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luaA_registerfct(L, -1, ©->press);
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lua_pop(L, 1);
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}
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else
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copy->press = LUA_REFNIL;
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if(orig->release != LUA_REFNIL)
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{
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lua_rawgeti(L, LUA_REGISTRYINDEX, orig->release);
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luaA_registerfct(L, -1, ©->release);
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lua_pop(L, 1);
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}
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else
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copy->release = LUA_REFNIL;
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return 1;
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}
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luaA_checktable(L, 2);
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/* arg 3 is mouse button */
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xbutton = luaL_checknumber(L, 3);
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/* arg 4 and 5 are callback functions, check they are functions... */
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if(!lua_isnil(L, 4))
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luaA_checkfunction(L, 4);
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if(lua_gettop(L) == 5 && !lua_isnil(L, 5))
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luaA_checkfunction(L, 5);
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/* ... then register (can't register before since 5 maybe not nil but not a
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* function */
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if(!lua_isnil(L, 4))
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luaA_registerfct(L, 4, &press);
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if(lua_gettop(L) == 5 && !lua_isnil(L, 5))
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luaA_registerfct(L, 5, &release);
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button = button_new(L);
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button->press = press;
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button->release = release;
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button->button = xbutton;
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luaA_setmodifiers(L, 2, &button->mod);
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return 1;
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}
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/** Set a button array with a Lua table.
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* \param L The Lua VM state.
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* \param idx The index of the Lua table.
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* \param buttons The array button to fill.
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*/
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void
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luaA_button_array_set(lua_State *L, int idx, button_array_t *buttons)
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{
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luaA_checktable(L, idx);
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button_array_wipe(buttons);
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button_array_init(buttons);
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lua_pushnil(L);
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while(lua_next(L, idx))
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button_array_append(buttons, button_ref(L));
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}
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/** Push an array of button as an Lua table onto the stack.
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* \param L The Lua VM state.
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* \param buttons The button array to push.
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* \return The number of elements pushed on stack.
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*/
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int
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luaA_button_array_get(lua_State *L, button_array_t *buttons)
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{
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lua_createtable(L, buttons->len, 0);
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for(int i = 0; i < buttons->len; i++)
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{
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button_push(L, buttons->tab[i]);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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/** Button object.
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* \param L The Lua VM state.
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* \return The number of elements pushed on stack.
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* \luastack
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* \lfield press The function called when button press event is received.
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* \lfield release The function called when button release event is received.
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* \lfield button The mouse button number, or 0 for any button.
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* \lfield modifiers The modifier key table that should be pressed while the
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* button is pressed.
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*/
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static int
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luaA_button_index(lua_State *L)
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{
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if(luaA_usemetatable(L, 1, 2))
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return 1;
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size_t len;
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button_t *button = luaL_checkudata(L, 1, "button");
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const char *attr = luaL_checklstring(L, 2, &len);
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switch(a_tokenize(attr, len))
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{
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case A_TK_PRESS:
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if(button->press != LUA_REFNIL)
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lua_rawgeti(L, LUA_REGISTRYINDEX, button->press);
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else
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lua_pushnil(L);
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break;
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case A_TK_RELEASE:
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if(button->release != LUA_REFNIL)
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lua_rawgeti(L, LUA_REGISTRYINDEX, button->release);
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else
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lua_pushnil(L);
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break;
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case A_TK_BUTTON:
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lua_pushnumber(L, button->button);
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break;
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case A_TK_MODIFIERS:
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luaA_pushmodifiers(L, button->mod);
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break;
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default:
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return 0;
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}
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return 1;
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}
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/** Button object.
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* \param L The Lua VM state.
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* \return The number of elements pushed on stack.
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* \luastack
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*/
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static int
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luaA_button_newindex(lua_State *L)
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{
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if(luaA_usemetatable(L, 1, 2))
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return 1;
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size_t len;
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button_t *button = luaL_checkudata(L, 1, "button");
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const char *attr = luaL_checklstring(L, 2, &len);
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switch(a_tokenize(attr, len))
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{
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case A_TK_PRESS:
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luaA_registerfct(L, 3, &button->press);
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break;
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case A_TK_RELEASE:
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luaA_registerfct(L, 3, &button->release);
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break;
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case A_TK_BUTTON:
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button->button = luaL_checknumber(L, 3);
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break;
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default:
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break;
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}
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return 0;
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}
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const struct luaL_reg awesome_button_methods[] =
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{
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{ "__call", luaA_button_new },
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{ NULL, NULL }
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};
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const struct luaL_reg awesome_button_meta[] =
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{
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{ "__index", luaA_button_index },
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{ "__newindex", luaA_button_newindex },
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{ "__gc", luaA_button_gc },
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{ "__tostring", luaA_button_tostring },
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{ NULL, NULL }
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};
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// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80
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