awesome/objects/button.c

175 lines
5.4 KiB
C

/*
* button.c - button managing
*
* Copyright © 2007-2009 Julien Danjou <julien@danjou.info>
*
* 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.
*
*/
/** awesome button API
*
* Furthermore to the classes described here, one can also use signals as
* described in @{signals}.
*
* Some signal names are starting with a dot. These dots are artefacts from
* the documentation generation, you get the real signal name by
* removing the starting dot.
*
* @author Julien Danjou &lt;julien@danjou.info&gt;
* @copyright 2008-2009 Julien Danjou
* @release @AWESOME_VERSION@
* @classmod button
*/
#include "button.h"
/** Button object.
*
* @tfield int button The mouse button number, or 0 for any button.
* @tfield table modifiers The modifier key table that should be pressed while the
* button is pressed.
* @table button
*/
/** Get the number of instances.
* @treturn int The number of button objects alive.
* @function instances
*/
/** Create a new mouse button bindings.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_button_new(lua_State *L)
{
return luaA_class_new(L, &button_class);
}
/** Set a button array with a Lua table.
* \param L The Lua VM state.
* \param oidx The index of the object to store items into.
* \param idx The index of the Lua table.
* \param buttons The array button to fill.
*/
void
luaA_button_array_set(lua_State *L, int oidx, int idx, button_array_t *buttons)
{
luaA_checktable(L, idx);
foreach(button, *buttons)
luaA_object_unref_item(L, oidx, *button);
button_array_wipe(buttons);
button_array_init(buttons);
lua_pushnil(L);
while(lua_next(L, idx))
if(luaA_toudata(L, -1, &button_class))
button_array_append(buttons, luaA_object_ref_item(L, oidx, -1));
else
lua_pop(L, 1);
}
/** Push an array of button as an Lua table onto the stack.
* \param L The Lua VM state.
* \param oidx The index of the object to get items from.
* \param buttons The button array to push.
* \return The number of elements pushed on stack.
*/
int
luaA_button_array_get(lua_State *L, int oidx, button_array_t *buttons)
{
lua_createtable(L, buttons->len, 0);
for(int i = 0; i < buttons->len; i++)
{
luaA_object_push_item(L, oidx, buttons->tab[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
LUA_OBJECT_EXPORT_PROPERTY(button, button_t, button, lua_pushinteger);
LUA_OBJECT_EXPORT_PROPERTY(button, button_t, modifiers, luaA_pushmodifiers);
static int
luaA_button_set_modifiers(lua_State *L, button_t *b)
{
b->modifiers = luaA_tomodifiers(L, -1);
luaA_object_emit_signal(L, -3, "property::modifiers", 0);
return 0;
}
static int
luaA_button_set_button(lua_State *L, button_t *b)
{
b->button = luaL_checkinteger(L, -1);
luaA_object_emit_signal(L, -3, "property::button", 0);
return 0;
}
void
button_class_setup(lua_State *L)
{
static const struct luaL_Reg button_methods[] =
{
LUA_CLASS_METHODS(button)
{ "__call", luaA_button_new },
{ NULL, NULL }
};
static const struct luaL_Reg button_meta[] =
{
LUA_OBJECT_META(button)
LUA_CLASS_META
{ NULL, NULL }
};
luaA_class_setup(L, &button_class, "button", NULL,
(lua_class_allocator_t) button_new, NULL, NULL,
luaA_class_index_miss_property, luaA_class_newindex_miss_property,
button_methods, button_meta);
luaA_class_add_property(&button_class, "button",
(lua_class_propfunc_t) luaA_button_set_button,
(lua_class_propfunc_t) luaA_button_get_button,
(lua_class_propfunc_t) luaA_button_set_button);
luaA_class_add_property(&button_class, "modifiers",
(lua_class_propfunc_t) luaA_button_set_modifiers,
(lua_class_propfunc_t) luaA_button_get_modifiers,
(lua_class_propfunc_t) luaA_button_set_modifiers);
/** When bound mouse button + modifiers are pressed.
* @param ... One or more arguments are possible
* @signal .press
*/
signal_add(&button_class.signals, "press");
/** When property changes.
* @signal property::button
*/
signal_add(&button_class.signals, "property::button");
/** When property changes.
* @signal property::modifiers
*/
signal_add(&button_class.signals, "property::modifiers");
/** When bound mouse button + modifiers are pressed.
* @param ... One or more arguments are possible
* @signal .release
*/
signal_add(&button_class.signals, "release");
}
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