awesome/lib/awful/mouse.lua.in

348 lines
14 KiB
Lua

---------------------------------------------------------------------------
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2008 Julien Danjou
-- @release @AWESOME_VERSION@
---------------------------------------------------------------------------
-- Grab environment we need
local layout = require("awful.layout")
local tag = require("awful.tag")
local hooks = require("awful.hooks")
local aclient = require("awful.client")
local math = math
local ipairs = ipairs
local capi =
{
mouse = mouse,
screen = screen,
client = client,
mousegrabber = mousegrabber,
}
--- Mouse module for awful
module("awful.mouse")
client = {}
local function snap_outside(g, sg, snap)
if g.x < snap + sg.x + sg.width and g.x > sg.x + sg.width then
g.x = sg.x + sg.width
elseif g.x + g.width < sg.x and g.x + g.width > sg.x - snap then
g.x = sg.x - g.width
end
if g.y < snap + sg.y + sg.height and g.y > sg.y + sg.height then
g.y = sg.y + sg.height
elseif g.y + g.height < sg.y and g.y + g.height > sg.y - snap then
g.y = sg.y - g.height
end
return g
end
local function snap_inside(g, sg, snap)
if math.abs(g.x) < snap + sg.x and g.x > sg.x then
g.x = sg.x
elseif math.abs((sg.x + sg.width) - (g.x + g.width)) < snap then
g.x = sg.x + sg.width - g.width
end
if math.abs(g.y) < snap + sg.y and g.y > sg.y then
g.y = sg.y
elseif math.abs((sg.y + sg.height) - (g.y + g.height)) < snap then
g.y = sg.y + sg.height - g.height
end
return g
end
--- Snap a client to the closest client or screen edge.
-- @param c The client to snap.
-- @param snap The pixel to snap clients.
-- @param x The client x coordinate.
-- @param y The client y coordinate.
function client.snap(c, snap, x, y)
local snap = snap or 8
local c = c or client.focus
local geom = c:fullgeometry()
geom.x = x or geom.x
geom.y = y or geom.y
geom = snap_inside(geom, capi.screen[c.screen].geometry, snap)
geom = snap_inside(geom, capi.screen[c.screen].workarea, snap)
for k, snapper in ipairs(aclient.visible(c.screen)) do
if snapper ~= c then
geom = snap_outside(geom, snapper:fullgeometry(), snap)
end
end
return geom
end
--- Move a client.
-- @param c The client to move, or the focused one if nil.
-- @param snap The pixel to snap clients.
function client.move(c, snap)
local c = c or capi.client.focus
if not c then return end
if c.fullscreen
or c.type == "desktop"
or c.type == "splash"
or c.type == "dock" then
return
end
c:raise()
local orig = c:fullgeometry()
local m_c = capi.mouse.coords()
local dist_x = m_c.x - orig.x
local dist_y = m_c.y - orig.y
local function ug(c, prop)
if prop == "geometry" then
local g = c:fullgeometry()
capi.mouse.coords({ x = g.x + dist_x, y = g.y + dist_y })
end
end
capi.mousegrabber.run(function (mouse)
hooks.property.unregister(ug)
for k, v in ipairs(mouse.buttons) do
if v then
local lay = layout.get(c.screen)
if lay == layout.suit.floating or c.floating then
local x = mouse.x - dist_x
local y = mouse.y - dist_y
c:fullgeometry(client.snap(c, snap, x, y))
if layout.get(c.screen) ~= layout.suit.floating and not c.floating then
hooks.property.register(ug)
end
elseif lay ~= layout.suit.magnifier then
c.screen = capi.mouse.screen
if layout.get(c.screen) ~= layout.suit.floating then
local c_u_m = capi.mouse.client_under_pointer()
if c_u_m and not c_u_m.floating then
if c_u_m ~= c then
c:swap(c_u_m)
end
end
else
hooks.property.register(ug)
end
end
return true
end
end
return false
end, "fleur")
end
--- Get a client corner coordinates.
-- @param c The client to get corner from, focused one by default.
-- @param corner The corner to use: auto, top_left, top_right, bottom_left,
-- bottom_right. Default is auto, and auto find the nearest corner.
-- @return Actual used corner and x and y coordinates.
function client.corner(c, corner)
local c = c or capi.client.focus
if not c then return end
local g = c:geometry()
if not corner or corner == "auto" then
local m_c = capi.mouse.coords()
if math.abs(g.y - m_c.y) < math.abs(g.y + g.height - m_c.y) then
if math.abs(g.x - m_c.x) < math.abs(g.x + g.width - m_c.x) then
corner = "top_left"
else
corner = "top_right"
end
else
if math.abs(g.x - m_c.x) < math.abs(g.x + g.width - m_c.x) then
corner = "bottom_left"
else
corner = "bottom_right"
end
end
end
local x, y
if corner == "top_right" then
x = g.x + g.width
y = g.y
elseif corner == "top_left" then
x = g.x
y = g.y
elseif corner == "bottom_left" then
x = g.x
y = g.y + g.height
else
x = g.x + g.width
y = g.y + g.height
end
return corner, x, y
end
local function client_resize_magnifier(c, corner)
local corner, x, y = client.corner(c, corner)
capi.mouse.coords({ x = x, y = y })
local wa = capi.screen[c.screen].workarea
local center_x = wa.x + wa.width / 2
local center_y = wa.y + wa.height / 2
local maxdist_pow = (wa.width^2 + wa.height^2) / 4
capi.mousegrabber.run(function (mouse)
for k, v in ipairs(mouse.buttons) do
if v then
local dx = center_x - mouse.x
local dy = center_y - mouse.y
local dist = dx^2 + dy^2
-- New master width factor
local mwfact = dist / maxdist_pow
tag.setmwfact(math.min(math.max(0.01, mwfact), 0.99), tag.selected(c.screen))
return true
end
end
return false
end, corner .. "_corner")
end
local function client_resize_tiled(c, lay)
local wa = capi.screen[c.screen].workarea
local mwfact = tag.getmwfact()
local cursor
if lay == layout.suit.tile then
capi.mouse.coords({ x = wa.x + wa.width * mwfact })
cursor = "sb_h_double_arrow"
elseif lay == layout.suit.tile.left then
capi.mouse.coords({ x = wa.x + wa.width * (1 - mwfact) })
cursor = "sb_h_double_arrow"
elseif lay == layout.suit.tile.bottom then
capi.mouse.coords({ y = wa.y + wa.height * mwfact })
cursor = "sb_v_double_arrow"
else
capi.mouse.coords({ y = wa.y + wa.height * (1 - mwfact) })
cursor = "sb_v_double_arrow"
end
capi.mousegrabber.run(function (mouse)
for k, v in ipairs(mouse.buttons) do
if v then
local fact_x = (mouse.x - wa.x) / wa.width
local fact_y = (mouse.y - wa.y) / wa.height
local mwfact
if lay == layout.suit.tile then
mwfact = fact_x
elseif lay == layout.suit.tile.left then
mwfact = 1 - fact_x
elseif lay == layout.suit.tile.bottom then
mwfact = fact_y
else
mwfact = 1 - fact_y
end
tag.setmwfact(math.min(math.max(mwfact, 0.01), 0.99), tag.selected(c.screen))
return true
end
end
return false
end, cursor)
end
local function client_resize_floating(c, corner)
local corner, x, y = client.corner(c, corner)
local fixed_x, fixed_y
local g = c:geometry()
-- Warp mouse pointer
capi.mouse.coords({ x = x, y = y })
local fixed_x, fixed_y
capi.mousegrabber.run(function (mouse)
for k, v in ipairs(mouse.buttons) do
if v then
-- Ignore screen changes
if not c.floating
and capi.mouse.screen ~= c.screen then
return true
end
local ng
if corner == "bottom_right" then
ng = { width = mouse.x - g.x,
height = mouse.y - g.y }
elseif corner == "bottom_left" then
ng = { x = mouse.x,
width = (g.x + g.width) - mouse.x,
height = mouse.y - g.y }
elseif corner == "top_left" then
ng = { x = mouse.x,
width = (g.x + g.width) - mouse.x,
y = mouse.y,
height = (g.y + g.height) - mouse.y }
else
ng = { width = mouse.x - g.x,
y = mouse.y,
height = (g.y + g.height) - mouse.y }
end
if ng.width <= 0 then ng.width = nil end
if ng.height <= 0 then ng.height = nil end
c:geometry({ width = ng.width, height = ng.height })
-- Get real geometry that has been applied
-- in case we honor size hints
-- XXX: This should be rewritten when size
-- hints are available from Lua.
local rg = c:geometry()
if corner == "bottom_right" then
ng = {}
elseif corner == "bottom_left" then
ng = { x = (g.x + g.width) - rg.width }
elseif corner == "top_left" then
ng = { x = (g.x + g.width) - rg.width,
y = (g.y + g.height) - rg.height }
else
ng = { y = (g.y + g.height) - rg.height }
end
c:geometry({ x = ng.x, y = ng.y })
return true
end
end
return false
end, corner .. "_corner")
end
--- Resize a client.
-- @param c The client to resize, or the focused one by default.
-- @param corner The corner to grab on resize. Auto detected by default.
function client.resize(c, corner)
local c = c or capi.client.focus
if not c then return end
if c.fullscreen
or c.type == "desktop"
or c.type == "splash"
or c.type == "dock" then
return
end
local lay = layout.get(c.screen)
if lay == layout.suit.floating or c.floating then
return client_resize_floating(c, corner)
elseif lay == layout.suit.tile
or lay == layout.suit.tile.left
or lay == layout.suit.tile.top
or lay == layout.suit.tile.bottom then
return client_resize_tiled(c, lay)
elseif lay == layout.suit.magnifier then
return client_resize_magnifier(c, corner)
end
end
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80