awesome/lib/awful/mouse/init.lua

376 lines
14 KiB
Lua

---------------------------------------------------------------------------
--- Mouse module for awful
--
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2008 Julien Danjou
-- @release @AWESOME_VERSION@
-- @module awful.mouse
---------------------------------------------------------------------------
-- Grab environment we need
local layout = require("awful.layout")
local tag = require("awful.tag")
local aclient = require("awful.client")
local widget = require("awful.widget")
local awibox = require("awful.wibox")
local util = require("awful.util")
local type = type
local math = math
local ipairs = ipairs
local capi =
{
root = root,
mouse = mouse,
screen = screen,
client = client,
mousegrabber = mousegrabber,
}
local finder = require("awful.mouse.finder")
local mouse = {}
mouse.client = {}
mouse.wibox = {}
--- Get the client object under the pointer.
-- @return The client object under the pointer, if one can be found.
function mouse.client_under_pointer()
local obj = capi.mouse.object_under_pointer()
if type(obj) == "client" then
return obj
end
end
--- Get the drawin object under the pointer.
-- @return The drawin object under the pointer, if one can be found.
function mouse.drawin_under_pointer()
local obj = capi.mouse.object_under_pointer()
if type(obj) == "drawin" then
return obj
end
end
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)
local edgev = 'none'
local edgeh = 'none'
if math.abs(g.x) < snap + sg.x and g.x > sg.x then
edgev = 'left'
g.x = sg.x
elseif math.abs((sg.x + sg.width) - (g.x + g.width)) < snap then
edgev = 'right'
g.x = sg.x + sg.width - g.width
end
if math.abs(g.y) < snap + sg.y and g.y > sg.y then
edgeh = 'top'
g.y = sg.y
elseif math.abs((sg.y + sg.height) - (g.y + g.height)) < snap then
edgeh = 'bottom'
g.y = sg.y + sg.height - g.height
end
-- What is the dominant dimension?
if g.width > g.height then
return g, edgeh
else
return g, edgev
end
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.
-- @param fixed_x True if the client isn't allowed to move in the x direction.
-- @param fixed_y True if the client isn't allowed to move in the y direction.
function mouse.client.snap(c, snap, x, y, fixed_x, fixed_y)
local snap = snap or 8
local c = c or mouse.client.focus
local cur_geom = c:geometry()
local geom = c:geometry()
geom.width = geom.width + (2 * c.border_width)
geom.height = geom.height + (2 * c.border_width)
local edge = "none"
local edge2 = "none"
geom.x = x or geom.x
geom.y = y or geom.y
geom, edge = snap_inside(geom, capi.screen[c.screen].geometry, snap)
geom = snap_inside(geom, capi.screen[c.screen].workarea, snap)
-- Allow certain windows to snap to the edge of the workarea.
-- Only allow docking to workarea for consistency/to avoid problems.
if aclient.dockable.get(c) then
local struts = c:struts()
struts['left'] = 0
struts['right'] = 0
struts['top'] = 0
struts['bottom'] = 0
if edge ~= "none" and aclient.floating.get(c) then
if edge == "left" or edge == "right" then
struts[edge] = cur_geom.width
elseif edge == "top" or edge == "bottom" then
struts[edge] = cur_geom.height
end
end
c:struts(struts)
end
geom.x = geom.x - (2 * c.border_width)
geom.y = geom.y - (2 * c.border_width)
for k, snapper in ipairs(aclient.visible(c.screen)) do
if snapper ~= c then
geom = snap_outside(geom, snapper:geometry(), snap)
end
end
geom.width = geom.width - (2 * c.border_width)
geom.height = geom.height - (2 * c.border_width)
geom.x = geom.x + (2 * c.border_width)
geom.y = geom.y + (2 * c.border_width)
-- It's easiest to undo changes afterwards if they're not allowed
if fixed_x then geom.x = cur_geom.x end
if fixed_y then geom.y = cur_geom.y 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.
-- @param finished_cb An optional callback function, that will be called
-- when moving the client has been finished. The client
-- that has been moved will be passed to that function.
function mouse.client.move(c, snap, finished_cb)
local c = c or capi.client.focus
if not c
or c.fullscreen
or c.type == "desktop"
or c.type == "splash"
or c.type == "dock" then
return
end
local orig = c:geometry()
local m_c = capi.mouse.coords()
local dist_x = m_c.x - orig.x
local dist_y = m_c.y - orig.y
-- Only allow moving in the non-maximized directions
local fixed_x = c.maximized_horizontal
local fixed_y = c.maximized_vertical
capi.mousegrabber.run(function (_mouse)
for k, v in ipairs(_mouse.buttons) do
if v then
local lay = layout.get(c.screen)
if lay == layout.suit.floating or aclient.floating.get(c) then
local x = _mouse.x - dist_x
local y = _mouse.y - dist_y
c:geometry(mouse.client.snap(c, snap, x, y, fixed_x, fixed_y))
elseif lay ~= layout.suit.magnifier then
-- Only move the client to the mouse
-- screen if the target screen is not
-- floating.
-- Otherwise, we move if via geometry.
if layout.get(capi.mouse.screen) == layout.suit.floating then
local x = _mouse.x - dist_x
local y = _mouse.y - dist_y
c:geometry(mouse.client.snap(c, snap, x, y, fixed_x, fixed_y))
else
c.screen = capi.mouse.screen
end
if layout.get(c.screen) ~= layout.suit.floating then
local c_u_m = mouse.client_under_pointer()
if c_u_m and not aclient.floating.get(c_u_m) then
if c_u_m ~= c then
c:swap(c_u_m)
end
end
end
end
return true
end
end
if finished_cb then
finished_cb(c)
end
return false
end, "fleur")
end
mouse.client.dragtotag = { }
--- Move a client to a tag by dragging it onto the left / right side of the screen
-- @param c The client to move
function mouse.client.dragtotag.border(c)
capi.mousegrabber.run(function (_mouse)
local button_down = false
for _, v in ipairs(_mouse.buttons) do
if v then button_down = true end
end
local wa = capi.screen[c.screen].workarea
if _mouse.x >= wa.x + wa.width then
capi.mouse.coords({ x = wa.x + wa.width - 1 })
elseif _mouse.x <= wa.x then
capi.mouse.coords({ x = wa.x + 1 })
end
if not button_down then
local tags = tag.gettags(c.screen)
local t = tag.selected()
local idx
for i, v in ipairs(tags) do
if v == t then
idx = i
end
end
if _mouse.x > wa.x + wa.width - 10 then
local newtag = tags[util.cycle(#tags, idx + 1)]
aclient.movetotag(newtag, c)
tag.viewnext()
elseif _mouse.x < wa.x + 10 then
local newtag = tags[util.cycle(#tags, idx - 1)]
aclient.movetotag(newtag, c)
tag.viewprev()
end
return false
end
return true
end, "fleur")
end
--- Move the wibox under the cursor
--@param w The wibox to move, or none to use that under the pointer
function mouse.wibox.move(w)
local w = w or mouse.wibox_under_pointer()
if not w then return end
local offset = {
x = w.x - capi.mouse.coords().x,
y = w.y - capi.mouse.coords().y
}
capi.mousegrabber.run(function (_mouse)
local button_down = false
if awibox.get_position(w) == "floating" then
w.x = capi.mouse.coords().x + offset.x
w.y = capi.mouse.coords().y + offset.y
else
local wa = capi.screen[capi.mouse.screen].workarea
if capi.mouse.coords()["y"] > wa.y + wa.height - 10 then
awibox.set_position(w, "bottom", w.screen)
elseif capi.mouse.coords()["y"] < wa.y + 10 then
awibox.set_position(w, "top", w.screen)
elseif capi.mouse.coords()["x"] > wa.x + wa.width - 10 then
awibox.set_position(w, "right", w.screen)
elseif capi.mouse.coords()["x"] < wa.x + 10 then
awibox.set_position(w, "left", w.screen)
end
w.screen = capi.mouse.screen
end
for k, v in ipairs(_mouse.buttons) do
if v then button_down = true end
end
if not button_down then
return false
end
return true
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 mouse.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
--- 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 mouse.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)
local corner, x, y = mouse.client.corner(c, corner)
if lay == layout.suit.floating or aclient.floating.get(c) then
return layout.suit.floating.mouse_resize_handler(c, corner, x, y)
elseif lay.mouse_resize_handler then
return lay.mouse_resize_handler(c, corner, x, y)
end
end
-- Set the cursor at startup
capi.root.cursor("left_ptr")
return mouse
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80