awesome/button.c

246 lines
6.6 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.
*
*/
#include "button.h"
#include "common/tokenize.h"
DO_LUA_TOSTRING(button_t, button, "button")
LUA_OBJECT_FUNCS(button_t, button, "button")
void
button_unref_simplified(button_t **b)
{
button_unref(globalconf.L, *b);
}
/** Collect a button.
* \param L The Lua VM state.
* \return 0.
*/
static int
luaA_button_gc(lua_State *L)
{
button_t *button = luaL_checkudata(L, 1, "button");
luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->press);
luaL_unref(globalconf.L, LUA_REGISTRYINDEX, button->release);
return 0;
}
/** Create a new mouse button bindings.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A table with modifiers keys, or a button to clone.
* \lparam A mouse button number, or 0 to match any button.
* \lparam A function to execute on click events.
* \lparam A function to execute on release events.
* \lreturn A mouse button binding.
*/
static int
luaA_button_new(lua_State *L)
{
xcb_button_t xbutton;
button_t *button, *orig;
luaA_ref press = LUA_REFNIL, release = LUA_REFNIL;
if((orig = luaA_toudata(L, 2, "button")))
{
button_t *copy = button_new(L);
copy->mod = orig->mod;
copy->button = orig->button;
if(orig->press != LUA_REFNIL)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, orig->press);
luaA_registerfct(L, -1, &copy->press);
lua_pop(L, 1);
}
else
copy->press = LUA_REFNIL;
if(orig->release != LUA_REFNIL)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, orig->release);
luaA_registerfct(L, -1, &copy->release);
lua_pop(L, 1);
}
else
copy->release = LUA_REFNIL;
return 1;
}
luaA_checktable(L, 2);
/* arg 3 is mouse button */
xbutton = luaL_checknumber(L, 3);
/* arg 4 and 5 are callback functions, check they are functions... */
if(!lua_isnil(L, 4))
luaA_checkfunction(L, 4);
if(lua_gettop(L) == 5 && !lua_isnil(L, 5))
luaA_checkfunction(L, 5);
/* ... then register (can't register before since 5 maybe not nil but not a
* function */
if(!lua_isnil(L, 4))
luaA_registerfct(L, 4, &press);
if(lua_gettop(L) == 5 && !lua_isnil(L, 5))
luaA_registerfct(L, 5, &release);
button = button_new(L);
button->press = press;
button->release = release;
button->button = xbutton;
luaA_setmodifiers(L, 2, &button->mod);
return 1;
}
/** Set a button array with a Lua table.
* \param L The Lua VM state.
* \param idx The index of the Lua table.
* \param buttons The array button to fill.
*/
void
luaA_button_array_set(lua_State *L, int idx, button_array_t *buttons)
{
luaA_checktable(L, idx);
button_array_wipe(buttons);
button_array_init(buttons);
lua_pushnil(L);
while(lua_next(L, idx))
button_array_append(buttons, button_ref(L));
}
/** Push an array of button as an Lua table onto the stack.
* \param L The Lua VM state.
* \param buttons The button array to push.
* \return The number of elements pushed on stack.
*/
int
luaA_button_array_get(lua_State *L, button_array_t *buttons)
{
lua_createtable(L, buttons->len, 0);
for(int i = 0; i < buttons->len; i++)
{
button_push(L, buttons->tab[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
/** Button object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield press The function called when button press event is received.
* \lfield release The function called when button release event is received.
* \lfield button The mouse button number, or 0 for any button.
* \lfield modifiers The modifier key table that should be pressed while the
* button is pressed.
*/
static int
luaA_button_index(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
size_t len;
button_t *button = luaL_checkudata(L, 1, "button");
const char *attr = luaL_checklstring(L, 2, &len);
switch(a_tokenize(attr, len))
{
case A_TK_PRESS:
if(button->press != LUA_REFNIL)
lua_rawgeti(L, LUA_REGISTRYINDEX, button->press);
else
lua_pushnil(L);
break;
case A_TK_RELEASE:
if(button->release != LUA_REFNIL)
lua_rawgeti(L, LUA_REGISTRYINDEX, button->release);
else
lua_pushnil(L);
break;
case A_TK_BUTTON:
lua_pushnumber(L, button->button);
break;
case A_TK_MODIFIERS:
luaA_pushmodifiers(L, button->mod);
break;
default:
return 0;
}
return 1;
}
/** Button object.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
*/
static int
luaA_button_newindex(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
size_t len;
button_t *button = luaL_checkudata(L, 1, "button");
const char *attr = luaL_checklstring(L, 2, &len);
switch(a_tokenize(attr, len))
{
case A_TK_PRESS:
luaA_registerfct(L, 3, &button->press);
break;
case A_TK_RELEASE:
luaA_registerfct(L, 3, &button->release);
break;
case A_TK_BUTTON:
button->button = luaL_checknumber(L, 3);
break;
case A_TK_MODIFIERS:
luaA_setmodifiers(L, 3, &button->mod);
default:
break;
}
return 0;
}
const struct luaL_reg awesome_button_methods[] =
{
{ "__call", luaA_button_new },
{ NULL, NULL }
};
const struct luaL_reg awesome_button_meta[] =
{
{ "__index", luaA_button_index },
{ "__newindex", luaA_button_newindex },
{ "__gc", luaA_button_gc },
{ "__tostring", luaA_button_tostring },
{ NULL, NULL }
};
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80