awesome/luaa.c

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/*
* luaa.c - Lua configuration management
*
* Copyright © 2008-2009 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.
*
*/
#define _GNU_SOURCE
#include <ev.h>
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
#include <basedir_fs.h>
#include "awesome.h"
#include "config.h"
#include "objects/timer.h"
#include "awesome-version-internal.h"
#include "ewmh.h"
#include "luaa.h"
#include "spawn.h"
#include "objects/tag.h"
#include "objects/client.h"
#include "objects/drawin.h"
#include "screen.h"
#include "event.h"
#include "selection.h"
#include "systray.h"
#include "common/xcursor.h"
#include "common/buffer.h"
#include "common/backtrace.h"
#ifdef WITH_DBUS
extern const struct luaL_reg awesome_dbus_lib[];
#endif
extern const struct luaL_reg awesome_keygrabber_lib[];
extern const struct luaL_reg awesome_mousegrabber_lib[];
extern const struct luaL_reg awesome_root_lib[];
extern const struct luaL_reg awesome_mouse_methods[];
extern const struct luaL_reg awesome_mouse_meta[];
extern const struct luaL_reg awesome_screen_methods[];
extern const struct luaL_reg awesome_screen_meta[];
/** Path to config file */
static char *conffile;
/** Quit awesome.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_quit(lua_State *L)
{
ev_unloop(globalconf.loop, 1);
return 0;
}
/** Execute another application, probably a window manager, to replace
* awesome.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam The command line to execute.
*/
static int
luaA_exec(lua_State *L)
{
const char *cmd = luaL_checkstring(L, 1);
awesome_atexit(false);
a_exec(cmd);
return 0;
}
/** Restart awesome.
*/
static int
luaA_restart(lua_State *L)
{
awesome_restart();
return 0;
}
/** Load an image from a given path.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam The command line to execute.
*/
static int
luaA_load_image(lua_State *L)
{
const char *filename = luaL_checkstring(L, 1);
return draw_load_image(L, filename);
}
/** UTF-8 aware string length computing.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_mbstrlen(lua_State *L)
{
const char *cmd = luaL_checkstring(L, 1);
lua_pushnumber(L, (ssize_t) mbstowcs(NULL, NONULL(cmd), 0));
return 1;
}
/** Overload standard Lua next function to use __next key on metatable.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_next(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__next"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_settop(L, 2);
if(lua_next(L, 1))
return 2;
lua_pushnil(L);
return 1;
}
/** Overload lua_next() function by using __next metatable field
* to get next elements.
* \param L The Lua VM stack.
* \param idx The index number of elements in stack.
* \return 1 if more elements to come, 0 otherwise.
*/
static int
luaA_next(lua_State *L, int idx)
{
if(luaL_getmetafield(L, idx, "__next"))
{
/* if idx is relative, reduce it since we got __next */
if(idx < 0) idx--;
/* copy table and then move key */
lua_pushvalue(L, idx);
lua_pushvalue(L, -3);
lua_remove(L, -4);
lua_pcall(L, 2, 2, 0);
/* next returned nil, it's the end */
if(lua_isnil(L, -1))
{
/* remove nil */
lua_pop(L, 2);
return 0;
}
return 1;
}
else if(lua_istable(L, idx))
return lua_next(L, idx);
/* remove the key */
lua_pop(L, 1);
return 0;
}
/** Generic pairs function.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_generic_pairs(lua_State *L)
{
lua_pushvalue(L, lua_upvalueindex(1)); /* return generator, */
lua_pushvalue(L, 1); /* state, */
lua_pushnil(L); /* and initial value */
return 3;
}
/** Overload standard pairs function to use __pairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_pairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__pairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
return luaA_generic_pairs(L);
}
static int
luaA_ipairs_aux(lua_State *L)
{
int i = luaL_checkint(L, 2) + 1;
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushinteger(L, i);
lua_rawgeti(L, 1, i);
return (lua_isnil(L, -1)) ? 0 : 2;
}
/** Overload standard ipairs function to use __ipairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_ipairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__ipairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushvalue(L, lua_upvalueindex(1));
lua_pushvalue(L, 1);
lua_pushinteger(L, 0); /* and initial value */
return 3;
}
/** Enhanced type() function which recognize awesome objects.
* \param L The Lua VM state.
* \return The number of arguments pushed on the stack.
*/
static int
luaAe_type(lua_State *L)
{
luaL_checkany(L, 1);
lua_pushstring(L, luaA_typename(L, 1));
return 1;
}
/** Replace various standards Lua functions with our own.
* \param L The Lua VM state.
*/
static void
luaA_fixups(lua_State *L)
{
/* export string.wlen */
lua_getglobal(L, "string");
lua_pushcfunction(L, luaA_mbstrlen);
lua_setfield(L, -2, "wlen");
lua_pop(L, 1);
/* replace next */
lua_pushliteral(L, "next");
lua_pushcfunction(L, luaAe_next);
lua_settable(L, LUA_GLOBALSINDEX);
/* replace pairs */
lua_pushliteral(L, "pairs");
lua_pushcfunction(L, luaAe_next);
lua_pushcclosure(L, luaAe_pairs, 1); /* pairs get next as upvalue */
lua_settable(L, LUA_GLOBALSINDEX);
/* replace ipairs */
lua_pushliteral(L, "ipairs");
lua_pushcfunction(L, luaA_ipairs_aux);
lua_pushcclosure(L, luaAe_ipairs, 1);
lua_settable(L, LUA_GLOBALSINDEX);
/* replace type */
lua_pushliteral(L, "type");
lua_pushcfunction(L, luaAe_type);
lua_settable(L, LUA_GLOBALSINDEX);
/* set selection */
lua_pushliteral(L, "selection");
lua_pushcfunction(L, luaA_selection_get);
lua_settable(L, LUA_GLOBALSINDEX);
}
/** Look for an item: table, function, etc.
* \param L The Lua VM state.
* \param item The pointer item.
*/
bool
luaA_hasitem(lua_State *L, const void *item)
{
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(lua_topointer(L, -1) == item)
{
/* remove value and key */
lua_pop(L, 2);
return true;
}
if(lua_istable(L, -1))
if(luaA_hasitem(L, item))
{
/* remove key and value */
lua_pop(L, 2);
return true;
}
/* remove value */
lua_pop(L, 1);
}
return false;
}
/** Browse a table pushed on top of the index, and put all its table and
* sub-table into an array.
* \param L The Lua VM state.
* \param elems The elements array.
* \return False if we encounter an elements already in list.
*/
static bool
luaA_isloop_check(lua_State *L, cptr_array_t *elems)
{
if(lua_istable(L, -1))
{
const void *object = lua_topointer(L, -1);
/* Check that the object table is not already in the list */
for(int i = 0; i < elems->len; i++)
if(elems->tab[i] == object)
return false;
/* push the table in the elements list */
cptr_array_append(elems, object);
/* look every object in the "table" */
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(!luaA_isloop_check(L, elems))
{
/* remove key and value */
lua_pop(L, 2);
return false;
}
/* remove value, keep key for next iteration */
lua_pop(L, 1);
}
}
return true;
}
/** Check if a table is a loop. When using tables as direct acyclic digram,
* this is useful.
* \param L The Lua VM state.
* \param idx The index of the table in the stack
* \return True if the table loops.
*/
bool
luaA_isloop(lua_State *L, int idx)
{
/* elems is an elements array that we will fill with all array we
* encounter while browsing the tables */
cptr_array_t elems;
cptr_array_init(&elems);
/* push table on top */
lua_pushvalue(L, idx);
bool ret = luaA_isloop_check(L, &elems);
/* remove pushed table */
lua_pop(L, 1);
cptr_array_wipe(&elems);
return !ret;
}
/** awesome global table.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield font The default font.
* \lfield font_height The default font height.
* \lfield conffile The configuration file which has been loaded.
*/
static int
luaA_awesome_index(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
const char *buf = luaL_checkstring(L, 2);
if(A_STREQ(buf, "conffile"))
{
lua_pushstring(L, conffile);
return 1;
}
if(A_STREQ(buf, "version"))
{
lua_pushliteral(L, AWESOME_VERSION);
return 1;
}
if(A_STREQ(buf, "release"))
{
lua_pushliteral(L, AWESOME_RELEASE);
return 1;
}
if(A_STREQ(buf, "startup_errors") && globalconf.startup_errors.len != 0)
{
lua_pushstring(L, globalconf.startup_errors.s);
return 1;
}
return 0;
}
/** Add a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_connect_signal(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
luaA_checkfunction(L, 2);
signal_connect(&global_signals, name, luaA_object_ref(L, 2));
return 0;
}
/** Remove a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_disconnect_signal(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
luaA_checkfunction(L, 2);
const void *func = lua_topointer(L, 2);
signal_disconnect(&global_signals, name, func);
luaA_object_unref(L, (void *) func);
return 0;
}
/** Emit a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_emit_signal(lua_State *L)
{
signal_object_emit(L, &global_signals, luaL_checkstring(L, 1), lua_gettop(L) - 1);
return 0;
}
static int
luaA_panic(lua_State *L)
{
warn("unprotected error in call to Lua API (%s)",
lua_tostring(L, -1));
buffer_t buf;
backtrace_get(&buf);
warn("dumping backtrace\n%s", buf.s);
warn("restarting awesome");
awesome_restart();
return 0;
}
static int
luaA_dofunction_on_error(lua_State *L)
{
/* duplicate string error */
lua_pushvalue(L, -1);
/* emit error signal */
signal_object_emit(L, &global_signals, "debug::error", 1);
if(!luaL_dostring(L, "return debug.traceback(\"error while running function\", 3)"))
{
/* Move traceback before error */
lua_insert(L, -2);
/* Insert sentence */
lua_pushliteral(L, "\nerror: ");
/* Move it before error */
lua_insert(L, -2);
lua_concat(L, 3);
}
return 1;
}
/** Initialize the Lua VM
* \param xdg An xdg handle to use to get XDG basedir.
*/
void
luaA_init(xdgHandle* xdg)
{
lua_State *L;
static const struct luaL_reg awesome_lib[] =
{
{ "quit", luaA_quit },
{ "exec", luaA_exec },
{ "spawn", luaA_spawn },
{ "restart", luaA_restart },
{ "connect_signal", luaA_awesome_connect_signal },
{ "disconnect_signal", luaA_awesome_disconnect_signal },
{ "emit_signal", luaA_awesome_emit_signal },
{ "systray", luaA_systray },
{ "load_image", luaA_load_image },
{ "__index", luaA_awesome_index },
{ NULL, NULL }
};
L = globalconf.L = luaL_newstate();
/* Set panic function */
lua_atpanic(L, luaA_panic);
/* Set error handling function */
lualib_dofunction_on_error = luaA_dofunction_on_error;
luaL_openlibs(L);
luaA_fixups(L);
luaA_object_setup(L);
/* Export awesome lib */
luaA_openlib(L, "awesome", awesome_lib, awesome_lib);
/* Export root lib */
luaL_register(L, "root", awesome_root_lib);
lua_pop(L, 1); /* luaL_register() leaves the table on stack */
#ifdef WITH_DBUS
/* Export D-Bus lib */
luaL_register(L, "dbus", awesome_dbus_lib);
lua_pop(L, 1); /* luaL_register() leaves the table on stack */
#endif
/* Export keygrabber lib */
luaL_register(L, "keygrabber", awesome_keygrabber_lib);
lua_pop(L, 1); /* luaL_register() leaves the table on stack */
/* Export mousegrabber lib */
luaL_register(L, "mousegrabber", awesome_mousegrabber_lib);
lua_pop(L, 1); /* luaL_register() leaves the table on stack */
/* Export screen */
luaA_openlib(L, "screen", awesome_screen_methods, awesome_screen_meta);
/* Export mouse */
luaA_openlib(L, "mouse", awesome_mouse_methods, awesome_mouse_meta);
/* Export button */
button_class_setup(L);
/* Export tag */
tag_class_setup(L);
/* Export window */
window_class_setup(L);
/* Export drawin */
drawin_class_setup(L);
/* Export client */
client_class_setup(L);
/* Export keys */
key_class_setup(L);
/* Export timer */
timer_class_setup(L);
/* add Lua search paths */
lua_getglobal(L, "package");
if (LUA_TTABLE != lua_type(L, 1))
{
warn("package is not a table");
return;
}
lua_getfield(L, 1, "path");
if (LUA_TSTRING != lua_type(L, 2))
{
warn("package.path is not a string");
lua_pop(L, 1);
return;
}
/* add XDG_CONFIG_DIR as include path */
const char * const *xdgconfigdirs = xdgSearchableConfigDirectories(xdg);
for(; *xdgconfigdirs; xdgconfigdirs++)
{
size_t len = a_strlen(*xdgconfigdirs);
lua_pushliteral(L, ";");
lua_pushlstring(L, *xdgconfigdirs, len);
lua_pushliteral(L, "/awesome/?.lua");
lua_concat(L, 3);
lua_pushliteral(L, ";");
lua_pushlstring(L, *xdgconfigdirs, len);
lua_pushliteral(L, "/awesome/?/init.lua");
lua_concat(L, 3);
lua_concat(L, 3); /* concatenate with package.path */
}
/* add Lua lib path (/usr/share/awesome/lib by default) */
lua_pushliteral(L, ";" AWESOME_LUA_LIB_PATH "/?.lua");
lua_pushliteral(L, ";" AWESOME_LUA_LIB_PATH "/?/init.lua");
lua_concat(L, 3); /* concatenate with package.path */
lua_setfield(L, 1, "path"); /* package.path = "concatenated string" */
lua_getfield(L, 1, "loaded");
lua_pop(L, 2); /* pop "package" and "package.loaded" */
signal_add(&global_signals, "debug::error");
signal_add(&global_signals, "debug::deprecation");
signal_add(&global_signals, "debug::index::miss");
signal_add(&global_signals, "debug::newindex::miss");
signal_add(&global_signals, "systray::update");
signal_add(&global_signals, "wallpaper_changed");
signal_add(&global_signals, "refresh");
signal_add(&global_signals, "exit");
}
static void
luaA_startup_error(const char *err)
{
if (globalconf.startup_errors.len > 0)
buffer_addsl(&globalconf.startup_errors, "\n\n");
buffer_adds(&globalconf.startup_errors, err);
}
static bool
luaA_loadrc(const char *confpath, bool run)
{
if(!luaL_loadfile(globalconf.L, confpath))
{
if(run)
{
/* Set the conffile right now so it can be used inside the
* configuration file. */
conffile = a_strdup(confpath);
if(lua_pcall(globalconf.L, 0, LUA_MULTRET, 0))
{
const char *err = lua_tostring(globalconf.L, -1);
luaA_startup_error(err);
fprintf(stderr, "%s\n", err);
/* An error happened, so reset this. */
conffile = NULL;
}
else
return true;
}
else
{
lua_pop(globalconf.L, 1);
return true;
}
}
else
{
const char *err = lua_tostring(globalconf.L, -1);
luaA_startup_error(err);
fprintf(stderr, "%s\n", err);
}
return false;
}
/** Load a configuration file.
* \param xdg An xdg handle to use to get XDG basedir.
* \param confpatharg The configuration file to load.
* \param run Run the configuration file.
*/
bool
luaA_parserc(xdgHandle* xdg, const char *confpatharg, bool run)
{
char *confpath = NULL;
bool ret = false;
/* try to load, return if it's ok */
if(confpatharg)
{
if(luaA_loadrc(confpatharg, run))
{
ret = true;
goto bailout;
}
else if(!run)
goto bailout;
}
confpath = xdgConfigFind("awesome/rc.lua", xdg);
char *tmp = confpath;
/* confpath is "string1\0string2\0string3\0\0" */
while(*tmp)
{
if(luaA_loadrc(tmp, run))
{
ret = true;
goto bailout;
}
else if(!run)
goto bailout;
tmp += a_strlen(tmp) + 1;
}
bailout:
p_delete(&confpath);
return ret;
}
int
luaA_class_index_miss_property(lua_State *L, lua_object_t *obj)
{
signal_object_emit(L, &global_signals, "debug::index::miss", 2);
return 0;
}
int
luaA_class_newindex_miss_property(lua_State *L, lua_object_t *obj)
{
signal_object_emit(L, &global_signals, "debug::newindex::miss", 3);
return 0;
}
void
luaA_emit_refresh()
{
signal_object_emit(globalconf.L, &global_signals, "refresh", 0);
}
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80