Before this, there was a function which attempted to load different
configuration files in the right order. There was a boolean argument
that decided if we are actually loading it or just checking for syntax
error (for the --check argument of awesome). This lead to some
not-so-nice code since we do not want to fall-back to another config
when checking for syntax errors.
Refactor this so that there is now a function which calls a callback
function with the different paths that should be tried. This function
returns as soon as the callback function returns true.
Since just checking if the config syntax is ok does not depend on any
Lua state, an empty Lua state is now used for this.
Signed-off-by: Uli Schlachter <psychon@znc.in>
It makes more sense to append the xdg config dirs to our list of
searchpath in awesome.c than in luaa.c. Plus, it simplifies some of the
following work.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This removes some @EXPANSIONS@ from Lua files and removes a hack that
was needed. All is better now! :-)
Signed-off-by: Uli Schlachter <psychon@znc.in>
* luaa.c: Remove useless stack operation
We get package.loaded and immediately throw away the result. That's
pointless, so remove this.
Signed-off-by: Uli Schlachter <psychon@znc.in>
* Refactor modification of package.path
Awesome adds various entries to package.path during startup. This commit
moves that into a helper function. No functional changes intended. The
only change I did to the code was changing a call to lua_type(L, 2) into
lua_type(L, -1);.
Signed-off-by: Uli Schlachter <psychon@znc.in>
* Modify package.cpath just like package.path
This adds, for example, paths specified via the --search argument also
to package.cpath.
Fixes: https://github.com/awesomeWM/awesome/issues/1248
Signed-off-by: Uli Schlachter <psychon@znc.in>
This function should only be necessary for the test suite. It makes sure
that the X11 server received and handled all previous requests that
awesome sent. This will be needed, for example, in tests that use
root.fake_input().
After a call to awesome.sync(), we are sure that "faking input" has been
done and the next main loop iteration will handle the input event.
Without the sync, it could happen that the X11 server did not yet fake
the input in the next iteration.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Add a single "do" to the beginning of the config. This causes a parsing
error ("'end' expected") and then another warning saying "something was
left on the Lua stack.
Fix this by popping the error message where we need to do so.
Signed-off-by: Uli Schlachter <psychon@znc.in>
It does not provide much value. The version number is already known to
ldoc globally in the "description" variable.
Signed-off-by: Uli Schlachter <psychon@znc.in>
The same effect could be achieved by modifying $LUA_PATH or with symlinks, but
having a special option to do this seems easier.
Note that the man page translations were generated via Google translate. I'm
looking forward to people submitting correct translations...
Inspired-by: https://github.com/awesomeWM/awesome/pull/485
Signed-off-by: Uli Schlachter <psychon@znc.in>
When a function is disconnected from a signal ("disconnect_signal") that is not
actually connected to the function, two things happened:
1. The attempt to remove the function from the signal array didn't do anything
2. Unreferencing the function noticed that the function wasn't referenced
The second step printed a big, fat scary warning.
Actually, this has the possibility of causing errors. For example, in the
following code, awesome would wrongly unreference the function at the
disconnect_signal() call and might later still try to call it when the
"refresh" signal is emitted:
do
local function f() end
awesome.connect_signal("refresh", f)
awesome.disconnect_signal("debug::error", f)
end
Fix this by making signal_disconnect() return a boolean value indicating if it
actually did something. All callers are fixed to use this value and only update
the reference counts if something was actually disconnected.
Fixes: https://github.com/awesomeWM/awesome/issues/814
Signed-off-by: Uli Schlachter <psychon@znc.in>
kill is a wrapper around the POSIX kill() function and unix_signal is a table
that maps signal numbers to their names and signal names to their numeric value.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This change catches things like c:geometry { width = -42 }.
Helps-a-bit-with: https://github.com/awesomeWM/awesome/pull/820 (fixes X errors)
Signed-off-by: Uli Schlachter <psychon@znc.in>
In various conditions, luaA_loadrc() left luaA_dofunction_on_error and an error
message on the Lua stack. Also, it used LUA_MULTRET without looking at the
return values. Fix all of this and reorder the code a bit to make it easier to
follow.
Signed-off-by: Uli Schlachter <psychon@znc.in>
The only remaining calls are for a window's opacity and in the DBus type
handling. Everything else wants integers, not something with a comma.
Signed-off-by: Uli Schlachter <psychon@znc.in>
_NET_WM_ICON contains a list of icons and until now, the first one was
picked without regard to it's size. This adds a global option to set
the preferred icon size. When getting the client icon, the best size
match is picked. The size can be set via
awesome.set_preferred_icon_size() and the default is 0, which will pick
the smallest non-zero size icon available.
Signed-off-by: Lukáš Hrázký <lukkash@email.cz>
This patch provides functions to get/set current keyboard layout.
Current implementation doesn't support any configuration of layout,
it's a merely a layout indicator and switcher, however layout
configuration can be set by tools like setxkbmap or by any third-party
tools.
Everything that needs the lua_State should create a local variable like this:
lua_State *L = globalconf_get_lua_State();
This ensures that the compiler warns if there are two variables with name "L" in
scope. The idea here is that it should become harder to accidentally use the
global lua state instead of the state of the current state.
While writing this commit, I found another place that gets its wrong: Reading
client.focus from a coroutine was broken, since it was returning the result on
the main thread instead of the current one.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This means we have one less file which gets recompiled every time the result
from "git describe" changes.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Every .c file has to include the corresponding .h file first to make sure the
headers are self-contained. Additionally, this moves some unneeded includes
around.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This makes the screen objects use our existing infrastructure for implementing
classes and objects with lua instead of hand-rolling an own version.
This results in some small API change: Screen objects no longer have an
add_signal() function and instead this function exists on the parent screen
class.
Signed-off-by: Uli Schlachter <psychon@znc.in>
Most of these are unused since the drawing code was moved to lua. For example,
the old wibox code needed the metatable entries __next, __ipairs and __pairs so
that w.widgets worked correctly and could pretend to be a regular lua table.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This commits adds awesome.register_xproperty(). This allows lua code to register
arbitrary X11 properties with awesome which will then watch these properties.
Whenever such a property is changed on a client or drawin, we will emit the
xproperty::name signal.
This also adds window:get_xproperty(name) and window:set_xproperty(name, value)
which allows to mess with properties.
Signed-off-by: Uli Schlachter <psychon@znc.in>
We do some special magic so that we can have tracebacks on errors messages.
However, the code for parsing the rc.lua called it without this magic and thus
errors didn't have tracebacks.
This is bad, because if something goes wrong in e.g. wibox.widget.textbox, you
don't really have any clue where this error is coming from.
Fix this by adding our "print traceback on error"-magic here, too.
Signed-off-by: Uli Schlachter <psychon@znc.in>
This commit ports awesome from libev to the glib main loop. This means that
awesome has fewer dependencies, because we were already depending on glib before
and now no longer need glib.
However, the main reason for this change is that, thanks to lgi, we have glib
bindings for lua. This means that lua code can add all kinds of event sources to
the main loop (timeouts, fd watchers, SIGCHLD watchers, ....). Yay
Signed-off-by: Uli Schlachter <psychon@znc.in>
A drawable is something that you can draw to, just like a drawin. However, a
drawable isn't necessarily its own windows. This will later on be used to
implement titlebars where the titlebars are drawables.
Signed-off-by: Uli Schlachter <psychon@znc.in>