--------------------------------------------------------------------------- --- Create easily new buttons objects ignoring certain modifiers. -- -- @author Julien Danjou <julien@danjou.info> -- @author Emmanuel Lepage Vallee <elv1313@gmail.com> -- @copyright 2018 Emmanuel Lepage Vallee -- @copyright 2009 Julien Danjou -- @inputmodule awful.button --------------------------------------------------------------------------- -- Grab environment we need local setmetatable = setmetatable local ipairs = ipairs local capi = { button = button, root = root } local gmath = require("gears.math") local gtable = require("gears.table") local gobject = require("gears.object") local button = { mt = {} } -- Due to non trivial abuse or `pairs` in older code, the private data cannot -- be stored in the object itself without creating subtle bugs. This cannot be -- fixed internally because the default `rc.lua` uses `gears.table.join`, which -- is affected. --TODO v6: Drop this local reverse_map = setmetatable({}, {__mode="k"}) --- Modifiers to ignore. -- -- By default this is initialized as `{ "Lock", "Mod2" }` -- so the `Caps Lock` or `Num Lock` modifier are not taking into account by awesome -- when pressing keys. -- -- @table ignore_modifiers local ignore_modifiers = { "Lock", "Mod2" } --- The mouse buttons names. -- -- It can be used instead of the button ids. -- -- @table names button.names = { LEFT = 1,-- The left mouse button. MIDDLE = 2,-- The scrollwheel button. RIGHT = 3,-- The context menu button. SCROLL_UP = 4,-- A scroll up increment. SCROLL_DOWN = 5,-- A scroll down increment. } --- The table of modifier keys. -- -- A modifier, such as `Control` are a predetermined set of keys that can be -- used to implement keybindings. Note that this list is fix and cannot be -- extended using random key names, code or characters. -- -- Common modifiers are: -- -- -- -- -- -- -- -- -- -- -- --
NameDescription
Mod1Usually called Alt on PCs and Option on Macs
Mod4Also called Super, Windows and Command ⌘
Mod5Also called AltGr or ISO Level 3
ShiftBoth left and right shift keys
ControlAlso called CTRL on some keyboards
-- -- Please note that Awesome ignores the status of "Lock" and "Mod2" (Num Lock). -- -- @property modifiers -- @tparam table modifiers --- The mouse button identifier. -- -- ![Mouse buttons](../images/mouse.svg) -- -- @property button -- @tparam integer button --- The button description. -- -- @property description -- @tparam string description --- The button name. -- -- @property name -- @tparam string name --- The button group. -- -- @property group -- @tparam string group --- The callback when this button is pressed. -- -- @property on_press -- @tparam function on_press --- The callback when this button is released. -- -- @property on_release -- @tparam function on_release --- Execute this mousebinding. -- @method trigger -- @noreturn function button:set_button(b) for _, v in ipairs(self) do v.button = b end end function button:set_modifiers(mod) local subsets = gmath.subsets(ignore_modifiers) for k, set in ipairs(subsets) do self[k].modifiers = gtable.join(mod, set) end end for _, prop in ipairs { "description", "group", "name" } do button["get_"..prop] = function(self) return reverse_map[self][prop] end button["set_"..prop] = function(self, value) reverse_map[self][prop] = value end end -- Store the callbacks as weakly as possible. -- -- Lua 5.1 GC is not very smart with reference loops. When the titlebar has -- buttons, they usually contain the client in their lambda. In turn, storing -- the callback in something stored by the titlebar, which is stored by the -- clients, will not be GC-able as-is. -- -- To work around this, we use weak `v` references stored within a weak `k` -- table. So both the `awful.button` and the callbacks are weak in their own -- realm. To avoid the GC of the callback, it is important to use -- `connect_signal` on the `capi.button` to keep a reference alive. for _, prop in ipairs { "press", "release" } do local long_name = "on_"..prop button["get_"..long_name] = function(self) return reverse_map[self].weak_content[long_name] end button["set_"..long_name] = function(self, value) local old = reverse_map[self].weak_content[long_name] local new = function(_, ...) value(...) end if old then for i=1, 4 do self[i]:disconnect_signal(prop, old) end end reverse_map[self].weak_content[prop] = new for i=1, 4 do self[i]:connect_signal(prop, new) end end end function button:get_button() return self[1].button end function button:trigger() local data = reverse_map[self] local press = self.on_press or data.weak_content.press if press then press() end local release = self.on_release or data.weak_content.release if release then release() end end function button:get_has_root_binding() return capi.root.has_button(self) end -- This is used by the keygrabber and prompt to identify valid awful.button -- objects. It *cannot* be put directly in the object since `capi` uses a lot -- of `next` internally and fixing that would suck more. function button:get__is_awful_button() return true end local function index_handler(self, k) if button["get_"..k] then return button["get_"..k](self) end if type(button[k]) == "function" then return button[k] end local data = reverse_map[self] assert(data) if data[k] ~= nil then return data[k] else return data.weak_content[k] end end local function newindex_handler(self, key, value) if button["set_"..key] then return button["set_"..key](self, value) end local data = reverse_map[self] assert(data) if data.weak_content[key] ~= nil then data.weak_content[key] = value else data[key] = value end end local obj_mt = { __index = index_handler, __newindex = newindex_handler } --- Create a new button to use as binding. -- -- @constructorfct awful.button -- @tparam table mod A list of modifier keys. Valid modifiers are: -- `Any`, `Mod1`, Mod2`, `Mod3`, `Mod4`, `Mod5`, `Shift`, `Lock` and `Control`. -- This argument is (**mandatory**). -- @tparam number button The mouse button (it is recommended to use the -- `awful.button.names` constants. -- @tparam function press Callback for when the button is pressed. -- @tparam function release Callback for when the button is released. -- @treturn table An `awful.button` object. --- Create a new button to use as binding. -- -- @constructorfct2 awful.button -- @tparam table args -- @tparam table args.modifiers A list of modifier keys. Valid modifiers are: -- `Any`, `Mod1`, Mod2`, `Mod3`, `Mod4`, `Mod5`, `Shift`, `Lock` and `Control`. -- This argument is (**mandatory**). -- @tparam number args.button The mouse button (it is recommended to use the -- `awful.button.names` constants. -- @tparam function args.on_press Callback for when the button is pressed. -- @tparam function args.on_release Callback for when the button is released. -- @treturn table An `awful.button` object. local function new_common(mod, btn, press, release) local ret = {} local subsets = gmath.subsets(ignore_modifiers) for _, set in ipairs(subsets) do local sub_button = capi.button { modifiers = gtable.join(mod, set), button = btn } sub_button._private._legacy_convert_to = ret ret[#ret + 1] = sub_button end reverse_map[ret] = { -- Use weak tables to let Lua 5.1 and Luajit GC the `awful.buttons`, -- Lua 5.3 is smart enough to figure this out. weak_content = setmetatable({ press = press, release = release, }, {__mode = "v"}), _is_capi_button = false } if press then button.set_on_press(ret, press) end if release then button.set_on_release(ret, release) end return setmetatable(ret, obj_mt) end function button.new(args, btn, press, release) -- Assume this is the new constructor. if not btn then assert(not (press or release), "Calling awful.button() requires a button name") return new_common( args.modifiers, args.button, args.on_press, args.on_release ) else return new_common(args, btn, press, release) end end function button.mt:__call(...) return button.new(...) end gobject.properties(capi.button, { auto_emit = true, }) return setmetatable(button, button.mt) -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80