/* * button.c - button managing * * Copyright © 2007-2009 Julien Danjou * * 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/xutil.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) { int len; 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, ©->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, ©->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; len = lua_objlen(L, 2); for(int i = 1; i <= len; i++) { size_t blen; const char *buf; lua_rawgeti(L, 2, i); buf = luaL_checklstring(L, -1, &blen); button->mod |= xutil_key_mask_fromstr(buf, blen); lua_pop(L, 1); } 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; 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 } }; 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