---------------------------------------------------------------------------
--- 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:
--
--
--
-- Please note that Awesome ignores the status of "Lock" and "Mod2" (Num Lock).
--
-- @property modifiers
-- @tparam[opt={}] table modifiers
-- @tablerowtype A list of modifier names in no specific order.
--- The mouse button identifier.
--
-- ![Mouse buttons](../images/mouse.svg)
--
-- @property button
-- @tparam integer button
-- @propertydefault Set in the constructor.
-- @propertyunit X11 mouse button codes.
-- @negativeallowed false
--- The button description.
--
-- @property description
-- @tparam[opt=""] string description
--- The button name.
--
-- @property name
-- @tparam[opt=""] string name
--- The button group.
--
-- @property group
-- @tparam[opt=""] string group
--- The callback when this button is pressed.
--
-- @property on_press
-- @tparam[opt=nil] function|nil on_press
-- @functionnoparam
-- @functionnoreturn
--- The callback when this button is released.
--
-- @property on_release
-- @tparam[opt=nil] function|nil on_release
-- @functionnoparam
-- @functionnoreturn
--- 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