--------------------------------------------------------------------------- -- @author Uli Schlachter -- @copyright 2010 Uli Schlachter -- @release @AWESOME_VERSION@ -- @classmod wibox.layout.rotate --------------------------------------------------------------------------- local error = error local pairs = pairs local pi = math.pi local type = type local setmetatable = setmetatable local tostring = tostring local base = require("wibox.widget.base") local matrix = require("gears.matrix") local rotate = { mt = {} } local function transform(layout, width, height) local dir = layout:get_direction() if dir == "east" or dir == "west" then return height, width end return width, height end --- Layout this layout function rotate:layout(context, width, height) if not self.widget or not self.widget.visible then return end local dir = self:get_direction() local m = matrix.identity if dir == "west" then m = m:rotate(pi / 2) m = m:translate(0, -width) elseif dir == "south" then m = m:rotate(pi) m = m:translate(-width, -height) elseif dir == "east" then m = m:rotate(3 * pi / 2) m = m:translate(-height, 0) end -- Since we rotated, we might have to swap width and height. -- transform() does that for us. return { base.place_widget_via_matrix(self.widget, m, transform(self, width, height)) } end --- Fit this layout into the given area function rotate:fit(context, width, height) if not self.widget then return 0, 0 end return transform(self, base.fit_widget(self, context, self.widget, transform(self, width, height))) end --- Set the widget that this layout rotates. function rotate:set_widget(widget) if widget then base.check_widget(widget) end self.widget = widget self:emit_signal("widget::layout_changed") end --- Get the number of children element -- @treturn table The children function rotate:get_children() return {self.widget} end --- Replace the layout children -- This layout only accept one children, all others will be ignored -- @tparam table children A table composed of valid widgets function rotate:set_children(children) self.widget = children and children[1] self:emit_signal("widget::layout_changed") end --- Reset this layout. The widget will be removed and the rotation reset. function rotate:reset() self.direction = nil self:set_widget(nil) end --- Set the direction of this rotating layout. Valid values are "north", "east", -- "south" and "west". On an invalid value, this function will throw an error. function rotate:set_direction(dir) local allowed = { north = true, east = true, south = true, west = true } if not allowed[dir] then error("Invalid direction for rotate layout: " .. tostring(dir)) end self.direction = dir self:emit_signal("widget::layout_changed") end --- Get the direction of this rotating layout function rotate:get_direction() return self.direction or "north" end --- Returns a new rotate layout. A rotate layout rotates a given widget. Use -- :set_widget() to set the widget and :set_direction() for the direction. -- The default direction is "north" which doesn't change anything. -- @param[opt] widget The widget to display. -- @param[opt] dir The direction to rotate to. local function new(widget, dir) local ret = base.make_widget() for k, v in pairs(rotate) do if type(v) == "function" then ret[k] = v end end ret:set_widget(widget) ret:set_direction(dir or "north") return ret end function rotate.mt:__call(...) return new(...) end return setmetatable(rotate, rotate.mt) -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80