awesome/lib/wibox/widget/base.lua.in

125 lines
3.7 KiB
Lua

---------------------------------------------------------------------------
-- @author Uli Schlachter
-- @copyright 2010 Uli Schlachter
-- @release @AWESOME_VERSION@
---------------------------------------------------------------------------
local object = require("gears.object")
local pairs = pairs
local error = error
local type = type
local table = table
module("wibox.widget.base")
--- Set/get a widget's buttons
function buttons(widget, buttons)
if buttons then
widget.widget_buttons = buttons
end
return widget.widget_buttons
end
--- Handle a button event on a widget. This is used internally.
function handle_button(event, widget, x, y, button, modifiers)
local function is_any(mod)
if #mod ~= 1 then
return false
end
if mod[1] ~= "Any" then
return false
end
return true
end
local function tables_equal(a, b)
if #a ~= #b then
return false
end
for k, v in pairs(b) do
if a[k] ~= v then
return false
end
end
return true
end
-- Find all matching button objects
local matches = {}
for k, v in pairs(widget.widget_buttons) do
local match = true
-- Is it the right button?
if v.button ~= 0 and v.button ~= button then match = false end
-- Are the correct modifiers pressed?
if (not is_any(v.modifiers)) and (not tables_equal(v.modifiers, modifiers)) then match = false end
if match then
table.insert(matches, v)
end
end
-- Emit the signals
for k, v in pairs(matches) do
v:emit_signal(event)
end
end
--- Create a new widget. All widgets have to be generated via this function so
-- that the needed signals are added and mouse input handling is set up.
-- @param proxy If this is set, the returned widget will be a proxy for this
-- widget. It will be equivalent to this widget.
function make_widget(proxy)
local ret = object()
-- This signal is used by layouts to find out when they have to update.
ret:add_signal("widget::updated")
-- Mouse input, oh noes!
ret:add_signal("button::press")
ret:add_signal("button::release")
ret:add_signal("mouse::enter")
ret:add_signal("mouse::leave")
-- No buttons yet
ret.widget_buttons = {}
ret.buttons = buttons
-- Make buttons work
ret:connect_signal("button::press", function(...)
return handle_button("press", ...)
end)
ret:connect_signal("button::release", function(...)
return handle_button("release", ...)
end)
if proxy then
ret.size = function(_, ...) return proxy:size(...) end
ret.draw = function(_, ...) return proxy:draw(...) end
ret.fit = function(_, ...) return proxy:fit(...) end
proxy:connect_signal("widget::updated", function()
ret:emit_signal("widget::updated")
end)
end
return ret
end
--- Do some sanity checking on widget. This function raises a lua error if
-- widget is not a valid widget.
function check_widget(widget)
if type(widget) ~= "table" then
error("widget is not a table?!")
end
for k, func in pairs({ "draw", "fit", "add_signal", "connect_signal", "disconnect_signal" }) do
if type(widget[func]) ~= "function" then
error("widget's " .. func .. "() is not a function?!")
end
end
local width, height = widget:fit(0, 0)
if type(width) ~= "number" or type(height) ~= "number" then
error("widget's fit() didn't return two numbers")
end
end
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80