awesome/mouse.c

513 lines
13 KiB
C

/*
* mouse.c - mouse managing
*
* Copyright © 2007-2008 Julien Danjou <julien@danjou.info>
*
* 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 <math.h>
#include "common/tokenize.h"
#include "screen.h"
#include "tag.h"
#include "wibox.h"
#include "common/xcursor.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;
}
/** Get the pointer position.
* \param window The window to get position on.
* \param x will be set to the Pointer-x-coordinate relative to window
* \param y will be set to the Pointer-y-coordinate relative to window
* \param child Will be set to the window under the pointer.
* \param mask will be set to the current buttons state
* \return true on success, false if an error occured
**/
bool
mouse_query_pointer(xcb_window_t window, int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask)
{
xcb_query_pointer_cookie_t query_ptr_c;
xcb_query_pointer_reply_t *query_ptr_r;
query_ptr_c = xcb_query_pointer_unchecked(globalconf.connection, window);
query_ptr_r = xcb_query_pointer_reply(globalconf.connection, query_ptr_c, NULL);
if(!query_ptr_r || !query_ptr_r->same_screen)
return false;
*x = query_ptr_r->win_x;
*y = query_ptr_r->win_y;
if(mask)
*mask = query_ptr_r->mask;
if(child)
*child = query_ptr_r->child;
p_delete(&query_ptr_r);
return true;
}
/** Get the pointer position on the screen.
* \param screen This will be set to the screen number the mouse is on.
* \param x This will be set to the Pointer-x-coordinate relative to window.
* \param y This will be set to the Pointer-y-coordinate relative to window.
* \param child This will be set to the window under the pointer.
* \param mask This will be set to the current buttons state.
* \return True on success, false if an error occured.
*/
static bool
mouse_query_pointer_root(int *s, int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask)
{
for(int screen = 0;
screen < xcb_setup_roots_length(xcb_get_setup(globalconf.connection));
screen++)
{
xcb_window_t root = xutil_screen_get(globalconf.connection, screen)->root;
if(mouse_query_pointer(root, x, y, child, mask))
{
*s = screen;
return true;
}
}
return false;
}
/** Set the pointer position.
* \param window The destination window.
* \param x X-coordinate inside window.
* \param y Y-coordinate inside window.
*/
static inline void
mouse_warp_pointer(xcb_window_t window, int x, int y)
{
xcb_warp_pointer(globalconf.connection, XCB_NONE, window,
0, 0, 0, 0, x, y );
}
/** 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.
* \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 i, len;
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, &copy->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, &copy->release);
lua_pop(L, 1);
}
else
copy->release = LUA_REFNIL;
return 1;
}
luaA_checktable(L, 2);
/* arg 3 is mouse button */
i = 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 = xutil_button_fromint(i);
len = lua_objlen(L, 2);
for(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.
*/
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:
/* works fine, but not *really* neat */
lua_pushnumber(L, button->button);
break;
default:
break;
}
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 = xutil_button_fromint(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 }
};
/** Mouse library.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield coords Mouse coordinates.
* \lfield screen Mouse screen number.
*/
static int
luaA_mouse_index(lua_State *L)
{
size_t len;
const char *attr = luaL_checklstring(L, 2, &len);
int16_t mouse_x, mouse_y;
int screen, i;
switch(a_tokenize(attr, len))
{
case A_TK_SCREEN:
if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, NULL))
return 0;
i = screen_getbycoord(screen, mouse_x, mouse_y);
lua_pushnumber(L, i + 1);
break;
default:
return 0;
}
return 1;
}
/** Newindex for mouse.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_mouse_newindex(lua_State *L)
{
size_t len;
const char *attr = luaL_checklstring(L, 2, &len);
int x, y = 0;
xcb_window_t root;
int screen, phys_screen;
switch(a_tokenize(attr, len))
{
case A_TK_SCREEN:
screen = luaL_checknumber(L, 3) - 1;
luaA_checkscreen(screen);
/* we need the physical one to get the root window */
phys_screen = screen_virttophys(screen);
root = xutil_screen_get(globalconf.connection, phys_screen)->root;
x = globalconf.screens[screen].geometry.x;
y = globalconf.screens[screen].geometry.y;
mouse_warp_pointer(root, x, y);
break;
default:
return 0;
}
return 0;
}
/** Push a table with mouse status.
* \param L The Lua VM state.
* \param x The x coordinate.
* \param y The y coordinate.
* \param mask The button mask.
*/
int
luaA_mouse_pushstatus(lua_State *L, int x, int y, uint16_t mask)
{
lua_newtable(L);
lua_pushnumber(L, x);
lua_setfield(L, -2, "x");
lua_pushnumber(L, y);
lua_setfield(L, -2, "y");
lua_newtable(L);
int i = 1;
for(uint16_t maski = XCB_BUTTON_MASK_1; maski <= XCB_BUTTON_MASK_5; maski <<= 1)
{
if(mask & maski)
lua_pushboolean(L, true);
else
lua_pushboolean(L, false);
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "buttons");
return 1;
}
/** Get or set the mouse coords.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam None or a table with x and y keys as mouse coordinates.
* \lreturn A table with mouse coordinates.
*/
static int
luaA_mouse_coords(lua_State *L)
{
uint16_t mask;
int screen, x, y;
int16_t mouse_x, mouse_y;
if(lua_gettop(L) == 1)
{
xcb_window_t root;
luaA_checktable(L, 1);
if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, &mask))
return 0;
x = luaA_getopt_number(L, 1, "x", mouse_x);
y = luaA_getopt_number(L, 1, "y", mouse_y);
root = xutil_screen_get(globalconf.connection, screen)->root;
mouse_warp_pointer(root, x, y);
lua_pop(L, 1);
}
if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, NULL, &mask))
return 0;
return luaA_mouse_pushstatus(L, mouse_x, mouse_y, mask);
}
/** Get the client which is under the pointer.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lreturn A client or nil.
*/
static int
luaA_mouse_object_under_pointer(lua_State *L)
{
int screen;
int16_t mouse_x, mouse_y;
xcb_window_t child;
if(!mouse_query_pointer_root(&screen, &mouse_x, &mouse_y, &child, NULL))
return 0;
wibox_t *wibox;
client_t *client;
if((wibox = wibox_getbywin(child)))
{
wibox_push(L, wibox);
int16_t x = mouse_x - wibox->sw.geometry.x;
int16_t y = mouse_y - wibox->sw.geometry.y;
widget_t *widget = widget_getbycoords(wibox->position, &wibox->widgets,
wibox->sw.geometry.width,
wibox->sw.geometry.height,
&x, &y);
if(widget)
{
widget_push(L, widget);
return 2;
}
return 1;
}
else if((client = client_getbywin(child)))
return client_push(globalconf.L, client);
return 0;
}
const struct luaL_reg awesome_mouse_methods[] =
{
{ "__index", luaA_mouse_index },
{ "__newindex", luaA_mouse_newindex },
{ "coords", luaA_mouse_coords },
{ "object_under_pointer", luaA_mouse_object_under_pointer },
{ NULL, NULL }
};
const struct luaL_reg awesome_mouse_meta[] =
{
{ NULL, NULL }
};
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