awesome/objects/window.c

238 lines
7.2 KiB
C

/*
* window.c - window object
*
* Copyright © 2009 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 "luaa.h"
#include "xwindow.h"
#include "ewmh.h"
#include "screen.h"
#include "objects/window.h"
#include "common/luaobject.h"
LUA_CLASS_FUNCS(window, window_class)
static xcb_window_t
window_get(window_t *window)
{
if (window->frame_window != XCB_NONE)
return window->frame_window;
return window->window;
}
static void
window_wipe(window_t *window)
{
button_array_wipe(&window->buttons);
}
/** Get or set mouse buttons bindings on a window.
* \param L The Lua VM state.
* \return The number of elements pushed on the stack.
*/
static int
luaA_window_buttons(lua_State *L)
{
window_t *window = luaA_checkudata(L, 1, &window_class);
if(lua_gettop(L) == 2)
{
luaA_button_array_set(L, 1, 2, &window->buttons);
luaA_object_emit_signal(L, 1, "property::buttons", 0);
xwindow_buttons_grab(window_get(window), &window->buttons);
}
return luaA_button_array_get(L, 1, &window->buttons);
}
/** Return window struts (reserved space at the edge of the screen).
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_window_struts(lua_State *L)
{
window_t *window = luaA_checkudata(L, 1, &window_class);
if(lua_gettop(L) == 2)
{
luaA_tostrut(L, 2, &window->strut);
ewmh_update_strut(window->window, &window->strut);
luaA_object_emit_signal(L, 1, "property::struts", 0);
if(window->screen)
screen_emit_signal(L, window->screen, "property::workarea", 0);
}
return luaA_pushstrut(L, window->strut);
}
/** Set a window opacity.
* \param L The Lua VM state.
* \param idx The index of the window on the stack.
* \param opacity The opacity value.
*/
void
window_set_opacity(lua_State *L, int idx, double opacity)
{
window_t *window = luaA_checkudata(L, idx, &window_class);
if(window->opacity != opacity)
{
window->opacity = opacity;
xwindow_set_opacity(window_get(window), opacity);
luaA_object_emit_signal(L, idx, "property::opacity", 0);
}
}
/** Set a window opacity.
* \param L The Lua VM state.
* \param window The window object.
* \return The number of elements pushed on stack.
*/
static int
luaA_window_set_opacity(lua_State *L, window_t *window)
{
if(lua_isnil(L, -1))
window_set_opacity(L, -3, -1);
else
{
double d = luaL_checknumber(L, -1);
if(d >= 0 && d <= 1)
window_set_opacity(L, -3, d);
}
return 0;
}
/** Get the window opacity.
* \param L The Lua VM state.
* \param window The window object.
* \return The number of elements pushed on stack.
*/
static int
luaA_window_get_opacity(lua_State *L, window_t *window)
{
if(window->opacity >= 0)
{
lua_pushnumber(L, window->opacity);
return 1;
}
return 0;
}
/** Set the window border color.
* \param L The Lua VM state.
* \param window The window object.
* \return The number of elements pushed on stack.
*/
static int
luaA_window_set_border_color(lua_State *L, window_t *window)
{
size_t len;
const char *color_name = luaL_checklstring(L, -1, &len);
if(color_name &&
xcolor_init_reply(xcolor_init_unchecked(&window->border_color, color_name, len)))
{
xwindow_set_border_color(window_get(window), &window->border_color);
luaA_object_emit_signal(L, -3, "property::border_color", 0);
}
return 0;
}
/** Set a window border width.
* \param L The Lua VM state.
* \param idx The window index.
* \param width The border width.
*/
void
window_set_border_width(lua_State *L, int idx, int width)
{
window_t *window = luaA_checkudata(L, idx, &window_class);
if(width == window->border_width || width < 0)
return;
if(window->window)
xcb_configure_window(globalconf.connection, window_get(window),
XCB_CONFIG_WINDOW_BORDER_WIDTH,
(uint32_t[]) { width });
window->border_width = width;
luaA_object_emit_signal(L, idx, "property::border_width", 0);
}
static int
luaA_window_set_border_width(lua_State *L, window_t *c)
{
window_set_border_width(L, -3, luaL_checknumber(L, -1));
return 0;
}
LUA_OBJECT_EXPORT_PROPERTY(window, window_t, window, lua_pushnumber)
LUA_OBJECT_EXPORT_PROPERTY(window, window_t, border_color, luaA_pushxcolor)
LUA_OBJECT_EXPORT_PROPERTY(window, window_t, border_width, lua_pushnumber)
void
window_class_setup(lua_State *L)
{
static const struct luaL_reg window_methods[] =
{
{ NULL, NULL }
};
static const struct luaL_reg window_meta[] =
{
{ "struts", luaA_window_struts },
{ "buttons", luaA_window_buttons },
{ NULL, NULL }
};
luaA_class_setup(L, &window_class, "window", NULL,
NULL, (lua_class_collector_t) window_wipe, NULL,
luaA_class_index_miss_property, luaA_class_newindex_miss_property,
window_methods, window_meta);
luaA_class_add_property(&window_class, A_TK_WINDOW,
NULL,
(lua_class_propfunc_t) luaA_window_get_window,
NULL);
luaA_class_add_property(&window_class, A_TK_OPACITY,
(lua_class_propfunc_t) luaA_window_set_opacity,
(lua_class_propfunc_t) luaA_window_get_opacity,
(lua_class_propfunc_t) luaA_window_set_opacity);
luaA_class_add_property(&window_class, A_TK_BORDER_COLOR,
(lua_class_propfunc_t) luaA_window_set_border_color,
(lua_class_propfunc_t) luaA_window_get_border_color,
(lua_class_propfunc_t) luaA_window_set_border_color);
luaA_class_add_property(&window_class, A_TK_BORDER_WIDTH,
(lua_class_propfunc_t) luaA_window_set_border_width,
(lua_class_propfunc_t) luaA_window_get_border_width,
(lua_class_propfunc_t) luaA_window_set_border_width);
signal_add(&window_class.signals, "property::border_color");
signal_add(&window_class.signals, "property::border_width");
signal_add(&window_class.signals, "property::buttons");
signal_add(&window_class.signals, "property::struts");
signal_add(&window_class.signals, "property::opacity");
}
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