awesome/objects/drawable.c

247 lines
7.1 KiB
C

/*
* drawable.c - drawable functions
*
* Copyright © 2008-2009 Julien Danjou <julien@danjou.info>
* Copyright © 2010-2012 Uli Schlachter <psychon@znc.in>
*
* 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.
*
*/
/** awesome drawable API
*
* Furthermore to the classes described here, one can also use signals as
* described in @{signals}.
*
* @author Uli Schlachter &lt;psychon@znc.in&gt;
* @copyright 2012 Uli Schlachter
* @release @AWESOME_VERSION@
* @classmod drawable
*/
#include "drawable.h"
#include "common/luaobject.h"
#include "globalconf.h"
#include <cairo-xcb.h>
/** Drawable object.
*
* @field surface The drawable's cairo surface.
* @function drawable
*/
/** Get the number of instances.
*
* @return The number of drawable objects alive.
* @function instances
*/
/** Set a __index metamethod for all drawable instances.
* @tparam function cb The meta-method
* @function set_index_miss_handler
*/
/** Set a __newindex metamethod for all drawable instances.
* @tparam function cb The meta-method
* @function set_newindex_miss_handler
*/
static lua_class_t drawable_class;
LUA_OBJECT_FUNCS(drawable_class, drawable_t, drawable)
drawable_t *
drawable_allocator(lua_State *L, drawable_refresh_callback *callback, void *data)
{
drawable_t *d = drawable_new(L);
d->refresh_callback = callback;
d->refresh_data = data;
d->refreshed = false;
d->surface = NULL;
d->pixmap = XCB_NONE;
return d;
}
static void
drawable_unset_surface(drawable_t *d)
{
cairo_surface_finish(d->surface);
cairo_surface_destroy(d->surface);
if (d->pixmap)
xcb_free_pixmap(globalconf.connection, d->pixmap);
d->refreshed = false;
d->surface = NULL;
d->pixmap = XCB_NONE;
}
static void
drawable_wipe(drawable_t *d)
{
drawable_unset_surface(d);
}
void
drawable_set_geometry(lua_State *L, int didx, area_t geom)
{
drawable_t *d = luaA_checkudata(L, didx, &drawable_class);
area_t old = d->geometry;
d->geometry = geom;
bool size_changed = (old.width != geom.width) || (old.height != geom.height);
if (size_changed)
drawable_unset_surface(d);
if (size_changed && geom.width > 0 && geom.height > 0)
{
d->pixmap = xcb_generate_id(globalconf.connection);
xcb_create_pixmap(globalconf.connection, globalconf.default_depth, d->pixmap,
globalconf.screen->root, geom.width, geom.height);
d->surface = cairo_xcb_surface_create(globalconf.connection,
d->pixmap, globalconf.visual,
geom.width, geom.height);
luaA_object_emit_signal(L, didx, "property::surface", 0);
}
if (!AREA_EQUAL(old, geom))
luaA_object_emit_signal(L, didx, "property::geometry", 0);
if (old.x != geom.x)
luaA_object_emit_signal(L, didx, "property::x", 0);
if (old.y != geom.y)
luaA_object_emit_signal(L, didx, "property::y", 0);
if (old.width != geom.width)
luaA_object_emit_signal(L, didx, "property::width", 0);
if (old.height != geom.height)
luaA_object_emit_signal(L, didx, "property::height", 0);
}
/** Get a drawable's surface
* \param L The Lua VM state.
* \param drawable The drawable object.
* \return The number of elements pushed on stack.
*/
static int
luaA_drawable_get_surface(lua_State *L, drawable_t *drawable)
{
if (drawable->surface)
/* Lua gets its own reference which it will have to destroy */
lua_pushlightuserdata(L, cairo_surface_reference(drawable->surface));
else
lua_pushnil(L);
return 1;
}
/** Refresh a drawable's content. This has to be called whenever some drawing to
* the drawable's surface has been done and should become visible.
*
* @function refresh
*/
static int
luaA_drawable_refresh(lua_State *L)
{
drawable_t *drawable = luaA_checkudata(L, 1, &drawable_class);
drawable->refreshed = true;
(*drawable->refresh_callback)(drawable->refresh_data);
return 0;
}
/** Get drawable geometry. The geometry consists of x, y, width and height.
*
* @treturn table A table with drawable coordinates and geometry.
* @function geometry
*/
static int
luaA_drawable_geometry(lua_State *L)
{
drawable_t *d = luaA_checkudata(L, 1, &drawable_class);
return luaA_pusharea(L, d->geometry);
}
void
drawable_class_setup(lua_State *L)
{
static const struct luaL_Reg drawable_methods[] =
{
LUA_CLASS_METHODS(drawable)
{ NULL, NULL }
};
static const struct luaL_Reg drawable_meta[] =
{
LUA_OBJECT_META(drawable)
LUA_CLASS_META
{ "refresh", luaA_drawable_refresh },
{ "geometry", luaA_drawable_geometry },
{ NULL, NULL },
};
luaA_class_setup(L, &drawable_class, "drawable", NULL,
(lua_class_allocator_t) drawable_new,
(lua_class_collector_t) drawable_wipe, NULL,
luaA_class_index_miss_property, luaA_class_newindex_miss_property,
drawable_methods, drawable_meta);
luaA_class_add_property(&drawable_class, "surface",
NULL,
(lua_class_propfunc_t) luaA_drawable_get_surface,
NULL);
/**
* @signal button::press
*/
signal_add(&drawable_class.signals, "button::press");
/**
* @signal button::release
*/
signal_add(&drawable_class.signals, "button::release");
/**
* @signal mouse::enter
*/
signal_add(&drawable_class.signals, "mouse::enter");
/**
* @signal mouse::leave
*/
signal_add(&drawable_class.signals, "mouse::leave");
/**
* @signal mouse::move
*/
signal_add(&drawable_class.signals, "mouse::move");
/**
* @signal property::geometry
*/
signal_add(&drawable_class.signals, "property::geometry");
/**
* @signal property::height
*/
signal_add(&drawable_class.signals, "property::height");
/**
* @signal property::width
*/
signal_add(&drawable_class.signals, "property::width");
/**
* @signal property::x
*/
signal_add(&drawable_class.signals, "property::x");
/**
* @signal property::y
*/
signal_add(&drawable_class.signals, "property::y");
/**
* @signal property::surface
*/
signal_add(&drawable_class.signals, "property::surface");
}
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