button: use new object system

Signed-off-by: Julien Danjou <julien@danjou.info>
This commit is contained in:
Julien Danjou 2009-08-17 14:10:03 +02:00
parent 4871dbb1aa
commit 27fd05320e
7 changed files with 99 additions and 131 deletions

184
button.c
View file

@ -20,18 +20,12 @@
*/
#include "button.h"
#include "common/tokenize.h"
#include "luaa.h"
#include "key.h"
/** 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, or 0 to match any button.
* \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)
@ -39,26 +33,43 @@ luaA_button_new(lua_State *L)
xcb_button_t xbutton;
button_t *button;
lua_settop(L, 5);
/* compat code */
if(lua_istable(L, 2) && lua_isnumber(L, 3))
{
luaA_deprecate(L, "new syntax");
luaA_checktable(L, 2);
/* arg 3 is mouse button */
xbutton = luaL_checknumber(L, 3);
lua_settop(L, 5);
/* arg 4 and 5 are callback functions, check they are functions... */
if(!lua_isnil(L, 4))
luaA_checkfunction(L, 4);
if(!lua_isnil(L, 5))
luaA_checkfunction(L, 5);
luaA_checktable(L, 2);
/* arg 3 is mouse button */
xbutton = luaL_checknumber(L, 3);
button = button_new(L);
/* arg 4 and 5 are callback functions, check they are functions... */
if(!lua_isnil(L, 4))
luaA_checkfunction(L, 4);
if(!lua_isnil(L, 5))
luaA_checkfunction(L, 5);
button->press = luaA_object_ref_item(L, -1, 4);
button->release = luaA_object_ref_item(L, -1, 4);
button->button = xbutton;
button->mod = luaA_tomodifiers(L, 2);
button = button_new(L);
button->button = xbutton;
button->modifiers = luaA_tomodifiers(L, 2);
return 1;
if(!lua_isnil(L, 4))
{
lua_pushvalue(L, 4);
luaA_object_add_signal(L, -2, "press", -1);
}
if(!lua_isnil(L, 5))
{
lua_pushvalue(L, 5);
luaA_object_add_signal(L, -2, "release", -1);
}
return 1;
}
return luaA_class_new(L, &button_class);
}
/** Set a button array with a Lua table.
@ -104,98 +115,53 @@ luaA_button_array_get(lua_State *L, int oidx, button_array_t *buttons)
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.
* \lfield button The mouse button number, or 0 for any button.
* \lfield modifiers The modifier key table that should be pressed while the
* button is pressed.
*/
LUA_OBJECT_EXPORT_PROPERTY(button, button_t, button, lua_pushnumber);
LUA_OBJECT_EXPORT_PROPERTY(button, button_t, modifiers, luaA_pushmodifiers);
static int
luaA_button_index(lua_State *L)
luaA_button_set_modifiers(lua_State *L, button_t *b)
{
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:
return luaA_object_push_item(L, 1, button->press);
case A_TK_RELEASE:
return luaA_object_push_item(L, 1, button->release);
case A_TK_BUTTON:
lua_pushnumber(L, button->button);
break;
case A_TK_MODIFIERS:
luaA_pushmodifiers(L, button->mod);
break;
default:
return 0;
}
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_checkfunction(L, 3);
luaA_object_unref_item(L, 1, button->press);
button->press = luaA_object_ref_item(L, 1, 3);
break;
case A_TK_RELEASE:
luaA_checkfunction(L, 3);
luaA_object_unref_item(L, 1, button->release);
button->release = luaA_object_ref_item(L, 1, 3);
break;
case A_TK_BUTTON:
button->button = luaL_checknumber(L, 3);
break;
case A_TK_MODIFIERS:
button->mod = luaA_tomodifiers(L, 3);
break;
default:
break;
}
b->modifiers = luaA_tomodifiers(L, -1);
luaA_object_emit_signal(L, -3, "property::modifiers", 0);
return 0;
}
const struct luaL_reg awesome_button_methods[] =
static int
luaA_button_set_button(lua_State *L, button_t *b)
{
LUA_CLASS_METHODS(button)
{ "__call", luaA_button_new },
{ NULL, NULL }
};
const struct luaL_reg awesome_button_meta[] =
b->button = luaL_checknumber(L, -1);
luaA_object_emit_signal(L, -3, "property::button", 0);
return 0;
}
void
button_class_setup(lua_State *L)
{
LUA_OBJECT_META(button)
{ "__index", luaA_button_index },
{ "__newindex", luaA_button_newindex },
{ "__gc", luaA_object_gc },
{ NULL, NULL }
};
static const struct luaL_reg button_methods[] =
{
LUA_CLASS_METHODS(button)
{ "__call", luaA_button_new },
{ NULL, NULL }
};
static const struct luaL_reg button_meta[] =
{
LUA_OBJECT_META(button)
LUA_CLASS_META
{ "__gc", luaA_object_gc },
{ NULL, NULL }
};
luaA_class_setup(L, &button_class, "button", (lua_class_allocator_t) button_new,
button_methods, button_meta);
luaA_class_add_property(&button_class, A_TK_BUTTON,
(lua_class_propfunc_t) luaA_button_set_button,
(lua_class_propfunc_t) luaA_button_get_button,
(lua_class_propfunc_t) luaA_button_set_button);
luaA_class_add_property(&button_class, A_TK_MODIFIERS,
(lua_class_propfunc_t) luaA_button_set_modifiers,
(lua_class_propfunc_t) luaA_button_get_modifiers,
(lua_class_propfunc_t) luaA_button_set_modifiers);
}
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80

View file

@ -29,13 +29,9 @@ struct button_t
{
LUA_OBJECT_HEADER
/** Key modifiers */
uint16_t mod;
uint16_t modifiers;
/** Mouse button number */
xcb_button_t button;
/** Lua function to execute on press. */
void *press;
/** Lua function to execute on release. */
void *release;
};
lua_class_t button_class;
@ -44,6 +40,8 @@ ARRAY_FUNCS(button_t *, button, DO_NOTHING)
int luaA_button_array_get(lua_State *, int, button_array_t *);
void luaA_button_array_set(lua_State *, int, int, button_array_t *);
void button_class_setup(lua_State *);
#endif
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80

14
event.c
View file

@ -81,13 +81,6 @@
lua_pop(globalconf.L, nargs); \
}
static bool
event_button_match(xcb_button_press_event_t *ev, button_t *b, void *data)
{
return ((!b->button || ev->detail == b->button)
&& (b->mod == XCB_BUTTON_MASK_ANY || b->mod == ev->state));
}
static bool
event_key_match(xcb_key_press_event_t *ev, keyb_t *k, void *data)
{
@ -98,6 +91,13 @@ event_key_match(xcb_key_press_event_t *ev, keyb_t *k, void *data)
&& (k->modifiers == XCB_BUTTON_MASK_ANY || k->modifiers == ev->state));
}
static bool
event_button_match(xcb_button_press_event_t *ev, button_t *b, void *data)
{
return ((!b->button || ev->detail == b->button)
&& (b->modifiers == XCB_BUTTON_MASK_ANY || b->modifiers == ev->state));
}
DO_EVENT_HOOK_CALLBACK(button_t, button, button, XCB_BUTTON, button_array_t, event_button_match)
DO_EVENT_HOOK_CALLBACK(keyb_t, key, key, XCB_KEY, key_array_t, event_key_match)

View file

@ -26,11 +26,18 @@ ignore_modifiers = { "Lock", "Mod2" }
-- CapsLock off.
-- @see capi.button
-- @return A table with one or several button objects.
function new(mod, ...)
function new(mod, button, press, release)
local ret = {}
local subsets = util.subsets(ignore_modifiers)
for _, set in ipairs(subsets) do
ret[#ret + 1] = capi.button(util.table.join(mod, set), ...)
ret[#ret + 1] = capi.button({ modifiers = util.table.join(mod, set),
button = button })
if press then
ret[#ret]:add_signal("press", function(bobj, ...) press(...) end)
end
if release then
ret[#ret]:add_signal("release", function (bobj, ...) release(...) end)
end
end
return ret
end

View file

@ -9,8 +9,8 @@ local math = math
local type = type
local ipairs = ipairs
local setmetatable = setmetatable
local capi = { widget = widget,
button = button }
local capi = { widget = widget }
local abutton = require("awful.button")
--- Common widget code
module("awful.widget.common")
@ -62,7 +62,7 @@ function list_update(w, buttons, label, data, widgets, objects)
local press, release
if bpress then press = function() bpress(o) end end
if brelease then release = function () brelease(o) end end
data[o][kb] = capi.button(b.modifiers, b.button, press, release)
data[o][kb] = abutton(b.modifiers, b.button, press, release)
end
end
w[k]:buttons(data[o])

5
luaa.c
View file

@ -51,8 +51,6 @@ extern const struct luaL_reg awesome_hooks_lib[];
extern const struct luaL_reg awesome_keygrabber_lib[];
extern const struct luaL_reg awesome_mousegrabber_lib[];
extern const struct luaL_reg awesome_root_lib[];
extern const struct luaL_reg awesome_button_methods[];
extern const struct luaL_reg awesome_button_meta[];
extern const struct luaL_reg awesome_image_methods[];
extern const struct luaL_reg awesome_image_meta[];
extern const struct luaL_reg awesome_mouse_methods[];
@ -740,8 +738,7 @@ luaA_init(xdgHandle* xdg)
luaA_openlib(L, "mouse", awesome_mouse_methods, awesome_mouse_meta);
/* Export button */
luaA_class_setup(L, &button_class, "button", (lua_class_allocator_t) button_new,
awesome_button_methods, awesome_button_meta);
button_class_setup(L);
/* Export image */
luaA_class_setup(L, &image_class, "image", (lua_class_allocator_t) image_new,

View file

@ -106,7 +106,7 @@ window_buttons_grab(xcb_window_t win, button_array_t *buttons)
foreach(b, *buttons)
xcb_grab_button(globalconf.connection, false, win, BUTTONMASK,
XCB_GRAB_MODE_SYNC, XCB_GRAB_MODE_ASYNC, XCB_NONE, XCB_NONE,
(*b)->button, (*b)->mod);
(*b)->button, (*b)->modifiers);
}
/** Get the opacity of a window.