/* * button.c - button managing * * Copyright © 2007-2009 Julien Danjou * * 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 button API * * Furthermore to the classes described here, one can also use signals as * described in @{signals}. * * Some signal names are starting with a dot. These dots are artefacts from * the documentation generation, you get the real signal name by * removing the starting dot. * * @author Julien Danjou <julien@danjou.info> * @copyright 2008-2009 Julien Danjou * @release @AWESOME_VERSION@ * @classmod button */ #include "button.h" /** Button object. * * @tfield int button The mouse button number, or 0 for any button. * @tfield table modifiers The modifier key table that should be pressed while the * button is pressed. * @table button */ /** Get the number of instances. * @treturn int The number of button objects alive. * @function instances */ /** Set a __index metamethod for all button instances. * @tparam function cb The meta-method * @function set_index_miss_handler */ /** Set a __newindex metamethod for all button instances. * @tparam function cb The meta-method * @function set_newindex_miss_handler */ /** When bound mouse button + modifiers are pressed. * @param ... One or more arguments are possible * @signal .press */ /** When property changes. * @signal property::button */ /** When property changes. * @signal property::modifiers */ /** When bound mouse button + modifiers are pressed. * @param ... One or more arguments are possible * @signal .release */ /** Create a new mouse button bindings. * \param L The Lua VM state. * \return The number of elements pushed on stack. */ static int luaA_button_new(lua_State *L) { return luaA_class_new(L, &button_class); } /** Set a button array with a Lua table. * \param L The Lua VM state. * \param oidx The index of the object to store items into. * \param idx The index of the Lua table. * \param buttons The array button to fill. */ void luaA_button_array_set(lua_State *L, int oidx, int idx, button_array_t *buttons) { luaA_checktable(L, idx); foreach(button, *buttons) luaA_object_unref_item(L, oidx, *button); button_array_wipe(buttons); button_array_init(buttons); lua_pushnil(L); while(lua_next(L, idx)) if(luaA_toudata(L, -1, &button_class)) button_array_append(buttons, luaA_object_ref_item(L, oidx, -1)); else lua_pop(L, 1); } /** Push an array of button as an Lua table onto the stack. * \param L The Lua VM state. * \param oidx The index of the object to get items from. * \param buttons The button array to push. * \return The number of elements pushed on stack. */ int luaA_button_array_get(lua_State *L, int oidx, button_array_t *buttons) { lua_createtable(L, buttons->len, 0); for(int i = 0; i < buttons->len; i++) { luaA_object_push_item(L, oidx, buttons->tab[i]); lua_rawseti(L, -2, i + 1); } return 1; } LUA_OBJECT_EXPORT_PROPERTY(button, button_t, button, lua_pushinteger); LUA_OBJECT_EXPORT_PROPERTY(button, button_t, modifiers, luaA_pushmodifiers); static int luaA_button_set_modifiers(lua_State *L, button_t *b) { b->modifiers = luaA_tomodifiers(L, -1); luaA_object_emit_signal(L, -3, "property::modifiers", 0); return 0; } static int luaA_button_set_button(lua_State *L, button_t *b) { b->button = luaL_checkinteger(L, -1); luaA_object_emit_signal(L, -3, "property::button", 0); return 0; } void button_class_setup(lua_State *L) { 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 { NULL, NULL } }; luaA_class_setup(L, &button_class, "button", NULL, (lua_class_allocator_t) button_new, NULL, NULL, luaA_class_index_miss_property, luaA_class_newindex_miss_property, button_methods, button_meta); luaA_class_add_property(&button_class, "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, "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); signal_add(&button_class.signals, "press"); signal_add(&button_class.signals, "property::button"); signal_add(&button_class.signals, "property::modifiers"); signal_add(&button_class.signals, "release"); } // vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80