awesome/lib/awful/screen.lua.in
Abdó Roig-Maranges ed9f218669 Fixes module namespace issues in screen.lua and client.lua
The wrong module names were introduced in commits:
0e2960ebf3 and
d799ac76aa.

Once fixed, client.lua and screen.lua mutually require each other, so we must
use a trick, and load the modules inside the functions that need them.

Signed-off-by: Uli Schlachter <psychon@znc.in>
2012-09-29 16:52:53 +02:00

110 lines
3.7 KiB
Lua

---------------------------------------------------------------------------
-- @author Julien Danjou &lt;julien@danjou.info&gt;
-- @copyright 2008 Julien Danjou
-- @release @AWESOME_VERSION@
---------------------------------------------------------------------------
-- Grab environment we need
local capi =
{
mouse = mouse,
screen = screen,
client = client
}
local util = require("awful.util")
-- we use require("awful.client") inside functions to prevent circular dependencies.
local client
--- Screen module for awful
-- awful.screen
local screen = {}
local data = {}
data.padding = {}
---
-- Return Xinerama screen number corresponding to the given (pixel) coordinates.
-- The number returned can be used as an index into the global
-- `screen` table/object.
-- @param x The x coordinate
-- @param y The y coordinate
function screen.getbycoord(x, y)
for i = 1, capi.screen:count() do
local geometry = capi.screen[i].geometry
if((x < 0 or (x >= geometry.x and x < geometry.x + geometry.width))
and (y < 0 or (y >= geometry.y and y < geometry.y + geometry.height))) then
return i;
end
end
end
--- Give the focus to a screen, and move pointer. Keeps relative position of the pointer on the screen.
-- @param screen Screen number.
function screen.focus(_screen)
client = client or require("awful.client")
if _screen > capi.screen.count() then _screen = capi.mouse.screen end
-- screen and pos for current screen
local s = capi.mouse.screen
local pos = capi.mouse.coords()
-- keep relative mouse position on the new screen
local relx = (pos.x - capi.screen[s].geometry.x) / capi.screen[s].geometry.width
local rely = (pos.y - capi.screen[s].geometry.y) / capi.screen[s].geometry.height
pos.x = capi.screen[_screen].geometry.x + relx * capi.screen[_screen].geometry.width
pos.y = capi.screen[_screen].geometry.y + rely * capi.screen[_screen].geometry.height
-- move cursor without triggering signals mouse::enter and mouse::leave
capi.mouse.screen = _screen
capi.mouse.coords(pos, true)
local c = client.focus.history.get(_screen, 0)
if c then capi.client.focus = c end
end
--- Give the focus to a screen, and move pointer, by physical position relative to current screen.
-- @param dir The direction, can be either "up", "down", "left" or "right".
-- @param screen Screen number.
function screen.focus_bydirection(dir, _screen)
local sel = _screen or capi.mouse.screen
if sel then
local geomtbl = {}
for s = 1, capi.screen.count() do
geomtbl[s] = capi.screen[s].geometry
end
local target = util.get_rectangle_in_direction(dir, geomtbl, capi.screen[sel].geometry)
if target then
return screen.focus(target)
end
end
end
--- Give the focus to a screen, and move pointer, but relative to the current
-- focused screen.
-- @param i Value to add to the current focused screen index. 1 will focus next
-- screen, -1 would focus the previous one.
function screen.focus_relative(i)
return screen.focus(util.cycle(capi.screen.count(), capi.mouse.screen + i))
end
--- Get or set the screen padding.
-- @param screen The screen object to change the padding on
-- @param padding The padding, an table with 'top', 'left', 'right' and/or
-- 'bottom'. Can be nil if you only want to retrieve padding
function screen.padding(_screen, padding)
if padding then
data.padding[_screen] = padding
_screen:emit_signal("padding")
end
return data.padding[_screen]
end
for s = 1, capi.screen.count() do
capi.screen[s]:add_signal("padding")
end
return screen
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80