mirror of
https://github.com/awesomeWM/awesome
synced 2024-11-17 07:47:41 +01:00
d8c0f516ba
Signed-off-by: Julien Danjou <julien@danjou.info>
130 lines
4.1 KiB
C
130 lines
4.1 KiB
C
/*
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* button.c - button managing
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*
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* Copyright © 2007-2009 Julien Danjou <julien@danjou.info>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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*/
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#include "button.h"
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#include "luaa.h"
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#include "objects/key.h"
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#include "common/luaobject.h"
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/** Create a new mouse button bindings.
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* \param L The Lua VM state.
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* \return The number of elements pushed on stack.
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*/
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static int
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luaA_button_new(lua_State *L)
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{
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return luaA_class_new(L, &button_class);
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}
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/** Set a button array with a Lua table.
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* \param L The Lua VM state.
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* \param oidx The index of the object to store items into.
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* \param idx The index of the Lua table.
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* \param buttons The array button to fill.
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*/
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void
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luaA_button_array_set(lua_State *L, int oidx, int idx, button_array_t *buttons)
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{
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luaA_checktable(L, idx);
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foreach(button, *buttons)
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luaA_object_unref_item(L, oidx, *button);
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button_array_wipe(buttons);
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button_array_init(buttons);
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lua_pushnil(L);
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while(lua_next(L, idx))
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if(luaA_toudata(L, -1, &button_class))
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button_array_append(buttons, luaA_object_ref_item(L, oidx, -1));
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else
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lua_pop(L, 1);
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}
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/** Push an array of button as an Lua table onto the stack.
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* \param L The Lua VM state.
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* \param oidx The index of the object to get items from.
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* \param buttons The button array to push.
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* \return The number of elements pushed on stack.
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*/
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int
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luaA_button_array_get(lua_State *L, int oidx, button_array_t *buttons)
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{
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lua_createtable(L, buttons->len, 0);
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for(int i = 0; i < buttons->len; i++)
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{
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luaA_object_push_item(L, oidx, buttons->tab[i]);
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lua_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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LUA_OBJECT_EXPORT_PROPERTY(button, button_t, button, lua_pushnumber);
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LUA_OBJECT_EXPORT_PROPERTY(button, button_t, modifiers, luaA_pushmodifiers);
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static int
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luaA_button_set_modifiers(lua_State *L, button_t *b)
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{
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b->modifiers = luaA_tomodifiers(L, -1);
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luaA_object_emit_signal(L, -3, "property::modifiers", 0);
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return 0;
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}
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static int
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luaA_button_set_button(lua_State *L, button_t *b)
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{
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b->button = luaL_checknumber(L, -1);
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luaA_object_emit_signal(L, -3, "property::button", 0);
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return 0;
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}
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void
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button_class_setup(lua_State *L)
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{
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static const struct luaL_reg button_methods[] =
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{
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LUA_CLASS_METHODS(button)
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{ "__call", luaA_button_new },
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{ NULL, NULL }
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};
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static const struct luaL_reg button_meta[] =
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{
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LUA_OBJECT_META(button)
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LUA_CLASS_META
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{ "__gc", luaA_object_gc },
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{ NULL, NULL }
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};
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luaA_class_setup(L, &button_class, "button", (lua_class_allocator_t) button_new, NULL,
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luaA_class_index_miss_property, luaA_class_newindex_miss_property,
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button_methods, button_meta);
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luaA_class_add_property(&button_class, A_TK_BUTTON,
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(lua_class_propfunc_t) luaA_button_set_button,
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(lua_class_propfunc_t) luaA_button_get_button,
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(lua_class_propfunc_t) luaA_button_set_button);
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luaA_class_add_property(&button_class, A_TK_MODIFIERS,
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(lua_class_propfunc_t) luaA_button_set_modifiers,
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(lua_class_propfunc_t) luaA_button_get_modifiers,
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(lua_class_propfunc_t) luaA_button_set_modifiers);
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}
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// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80
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