awesome/mouse.c
Uli Schlachter 110893d9cb Add screen.primary
Right now this just always returns the first screens, but this can easily be
implemented properly later.

Signed-off-by: Uli Schlachter <psychon@znc.in>
2016-02-27 15:44:25 +01:00

278 lines
7.6 KiB
C

/*
* mouse.c - mouse managing
*
* Copyright © 2007-2009 Julien Danjou <julien@danjou.info>
*
* 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 mouse API
* @author Julien Danjou &lt;julien@danjou.info&gt;
* @copyright 2008-2009 Julien Danjou
* @release @AWESOME_VERSION@
* @module mouse
*/
#include "mouse.h"
#include "common/util.h"
#include "globalconf.h"
#include "objects/client.h"
#include "objects/drawin.h"
#include "objects/screen.h"
/** Mouse library.
*
* @field screen Mouse screen number.
* @table mouse
*/
/** A table with X and Y coordinates.
* @field x X coordinate.
* @field y Y coordinate.
* @field buttons Table containing the status of buttons, e.g. field [1] is true
* when button 1 is pressed.
* @table coords_table
*/
/** Get the pointer position.
* \param window The window to get position on.
* \param x will be set to the Pointer-x-coordinate relative to window
* \param y will be set to the Pointer-y-coordinate relative to window
* \param child Will be set to the window under the pointer.
* \param mask will be set to the current buttons state
* \return true on success, false if an error occurred
**/
bool
mouse_query_pointer(xcb_window_t window, int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask)
{
xcb_query_pointer_cookie_t query_ptr_c;
xcb_query_pointer_reply_t *query_ptr_r;
query_ptr_c = xcb_query_pointer_unchecked(globalconf.connection, window);
query_ptr_r = xcb_query_pointer_reply(globalconf.connection, query_ptr_c, NULL);
if(!query_ptr_r || !query_ptr_r->same_screen)
{
p_delete(&query_ptr_r);
return false;
}
*x = query_ptr_r->win_x;
*y = query_ptr_r->win_y;
if(mask)
*mask = query_ptr_r->mask;
if(child)
*child = query_ptr_r->child;
p_delete(&query_ptr_r);
return true;
}
/** Get the pointer position on the screen.
* \param x This will be set to the Pointer-x-coordinate relative to window.
* \param y This will be set to the Pointer-y-coordinate relative to window.
* \param child This will be set to the window under the pointer.
* \param mask This will be set to the current buttons state.
* \return True on success, false if an error occurred.
*/
static bool
mouse_query_pointer_root(int16_t *x, int16_t *y, xcb_window_t *child, uint16_t *mask)
{
xcb_window_t root = globalconf.screen->root;
return mouse_query_pointer(root, x, y, child, mask);
}
/** Set the pointer position.
* \param window The destination window.
* \param x X-coordinate inside window.
* \param y Y-coordinate inside window.
*/
static inline void
mouse_warp_pointer(xcb_window_t window, int x, int y)
{
xcb_warp_pointer(globalconf.connection, XCB_NONE, window,
0, 0, 0, 0, x, y);
}
/** Mouse library.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield coords Mouse coordinates.
* \lfield screen Mouse screen number.
*/
static int
luaA_mouse_index(lua_State *L)
{
const char *attr = luaL_checkstring(L, 2);
int16_t mouse_x, mouse_y;
/* attr is not "screen"?! */
if (A_STRNEQ(attr, "screen"))
return luaA_default_index(L);
if (!mouse_query_pointer_root(&mouse_x, &mouse_y, NULL, NULL))
{
/* Nothing ever handles mouse.screen being nil. Lying is better than
* having lots of lua errors in this case.
*/
if (globalconf.focus.client)
luaA_pushscreen(L, globalconf.focus.client->screen);
else
luaA_pushscreen(L, screen_get_primary());
return 1;
}
luaA_pushscreen(L, screen_getbycoord(mouse_x, mouse_y));
return 1;
}
/** Newindex for mouse.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_mouse_newindex(lua_State *L)
{
const char *attr = luaL_checkstring(L, 2);
screen_t *screen;
if (A_STRNEQ(attr, "screen"))
return luaA_default_newindex(L);
screen = luaA_checkscreen(L, 3);
mouse_warp_pointer(globalconf.screen->root, screen->geometry.x, screen->geometry.y);
return 0;
}
/** Push a table with mouse status.
* \param L The Lua VM state.
* \param x The x coordinate.
* \param y The y coordinate.
* \param mask The button mask.
*/
int
luaA_mouse_pushstatus(lua_State *L, int x, int y, uint16_t mask)
{
lua_createtable(L, 0, 2);
lua_pushinteger(L, x);
lua_setfield(L, -2, "x");
lua_pushinteger(L, y);
lua_setfield(L, -2, "y");
lua_createtable(L, 5, 0);
int i = 1;
for(uint16_t maski = XCB_BUTTON_MASK_1; maski <= XCB_BUTTON_MASK_5; maski <<= 1)
{
if(mask & maski)
lua_pushboolean(L, true);
else
lua_pushboolean(L, false);
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "buttons");
return 1;
}
/** Get or set the mouse coords.
*
* @tparam coords_table coords_table None or a table with x and y keys as mouse
* coordinates.
* @tparam boolean silent Disable mouse::enter or mouse::leave events that
* could be triggered by the pointer when moving.
* @treturn coords_table A table with mouse coordinates.
* @function coords
*/
static int
luaA_mouse_coords(lua_State *L)
{
uint16_t mask;
int x, y;
int16_t mouse_x, mouse_y;
if(lua_gettop(L) >= 1)
{
luaA_checktable(L, 1);
bool ignore_enter_notify = (lua_gettop(L) == 2 && luaA_checkboolean(L, 2));
if(!mouse_query_pointer_root(&mouse_x, &mouse_y, NULL, &mask))
return 0;
x = luaA_getopt_number(L, 1, "x", mouse_x);
y = luaA_getopt_number(L, 1, "y", mouse_y);
if(ignore_enter_notify)
client_ignore_enterleave_events();
mouse_warp_pointer(globalconf.screen->root, x, y);
if(ignore_enter_notify)
client_restore_enterleave_events();
lua_pop(L, 1);
}
if(!mouse_query_pointer_root(&mouse_x, &mouse_y, NULL, &mask))
return 0;
return luaA_mouse_pushstatus(L, mouse_x, mouse_y, mask);
}
/** Get the client or any object which is under the pointer.
*
* @treturn client.object|nil A client or nil.
* @function object_under_pointer
*/
static int
luaA_mouse_object_under_pointer(lua_State *L)
{
int16_t mouse_x, mouse_y;
xcb_window_t child;
if(!mouse_query_pointer_root(&mouse_x, &mouse_y, &child, NULL))
return 0;
drawin_t *drawin;
client_t *client;
if((drawin = drawin_getbywin(child)))
return luaA_object_push(L, drawin);
if((client = client_getbyframewin(child)))
return luaA_object_push(L, client);
return 0;
}
const struct luaL_Reg awesome_mouse_methods[] =
{
{ "__index", luaA_mouse_index },
{ "__newindex", luaA_mouse_newindex },
{ "coords", luaA_mouse_coords },
{ "object_under_pointer", luaA_mouse_object_under_pointer },
{ NULL, NULL }
};
const struct luaL_Reg awesome_mouse_meta[] =
{
{ NULL, NULL }
};
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80