awesome/luaa.c
Uli Schlachter ea30119410 Use glib instead of libev
This commit ports awesome from libev to the glib main loop. This means that
awesome has fewer dependencies, because we were already depending on glib before
and now no longer need glib.

However, the main reason for this change is that, thanks to lgi, we have glib
bindings for lua. This means that lua code can add all kinds of event sources to
the main loop (timeouts, fd watchers, SIGCHLD watchers, ....). Yay

Signed-off-by: Uli Schlachter <psychon@znc.in>
2012-11-21 21:01:12 +01:00

763 lines
19 KiB
C

/*
* luaa.c - Lua configuration management
*
* Copyright © 2008-2009 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.
*
*/
#define _GNU_SOURCE
#include <lua.h>
#include <lauxlib.h>
#include <lualib.h>
#include <basedir_fs.h>
#include "awesome.h"
#include "config.h"
#include "objects/timer.h"
#include "awesome-version-internal.h"
#include "ewmh.h"
#include "luaa.h"
#include "spawn.h"
#include "objects/tag.h"
#include "objects/client.h"
#include "objects/drawin.h"
#include "objects/drawable.h"
#include "screen.h"
#include "event.h"
#include "selection.h"
#include "systray.h"
#include "common/xcursor.h"
#include "common/buffer.h"
#include "common/backtrace.h"
#ifdef WITH_DBUS
extern const struct luaL_Reg awesome_dbus_lib[];
#endif
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_mouse_methods[];
extern const struct luaL_Reg awesome_mouse_meta[];
extern const struct luaL_Reg awesome_screen_methods[];
extern const struct luaL_Reg awesome_screen_meta[];
/** Path to config file */
static char *conffile;
/** Quit awesome.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_quit(lua_State *L)
{
g_main_loop_quit(globalconf.loop);
return 0;
}
/** Execute another application, probably a window manager, to replace
* awesome.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam The command line to execute.
*/
static int
luaA_exec(lua_State *L)
{
const char *cmd = luaL_checkstring(L, 1);
awesome_atexit(false);
a_exec(cmd);
return 0;
}
/** Restart awesome.
*/
static int
luaA_restart(lua_State *L)
{
awesome_restart();
return 0;
}
/** Load an image from a given path.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam The command line to execute.
*/
static int
luaA_load_image(lua_State *L)
{
const char *filename = luaL_checkstring(L, 1);
cairo_surface_t *surface = draw_load_image(L, filename);
if (!surface)
return 0;
/* lua has to make sure to free the ref or we have a leak */
lua_pushlightuserdata(L, surface);
return 1;
}
/** UTF-8 aware string length computing.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_mbstrlen(lua_State *L)
{
const char *cmd = luaL_checkstring(L, 1);
lua_pushnumber(L, (ssize_t) mbstowcs(NULL, NONULL(cmd), 0));
return 1;
}
/** Overload standard Lua next function to use __next key on metatable.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_next(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__next"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_settop(L, 2);
if(lua_next(L, 1))
return 2;
lua_pushnil(L);
return 1;
}
/** Overload lua_next() function by using __next metatable field
* to get next elements.
* \param L The Lua VM stack.
* \param idx The index number of elements in stack.
* \return 1 if more elements to come, 0 otherwise.
*/
static int
luaA_next(lua_State *L, int idx)
{
if(luaL_getmetafield(L, idx, "__next"))
{
/* if idx is relative, reduce it since we got __next */
if(idx < 0) idx--;
/* copy table and then move key */
lua_pushvalue(L, idx);
lua_pushvalue(L, -3);
lua_remove(L, -4);
lua_pcall(L, 2, 2, 0);
/* next returned nil, it's the end */
if(lua_isnil(L, -1))
{
/* remove nil */
lua_pop(L, 2);
return 0;
}
return 1;
}
else if(lua_istable(L, idx))
return lua_next(L, idx);
/* remove the key */
lua_pop(L, 1);
return 0;
}
/** Generic pairs function.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaA_generic_pairs(lua_State *L)
{
lua_pushvalue(L, lua_upvalueindex(1)); /* return generator, */
lua_pushvalue(L, 1); /* state, */
lua_pushnil(L); /* and initial value */
return 3;
}
/** Overload standard pairs function to use __pairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_pairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__pairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
return luaA_generic_pairs(L);
}
static int
luaA_ipairs_aux(lua_State *L)
{
int i = luaL_checkint(L, 2) + 1;
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushinteger(L, i);
lua_rawgeti(L, 1, i);
return (lua_isnil(L, -1)) ? 0 : 2;
}
/** Overload standard ipairs function to use __ipairs field of metatables.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
*/
static int
luaAe_ipairs(lua_State *L)
{
if(luaL_getmetafield(L, 1, "__ipairs"))
{
lua_insert(L, 1);
lua_call(L, lua_gettop(L) - 1, LUA_MULTRET);
return lua_gettop(L);
}
luaL_checktype(L, 1, LUA_TTABLE);
lua_pushvalue(L, lua_upvalueindex(1));
lua_pushvalue(L, 1);
lua_pushinteger(L, 0); /* and initial value */
return 3;
}
/** Enhanced type() function which recognize awesome objects.
* \param L The Lua VM state.
* \return The number of arguments pushed on the stack.
*/
static int
luaAe_type(lua_State *L)
{
luaL_checkany(L, 1);
lua_pushstring(L, luaA_typename(L, 1));
return 1;
}
/** Replace various standards Lua functions with our own.
* \param L The Lua VM state.
*/
static void
luaA_fixups(lua_State *L)
{
/* export string.wlen */
lua_getglobal(L, "string");
lua_pushcfunction(L, luaA_mbstrlen);
lua_setfield(L, -2, "wlen");
lua_pop(L, 1);
/* replace next */
lua_pushcfunction(L, luaAe_next);
lua_setglobal(L, "next");
/* replace pairs */
lua_pushcfunction(L, luaAe_next);
lua_pushcclosure(L, luaAe_pairs, 1); /* pairs get next as upvalue */
lua_setglobal(L, "pairs");
/* replace ipairs */
lua_pushcfunction(L, luaA_ipairs_aux);
lua_pushcclosure(L, luaAe_ipairs, 1);
lua_setglobal(L, "ipairs");
/* replace type */
lua_pushcfunction(L, luaAe_type);
lua_setglobal(L, "type");
/* set selection */
lua_pushcfunction(L, luaA_selection_get);
lua_setglobal(L, "selection");
}
/** Look for an item: table, function, etc.
* \param L The Lua VM state.
* \param item The pointer item.
*/
bool
luaA_hasitem(lua_State *L, const void *item)
{
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(lua_topointer(L, -1) == item)
{
/* remove value and key */
lua_pop(L, 2);
return true;
}
if(lua_istable(L, -1))
if(luaA_hasitem(L, item))
{
/* remove key and value */
lua_pop(L, 2);
return true;
}
/* remove value */
lua_pop(L, 1);
}
return false;
}
/** Browse a table pushed on top of the index, and put all its table and
* sub-table into an array.
* \param L The Lua VM state.
* \param elems The elements array.
* \return False if we encounter an elements already in list.
*/
static bool
luaA_isloop_check(lua_State *L, cptr_array_t *elems)
{
if(lua_istable(L, -1))
{
const void *object = lua_topointer(L, -1);
/* Check that the object table is not already in the list */
for(int i = 0; i < elems->len; i++)
if(elems->tab[i] == object)
return false;
/* push the table in the elements list */
cptr_array_append(elems, object);
/* look every object in the "table" */
lua_pushnil(L);
while(luaA_next(L, -2))
{
if(!luaA_isloop_check(L, elems))
{
/* remove key and value */
lua_pop(L, 2);
return false;
}
/* remove value, keep key for next iteration */
lua_pop(L, 1);
}
}
return true;
}
/** Check if a table is a loop. When using tables as direct acyclic digram,
* this is useful.
* \param L The Lua VM state.
* \param idx The index of the table in the stack
* \return True if the table loops.
*/
bool
luaA_isloop(lua_State *L, int idx)
{
/* elems is an elements array that we will fill with all array we
* encounter while browsing the tables */
cptr_array_t elems;
cptr_array_init(&elems);
/* push table on top */
lua_pushvalue(L, idx);
bool ret = luaA_isloop_check(L, &elems);
/* remove pushed table */
lua_pop(L, 1);
cptr_array_wipe(&elems);
return !ret;
}
/** awesome global table.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lfield font The default font.
* \lfield font_height The default font height.
* \lfield conffile The configuration file which has been loaded.
*/
static int
luaA_awesome_index(lua_State *L)
{
if(luaA_usemetatable(L, 1, 2))
return 1;
const char *buf = luaL_checkstring(L, 2);
if(A_STREQ(buf, "conffile"))
{
lua_pushstring(L, conffile);
return 1;
}
if(A_STREQ(buf, "version"))
{
lua_pushliteral(L, AWESOME_VERSION);
return 1;
}
if(A_STREQ(buf, "release"))
{
lua_pushliteral(L, AWESOME_RELEASE);
return 1;
}
if(A_STREQ(buf, "startup_errors") && globalconf.startup_errors.len != 0)
{
lua_pushstring(L, globalconf.startup_errors.s);
return 1;
}
return 0;
}
/** Add a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_connect_signal(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
luaA_checkfunction(L, 2);
signal_connect(&global_signals, name, luaA_object_ref(L, 2));
return 0;
}
/** Remove a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_disconnect_signal(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
luaA_checkfunction(L, 2);
const void *func = lua_topointer(L, 2);
signal_disconnect(&global_signals, name, func);
luaA_object_unref(L, (void *) func);
return 0;
}
/** Emit a global signal.
* \param L The Lua VM state.
* \return The number of elements pushed on stack.
* \luastack
* \lparam A string with the event name.
* \lparam The function to call.
*/
static int
luaA_awesome_emit_signal(lua_State *L)
{
signal_object_emit(L, &global_signals, luaL_checkstring(L, 1), lua_gettop(L) - 1);
return 0;
}
static int
luaA_panic(lua_State *L)
{
warn("unprotected error in call to Lua API (%s)",
lua_tostring(L, -1));
buffer_t buf;
backtrace_get(&buf);
warn("dumping backtrace\n%s", buf.s);
warn("restarting awesome");
awesome_restart();
return 0;
}
static int
luaA_dofunction_on_error(lua_State *L)
{
/* duplicate string error */
lua_pushvalue(L, -1);
/* emit error signal */
signal_object_emit(L, &global_signals, "debug::error", 1);
if(!luaL_dostring(L, "return debug.traceback(\"error while running function\", 3)"))
{
/* Move traceback before error */
lua_insert(L, -2);
/* Insert sentence */
lua_pushliteral(L, "\nerror: ");
/* Move it before error */
lua_insert(L, -2);
lua_concat(L, 3);
}
return 1;
}
/** Initialize the Lua VM
* \param xdg An xdg handle to use to get XDG basedir.
*/
void
luaA_init(xdgHandle* xdg)
{
lua_State *L;
static const struct luaL_Reg awesome_lib[] =
{
{ "quit", luaA_quit },
{ "exec", luaA_exec },
{ "spawn", luaA_spawn },
{ "restart", luaA_restart },
{ "connect_signal", luaA_awesome_connect_signal },
{ "disconnect_signal", luaA_awesome_disconnect_signal },
{ "emit_signal", luaA_awesome_emit_signal },
{ "systray", luaA_systray },
{ "load_image", luaA_load_image },
{ "__index", luaA_awesome_index },
{ NULL, NULL }
};
L = globalconf.L = luaL_newstate();
/* Set panic function */
lua_atpanic(L, luaA_panic);
/* Set error handling function */
lualib_dofunction_on_error = luaA_dofunction_on_error;
luaL_openlibs(L);
luaA_fixups(L);
luaA_object_setup(L);
/* Export awesome lib */
luaA_openlib(L, "awesome", awesome_lib, awesome_lib);
/* Export root lib */
luaA_registerlib(L, "root", awesome_root_lib);
lua_pop(L, 1); /* luaA_registerlib() leaves the table on stack */
#ifdef WITH_DBUS
/* Export D-Bus lib */
luaA_registerlib(L, "dbus", awesome_dbus_lib);
lua_pop(L, 1); /* luaA_registerlib() leaves the table on stack */
#endif
/* Export keygrabber lib */
luaA_registerlib(L, "keygrabber", awesome_keygrabber_lib);
lua_pop(L, 1); /* luaA_registerlib() leaves the table on stack */
/* Export mousegrabber lib */
luaA_registerlib(L, "mousegrabber", awesome_mousegrabber_lib);
lua_pop(L, 1); /* luaA_registerlib() leaves the table on stack */
/* Export screen */
luaA_openlib(L, "screen", awesome_screen_methods, awesome_screen_meta);
/* Export mouse */
luaA_openlib(L, "mouse", awesome_mouse_methods, awesome_mouse_meta);
/* Export button */
button_class_setup(L);
/* Export tag */
tag_class_setup(L);
/* Export window */
window_class_setup(L);
/* Export drawable */
drawable_class_setup(L);
/* Export drawin */
drawin_class_setup(L);
/* Export client */
client_class_setup(L);
/* Export keys */
key_class_setup(L);
/* Export timer */
timer_class_setup(L);
/* add Lua search paths */
lua_getglobal(L, "package");
if (LUA_TTABLE != lua_type(L, 1))
{
warn("package is not a table");
return;
}
lua_getfield(L, 1, "path");
if (LUA_TSTRING != lua_type(L, 2))
{
warn("package.path is not a string");
lua_pop(L, 1);
return;
}
/* add XDG_CONFIG_DIR as include path */
const char * const *xdgconfigdirs = xdgSearchableConfigDirectories(xdg);
for(; *xdgconfigdirs; xdgconfigdirs++)
{
size_t len = a_strlen(*xdgconfigdirs);
lua_pushliteral(L, ";");
lua_pushlstring(L, *xdgconfigdirs, len);
lua_pushliteral(L, "/awesome/?.lua");
lua_concat(L, 3);
lua_pushliteral(L, ";");
lua_pushlstring(L, *xdgconfigdirs, len);
lua_pushliteral(L, "/awesome/?/init.lua");
lua_concat(L, 3);
lua_concat(L, 3); /* concatenate with package.path */
}
/* add Lua lib path (/usr/share/awesome/lib by default) */
lua_pushliteral(L, ";" AWESOME_LUA_LIB_PATH "/?.lua");
lua_pushliteral(L, ";" AWESOME_LUA_LIB_PATH "/?/init.lua");
lua_concat(L, 3); /* concatenate with package.path */
lua_setfield(L, 1, "path"); /* package.path = "concatenated string" */
lua_getfield(L, 1, "loaded");
lua_pop(L, 2); /* pop "package" and "package.loaded" */
signal_add(&global_signals, "debug::error");
signal_add(&global_signals, "debug::deprecation");
signal_add(&global_signals, "debug::index::miss");
signal_add(&global_signals, "debug::newindex::miss");
signal_add(&global_signals, "systray::update");
signal_add(&global_signals, "wallpaper_changed");
signal_add(&global_signals, "refresh");
signal_add(&global_signals, "exit");
}
static void
luaA_startup_error(const char *err)
{
if (globalconf.startup_errors.len > 0)
buffer_addsl(&globalconf.startup_errors, "\n\n");
buffer_adds(&globalconf.startup_errors, err);
}
static bool
luaA_loadrc(const char *confpath, bool run)
{
if(!luaL_loadfile(globalconf.L, confpath))
{
if(run)
{
/* Set the conffile right now so it can be used inside the
* configuration file. */
conffile = a_strdup(confpath);
if(lua_pcall(globalconf.L, 0, LUA_MULTRET, 0))
{
const char *err = lua_tostring(globalconf.L, -1);
luaA_startup_error(err);
fprintf(stderr, "%s\n", err);
/* An error happened, so reset this. */
conffile = NULL;
}
else
return true;
}
else
{
lua_pop(globalconf.L, 1);
return true;
}
}
else
{
const char *err = lua_tostring(globalconf.L, -1);
luaA_startup_error(err);
fprintf(stderr, "%s\n", err);
}
return false;
}
/** Load a configuration file.
* \param xdg An xdg handle to use to get XDG basedir.
* \param confpatharg The configuration file to load.
* \param run Run the configuration file.
*/
bool
luaA_parserc(xdgHandle* xdg, const char *confpatharg, bool run)
{
char *confpath = NULL;
bool ret = false;
/* try to load, return if it's ok */
if(confpatharg)
{
if(luaA_loadrc(confpatharg, run))
{
ret = true;
goto bailout;
}
else if(!run)
goto bailout;
}
confpath = xdgConfigFind("awesome/rc.lua", xdg);
char *tmp = confpath;
/* confpath is "string1\0string2\0string3\0\0" */
while(*tmp)
{
if(luaA_loadrc(tmp, run))
{
ret = true;
goto bailout;
}
else if(!run)
goto bailout;
tmp += a_strlen(tmp) + 1;
}
bailout:
p_delete(&confpath);
return ret;
}
int
luaA_class_index_miss_property(lua_State *L, lua_object_t *obj)
{
signal_object_emit(L, &global_signals, "debug::index::miss", 2);
return 0;
}
int
luaA_class_newindex_miss_property(lua_State *L, lua_object_t *obj)
{
signal_object_emit(L, &global_signals, "debug::newindex::miss", 3);
return 0;
}
void
luaA_emit_refresh()
{
signal_object_emit(globalconf.L, &global_signals, "refresh", 0);
}
// vim: filetype=c:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80