pinnacle/api/lua/example_config.lua

198 lines
7 KiB
Lua

-- SPDX-License-Identifier: MIT
-- Just like in Awesome, if you want access to Luarocks packages, this needs to be called.
-- NOTE: The loader doesn't load from the local Luarocks directory (probably in ~/.luarocks),
-- | so if you have any rocks installed with --local,
-- | you may need to add those paths to package.path and package.cpath.
-- Alternatively, you can add
-- eval $(luarocks path --bin)
-- to your shell's startup script to permanently have access to Luarocks in all your Lua files.
pcall(require, "luarocks.loader")
-- Neovim users be like:
require("pinnacle").setup(function(pinnacle)
local input = pinnacle.input -- Key and mouse binds
local window = pinnacle.window -- Window management
local process = pinnacle.process -- Process spawning
local tag = pinnacle.tag -- Tag management
local output = pinnacle.output -- Output management
-- Every key supported by xkbcommon.
-- Support for just putting in a string of a key is intended.
local keys = input.keys
---@type Modifier
local mod_key = "Ctrl" -- This is set to `Ctrl` instead of `Super` to not conflict with your WM/DE keybinds
-- ^ Add type annotations for that sweet, sweet autocomplete
local terminal = "alacritty"
-- Keybinds ----------------------------------------------------------------------
input.keybind({ mod_key, "Alt" }, keys.q, pinnacle.quit)
input.keybind({ mod_key, "Alt" }, keys.c, function()
-- The commented out line may crash the config process if you have no windows open.
-- There is no nil warning here due to limitations in Lua LS type checking, so check for nil as shown below.
-- window.get_focused():close()
local win = window.get_focused()
if win ~= nil then
win:close()
end
end)
input.keybind({ mod_key, "Alt" }, keys.space, function()
local win = window.get_focused()
if win ~= nil then
win:toggle_floating()
end
end)
input.keybind({ mod_key }, keys.Return, function()
process.spawn(terminal, function(stdout, stderr, exit_code, exit_msg)
-- do something with the output here
end)
end)
input.keybind({ mod_key }, keys.l, function()
process.spawn("kitty")
end)
input.keybind({ mod_key }, keys.k, function()
process.spawn("foot")
end)
input.keybind({ mod_key }, keys.j, function()
process.spawn("nautilus")
end)
-- Tags ---------------------------------------------------------------------------
output.connect_for_all(function(op)
op:add_tags("1", "2", "3", "4", "5")
-- Same as tag.add(op, "1", "2", "3", "4", "5")
tag.toggle("1", op)
end)
---@type Layout[]
local layouts = {
"MasterStack",
"Dwindle",
"Spiral",
"CornerTopLeft",
"CornerTopRight",
"CornerBottomLeft",
"CornerBottomRight",
}
local indices = {}
-- Layout cycling
-- Yes, this is overly complicated and yes, I'll cook up a way to make it less so.
input.keybind({ mod_key }, keys.space, function()
local tags = output.get_focused():tags()
for _, tg in pairs(tags) do
if tg:active() then
local name = tg:name()
if name == nil then
return
end
tg:set_layout(layouts[indices[name] or 1])
if indices[name] == nil then
indices[name] = 2
else
if indices[name] + 1 > #layouts then
indices[name] = 1
else
indices[name] = indices[name] + 1
end
end
break
end
end
end)
input.keybind({ mod_key, "Shift" }, keys.space, function()
local tags = output.get_focused():tags()
for _, tg in pairs(tags) do
if tg:active() then
local name = tg:name()
if name == nil then
return
end
tg:set_layout(layouts[indices[name] or #layouts])
if indices[name] == nil then
indices[name] = #layouts - 1
else
if indices[name] - 1 < 1 then
indices[name] = #layouts
else
indices[name] = indices[name] - 1
end
end
break
end
end
end)
input.keybind({ mod_key }, keys.KEY_1, function()
tag.switch_to("1")
end)
input.keybind({ mod_key }, keys.KEY_2, function()
tag.switch_to("2")
end)
input.keybind({ mod_key }, keys.KEY_3, function()
tag.switch_to("3")
end)
input.keybind({ mod_key }, keys.KEY_4, function()
tag.switch_to("4")
end)
input.keybind({ mod_key }, keys.KEY_5, function()
tag.switch_to("5")
end)
input.keybind({ mod_key, "Shift" }, keys.KEY_1, function()
tag.toggle("1")
end)
input.keybind({ mod_key, "Shift" }, keys.KEY_2, function()
tag.toggle("2")
end)
input.keybind({ mod_key, "Shift" }, keys.KEY_3, function()
tag.toggle("3")
end)
input.keybind({ mod_key, "Shift" }, keys.KEY_4, function()
tag.toggle("4")
end)
input.keybind({ mod_key, "Shift" }, keys.KEY_5, function()
tag.toggle("5")
end)
-- I check for nil this way because I don't want stylua to take up like 80 lines on `if win ~= nil`
input.keybind({ mod_key, "Alt" }, keys.KEY_1, function()
local _ = window.get_focused() and window:get_focused():move_to_tag("1")
end)
input.keybind({ mod_key, "Alt" }, keys.KEY_2, function()
local _ = window.get_focused() and window:get_focused():move_to_tag("2")
end)
input.keybind({ mod_key, "Alt" }, keys.KEY_3, function()
local _ = window.get_focused() and window:get_focused():move_to_tag("3")
end)
input.keybind({ mod_key, "Alt" }, keys.KEY_4, function()
local _ = window.get_focused() and window:get_focused():move_to_tag("4")
end)
input.keybind({ mod_key, "Alt" }, keys.KEY_5, function()
local _ = window.get_focused() and window:get_focused():move_to_tag("5")
end)
input.keybind({ mod_key, "Shift", "Alt" }, keys.KEY_1, function()
local _ = window.get_focused() and window.get_focused():toggle_tag("1")
end)
input.keybind({ mod_key, "Shift", "Alt" }, keys.KEY_2, function()
local _ = window.get_focused() and window.get_focused():toggle_tag("2")
end)
input.keybind({ mod_key, "Shift", "Alt" }, keys.KEY_3, function()
local _ = window.get_focused() and window.get_focused():toggle_tag("3")
end)
input.keybind({ mod_key, "Shift", "Alt" }, keys.KEY_4, function()
local _ = window.get_focused() and window.get_focused():toggle_tag("4")
end)
input.keybind({ mod_key, "Shift", "Alt" }, keys.KEY_5, function()
local _ = window.get_focused() and window.get_focused():toggle_tag("5")
end)
end)