/** Get or set the mouse coords. * \param L The Lua VM state. * \return The number of elements pushed on stack. */ 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 or set the clients attached to this tag. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lparam None or a table of clients to set. * \lreturn A table with the clients attached to this tags. */ static int luaA_tag_clients(lua_State *L) { tag_t **tag = luaA_checkudata(L, 1, "tag"); client_array_t *clients = &(*tag)->clients; int i; if(lua_gettop(L) == 2) { client_t **c; luaA_checktable(L, 2); for(i = 0; i < (*tag)->clients.len; i++) untag_client((*tag)->clients.tab[i], *tag); lua_pushnil(L); while(lua_next(L, 2)) { c = luaA_checkudata(L, -1, "client"); tag_client(*c, *tag); lua_pop(L, 1); } } luaA_otable_new(L); for(i = 0; i < clients->len; i++) { luaA_client_userdata_new(L, clients->tab[i]); lua_rawseti(L, -2, i + 1); } return 1; }
/** Get or set global mouse bindings. * This binding will be available when you'll click on root window. * \param L The Lua VM state. * \return The number of element pushed on stack. * \luastack * \lparam An array of mouse button bindings objects, or nothing. * \lreturn The array of mouse button bindings objects. */ static int luaA_root_buttons(lua_State *L) { if(lua_gettop(L) == 1) { luaA_checktable(L, 1); foreach(button, globalconf.buttons) luaA_object_unref(globalconf.L, *button); button_array_wipe(&globalconf.buttons); button_array_init(&globalconf.buttons); lua_pushnil(L); while(lua_next(L, 1)) button_array_append(&globalconf.buttons, luaA_object_ref(L, -1)); return 1; } lua_createtable(L, globalconf.buttons.len, 0); for(int i = 0; i < globalconf.buttons.len; i++) { luaA_object_push(L, globalconf.buttons.tab[i]); lua_rawseti(L, -2, i + 1); } return 1; }
/** Create a new tag. * \param L The Lua VM state. * * \luastack * \lparam A table with at least a name attribute. * Optional attributes are: mwfact, ncol, nmaster and layout. * \lreturn A new tag object. */ static int luaA_tag_new(lua_State *L) { size_t len; tag_t *tag; int ncol, nmaster; const char *name, *lay; double mwfact; layout_t *layout; luaA_checktable(L, 2); if(!(name = luaA_getopt_lstring(L, 2, "name", NULL, &len))) luaL_error(L, "object tag must have a name"); mwfact = luaA_getopt_number(L, 2, "mwfact", 0.5); ncol = luaA_getopt_number(L, 2, "ncol", 1); nmaster = luaA_getopt_number(L, 2, "nmaster", 1); lay = luaA_getopt_string(L, 2, "layout", "tile"); layout = name_func_lookup(lay, LayoutList); tag = tag_new(name, len, layout, mwfact, nmaster, ncol); return luaA_tag_userdata_new(L, tag); }
/** Define a global key binding. This key binding will always be available. * \param L The Lua VM state. * * \luastack * \lparam A table with modifier keys. * \lparam A key name. * \lparam A function to execute. * \lreturn The keybinding. */ static int luaA_keybinding_new(lua_State *L) { size_t i, len; keybinding_t *k; const char *key; /* arg 2 is key mod table */ luaA_checktable(L, 2); /* arg 3 is key */ key = luaL_checklstring(L, 3, &len); /* arg 4 is cmd to run */ luaA_checkfunction(L, 4); /* get the last arg as function */ k = p_new(keybinding_t, 1); luaA_keystore(k, key, len); luaA_registerfct(L, 4, &k->fct); len = lua_objlen(L, 2); for(i = 1; i <= len; i++) { size_t blen; lua_rawgeti(L, 2, i); key = luaL_checklstring(L, -1, &blen); k->mod |= xutil_key_mask_fromstr(key, blen); } return luaA_keybinding_userdata_new(L, k); }
/** Get or set the clients attached to this tag. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lparam None or a table of clients to set. * \lreturn A table with the clients attached to this tags. */ static int luaA_tag_clients(lua_State *L) { tag_t *tag = luaL_checkudata(L, 1, "tag"); client_array_t *clients = &tag->clients; int i; if(lua_gettop(L) == 2) { luaA_checktable(L, 2); foreach(c, tag->clients) untag_client(*c, tag); lua_pushnil(L); while(lua_next(L, 2)) { client_t *c = luaA_client_checkudata(L, -1); /* push tag on top of the stack */ lua_pushvalue(L, 1); tag_client(c); lua_pop(L, 1); } } lua_createtable(L, clients->len, 0); for(i = 0; i < clients->len; i++) { client_push(L, clients->tab[i]); lua_rawseti(L, -2, i + 1); } return 1; }
/** Get or set global key bindings. * This binding will be available when you'll press keys on root window. * \param L The Lua VM state. * \return The number of element pushed on stack. * \luastack * \lparam An array of key bindings objects, or nothing. * \lreturn The array of key bindings objects of this client. */ static int luaA_root_keys(lua_State *L) { if(lua_gettop(L) == 1) { luaA_checktable(L, 1); foreach(key, globalconf.keys) luaA_object_unref(globalconf.L, *key); key_array_wipe(&globalconf.keys); key_array_init(&globalconf.keys); lua_pushnil(L); while(lua_next(L, 1)) key_array_append(&globalconf.keys, luaA_object_ref_class(L, -1, &key_class)); xcb_screen_t *s = globalconf.screen; xcb_ungrab_key(globalconf.connection, XCB_GRAB_ANY, s->root, XCB_BUTTON_MASK_ANY); xwindow_grabkeys(s->root, &globalconf.keys); return 1; } lua_createtable(L, globalconf.keys.len, 0); for(int i = 0; i < globalconf.keys.len; i++) { luaA_object_push(L, globalconf.keys.tab[i]); lua_rawseti(L, -2, i + 1); } return 1; }
/** Set various plot graph properties. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lvalue A widget. * \lparam A plot name. * \lparam A table with various properties set. */ static int luaA_graph_plot_properties_set(lua_State *L) { widget_t *widget = luaA_checkudata(L, 1, &widget_class); graph_data_t *d = widget->data; float max_value; const char *title, *buf; size_t len; plot_t *plot = NULL; color_init_cookie_t reqs[3]; int i, reqs_nbr = -1; title = luaL_checkstring(L, 2); luaA_checktable(L, 3); plot = graph_plot_get(d, title); if((buf = luaA_getopt_lstring(L, 3, "fg", NULL, &len))) reqs[++reqs_nbr] = color_init_unchecked(&plot->color_start, buf, len); if((buf = luaA_getopt_lstring(L, 3, "fg_center", NULL, &len))) reqs[++reqs_nbr] = color_init_unchecked(&plot->pcolor_center, buf, len); if((buf = luaA_getopt_lstring(L, 3, "fg_end", NULL, &len))) reqs[++reqs_nbr] = color_init_unchecked(&plot->pcolor_end, buf, len); plot->vertical_gradient = luaA_getopt_boolean(L, 3, "vertical_gradient", plot->vertical_gradient); plot->scale = luaA_getopt_boolean(L, 3, "scale", plot->scale); max_value = luaA_getopt_number(L, 3, "max_value", plot->max_value); if(max_value != plot->max_value) plot->max_value = plot->current_max = max_value; if((buf = luaA_getopt_lstring(L, 3, "style", NULL, &len))) switch (a_tokenize(buf, len)) { case A_TK_BOTTOM: plot->draw_style = Bottom_Style; break; case A_TK_LINE: plot->draw_style = Line_Style; break; case A_TK_TOP: plot->draw_style = Top_Style; break; default: break; } for(i = 0; i <= reqs_nbr; i++) color_init_reply(reqs[i]); widget_invalidate_bywidget(widget); return 0; }
/** Get an optional padding table from a Lua table. * \param L The Lua VM state. * \param idx The table index on the stack. * \param dpadding The default padding value to use. */ static inline padding_t luaA_getopt_padding(lua_State *L, int idx, padding_t *dpadding) { padding_t padding; luaA_checktable(L, idx); padding.right = luaA_getopt_number(L, idx, "right", dpadding->right); padding.left = luaA_getopt_number(L, idx, "left", dpadding->left); padding.top = luaA_getopt_number(L, idx, "top", dpadding->top); padding.bottom = luaA_getopt_number(L, idx, "bottom", dpadding->bottom); return padding; }
/** Take a modifier table from the stack and return modifiers mask. * \param L The Lua VM state. * \param ud The index of the table. * \return The mask value. */ uint16_t luaA_tomodifiers(lua_State *L, int ud) { luaA_checktable(L, ud); ssize_t len = luaA_rawlen(L, ud); uint16_t mod = XCB_NONE; for(int i = 1; i <= len; i++) { lua_rawgeti(L, ud, i); const char *key = luaL_checkstring(L, -1); mod |= xutil_key_mask_fromstr(key); lua_pop(L, 1); } return mod; }
/** Set a key array with a Lua table. * \param L The Lua VM state. * \param oidx The index of the object to store items into. * \param idx The index of the Lua table. * \param keys The array key to fill. */ void luaA_key_array_set(lua_State *L, int oidx, int idx, key_array_t *keys) { luaA_checktable(L, idx); foreach(key, *keys) luaA_object_unref_item(L, oidx, *key); key_array_wipe(keys); key_array_init(keys); lua_pushnil(L); while(lua_next(L, idx)) if(luaA_toudata(L, -1, &key_class)) key_array_append(keys, luaA_object_ref_item(L, oidx, -1)); else lua_pop(L, 1); }
/** Set a button array with a Lua table. * \param L The Lua VM state. * \param oidx The index of the object to store items into. * \param idx The index of the Lua table. * \param buttons The array button to fill. */ void luaA_button_array_set(lua_State *L, int oidx, int idx, button_array_t *buttons) { luaA_checktable(L, idx); foreach(button, *buttons) luaA_object_unref_item(L, oidx, *button); button_array_wipe(buttons); button_array_init(buttons); lua_pushnil(L); while(lua_next(L, idx)) if(luaA_toudata(L, -1, &button_class)) button_array_append(buttons, luaA_object_ref_item(L, oidx, -1)); else lua_pop(L, 1); }