/** The leave notify event handler. * \param ev The event. */ static void event_handle_leavenotify(xcb_leave_notify_event_t *ev) { lua_State *L = globalconf_get_lua_State(); client_t *c; globalconf.timestamp = ev->time; if(ev->mode != XCB_NOTIFY_MODE_NORMAL) return; /* Ignore leave with detail inferior (we were left for a window contained in * our window, so technically the pointer is still inside of this window). */ if(ev->detail != XCB_NOTIFY_DETAIL_INFERIOR && (c = client_getbyframewin(ev->event))) { luaA_object_push(L, c); luaA_object_emit_signal(L, -1, "mouse::leave", 0); lua_pop(L, 1); } lua_pushnil(L); event_drawable_under_mouse(L, -1); lua_pop(L, 1); }
/** The expose event handler. * \param ev The event. */ static void event_handle_expose(xcb_expose_event_t *ev) { drawin_t *drawin; client_t *client; if((drawin = drawin_getbywin(ev->window))) drawin_refresh_pixmap_partial(drawin, ev->x, ev->y, ev->width, ev->height); if ((client = client_getbyframewin(ev->window))) client_refresh_partial(client, ev->x, ev->y, ev->width, ev->height); }
/** The enter notify event handler. * \param ev The event. */ static void event_handle_enternotify(xcb_enter_notify_event_t *ev) { lua_State *L = globalconf_get_lua_State(); client_t *c; drawin_t *drawin; globalconf.timestamp = ev->time; if(ev->mode != XCB_NOTIFY_MODE_NORMAL) return; if((drawin = drawin_getbywin(ev->event))) { luaA_object_push(L, drawin); luaA_object_push_item(L, -1, drawin->drawable); event_drawable_under_mouse(L, -1); lua_pop(L, 2); } if((c = client_getbyframewin(ev->event))) { luaA_object_push(L, c); /* Ignore enter with detail inferior: The pointer was previously inside * of a child window, so technically this isn't a 'real' enter. */ if (ev->detail != XCB_NOTIFY_DETAIL_INFERIOR) luaA_object_emit_signal(L, -1, "mouse::enter", 0); drawable_t *d = client_get_drawable(c, ev->event_x, ev->event_y); if (d) { luaA_object_push_item(L, -1, d); event_drawable_under_mouse(L, -1); lua_pop(L, 1); } lua_pop(L, 1); } else if (ev->event == globalconf.screen->root) { /* When there are multiple X screens with awesome running separate * instances, reset focus. */ globalconf.focus.need_update = true; } }
/** The motion notify event handler. * \param ev The event. */ static void event_handle_motionnotify(xcb_motion_notify_event_t *ev) { lua_State *L = globalconf_get_lua_State(); drawin_t *w; client_t *c; globalconf.timestamp = ev->time; if(event_handle_mousegrabber(ev->root_x, ev->root_y, ev->state)) return; if((c = client_getbyframewin(ev->event))) { luaA_object_push(L, c); lua_pushinteger(L, ev->event_x); lua_pushinteger(L, ev->event_y); luaA_object_emit_signal(L, -3, "mouse::move", 2); /* now check if a titlebar was "hit" */ int x = ev->event_x, y = ev->event_y; drawable_t *d = client_get_drawable_offset(c, &x, &y); if (d) { luaA_object_push_item(L, -1, d); event_drawable_under_mouse(L, -1); lua_pushinteger(L, x); lua_pushinteger(L, y); luaA_object_emit_signal(L, -3, "mouse::move", 2); lua_pop(L, 1); } lua_pop(L, 1); } if((w = drawin_getbywin(ev->event))) { luaA_object_push(L, w); luaA_object_push_item(L, -1, w->drawable); event_drawable_under_mouse(L, -1); lua_pushinteger(L, ev->event_x); lua_pushinteger(L, ev->event_y); luaA_object_emit_signal(L, -3, "mouse::move", 2); lua_pop(L, 2); } }
/** Get the client which is under the pointer. * \param L The Lua VM state. * \return The number of elements pushed on stack. * \luastack * \lreturn A client or nil. */ 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(globalconf.L, client); return 0; }
/** The button press event handler. * \param ev The event. */ static void event_handle_button(xcb_button_press_event_t *ev) { lua_State *L = globalconf_get_lua_State(); client_t *c; drawin_t *drawin; globalconf.timestamp = ev->time; { /* ev->state contains the state before the event. Compute the state * after the event for the mousegrabber. */ uint16_t state = ev->state, change = 1 << (ev->detail - 1 + 8); if (XCB_EVENT_RESPONSE_TYPE(ev) == XCB_BUTTON_PRESS) state |= change; else state &= ~change; if(event_handle_mousegrabber(ev->root_x, ev->root_y, state)) return; } /* ev->state is * button status (8 bits) + modifiers status (8 bits) * we don't care for button status that we get, especially on release, so * drop them */ ev->state &= 0x00ff; if((drawin = drawin_getbywin(ev->event)) || (drawin = drawin_getbywin(ev->child))) { /* If the drawin is child, then x,y are * relative to root window */ if(drawin->window == ev->child) { ev->event_x -= drawin->geometry.x + drawin->border_width; ev->event_y -= drawin->geometry.y + drawin->border_width; } /* Push the drawable */ luaA_object_push(L, drawin); luaA_object_push_item(L, -1, drawin->drawable); /* and handle the button raw button event */ event_emit_button(L, ev); lua_pop(L, 1); /* check if any button object matches */ event_button_callback(ev, &drawin->buttons, L, -1, 1, NULL); /* Either we are receiving this due to ButtonPress/Release on the root * window or because we grabbed the button on the window. In the later * case we have to call AllowEvents. * Use AsyncPointer instead of ReplayPointer so that the event is * "eaten" instead of being handled again on the root window. */ if(ev->child == XCB_NONE) xcb_allow_events(globalconf.connection, XCB_ALLOW_ASYNC_POINTER, ev->time); } else if((c = client_getbyframewin(ev->event)) || (c = client_getbywin(ev->event))) { /* For clicks inside of c->window, we get two events. Once because of a * passive grab on c->window and then again for c->frame_window. * Ignore the second event (identifiable by ev->child != XCB_NONE). */ if (ev->event != c->frame_window || ev->child == XCB_NONE) { luaA_object_push(L, c); if (c->window == ev->event) { /* Button event into the client itself (not titlebar), translate * into the frame window. */ ev->event_x += c->titlebar[CLIENT_TITLEBAR_LEFT].size; ev->event_y += c->titlebar[CLIENT_TITLEBAR_TOP].size; } /* And handle the button raw button event */ event_emit_button(L, ev); /* then check if a titlebar was "hit" */ if (c->frame_window == ev->event) { int x = ev->event_x, y = ev->event_y; drawable_t *d = client_get_drawable_offset(c, &x, &y); if (d) { /* Copy the event so that we can fake x/y */ xcb_button_press_event_t event = *ev; event.event_x = x; event.event_y = y; luaA_object_push_item(L, -1, d); event_emit_button(L, &event); lua_pop(L, 1); } } /* then check if any button objects match */ event_button_callback(ev, &c->buttons, L, -1, 1, NULL); } xcb_allow_events(globalconf.connection, XCB_ALLOW_REPLAY_POINTER, ev->time); } else if(ev->child == XCB_NONE) if(globalconf.screen->root == ev->event) { event_button_callback(ev, &globalconf.buttons, L, 0, 0, NULL); return; } }