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117 lines
4.7 KiB
117 lines
4.7 KiB
-- POLYMENU - brutal deluxe
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-- This isn't in the widgets folder because it's too meta to be there
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local awful = require("awful")
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local gears = require("gears")
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local menubar_utils = require("menubar.utils")
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local wibox = require("wibox")
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local awmtk2 = require("awmtk2")
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local function position_popup(popup,widget,style)
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-- Position the popup somewhere nearby our original widget
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popup:move_next_to(mouse.current_wibox)
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-- Figure out the geometry of the base widget
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local widget_geo
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for k,v in pairs(mouse.current_widgets or {}) do
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if widget == v then
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widget_geo = mouse.current_widget_geometries[k]
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end
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end
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-- Align y coordinate of the popup to the button
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if widget_geo then
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local wibox_geo = mouse.current_wibox:geometry()
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if popup.current_anchor == "front" then
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popup.y = widget_geo.y + wibox_geo.y - style.popup.margins
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else
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popup.y = widget_geo.y + wibox_geo.y + style.popup.margins + widget_geo.height - popup:geometry().height
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end
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end
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-- Finally, make widget visible
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popup.visible = true
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end
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return function(args)
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-- A way to communicate that all widgets in menu got closed
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args.on_close = args.on_close or function() end
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local style = awmtk2.create_style("menu", awmtk2.default, args.style)
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local templates = awmtk2.create_template_lib("menu", awmtk2.templates, args.templates)
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local t = awmtk2.build_templates(templates,style)
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local function menu_builder(element,layer,root_layer)
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local new_element = wibox.widget(t.button(t.article({
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icon = element[3],
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resize = true,
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title = element[1]
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}),{
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forced_width = style.button.forced_width,
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forced_height = style.button.forced_height
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}))
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local onpress = function(widget)
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style.button.onrelease(widget)
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if root_layer.focused then
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root_layer.focused:emit_signal("cascade::kill")
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end
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end
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if type(element[2]) == "string" then
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new_element:connect_signal("button::press",style.button.onpress)
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new_element:connect_signal("button::press",function(widget)
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awful.spawn(element[2])
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end)
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new_element:connect_signal("button::release",onpress)
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elseif type(element[2]) == "function" then
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new_element:connect_signal("button::press",style.button.onpress)
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new_element:connect_signal("button::press",element[2])
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new_element:connect_signal("button::release",onpress)
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elseif type(element[2]) == "table" then
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local layout = {
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spacing = style.base.spacing,
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layout = wibox.layout.fixed.vertical
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}
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for k,v in pairs(element[2]) do
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table.insert(layout,menu_builder(v,layout,root_layer))
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end
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local next_layer = awful.popup(t.popup(layout,{
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visible = false,
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ontop = true,
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preferred_positions = {"right","left"},
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preferred_anchors = {"front","back"},
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}))
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local function open_layer(widget)
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if layer.focused == widget and
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next_layer.visible then
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return
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end
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if layer.focused then
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layer.focused:emit_signal("cascade::close")
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end
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layer.focused = widget
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position_popup(next_layer, new_element, style)
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end
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local onclose = function()
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style.button.onrelease(new_element)
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if layout.focused then
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layout.focused:emit_signal("cascade::close")
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end
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next_layer.visible = false
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end
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new_element:connect_signal("cascade::close",onclose)
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new_element:connect_signal("cascade::kill",onclose)
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-- that sweet "just move the mouse 4head" navigation
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if style.base.menu_slide then
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new_element:connect_signal("mouse::enter",open_layer)
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new_element:connect_signal("mouse::enter",style.button.onpress)
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else
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new_element:connect_signal("button::press",style.button.onpress)
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new_element:connect_signal("button::press",open_layer)
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end
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end
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return new_element
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end
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local root_layer = {
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layout = wibox.layout.fixed.vertical,
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id = "menu_root",
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spacing = style.base.spacing
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}
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for k,v in pairs(args.items) do
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table.insert(root_layer,menu_builder(v,root_layer,root_layer))
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end
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return root_layer
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end
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