523 lines
20 KiB
Plaintext
523 lines
20 KiB
Plaintext
Hacking i3: How To
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==================
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Michael Stapelberg <michael+i3@stapelberg.de>
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December 2009
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This document is intended to be the first thing you read before looking and/or
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touching i3’s source code. It should contain all important information to help
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you understand why things are like they are. If it does not mention something
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you find necessary, please do not hesitate to contact me.
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== Window Managers
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A window manager is not necessarily needed to run X, but it is usually used in
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combination with X to facilitate some things. The window manager's job is to
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take care of the placement of windows, to provide the user with some mechanisms
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to change the position/size of windows and to communicate with clients to a
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certain extent (for example handle fullscreen requests of clients such as
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MPlayer).
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There are no different contexts in which X11 clients run, so a window manager
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is just another client, like all other X11 applications. However, it handles
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some events which normal clients usually don’t handle.
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In the case of i3, the tasks (and order of them) are the following:
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. Grab the key bindings (events will be sent upon keypress/keyrelease)
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. Iterate through all existing windows (if the window manager is not started as the first
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client of X) and manage them (= reparent them, create window decorations)
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. When new windows are created, manage them
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. Handle the client’s `_WM_STATE` property, but only the `_WM_STATE_FULLSCREEN`
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. Handle the client’s `WM_NAME` property
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. Handle the client’s size hints to display them proportionally
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. Handle the client’s urgency hint
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. Handle enter notifications (focus follows mouse)
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. Handle button (as in mouse buttons) presses for focus/raise on click
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. Handle expose events to re-draw own windows such as decorations
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. React to the user’s commands: Change focus, Move windows, Switch workspaces,
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Change the layout mode of a container (default/stacking), Start a new application,
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Restart the window manager
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In the following chapters, each of these tasks and their implementation details
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will be discussed.
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=== Tiling window managers
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Traditionally, there are two approaches to managing windows: The most common
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one nowadays is floating, which means the user can freely move/resize the
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windows. The other approach is called tiling, which means that your window
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manager distributing windows to use as much space as possible while not
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overlapping.
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The idea behind tiling is that you should not need to waste your time
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moving/resizing windows while you usually want to get some work done. After
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all, most users sooner or later tend to lay out their windows in a way which
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corresponds to tiling or stacking mode in i3. Therefore, why not let i3 do this
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for you? Certainly, it’s faster than you could ever do it.
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The problem with most tiling window managers is that they are too unflexible.
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In my opinion, a window manager is just another tool, and similar to vim which
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can edit all kinds of text files (like source code, HTML, …) and is not limited
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to a specific file type, a window manager should not limit itself to a certain
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layout (like dwm, awesome, …) but provide mechanisms for you to easily create
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the layout you need at the moment.
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=== The layout table
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To accomplish flexible layouts, we decided to simply use a table. The table
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grows and shrinks as you need it. Each cell holds a container which then holds
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windows (see picture below). You can use different layouts for each container
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(default layout and stacking layout).
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So, when you open a terminal and immediately open another one, they reside in
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the same container, in default layout. The layout table has exactly one column,
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one row and therefore one cell. When you move one of the terminals to the
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right, the table needs to grow. It will be expanded to two columns and one row.
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This enables you to have different layouts for each container. The table then
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looks like this:
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[width="15%",cols="^,^"]
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|========
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| T1 | T2
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|========
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When moving terminal 2 to the bottom, the table will be expanded again.
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[width="15%",cols="^,^"]
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|========
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| T1 |
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| | T2
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|========
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You can really think of the layout table like a traditional HTML table, if
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you’ve ever designed one. Especially col- and rowspan work equally. Below you
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see an example of colspan=2 for the first container (which has T1 as window).
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[width="15%",cols="^asciidoc"]
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|========
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| T1
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[cols="^,^",frame="none"]
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!========
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! T2 ! T3
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!========
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|========
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Furthermore, you can freely resize table cells.
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== Files
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include/data.h::
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Contains data definitions used by nearly all files. You really need to read
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this first.
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include/*.h::
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Contains forward definitions for all public functions, aswell as
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doxygen-compatible comments (so if you want to get a bit more of the big
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picture, either browse all header files or use doxygen if you prefer that).
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src/cfgparse.l::
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Contains the lexer for i3’s configuration file, written for +flex(1)+.
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src/cfgparse.y::
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Contains the parser for i3’s configuration file, written for +bison(1)+.
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src/click.c::
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Contains all functions which handle mouse button clicks (right mouse button
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clicks initiate resizing and thus are relatively complex).
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src/client.c::
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Contains all functions which are specific to a certain client (make it
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fullscreen, see if its class/name matches a pattern, kill it, …).
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src/commands.c::
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Parsing commands and actually execute them (focussing, moving, …).
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src/config.c::
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Parses the configuration file.
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src/debug.c::
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Contains debugging functions to print unhandled X events.
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src/floating.c::
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Contains functions for floating mode (mostly resizing/dragging).
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src/handlers.c::
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Contains all handlers for all kind of X events (new window title, new hints,
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unmapping, key presses, button presses, …).
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src/ipc.c::
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Contains code for the IPC interface.
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src/layout.c::
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Renders your layout (screens, workspaces, containers).
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src/mainx.c::
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Initializes the window manager.
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src/manage.c::
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Looks at existing or new windows and decides whether to manage them. If so, it
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reparents the window and inserts it into our data structures.
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src/resize.c::
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Contains the functions to resize columns/rows in the table.
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src/table.c::
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Manages the most important internal data structure, the design table.
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src/util.c::
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Contains useful functions which are not really dependant on anything.
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src/workspace.c::
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Contains all functions related to workspaces (displaying, hiding, renaming…)
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src/xcb.c::
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Contains wrappers to use xcb more easily.
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src/xinerama.c::
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(Re-)initializes the available screens and converts them to virtual screens
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(see below).
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== Data structures
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See include/data.h for documented data structures. The most important ones are
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explained right here.
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image:bigpicture.png[The Big Picture]
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So, the hierarchy is:
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. *Virtual screens* (Screen 0 in this example)
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. *Workspaces* (Workspace 1 in this example)
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. *Table* (There can only be one table per Workspace)
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. *Container* (left and right in this example)
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. *Client* (The two clients in the left container)
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=== Virtual screens
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A virtual screen (type `i3Screen`) is generated from the connected screens
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obtained through Xinerama. The difference to the raw Xinerama monitors as seen
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when using +xrandr(1)+ is that it falls back to the lowest common resolution of
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the logical screens.
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For example, if your notebook has 1280x800 and you connect a video projector
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with 1024x768, set up in clone mode (+xrandr \--output VGA \--mode 1024x768
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\--same-as LVDS+), i3 will have one virtual screen.
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However, if you configure it using +xrandr \--output VGA \--mode 1024x768
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\--right-of LVDS+, i3 will generate two virtual screens. For each virtual
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screen, a new workspace will be assigned. New workspaces are created on the
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screen you are currently on.
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=== Workspace
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A workspace is identified by its number. Basically, you could think of
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workspaces as different desks in your bureau, if you like the desktop
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methaphor. They just contain different sets of windows and are completely
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separate of each other. Other window managers also call this ``Virtual
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desktops''.
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=== The layout table
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Each workspace has a table, which is just a two-dimensional dynamic array
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containing Containers (see below). This table grows and shrinks as you need it
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(by moving windows to the right you can create a new column in the table, by
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moving them to the bottom you create a new row).
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=== Container
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A container is the content of a table’s cell. It holds an arbitrary amount of
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windows and has a specific layout (default layout, stack layout or tabbed
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layout). Containers can consume multiple table cells by modifying their
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colspan/rowspan attribute.
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=== Client
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A client is x11-speak for a window.
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== List/queue macros
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i3 makes heavy use of the list macros defined in BSD operating systems. To
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ensure that the operating system on which i3 is compiled has all the expected
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features, i3 comes with `include/queue.h`. On BSD systems, you can use man
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`queue(3)`. On Linux, you have to use google (or read the source).
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The lists used are `SLIST` (single linked lists), `CIRCLEQ` (circular
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queues) and TAILQ (tail queues). Usually, only forward traversal is necessary,
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so an `SLIST` works fine. If inserting elements at arbitrary positions or at
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the end of a list is necessary, a `TAILQ` is used instead. However, for the
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windows inside a container, a `CIRCLEQ` is necessary to go from the currently
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selected window to the window above/below.
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== Naming conventions
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There is a row of standard variables used in many events. The following names
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should be chosen for those:
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* ``conn'' is the xcb_connection_t
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* ``event'' is the event of the particular type
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* ``container'' names a container
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* ``client'' names a client, for example when using a +CIRCLEQ_FOREACH+
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== Startup (src/mainx.c, main())
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* Establish the xcb connection
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* Check for XKB extension on the separate X connection
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* Check for Xinerama screens
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* Grab the keycodes for which bindings exist
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* Manage all existing windows
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* Enter the event loop
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== Keybindings
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=== Grabbing the bindings
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Grabbing the bindings is quite straight-forward. You pass X your combination of
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modifiers and the keycode you want to grab and whether you want to grab them
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actively or passively. Most bindings (everything except for bindings using
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Mode_switch) are grabbed passively, that is, just the window manager gets the
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event and cannot replay it.
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We need to grab bindings that use Mode_switch actively because of a bug in X.
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When the window manager receives the keypress/keyrelease event for an actively
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grabbed keycode, it has to decide what to do with this event: It can either
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replay it so that other applications get it or it can prevent other
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applications from receiving it.
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So, why do we need to grab keycodes actively? Because X does not set the
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state-property of keypress/keyrelease events properly. The Mode_switch bit is
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not set and we need to get it using XkbGetState. This means we cannot pass X
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our combination of modifiers containing Mode_switch when grabbing the key and
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therefore need to grab the keycode itself without any modiffiers. This means,
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if you bind Mode_switch + keycode 38 ("a"), i3 will grab keycode 38 ("a") and
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check on each press of "a" if the Mode_switch bit is set using XKB. If yes, it
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will handle the event, if not, it will replay the event.
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=== Handling a keypress
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As mentioned in "Grabbing the bindings", upon a keypress event, i3 first gets
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the correct state.
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Then, it looks through all bindings and gets the one which matches the received
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event.
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The bound command is parsed directly in command mode.
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== Manage windows (src/mainx.c, manage_window() and reparent_window())
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`manage_window()` does some checks to decide whether the window should be
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managed at all:
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* Windows have to be mapped, that is, visible on screen
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* The override_redirect must not be set. Windows with override_redirect shall
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not be managed by a window manager
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Afterwards, i3 gets the intial geometry and reparents the window (see
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`reparent_window()`) if it wasn’t already managed.
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Reparenting means that for each window which is reparented, a new window,
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slightly larger than the original one, is created. The original window is then
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reparented to the bigger one (called "frame").
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After reparenting, the window type (`_NET_WM_WINDOW_TYPE`) is checked to see
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whether this window is a dock (`_NET_WM_WINDOW_TYPE_DOCK`), like dzen2 for
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example. Docks are handled differently, they don’t have decorations and are not
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assigned to a specific container. Instead, they are positioned at the bottom
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of the screen. To get the height which needsd to be reserved for the window,
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the `_NET_WM_STRUT_PARTIAL` property is used.
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Furthermore, the list of assignments (to other workspaces, which may be on
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other screens) is checked. If the window matches one of the user’s criteria,
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it may either be put in floating mode or moved to a different workspace. If the
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target workspace is not visible, the window will not be mapped.
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== What happens when an application is started?
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i3 does not care for applications. All it notices is when new windows are
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mapped (see `src/handlers.c`, `handle_map_request()`). The window is then
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reparented (see section "Manage windows").
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After reparenting the window, `render_layout()` is called which renders the
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internal layout table. The new window has been placed in the currently focused
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container and therefore the new window and the old windows (if any) need to be
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moved/resized so that the currently active layout (default mode/stacking mode)
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is rendered correctly. To move/resize windows, a window is ``configured'' in
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X11-speak.
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Some applications, such as MPlayer obivously assume the window manager is
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stupid and try to configure their windows by themselves. This generates an
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event called configurerequest. i3 handles these events and tells the window the
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size it had before the configurerequest (with the exception of not yet mapped
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windows, which get configured like they want to, and floating windows, which
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can reconfigure themselves).
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== _NET_WM_STATE
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Only the _NET_WM_STATE_FULLSCREEN atom is handled. It calls
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``toggle_fullscreen()'' for the specific client which just configures the
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client to use the whole screen on which it currently is. Also, it is set as
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fullscreen_client for the i3Screen.
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== WM_NAME
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When the WM_NAME property of a window changes, its decoration (containing the
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title) is re-rendered. Note that WM_NAME is in COMPOUND_TEXT encoding which is
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totally uncommon and cumbersome. Therefore, the _NET_WM_NAME atom will be used
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if present.
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== _NET_WM_NAME
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Like WM_NAME, this atom contains the title of a window. However, _NET_WM_NAME
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is encoded in UTF-8. i3 will recode it to UCS-2 in order to be able to pass it
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to X. Using an appropriate font (ISO-10646), you can see most special
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characters (every special character contained in your font).
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== Size hints
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Size hints specify the minimum/maximum size for a given window aswell as its
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aspect ratio. This is important for clients like mplayer, who only set the
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aspect ratio and resize their window to be as small as possible (but only with
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some video outputs, for example in Xv, while when using x11, mplayer does the
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necessary centering for itself).
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So, when an aspect ratio was specified, i3 adjusts the height of the window
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until the size maintains the correct aspect ratio. For the code to do this, see
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src/layout.c, function resize_client().
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== Rendering (src/layout.c, render_layout() and render_container())
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There are several entry points to rendering: `render_layout()`,
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`render_workspace()` and `render_container()`. The former one calls
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`render_workspace()` for every screen, which in turn will call
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`render_container()` for every container inside its layout table. Therefore, if
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you need to render only a single container, for example because a window was
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removed, added or changed its title, you should directly call
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render_container().
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Rendering consists of two steps: In the first one, in `render_workspace()`, each
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container gets its position (screen offset + offset in the table) and size
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(container's width times colspan/rowspan). Then, `render_container()` is called,
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which takes different approaches, depending on the mode the container is in:
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=== Common parts
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On the frame (the window which was created around the client’s window for the
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decorations), a black rectangle is drawn as a background for windows like
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MPlayer, which do not completely fit into the frame.
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=== Default mode
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Each clients gets the container’s width and an equal amount of height.
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=== Stack mode
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In stack mode, a window containing the decorations of all windows inside the
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container is placed at the top. The currently focused window is then given the
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whole remaining space.
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=== Tabbed mode
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Tabbed mode is like stack mode, except that the window decorations are drawn
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in one single line at the top of the container.
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=== Window decorations
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The window decorations consist of a rectangle in the appropriate color (depends
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on whether this window is the currently focused one, the last focused one in a
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not focused container or not focused at all) forming the background.
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Afterwards, two lighter lines are drawn and the last step is drawing the
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window’s title (see WM_NAME) onto it.
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=== Fullscreen windows
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For fullscreen windows, the `rect` (x, y, width, height) is not changed to
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allow the client to easily go back to its previous position. Instead,
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fullscreen windows are skipped when rendering.
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=== Resizing containers
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By clicking and dragging the border of a container, you can resize the whole
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column (respectively row) which this container is in. This is necessary to keep
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the table layout working and consistent.
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The resizing works similarly to the resizing of floating windows or movement of
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floating windows:
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* A new, invisible window with the size of the root window is created
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(+grabwin+)
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* Another window, 2px width and as high as your screen (or vice versa for
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horizontal resizing) is created. Its background color is the border color and
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it is only there to signalize the user how big the container will be (it
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creates the impression of dragging the border out of the container).
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* The +drag_pointer+ function of +src/floating.c+ is called to grab the pointer
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and enter an own event loop which will pass all events (expose events) but
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motion notify events. This function then calls the specified callback
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(+resize_callback+) which does some boundary checking and moves the helper
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window. As soon as the mouse button is released, this loop will be
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terminated.
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* The new width_factor for each involved column (respectively row) will be
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calculated.
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== User commands / commandmode (src/commands.c)
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Like in vim, you can control i3 using commands. They are intended to be a
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powerful alternative to lots of shortcuts, because they can be combined. There
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are a few special commands, which are the following:
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exec <command>::
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Starts the given command by passing it to `/bin/sh`.
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restart::
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Restarts i3 by executing `argv[0]` (the path with which you started i3) without
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forking.
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w::
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"With". This is used to select a bunch of windows. Currently, only selecting
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the whole container in which the window is in, is supported by specifying "w".
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f, s, d::
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Toggle fullscreen, stacking, default mode for the current window/container.
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The other commands are to be combined with a direction. The directions are h,
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j, k and l, like in vim (h = left, j = down, k = up, l = right). When you just
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specify the direction keys, i3 will move the focus in that direction. You can
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provide "m" or "s" before the direction to move a window respectively or snap.
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== Gotchas
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||
|
||
* Forgetting to call `xcb_flush(conn);` after sending a request. This usually
|
||
leads to code which looks like it works fine but which does not work under
|
||
certain conditions.
|
||
|
||
== Using git / sending patches
|
||
|
||
For a short introduction into using git, see
|
||
http://www.spheredev.org/wiki/Git_for_the_lazy or, for more documentation, see
|
||
http://git-scm.com/documentation
|
||
|
||
When you want to send a patch because you fixed a bug or implemented a cool
|
||
feature (please talk to us before working on features to see whether they are
|
||
maybe already implemented, not possible because of some reason or don’t fit
|
||
into the concept), please use git to create a patchfile.
|
||
|
||
First of all, update your working copy to the latest version of the master
|
||
branch:
|
||
|
||
--------
|
||
git pull
|
||
--------
|
||
|
||
Afterwards, make the necessary changes for your bugfix/feature. Then, review
|
||
the changes using +git diff+ (you might want to enable colors in the diff using
|
||
+git config diff.color auto+). When you are definitely done, use +git commit
|
||
-a+ to commit all changes you’ve made.
|
||
|
||
Then, use the following command to generate a patchfile which we can directly
|
||
apply to the branch, preserving your commit message and name:
|
||
|
||
-----------------------
|
||
git format-patch origin
|
||
-----------------------
|
||
|
||
Just send us the generated file via mail.
|