317 lines
9.9 KiB
C
317 lines
9.9 KiB
C
/*
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* vim:ts=8:expandtab
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*
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* i3 - an improved dynamic tiling window manager
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*
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* (c) 2009 Michael Stapelberg and contributors
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*
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* See file LICENSE for license information.
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*
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* include/data.h: This file defines all data structures used by i3
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*
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*/
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#include <xcb/xcb.h>
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#include <stdbool.h>
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#ifndef _DATA_H
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#define _DATA_H
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#include "queue.h"
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/*
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* To get the big concept: There are helper structures like struct Colorpixel or
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* struct Stack_Window. Everything which is also defined as type (see forward definitions)
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* is considered to be a major structure, thus important.
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*
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* Let’s start from the biggest to the smallest:
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* - An i3Screen is a virtual screen (Xinerama). This can be a single one, though two monitors
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* might be connected, if you’re running clone mode. There can also be multiple of them.
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*
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* - Each i3Screen contains Workspaces. The concept is known from various other window managers.
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* Basically, a workspace is a specific set of windows, usually grouped thematically (irc,
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* www, work, …). You can switch between these.
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*
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* - Each Workspace has a table, which is our layout abstraction. You manage your windows
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* by moving them around in your table. It grows as necessary.
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*
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* - Each cell of the table has a container, which can be in default or stacking mode. In default
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* mode, each client is given equally much space in the container. In stacking mode, only one
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* client is shown at a time, but all the titlebars are rendered at the top.
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*
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* - Inside the container are clients, which is X11-speak for a window.
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*
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*/
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/* Forward definitions */
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typedef struct Cell Cell;
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typedef struct Font i3Font;
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typedef struct Container Container;
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typedef struct Client Client;
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typedef struct Binding Binding;
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typedef struct Workspace Workspace;
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typedef struct Rect Rect;
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typedef struct Screen i3Screen;
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/******************************************************************************
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* Helper types
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*****************************************************************************/
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typedef enum { D_LEFT, D_RIGHT, D_UP, D_DOWN } direction_t;
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enum {
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BIND_NONE = 0,
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BIND_SHIFT = XCB_MOD_MASK_SHIFT, /* (1 << 0) */
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BIND_CONTROL = XCB_MOD_MASK_CONTROL, /* (1 << 2) */
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BIND_MOD1 = XCB_MOD_MASK_1, /* (1 << 3) */
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BIND_MOD2 = XCB_MOD_MASK_2, /* (1 << 4) */
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BIND_MOD3 = XCB_MOD_MASK_3, /* (1 << 5) */
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BIND_MOD4 = XCB_MOD_MASK_4, /* (1 << 6) */
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BIND_MOD5 = XCB_MOD_MASK_5, /* (1 << 7) */
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BIND_MODE_SWITCH = (1 << 8)
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};
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struct Rect {
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uint32_t x, y;
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uint32_t width, height;
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};
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/*
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* Defines a position in the table
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*
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*/
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struct Cell {
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int row;
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int column;
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};
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/*
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* Used for the cache of colorpixels.
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*
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*/
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struct Colorpixel {
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uint32_t pixel;
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char *hex;
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SLIST_ENTRY(Colorpixel) colorpixels;
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};
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/*
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* Contains data for the windows needed to draw the titlebars on in stacking mode
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*
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*/
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struct Stack_Window {
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xcb_window_t window;
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xcb_gcontext_t gc;
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Rect rect;
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/* Backpointer to the container this stack window is in */
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Container *container;
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SLIST_ENTRY(Stack_Window) stack_windows;
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};
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struct Ignore_Event {
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int sequence;
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time_t added;
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SLIST_ENTRY(Ignore_Event) ignore_events;
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};
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/******************************************************************************
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* Major types
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*****************************************************************************/
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/*
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* The concept of Workspaces is known from various other window managers. Basically,
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* a workspace is a specific set of windows, usually grouped thematically (irc,
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* www, work, …). You can switch between these.
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*
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*/
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struct Workspace {
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/* Number of this workspace, starting from 0 */
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int num;
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/* x, y, width, height */
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Rect rect;
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/* table dimensions */
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int cols;
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int rows;
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/* These are stored here only while this workspace is _not_ shown (see show_workspace()) */
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int current_row;
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int current_col;
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Client *fullscreen_client;
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/* Contains all clients with _NET_WM_WINDOW_TYPE == _NET_WM_WINDOW_TYPE_DOCK */
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SLIST_HEAD(dock_clients_head, Client) dock_clients;
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/* The focus stack contains the clients in the correct order of focus so that
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the focus can be reverted correctly when a client is closed */
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SLIST_HEAD(focus_stack_head, Client) focus_stack;
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/* Backpointer to the screen this workspace is on */
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i3Screen *screen;
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/* This is a two-dimensional dynamic array of Container-pointers. I’ve always wanted
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* to be a three-star programmer :) */
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Container ***table;
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};
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/*
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* Holds a keybinding, consisting of a keycode combined with modifiers and the command
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* which is executed as soon as the key is pressed (see src/command.c)
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*
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*/
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struct Binding {
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/* Keycode to bind */
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uint32_t keycode;
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/* Bitmask consisting of BIND_MOD_1, BIND_MODE_SWITCH, … */
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uint32_t mods;
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/* Command, like in command mode */
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char *command;
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TAILQ_ENTRY(Binding) bindings;
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};
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/*
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* Data structure for cached font information:
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* - font id in X11 (load it once)
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* - font height (multiple calls needed to get it)
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*
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*/
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struct Font {
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/* The name of the font, that is what the pattern resolves to */
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char *name;
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/* A copy of the pattern to build a cache */
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char *pattern;
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/* The height of the font, built from font_ascent + font_descent */
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int height;
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/* The xcb-id for the font */
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xcb_font_t id;
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TAILQ_ENTRY(Font) fonts;
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};
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/*
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* A client is X11-speak for a window.
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*
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*/
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struct Client {
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/* if you set a client to floating and set it back to managed, it does remember its old
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position and *tries* to get back there */
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Cell old_position;
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/* Backpointer. A client is inside a container */
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Container *container;
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/* Because dock clients don’t have a container, we have this workspace-backpointer */
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Workspace *workspace;
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/* x, y, width, height of the frame */
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Rect rect;
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/* x, y, width, height of the child (relative to its frame) */
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Rect child_rect;
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/* contains the size calculated from the hints set by the window or 0 if the client
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did not send any hints */
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int proportional_height;
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int proportional_width;
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/* Height which was determined by reading the _NET_WM_STRUT_PARTIAL top/bottom of the screen
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reservation */
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int desired_height;
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/* Name (= window title) */
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char *name;
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int name_len;
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/* fullscreen is pretty obvious */
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bool fullscreen;
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/* Ensure TITLEBAR_TOP maps to 0 because we use calloc for initialization later */
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enum { TITLEBAR_TOP = 0, TITLEBAR_LEFT, TITLEBAR_RIGHT, TITLEBAR_BOTTOM, TITLEBAR_OFF } titlebar_position;
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/* If a client is set as a dock, it is placed at the very bottom of the screen and its
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requested size is used */
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bool dock;
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/* After leaving fullscreen mode, a client needs to be reconfigured (configuration =
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setting X, Y, width and height). By setting the force_reconfigure flag, render_layout()
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will reconfigure the client. */
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bool force_reconfigure;
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/* When reparenting a window, an unmap-notify is sent. As we delete windows when they’re
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unmapped, we need to ignore that one. Therefore, this flag is set when reparenting. */
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bool awaiting_useless_unmap;
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/* XCB contexts */
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xcb_window_t frame; /* Our window: The frame around the client */
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xcb_gcontext_t titlegc; /* The titlebar’s graphic context inside the frame */
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xcb_window_t child; /* The client’s window */
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/* The following entry provides the necessary list pointers to use Client with LIST_* macros */
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CIRCLEQ_ENTRY(Client) clients;
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SLIST_ENTRY(Client) dock_clients;
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SLIST_ENTRY(Client) focus_clients;
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};
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/*
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* A container is either in default or stacking mode. It sits inside each cell of the table.
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*
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*/
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struct Container {
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/* Those are speaking for themselves: */
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Client *currently_focused;
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int colspan;
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int rowspan;
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/* Position of the container inside our table */
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int row;
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int col;
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/* Xinerama: X/Y of the container */
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int x;
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int y;
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/* Width/Height of the container. Changeable by the user */
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int width;
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int height;
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/* width_factor and height_factor contain the amount of space (percentage) a window
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has of all the space which is available for resized windows. This ensures that
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non-resized windows (newly opened, for example) have the same size as always */
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float width_factor;
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float height_factor;
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/* When in stacking mode, we draw the titlebars of each client onto a separate window */
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struct Stack_Window stack_win;
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/* Backpointer to the workspace this container is in */
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Workspace *workspace;
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/* Ensure MODE_DEFAULT maps to 0 because we use calloc for initialization later */
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enum { MODE_DEFAULT = 0, MODE_STACK } mode;
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CIRCLEQ_HEAD(client_head, Client) clients;
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};
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/*
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* This is a virtual screen (Xinerama). This can be a single one, though two monitors
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* might be connected, if you’re running clone mode. There can also be multiple of them.
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*
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*/
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struct Screen {
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/* Virtual screen number */
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int num;
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/* Current workspace selected on this virtual screen */
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int current_workspace;
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/* x, y, width, height */
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Rect rect;
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/* The bar window */
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xcb_window_t bar;
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xcb_gcontext_t bargc;
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TAILQ_ENTRY(Screen) screens;
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};
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#endif
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