gri3-wm/include/data.h

309 lines
9.6 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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