gri3-wm/include/data.h

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/*
* 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;
uint32_t width, height;
/* 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 {
/* x, y, width, height */
Rect rect;
/* table dimensions */
int cols;
int rows;
/* These are stored here just 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;
/* 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;
};
/*
* We need to save the height of a font because it is required for each drawing of
* text but relatively hard to get. As soon as a new font needs to be loaded, a
* Font-entry will be filled for later use.
*
*/
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 */
Rect rect;
/* Height which was determined by reading the _NET_WM_STRUT_PARTIAL top/bottom of the screen
reservation */
int desired_height;
/* Name */
char *name;
int name_len;
/* fullscreen is pretty obvious */
bool fullscreen;
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 */
/* Cache of colorpixels for this client */
SLIST_HEAD(colorpixel_head, Colorpixel) colorpixels;
/* The following entry provides the necessary list pointers to use Client with LIST_* macros */
CIRCLEQ_ENTRY(Client) clients;
SLIST_ENTRY(Client) dock_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;
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 = 1 } 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;
TAILQ_ENTRY(Screen) screens;
};
#endif