i3/include/data.h

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/*
* vim:ts=4:sw=4:expandtab
*
* i3 - an improved dynamic tiling window manager
* © 2009-2010 Michael Stapelberg and contributors (see also: LICENSE)
*
* include/data.h: This file defines all data structures used by i3
*
*/
#include <xcb/xcb.h>
#include <xcb/randr.h>
#include <xcb/xcb_atom.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:
*
* TODO
*
*/
/* Forward definitions */
typedef struct Font i3Font;
typedef struct Binding Binding;
typedef struct Rect Rect;
typedef struct xoutput Output;
typedef struct Con Con;
typedef struct Match Match;
typedef struct Window i3Window;
/******************************************************************************
* Helper types
*****************************************************************************/
typedef enum { D_LEFT, D_RIGHT, D_UP, D_DOWN } direction_t;
typedef enum { HORIZ, VERT, NO_ORIENTATION } orientation_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)
};
/**
* Stores a rectangle, for example the size of a window, the child window etc.
* It needs to be packed so that the compiler will not add any padding bytes.
* (it is used in src/ewmh.c for example)
*
* Note that x and y can contain signed values in some cases (for example when
* used for the coordinates of a window, which can be set outside of the
* visible area, but not when specifying the position of a workspace for the
* _NET_WM_WORKAREA hint). Not declaring x/y as int32_t saves us a lot of
* typecasts.
*
*/
struct Rect {
uint32_t x;
uint32_t y;
uint32_t width;
uint32_t height;
} __attribute__((packed));
/**
* Used for the cache of colorpixels.
*
*/
struct Colorpixel {
uint32_t pixel;
char *hex;
SLIST_ENTRY(Colorpixel) colorpixels;
};
struct Cached_Pixmap {
xcb_pixmap_t id;
/* Were going to paint on it, so a graphics context will be needed */
xcb_gcontext_t gc;
/* The rect with which the pixmap was created */
Rect rect;
/* The rect of the object to which this pixmap belongs. Necessary to
* find out when we need to re-create the pixmap. */
Rect *referred_rect;
xcb_drawable_t referred_drawable;
};
struct Ignore_Event {
int sequence;
time_t added;
SLIST_ENTRY(Ignore_Event) ignore_events;
};
/******************************************************************************
* Major types
*****************************************************************************/
/**
* 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 {
/** Symbol the user specified in configfile, if any. This needs to be
* stored with the binding to be able to re-convert it into a keycode
* if the keyboard mapping changes (using Xmodmap for example) */
char *symbol;
/** Only in use if symbol != NULL. Gets set to the value to which the
* symbol got translated when binding. Useful for unbinding and
* checking which binding was used when a key press event comes in.
*
* This is an array of number_keycodes size. */
xcb_keycode_t *translated_to;
uint32_t number_keycodes;
/** 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;
};
/**
* Holds a command specified by an exec-line in the config (see src/config.c)
*
*/
struct Autostart {
/** Command, like in command mode */
char *command;
TAILQ_ENTRY(Autostart) autostarts;
};
/**
* 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;
};
/**
* An Output is a physical output on your graphics driver. Outputs which
* are currently in use have (output->active == true). Each output has a
* position and a mode. An output usually corresponds to one connected
* screen (except if you are running multiple screens in clone mode).
*
*/
struct xoutput {
/** Output id, so that we can requery the output directly later */
xcb_randr_output_t id;
/** Name of the output */
char *name;
/** Whether the output is currently active (has a CRTC attached with a
* valid mode) */
bool active;
/** Internal flags, necessary for querying RandR screens (happens in
* two stages) */
bool changed;
bool to_be_disabled;
/** x, y, width, height */
Rect rect;
/** The bar window */
xcb_window_t bar;
xcb_gcontext_t bargc;
/** Contains all clients with _NET_WM_WINDOW_TYPE ==
* _NET_WM_WINDOW_TYPE_DOCK */
SLIST_HEAD(dock_clients_head, Client) dock_clients;
TAILQ_ENTRY(xoutput) outputs;
};
struct Window {
xcb_window_t id;
char *class_class;
char *class_instance;
/** The name of the window as it will be passod to X11 (in UCS2 if the
* application supports _NET_WM_NAME, in COMPOUND_TEXT otherwise). */
char *name_x;
/** The name of the window as used in JSON (in UTF-8 if the application
* supports _NET_WM_NAME, in COMPOUND_TEXT otherwise) */
char *name_json;
/** The length of the name in glyphs (not bytes) */
int name_len;
/** Whether the application used _NET_WM_NAME */
bool uses_net_wm_name;
};
struct Match {
enum { M_WINDOW, M_CON } what;
char *title;
int title_len;
char *application;
char *class;
char *instance;
xcb_window_t id;
Con *con_id;
enum { M_ANY = 0, M_TILING, M_FLOATING } floating;
enum { M_GLOBAL = 0, M_OUTPUT, M_WORKSPACE } levels;
enum { M_USER = 0, M_RESTART } source;
/* wo das fenster eingefügt werden soll. bei here wird es direkt
* diesem Con zugewiesen, also layout saving. bei active ist es
* ein assignment, welches an der momentan fokussierten stelle einfügt */
enum { M_HERE = 0, M_ACTIVE } insert_where;
TAILQ_ENTRY(Match) matches;
};
struct Con {
bool mapped;
enum { CT_ROOT = 0, CT_OUTPUT = 1, CT_CON = 2, CT_FLOATING_CON = 3, CT_WORKSPACE = 4 } type;
orientation_t orientation;
struct Con *parent;
/* parent before setting it to floating */
struct Con *old_parent;
struct Rect rect;
struct Rect window_rect;
struct Rect deco_rect;
char *name;
double percent;
struct Window *window;
/* ids/gc for the frame window */
xcb_window_t frame;
xcb_gcontext_t gc;
/* Only workspace-containers can have floating clients */
TAILQ_HEAD(floating_head, Con) floating_head;
TAILQ_HEAD(nodes_head, Con) nodes_head;
TAILQ_HEAD(focus_head, Con) focus_head;
TAILQ_HEAD(swallow_head, Match) swallow_head;
enum { CF_NONE = 0, CF_OUTPUT = 1, CF_GLOBAL = 2 } fullscreen_mode;
enum { L_DEFAULT = 0, L_STACKED = 1, L_TABBED = 2 } layout;
/** floating? (= not in tiling layout) This cannot be simply a bool
* because we want to keep track of whether the status was set by the
* application (by setting _NET_WM_WINDOW_TYPE appropriately) or by the
* user. The users choice overwrites automatic mode, of course. The
* order of the values is important because we check with >=
* FLOATING_AUTO_ON if a client is floating. */
enum {
FLOATING_AUTO_OFF = 0,
FLOATING_USER_OFF = 1,
FLOATING_AUTO_ON = 2,
FLOATING_USER_ON = 3
} floating;
TAILQ_ENTRY(Con) nodes;
TAILQ_ENTRY(Con) focused;
TAILQ_ENTRY(Con) all_cons;
TAILQ_ENTRY(Con) floating_windows;
};
#endif