#define __action_h
#include "client.h"
+#include "parser/parse.h"
/* These have to all have a Client* at the top even if they don't use it, so
that I can set it blindly later on. So every function will have a Client*
Client *c;
};
+struct DirectionalAction{
+ Client *c;
+ int direction;
+};
+
struct Execute {
Client *c;
char *path;
struct MoveResizeRelative {
Client *c;
- int dx;
- int dy;
+ int delta;
};
struct SendToDesktop {
Client *c;
- guint desktop;
+ guint desk;
+ gboolean follow;
};
-struct SendToNextPreviousDesktop {
+struct SendToDesktopDirection {
Client *c;
gboolean wrap;
gboolean follow;
guint desk;
};
-struct NextPreviousDesktop {
+struct Layer {
+ Client *c;
+ int layer; /* < 0 = below, 0 = normal, > 0 = above */
+};
+
+struct DesktopDirection {
Client *c;
gboolean wrap;
};
-struct Move {
+struct MoveResize {
Client *c;
int x;
int y;
- gboolean final;
+ guint32 corner; /* prop_atoms.net_wm_moveresize_* */
+ guint button;
};
-struct Resize {
+struct ShowMenu {
Client *c;
+ char *name;
int x;
int y;
+};
+
+struct CycleWindows {
+ Client *c;
+ gboolean linear;
+ gboolean forward;
gboolean final;
- Corner corner;
+ gboolean cancel;
};
union ActionData {
struct AnyAction any;
+ struct DirectionalAction diraction;
struct Execute execute;
struct ClientAction client;
struct MoveResizeRelative relative;
struct SendToDesktop sendto;
- struct SendToNextPreviousDesktop sendtonextprev;
+ struct SendToDesktopDirection sendtodir;
struct Desktop desktop;
- struct NextPreviousDesktop nextprevdesktop;
- struct Move move;
- struct Resize resize;
+ struct DesktopDirection desktopdir;
+ struct MoveResize moveresize;
+ struct ShowMenu showmenu;
+ struct CycleWindows cycle;
+ struct Layer layer;
};
typedef struct {
} Action;
Action *action_new(void (*func)(union ActionData *data));
+
+/* Creates a new Action from the name of the action
+ A few action types need data set after making this call still. Check if
+ the returned action's "func" is one of these.
+ action_execute - the path needs to be set
+ action_restart - the path can optionally be set
+ action_desktop - the destination desktop needs to be set
+ action_move_relative_horz - the delta
+ action_move_relative_vert - the delta
+ action_resize_relative_horz - the delta
+ action_resize_relative_vert - the delta
+*/
+
+Action *action_from_string(char *name);
+Action *action_parse(xmlDocPtr doc, xmlNodePtr node);
void action_free(Action *a);
/* Execute */
/* ClientAction */
void action_shade(union ActionData *data);
/* ClientAction */
+void action_shadelower(union ActionData *data);
+/* ClientAction */
+void action_unshaderaise(union ActionData *data);
+/* ClientAction */
void action_unshade(union ActionData *data);
/* ClientAction */
void action_toggle_shade(union ActionData *data);
/* ClientAction */
void action_toggle_omnipresent(union ActionData *data);
/* MoveResizeRelative */
-void action_move_relative(union ActionData *data);
+void action_move_relative_horz(union ActionData *data);
/* MoveResizeRelative */
-void action_resize_relative(union ActionData *data);
+void action_move_relative_vert(union ActionData *data);
+/* MoveResizeRelative */
+void action_resize_relative_horz(union ActionData *data);
+/* MoveResizeRelative */
+void action_resize_relative_vert(union ActionData *data);
/* ClientAction */
void action_maximize_full(union ActionData *data);
/* ClientAction */
void action_toggle_maximize_vert(union ActionData *data);
/* SendToDesktop */
void action_send_to_desktop(union ActionData *data);
-/* SendToNextPreviousDesktop */
-void action_send_to_next_desktop(union ActionData *data);
-/* SendToNextPreviousDesktop */
-void action_send_to_previous_desktop(union ActionData *data);
+/* SendToDesktopDirection */
+void action_send_to_desktop_right(union ActionData *data);
+/* SendToDesktopDirection */
+void action_send_to_desktop_left(union ActionData *data);
+/* SendToDesktopDirection */
+void action_send_to_desktop_up(union ActionData *data);
+/* SendToDesktopDirection */
+void action_send_to_desktop_down(union ActionData *data);
/* Desktop */
void action_desktop(union ActionData *data);
-/* NextPreviousDesktop */
-void action_next_desktop(union ActionData *data);
-/* NextPreviousDesktop */
-void action_previous_desktop(union ActionData *data);
-/* NextPreviousDesktop */
-void action_next_desktop_column(union ActionData *data);
-/* NextPreviousDesktop */
-void action_previous_desktop_column(union ActionData *data);
-/* NextPreviousDesktop */
-void action_next_desktop_row(union ActionData *data);
-/* NextPreviousDesktop */
-void action_previous_desktop_row(union ActionData *data);
+/* DesktopDirection */
+void action_desktop_right(union ActionData *data);
+/* DesktopDirection */
+void action_desktop_left(union ActionData *data);
+/* DesktopDirection */
+void action_desktop_up(union ActionData *data);
+/* DesktopDirection */
+void action_desktop_down(union ActionData *data);
/* ClientAction */
void action_toggle_decorations(union ActionData *data);
-/* Move */
-void action_move(union ActionData *data);
-/* Resize */
-void action_resize(union ActionData *data);
+/* MoveResize */
+void action_moveresize(union ActionData *data);
/* Execute */
void action_restart(union ActionData *data);
/* Any */
void action_exit(union ActionData *data);
+/* ShowMenu */
+void action_showmenu(union ActionData *data);
+/* CycleWindows */
+void action_cycle_windows(union ActionData *data);
+/* DirectionalAction */
+void action_directional_focus(union ActionData *data);
+/* DirectionalAction */
+void action_movetoedge(union ActionData *data);
+/* Layer */
+void action_send_to_layer(union ActionData *data);
+/* Layer */
+void action_toggle_layer(union ActionData *data);
+/* Any */
+void action_toggle_show_desktop(union ActionData *data);
+/* Any */
+void action_show_desktop(union ActionData *data);
+/* Any */
+void action_unshow_desktop(union ActionData *data);
#endif