#ifndef __action_h #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* available (possibly NULL though) if it wants it. */ struct AnyAction { ObClient *c; }; struct DirectionalAction{ ObClient *c; ObDirection direction; }; struct Execute { ObClient *c; char *path; }; struct ClientAction { ObClient *c; }; struct MoveResizeRelative { ObClient *c; int delta; }; struct SendToDesktop { ObClient *c; guint desk; gboolean follow; }; struct SendToDesktopDirection { ObClient *c; gboolean wrap; gboolean follow; }; struct Desktop { ObClient *c; guint desk; }; struct Layer { ObClient *c; int layer; /* < 0 = below, 0 = normal, > 0 = above */ }; struct DesktopDirection { ObClient *c; gboolean wrap; }; struct MoveResize { ObClient *c; int x; int y; guint32 corner; /* prop_atoms.net_wm_moveresize_* */ guint button; }; struct ShowMenu { ObClient *c; char *name; int x; int y; }; struct CycleWindows { ObClient *c; gboolean linear; gboolean forward; gboolean final; gboolean cancel; }; union ActionData { struct AnyAction any; struct DirectionalAction diraction; struct Execute execute; struct ClientAction client; struct MoveResizeRelative relative; struct SendToDesktop sendto; struct SendToDesktopDirection sendtodir; struct Desktop desktop; struct DesktopDirection desktopdir; struct MoveResize moveresize; struct ShowMenu showmenu; struct CycleWindows cycle; struct Layer layer; }; typedef struct { /* The func member acts like an enum to tell which one of the structs in the data union are valid. */ void (*func)(union ActionData *data); union ActionData data; } 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 */ void action_execute(union ActionData *data); /* ClientAction */ void action_focus(union ActionData *data); /* ClientAction */ void action_unfocus(union ActionData *data); /* ClientAction */ void action_iconify(union ActionData *data); /* ClientAction */ void action_raise(union ActionData *data); /* ClientAction */ void action_lower(union ActionData *data); /* ClientAction */ void action_close(union ActionData *data); /* ClientAction */ void action_kill(union ActionData *data); /* 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_horz(union ActionData *data); /* MoveResizeRelative */ 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_unmaximize_full(union ActionData *data); /* ClientAction */ void action_toggle_maximize_full(union ActionData *data); /* ClientAction */ void action_maximize_horz(union ActionData *data); /* ClientAction */ void action_unmaximize_horz(union ActionData *data); /* ClientAction */ void action_toggle_maximize_horz(union ActionData *data); /* ClientAction */ void action_maximize_vert(union ActionData *data); /* ClientAction */ void action_unmaximize_vert(union ActionData *data); /* ClientAction */ void action_toggle_maximize_vert(union ActionData *data); /* SendToDesktop */ void action_send_to_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); /* 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); /* 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