#ifndef __action_h #define __action_h #include "misc.h" #include "parser/parse.h" typedef struct _ObAction ObAction; /* 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 { struct _ObClient *c; }; struct DirectionalAction{ struct _ObClient *c; ObDirection direction; }; struct Execute { struct _ObClient *c; char *path; }; struct ClientAction { struct _ObClient *c; }; struct Activate { struct _ObClient *c; gboolean here; /* bring it to the current desktop */ }; struct MoveResizeRelative { struct _ObClient *c; int delta; }; struct SendToDesktop { struct _ObClient *c; guint desk; gboolean follow; }; struct SendToDesktopDirection { struct _ObClient *c; ObDirection dir; gboolean wrap; gboolean linear; gboolean final; gboolean cancel; gboolean follow; }; struct Desktop { struct _ObClient *c; guint desk; }; struct Layer { struct _ObClient *c; int layer; /* < 0 = below, 0 = normal, > 0 = above */ }; struct DesktopDirection { struct _ObClient *c; ObDirection dir; gboolean wrap; gboolean linear; gboolean final; gboolean cancel; }; struct MoveResize { struct _ObClient *c; int x; int y; guint32 corner; /* prop_atoms.net_wm_moveresize_* */ guint button; }; struct ShowMenu { struct _ObClient *c; char *name; int x; int y; }; struct CycleWindows { struct _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 Activate activate; 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; }; struct _ObAction { /* 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; }; ObAction *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 */ ObAction *action_from_string(char *name); ObAction *action_parse(xmlDocPtr doc, xmlNodePtr node); void action_free(ObAction *a); /* Execute */ void action_execute(union ActionData *data); /* ActivateAction */ void action_activate(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_raiselower(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_dir(union ActionData *data); /* Desktop */ void action_desktop(union ActionData *data); /* DesktopDirection */ void action_desktop_dir(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); /* DirectionalAction */ void action_growtoedge(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