#ifndef __action_h
#define __action_h
-#include "client.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 {
- ObClient *c;
+ struct _ObClient *c;
+ gboolean interactive;
+};
+
+struct InteractiveAction {
+ struct AnyAction any;
+ gboolean final;
+ gboolean cancel;
+};
+
+struct InterDirectionalAction{
+ struct InteractiveAction inter;
+ ObDirection direction;
};
struct DirectionalAction{
- ObClient *c;
+ struct AnyAction any;
ObDirection direction;
};
struct Execute {
- ObClient *c;
+ struct AnyAction any;
char *path;
};
struct ClientAction {
- ObClient *c;
+ struct AnyAction any;
+};
+
+struct Activate {
+ struct AnyAction any;
+ gboolean here; /* bring it to the current desktop */
};
struct MoveResizeRelative {
- ObClient *c;
+ struct AnyAction any;
int delta;
};
struct SendToDesktop {
- ObClient *c;
+ struct AnyAction any;
guint desk;
gboolean follow;
};
struct SendToDesktopDirection {
- ObClient *c;
+ struct InteractiveAction inter;
+ ObDirection dir;
gboolean wrap;
+ gboolean linear;
gboolean follow;
};
struct Desktop {
- ObClient *c;
+ struct AnyAction any;
guint desk;
};
struct Layer {
- ObClient *c;
+ struct AnyAction any;
int layer; /* < 0 = below, 0 = normal, > 0 = above */
};
struct DesktopDirection {
- ObClient *c;
+ struct InteractiveAction inter;
+ ObDirection dir;
gboolean wrap;
+ gboolean linear;
};
struct MoveResize {
- ObClient *c;
+ struct AnyAction any;
int x;
int y;
guint32 corner; /* prop_atoms.net_wm_moveresize_* */
};
struct ShowMenu {
- ObClient *c;
+ struct AnyAction any;
char *name;
int x;
int y;
};
struct CycleWindows {
- ObClient *c;
+ struct InteractiveAction inter;
gboolean linear;
gboolean forward;
- gboolean final;
- gboolean cancel;
};
union ActionData {
struct AnyAction any;
+ struct InteractiveAction inter;
+ struct InterDirectionalAction interdiraction;
struct DirectionalAction diraction;
struct Execute execute;
struct ClientAction client;
+ struct Activate activate;
struct MoveResizeRelative relative;
struct SendToDesktop sendto;
struct SendToDesktopDirection sendtodir;
struct Layer layer;
};
-typedef struct {
+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;
-} Action;
+};
-Action *action_new(void (*func)(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
action_resize_relative_vert - the delta
*/
-Action *action_from_string(char *name);
-Action *action_parse(xmlDocPtr doc, xmlNodePtr node);
-void action_free(Action *a);
+ObAction *action_from_string(char *name);
+ObAction *action_parse(ObParseInst *i, 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 */
/* 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);
/* 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);
+void action_send_to_desktop_dir(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);
+void action_desktop_dir(union ActionData *data);
+/* Any */
+void action_desktop_last(union ActionData *data);
/* ClientAction */
void action_toggle_decorations(union ActionData *data);
/* MoveResize */
void action_moveresize(union ActionData *data);
+/* Any */
+void action_reconfigure(union ActionData *data);
/* Execute */
void action_restart(union ActionData *data);
/* Any */
void action_showmenu(union ActionData *data);
/* CycleWindows */
void action_cycle_windows(union ActionData *data);
-/* DirectionalAction */
+/* InterDirectionalAction */
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 */