161 lines
4 KiB
C
161 lines
4 KiB
C
#ifndef __action_h
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#define __action_h
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#include "client.h"
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/* These have to all have a Client* at the top even if they don't use it, so
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that I can set it blindly later on. So every function will have a Client*
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available (possibly NULL though) if it wants it.
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*/
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struct AnyAction {
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Client *c;
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};
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struct Execute {
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Client *c;
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char *path;
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};
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struct ClientAction {
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Client *c;
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};
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struct MoveResizeRelative {
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Client *c;
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int dx;
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int dy;
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};
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struct SendToDesktop {
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Client *c;
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guint desktop;
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};
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struct SendToNextPreviousDesktop {
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Client *c;
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gboolean wrap;
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gboolean follow;
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};
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struct Desktop {
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Client *c;
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guint desk;
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};
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struct NextPreviousDesktop {
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Client *c;
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gboolean wrap;
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};
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struct Move {
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Client *c;
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int x;
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int y;
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gboolean final;
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};
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struct Resize {
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Client *c;
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int x;
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int y;
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gboolean final;
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Corner corner;
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};
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union ActionData {
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struct AnyAction any;
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struct Execute execute;
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struct ClientAction client;
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struct MoveResizeRelative relative;
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struct SendToDesktop sendto;
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struct SendToNextPreviousDesktop sendtonextprev;
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struct Desktop desktop;
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struct NextPreviousDesktop nextprevdesktop;
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struct Move move;
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struct Resize resize;
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};
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typedef struct {
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/* The func member acts like an enum to tell which one of the structs in
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the data union are valid.
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*/
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void (*func)(union ActionData *data);
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union ActionData data;
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} Action;
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Action *action_new(void (*func)(union ActionData *data));
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void action_free(Action *a);
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/* Execute */
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void action_execute(union ActionData *data);
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/* ClientAction */
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void action_focus(union ActionData *data);
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/* ClientAction */
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void action_unfocus(union ActionData *data);
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/* ClientAction */
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void action_iconify(union ActionData *data);
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/* ClientAction */
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void action_raise(union ActionData *data);
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/* ClientAction */
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void action_lower(union ActionData *data);
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/* ClientAction */
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void action_close(union ActionData *data);
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/* ClientAction */
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void action_shade(union ActionData *data);
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/* ClientAction */
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void action_unshade(union ActionData *data);
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/* ClientAction */
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void action_toggle_shade(union ActionData *data);
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/* ClientAction */
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void action_toggle_omnipresent(union ActionData *data);
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/* MoveResizeRelative */
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void action_move_relative(union ActionData *data);
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/* MoveResizeRelative */
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void action_resize_relative(union ActionData *data);
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/* ClientAction */
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void action_maximize_full(union ActionData *data);
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/* ClientAction */
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void action_unmaximize_full(union ActionData *data);
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/* ClientAction */
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void action_toggle_maximize_full(union ActionData *data);
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/* ClientAction */
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void action_maximize_horz(union ActionData *data);
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/* ClientAction */
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void action_unmaximize_horz(union ActionData *data);
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/* ClientAction */
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void action_toggle_maximize_horz(union ActionData *data);
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/* ClientAction */
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void action_maximize_vert(union ActionData *data);
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/* ClientAction */
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void action_unmaximize_vert(union ActionData *data);
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/* ClientAction */
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void action_toggle_maximize_vert(union ActionData *data);
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/* SendToDesktop */
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void action_send_to_desktop(union ActionData *data);
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/* SendToNextPreviousDesktop */
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void action_send_to_next_desktop(union ActionData *data);
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/* SendToNextPreviousDesktop */
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void action_send_to_previous_desktop(union ActionData *data);
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/* Desktop */
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void action_desktop(union ActionData *data);
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/* NextPreviousDesktop */
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void action_next_desktop(union ActionData *data);
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/* NextPreviousDesktop */
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void action_previous_desktop(union ActionData *data);
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/* NextPreviousDesktop */
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void action_next_desktop_column(union ActionData *data);
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/* NextPreviousDesktop */
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void action_previous_desktop_column(union ActionData *data);
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/* NextPreviousDesktop */
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void action_next_desktop_row(union ActionData *data);
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/* NextPreviousDesktop */
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void action_previous_desktop_row(union ActionData *data);
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/* ClientAction */
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void action_toggle_decorations(union ActionData *data);
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/* Move */
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void action_move(union ActionData *data);
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/* Resize */
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void action_resize(union ActionData *data);
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#endif
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