/*
* vim:ts=4:sw=4:expandtab
+ *
+ * i3 - an improved dynamic tiling window manager
+ * © 2009-2011 Michael Stapelberg and contributors (see also: LICENSE)
+ *
+ * tree.c: Everything that primarily modifies the layout tree data structure.
+ *
*/
-
#include "all.h"
struct Con *croot;
struct all_cons_head all_cons = TAILQ_HEAD_INITIALIZER(all_cons);
/*
- * Loads tree from ~/.i3/_restart.json (used for in-place restarts).
+ * Create the pseudo-output __i3. Output-independent workspaces such as
+ * __i3_scratch will live there.
+ *
+ */
+static Con *_create___i3(void) {
+ Con *__i3 = con_new(croot, NULL);
+ FREE(__i3->name);
+ __i3->name = sstrdup("__i3");
+ __i3->type = CT_OUTPUT;
+ __i3->layout = L_OUTPUT;
+ con_fix_percent(croot);
+ x_set_name(__i3, "[i3 con] pseudo-output __i3");
+ /* For retaining the correct position/size of a scratchpad window, the
+ * dimensions of the real outputs should be multiples of the __i3
+ * pseudo-output. */
+ __i3->rect.width = 1280;
+ __i3->rect.height = 1024;
+
+ /* Add a content container. */
+ DLOG("adding main content container\n");
+ Con *content = con_new(NULL, NULL);
+ content->type = CT_CON;
+ FREE(content->name);
+ content->name = sstrdup("content");
+
+ x_set_name(content, "[i3 con] content __i3");
+ con_attach(content, __i3, false);
+
+ /* Attach the __i3_scratch workspace. */
+ Con *ws = con_new(NULL, NULL);
+ ws->type = CT_WORKSPACE;
+ ws->num = -1;
+ ws->name = sstrdup("__i3_scratch");
+ con_attach(ws, content, false);
+ x_set_name(ws, "[i3 con] workspace __i3_scratch");
+ ws->fullscreen_mode = CF_OUTPUT;
+
+ return __i3;
+}
+
+/*
+ * Loads tree from 'path' (used for in-place restarts).
*
*/
bool tree_restore(const char *path, xcb_get_geometry_reply_t *geometry) {
Con *ws = TAILQ_FIRST(&(out->nodes_head));
printf("ws = %p\n", ws);
+ /* For in-place restarting into v4.2, we need to make sure the new
+ * pseudo-output __i3 is present. */
+ if (strcmp(out->name, "__i3") != 0) {
+ DLOG("Adding pseudo-output __i3 during inplace restart\n");
+ Con *__i3 = _create___i3();
+ /* Ensure that it is the first output, other places in the code make
+ * that assumption. */
+ TAILQ_REMOVE(&(croot->nodes_head), __i3, nodes);
+ TAILQ_INSERT_HEAD(&(croot->nodes_head), __i3, nodes);
+ }
+
return true;
}
geometry->width,
geometry->height
};
+
+ _create___i3();
}
/*
* Returns true if the container was killed or false if just WM_DELETE was sent
* and the window is expected to kill itself.
*
+ * The dont_kill_parent flag is specified when the function calls itself
+ * recursively while deleting a containers children.
+ *
+ * The force_set_focus flag is specified in the case of killing a floating
+ * window: tree_close() will be invoked for the CT_FLOATINGCON (the parent
+ * container) and focus should be set there.
+ *
*/
-bool tree_close(Con *con, kill_window_t kill_window, bool dont_kill_parent) {
+bool tree_close(Con *con, kill_window_t kill_window, bool dont_kill_parent, bool force_set_focus) {
bool was_mapped = con->mapped;
Con *parent = con->parent;
for (child = TAILQ_FIRST(&(con->nodes_head)); child; ) {
nextchild = TAILQ_NEXT(child, nodes);
DLOG("killing child=%p\n", child);
- if (!tree_close(child, kill_window, true))
+ if (!tree_close(child, kill_window, true, false))
abort_kill = true;
child = nextchild;
}
if (con_is_floating(con)) {
Con *ws = con_get_workspace(con);
DLOG("Container was floating, killing floating container\n");
- tree_close(parent, DONT_KILL_WINDOW, false);
+ tree_close(parent, DONT_KILL_WINDOW, false, (con == focused));
DLOG("parent container killed\n");
if (con == focused) {
DLOG("This is the focused container, i need to find another one to focus. I start looking at ws = %p\n", ws);
if (was_mapped || con == focused) {
if ((kill_window != DONT_KILL_WINDOW) || !dont_kill_parent || con == focused) {
DLOG("focusing %p / %s\n", next, next->name);
- /* TODO: check if the container (or one of its children) was focused */
if (next->type == CT_DOCKAREA) {
/* Instead of focusing the dockarea, we need to restore focus to the workspace */
con_focus(con_descend_focused(output_get_content(next->parent)));
} else {
- con_focus(next);
+ if (!force_set_focus && con != focused)
+ DLOG("not changing focus, the container was not focused before\n");
+ else con_focus(next);
}
}
else {
assert(focused->type != CT_ROOT);
/* Kill con */
- tree_close(focused, kill_window, false);
+ tree_close(focused, kill_window, false, false);
}
/*
}
Con *parent = con->parent;
+
+ /* Force re-rendering to make the indicator border visible. */
+ FREE(con->deco_render_params);
+ FREE(parent->deco_render_params);
+
/* if we are in a container whose parent contains only one
* child (its split functionality is unused so far), we just change the
* orientation (more intuitive than splitting again) */
- if (con_num_children(parent) == 1) {
+ if (con_num_children(parent) == 1 &&
+ parent->layout == L_DEFAULT) {
parent->orientation = orientation;
DLOG("Just changing orientation of existing container\n");
return;
}
/*
- * Moves focus one level up.
+ * Moves focus one level up. Returns true if focus changed.
*
*/
-void level_up() {
- /* We cannot go up when we are in fullscreen mode at the moment, that would
- * be totally not intuitive */
- if (focused->fullscreen_mode != CF_NONE) {
- LOG("Currently in fullscreen, not going up\n");
- return;
- }
+bool level_up(void) {
/* We can focus up to the workspace, but not any higher in the tree */
if ((focused->parent->type != CT_CON &&
focused->parent->type != CT_WORKSPACE) ||
focused->type == CT_WORKSPACE) {
LOG("Cannot go up any further\n");
- return;
+ return false;
}
con_focus(focused->parent);
+ return true;
}
/*
- * Moves focus one level down.
+ * Moves focus one level down. Returns true if focus changed.
*
*/
-void level_down() {
+bool level_down(void) {
/* Go down the focus stack of the current node */
Con *next = TAILQ_FIRST(&(focused->focus_head));
if (next == TAILQ_END(&(focused->focus_head))) {
printf("cannot go down\n");
- return;
+ return false;
}
con_focus(next);
+ return true;
}
static void mark_unmapped(Con *con) {
* pushing the changes to X11 using x_push_changes().
*
*/
-void tree_render() {
+void tree_render(void) {
if (croot == NULL)
return;
*
*/
static bool _tree_next(Con *con, char way, orientation_t orientation, bool wrap) {
- /* Stop recursing at workspaces */
- if (con->type == CT_WORKSPACE)
- return false;
+ /* Stop recursing at workspaces after attempting to switch to next
+ * workspace if possible. */
+ if (con->type == CT_WORKSPACE) {
+ Output *current_output = get_output_containing(con->rect.x, con->rect.y);
+ Output *next_output;
- if (con->type == CT_FLOATING_CON) {
- /* TODO: implement focus for floating windows */
- return false;
+ if (!current_output)
+ return false;
+ DLOG("Current output is %s\n", current_output->name);
+
+ /* Try to find next output */
+ direction_t direction;
+ if (way == 'n' && orientation == HORIZ)
+ direction = D_RIGHT;
+ else if (way == 'p' && orientation == HORIZ)
+ direction = D_LEFT;
+ else if (way == 'n' && orientation == VERT)
+ direction = D_DOWN;
+ else if (way == 'p' && orientation == VERT)
+ direction = D_UP;
+ else
+ return false;
+
+ next_output = get_output_next(direction, current_output);
+ if (!next_output)
+ return false;
+ DLOG("Next output is %s\n", next_output->name);
+
+ /* Find visible workspace on next output */
+ Con *workspace = NULL;
+ GREP_FIRST(workspace, output_get_content(next_output->con), workspace_is_visible(child));
+
+ /* Show next workspace and focus appropriate container if possible. */
+ if (!workspace)
+ return false;
+
+ workspace_show(workspace);
+ Con *focus = con_descend_direction(workspace, direction);
+ if (focus) {
+ con_focus(focus);
+ x_set_warp_to(&(focus->rect));
+ }
+ return true;
}
Con *parent = con->parent;
+ if (con->type == CT_FLOATING_CON) {
+ /* left/right focuses the previous/next floating container */
+ if (orientation == HORIZ) {
+ Con *next;
+ if (way == 'n')
+ next = TAILQ_NEXT(con, floating_windows);
+ else next = TAILQ_PREV(con, floating_head, floating_windows);
+
+ /* If there is no next/previous container, wrap */
+ if (!next) {
+ if (way == 'n')
+ next = TAILQ_FIRST(&(parent->floating_head));
+ else next = TAILQ_LAST(&(parent->floating_head), floating_head);
+ }
+
+ /* Still no next/previous container? bail out */
+ if (!next)
+ return false;
+
+ con_focus(con_descend_focused(next));
+ return true;
+ } else {
+ /* up/down cycles through the Z-index */
+ /* TODO: implement cycling through the z-index */
+ return false;
+ }
+ }
+
/* If the orientation does not match or there is no other con to focus, we
* need to go higher in the hierarchy */
if (con_orientation(parent) != orientation ||
else next = TAILQ_LAST(&(parent->nodes_head), nodes_head);
}
+ /* Don't violate fullscreen focus restrictions. */
+ if (!con_fullscreen_permits_focusing(next))
+ return false;
+
/* 3: focus choice comes in here. at the moment we will go down
* until we find a window */
/* TODO: check for window, atm we only go down as far as possible */
/* 4: close the redundant cons */
DLOG("closing redundant cons\n");
- tree_close(con, DONT_KILL_WINDOW, true);
+ tree_close(con, DONT_KILL_WINDOW, true, false);
/* Well, we got to abort the recursion here because we destroyed the
* container. However, if tree_flatten() is called sufficiently often,