*/
Con *con_new_skeleton(Con *parent, i3Window *window);
-/* A wrapper for con_new_skeleton, to retain the old con_new behaviour
+/**
+ * A wrapper for con_new_skeleton, to retain the old con_new behaviour
*
*/
Con *con_new(Con *parent, i3Window *window);
*/
Con *con_get_fullscreen_con(Con *con, fullscreen_mode_t fullscreen_mode);
+/**
+ * Returns the fullscreen node that covers the given workspace if it exists.
+ * This is either a CF_GLOBAL fullscreen container anywhere or a CF_OUTPUT
+ * fullscreen container in the workspace.
+ *
+ */
+Con *con_get_fullscreen_covering_ws(Con *ws);
+
/**
* Returns true if the container is internal, such as __i3_scratch
*
*/
void con_mark(Con *con, const char *mark, mark_mode_t mode);
-/*
+/**
* Removes marks from containers.
* If con is NULL, all containers are considered.
* If name is NULL, this removes all existing marks.
*/
Con *con_for_window(Con *con, i3Window *window, Match **store_match);
+/**
+ * Iterate over the container's focus stack and return an array with the
+ * containers inside it, ordered from higher focus order to lowest.
+ *
+ */
+Con **get_focus_order(Con *con);
+
+/**
+ * Clear the container's focus stack and re-add it using the provided container
+ * array. The function doesn't check if the provided array contains the same
+ * containers with the previous focus stack but will not add floating containers
+ * in the new focus stack if container is not a workspace.
+ *
+ */
+void set_focus_order(Con *con, Con **focus_order);
+
/**
* Returns the number of children of this container.
*
*/
Con *con_descend_tiling_focused(Con *con);
-/*
+/**
* Returns the leftmost, rightmost, etc. container in sub-tree. For example, if
* direction is D_LEFT, then we return the rightmost container and if direction
* is D_RIGHT, we return the leftmost container. This is because if we are