// FocusControl.hh // Copyright (c) 2006 Fluxbox Team (fluxgen at fluxbox dot org) // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // DEALINGS IN THE SOFTWARE. #ifndef FOCUSCONTROL_HH #define FOCUSCONTROL_HH #include #include "FbTk/Resource.hh" #include "FocusableList.hh" class ClientPattern; class WinClient; class FluxboxWindow; class Focusable; class BScreen; /** * Handles window focus for a specific screen. * It also holds the static "global" focused window */ class FocusControl { public: typedef std::list Focusables; /// main focus model enum FocusModel { MOUSEFOCUS = 0, ///< focus follows mouse, but only when the mouse is moving CLICKFOCUS, ///< focus on click STRICTMOUSEFOCUS ///< focus always follows mouse, even when stationary }; /// focus model for tabs enum TabFocusModel { MOUSETABFOCUS = 0, ///< tab focus follows mouse CLICKTABFOCUS ///< tab focus on click }; /// focus direction for windows enum FocusDir { FOCUSUP, ///< window is above FOCUSDOWN, ///< window is down FOCUSLEFT, ///< window is left FOCUSRIGHT ///< window is right }; explicit FocusControl(BScreen &screen); /// cycle previous focuable void prevFocus() { cycleFocus(m_focused_list, 0, true); } /// cycle next focusable void nextFocus() { cycleFocus(m_focused_list, 0, false); } /** * Cycle focus for a set of windows. * @param winlist the windowlist to cycle through * @param pat pattern for matching focusables * @param reverse reverse the cycle order */ void cycleFocus(const FocusableList &winlist, const ClientPattern *pat = 0, bool reverse = false); void goToWindowNumber(const FocusableList &winlist, int num, const ClientPattern *pat = 0); /// sets the focused window on a screen void setScreenFocusedWindow(WinClient &win_client); /// sets the main focus model void setFocusModel(FocusModel model); /// sets tab focus model void setTabFocusModel(TabFocusModel model); /// stop cycling mode void stopCyclingFocus(); /** * Do directional focus mode. * @param win current window * @param dir direction from current window to focus. */ void dirFocus(FluxboxWindow &win, FocusDir dir); /// @return true if focus mode is mouse focus bool isMouseFocus() const { return focusModel() != CLICKFOCUS; } /// @return true if tab focus mode is mouse tab focus bool isMouseTabFocus() const { return tabFocusModel() == MOUSETABFOCUS; } /// Set the "ignore" pointer location to the current pointer location /// @param force If true, ignore even in StrictMouseFocus mode void ignoreAtPointer(bool force = false); /// Set the "ignore" pointer location to the given coordinates /// @param x Current X position of the pointer /// @param y Current Y position of the pointer /// @param force If true, ignore even in StrictMouseFocus mode void ignoreAt(int x, int y, bool force = false); /// unset the "ignore" pointer location void ignoreCancel(); /// @return true if events at the given X/Y coordinate should be ignored /// (ie, they were previously cached via one of the ignoreAt calls) bool isIgnored(int x, int y); /// @return true if cycling is in progress bool isCycling() const { return m_cycling_list != 0; } /// Appends a client to the front of the focus list void addFocusBack(WinClient &client); /// Appends a client to the front of the focus list void addFocusFront(WinClient &client); void addFocusWinBack(Focusable &win); void addFocusWinFront(Focusable &win); void setFocusBack(FluxboxWindow &fbwin); /// @return main focus model FocusModel focusModel() const { return *m_focus_model; } /// @return tab focus model TabFocusModel tabFocusModel() const { return *m_tab_focus_model; } /// @return true if newly created windows are focused bool focusNew() const { return *m_focus_new; } #ifdef XINERAMA /// @return true if focus reverts to same head only bool focusSameHead() const { return *m_focus_same_head; } #endif // XINERAMA /// @return last focused client in a specific workspace, or NULL. Focusable *lastFocusedWindow(int workspace); WinClient *lastFocusedWindow(FluxboxWindow &group, WinClient *ignore_client = 0); /// @return focus list in creation order const FocusableList &creationOrderList() const { return m_creation_order_list; } /// @return the focus list in focused order const FocusableList &focusedOrderList() const { return m_focused_list; } const FocusableList &creationOrderWinList() const { return m_creation_order_win_list; } const FocusableList &focusedOrderWinList() const { return m_focused_win_list; } /// remove client from focus list void removeClient(WinClient &client); /// remove window from focus list void removeWindow(Focusable &win); /// starts terminating this control void shutdown(); /// do fallback focus for screen if normal focus control failed. static void revertFocus(BScreen &screen); // like revertFocus, but specifically related to this window (transients etc) static void unfocusWindow(WinClient &client, bool full_revert = true, bool unfocus_frame = false); static void setFocusedWindow(WinClient *focus_to); static void setFocusedFbWindow(FluxboxWindow *focus_to) { s_focused_fbwindow = focus_to; } static void setExpectingFocus(WinClient *client) { s_expecting_focus = client; } static WinClient *focusedWindow() { return s_focused_window; } static FluxboxWindow *focusedFbWindow() { return s_focused_fbwindow; } static WinClient *expectingFocus() { return s_expecting_focus; } private: BScreen &m_screen; FbTk::Resource m_focus_model; FbTk::Resource m_tab_focus_model; FbTk::Resource m_focus_new; #ifdef XINERAMA FbTk::Resource m_focus_same_head; #endif // XINERAMA // This list keeps the order of window focusing for this screen // Screen global so it works for sticky windows too. FocusableList m_focused_list; FocusableList m_creation_order_list; FocusableList m_focused_win_list; FocusableList m_creation_order_win_list; Focusables::const_iterator m_cycling_window; const FocusableList *m_cycling_list; Focusable *m_was_iconic; WinClient *m_cycling_last; Focusable *m_cycling_next; int m_ignore_mouse_x, m_ignore_mouse_y; static WinClient *s_focused_window; static FluxboxWindow *s_focused_fbwindow; static WinClient *s_expecting_focus; static bool s_reverting; }; #endif // FOCUSCONTROL_HH