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// 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 <list>
#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<Focusable *> 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<FocusModel, FbTk::EnumTraits<FocusModel> > m_focus_model;
FbTk::Resource<TabFocusModel, FbTk::EnumTraits<TabFocusModel> > m_tab_focus_model;
FbTk::BoolResource m_focus_new;
#ifdef XINERAMA
FbTk::BoolResource 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;
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
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