pub struct State<H: Handle> {Show 18 fields
pub screens: Vec<Screen<H>>,
pub windows: Vec<Window<H>>,
pub workspaces: Vec<Workspace>,
pub focus_manager: FocusManager<H>,
pub layout_manager: LayoutManager,
pub mode: Mode<H>,
pub active_scratchpads: HashMap<ScratchPadName, VecDeque<ChildID>>,
pub actions: VecDeque<DisplayAction<H>>,
pub tags: Tags,
pub scratchpads: Vec<ScratchPad>,
pub layout_definitions: Vec<Layout>,
pub mousekey: Vec<String>,
pub default_width: i32,
pub default_height: i32,
pub disable_tile_drag: bool,
pub reposition_cursor_on_resize: bool,
pub insert_behavior: InsertBehavior,
pub single_window_border: bool,
}Fields§
§screens: Vec<Screen<H>>§windows: Vec<Window<H>>§workspaces: Vec<Workspace>§focus_manager: FocusManager<H>§layout_manager: LayoutManager§mode: Mode<H>§active_scratchpads: HashMap<ScratchPadName, VecDeque<ChildID>>§actions: VecDeque<DisplayAction<H>>§scratchpads: Vec<ScratchPad>§layout_definitions: Vec<Layout>§mousekey: Vec<String>§default_width: i32§default_height: i32§disable_tile_drag: bool§reposition_cursor_on_resize: bool§insert_behavior: InsertBehavior§single_window_border: boolImplementations§
Source§impl<H: Handle> State<H>
impl<H: Handle> State<H>
Sourcepub fn handle_window_focus(&mut self, handle: &WindowHandle<H>)
pub fn handle_window_focus(&mut self, handle: &WindowHandle<H>)
Focuses a window based upon the FocusBehaviour
Sourcepub fn focus_window(&mut self, handle: &WindowHandle<H>)
pub fn focus_window(&mut self, handle: &WindowHandle<H>)
Focuses the given window.
Sourcepub fn focus_workspace(&mut self, workspace: &Workspace)
pub fn focus_workspace(&mut self, workspace: &Workspace)
Focuses the given workspace.
Sourcepub fn focus_workspace_with_point(&mut self, x: i32, y: i32)
pub fn focus_workspace_with_point(&mut self, x: i32, y: i32)
Focuses the workspace containing a given point.
Sourcepub fn focus_window_with_point(&mut self, x: i32, y: i32)
pub fn focus_window_with_point(&mut self, x: i32, y: i32)
Focuses the window containing a given point.
Sourcepub fn validate_focus_at(&mut self, handle: &WindowHandle<H>)
pub fn validate_focus_at(&mut self, handle: &WindowHandle<H>)
Validates that the given window is focused.
Source§impl<H: Handle> State<H>
impl<H: Handle> State<H>
Sourcepub fn goto_tag_handler(&mut self, tag_id: TagId) -> Option<bool>
pub fn goto_tag_handler(&mut self, tag_id: TagId) -> Option<bool>
goto_tag_handler is called in response to various Commands.
it updates the focus manager and focuses tag_id
Returns Some(true) if changes need to be rendered.
Source§impl<H: Handle> State<H>
impl<H: Handle> State<H>
Sourcepub fn mouse_combo_handler(
&mut self,
modmask: &ModMask,
button: Button,
handle: WindowHandle<H>,
x: i32,
y: i32,
) -> bool
pub fn mouse_combo_handler( &mut self, modmask: &ModMask, button: Button, handle: WindowHandle<H>, x: i32, y: i32, ) -> bool
mouse_combo_handler is called when the display server sends
DisplayEvent::MouseCombo(modmask, button, handle, x, y)
Returns true if changes need to be rendered.
Source§impl<H: Handle> State<H>
impl<H: Handle> State<H>
Sourcepub fn sort_windows(&mut self)
pub fn sort_windows(&mut self)
Sorts the windows and puts them in order of importance.
Sourcepub fn handle_single_border(&mut self, border_width: i32)
pub fn handle_single_border(&mut self, border_width: i32)
Removes border if there is a single visible window.
Only will run if single_window_border is set to false in the configuration file.
Sourcepub fn move_to_top(&mut self, handle: &WindowHandle<H>) -> Option<()>
pub fn move_to_top(&mut self, handle: &WindowHandle<H>) -> Option<()>
Moves handle in front of all other windows of the same order of importance.
See sort_windows() for the order of importance.
pub fn update_static(&mut self)
Sourcepub fn restore_state(&mut self, old_state: &Self)
pub fn restore_state(&mut self, old_state: &Self)
Apply saved state to a running manager.