pub struct State {
pub all_windows: VecDeque<Window>,
pub all_workspaces: Vec<Workspace>,
pub follow_mode_win_ids: Vec<u64>,
pub scratchpad_win_ids: Vec<u64>,
pub mark_to_win_ids: HashMap<String, Vec<u64>>,
}Fields§
§all_windows: VecDeque<Window>§all_workspaces: Vec<Workspace>§follow_mode_win_ids: Vec<u64>§scratchpad_win_ids: Vec<u64>§mark_to_win_ids: HashMap<String, Vec<u64>>Implementations§
Source§impl State
impl State
pub fn get_focused_win_id(&self) -> Option<u64>
pub fn activate_window(&mut self, win: Window) -> Result<String, String>
pub fn remove_window(&mut self, id: &u64) -> Result<String, String>
pub fn window_focus_changed( &mut self, opt_id: Option<u64>, ) -> Result<String, String>
pub fn get_focused_workspace_id(&self) -> Option<u64>
pub fn workspaces_changed( &mut self, workspaces: Vec<Workspace>, ) -> Result<String, String>
pub fn workspace_focused(&mut self, id: u64)
pub fn is_bottom_workspace(&self, ws_id: u64) -> bool
Auto Trait Implementations§
impl Freeze for State
impl RefUnwindSafe for State
impl Send for State
impl Sync for State
impl Unpin for State
impl UnwindSafe for State
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more