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\input texinfo @c -*-texinfo-*-
@c %**start of header
@setfilename plwm.info
@settitle PLWM -- The Pointless Window Manager
@c @setchapternewpage odd
@c %**end of header
@dircategory Window Managers
@direntry
* PLWM: (plwm). The Pointless Window Manager
@end direntry
@ifinfo
This file documents the Python window manager PLWM.
Copyright 1999-2002 Peter Liljenberg
Permission is granted to make and distribute verbatim
copies of this manual provided the copyright notice and
this permission notice are preserved on all copies.
@ignore
Permission is granted to process this file through TeX
and print the results, provided the printed document
carries a copying permission notice identical to this
one except for the removal of this paragraph (this
paragraph not being relevant to the printed manual).
@end ignore
Permission is granted to copy and distribute modified
versions of this manual under the conditions for
verbatim copying, provided also that the sections
entitled ``Copying'' and ``GNU General Public License''
are included exactly as in the original, and provided
that the entire resulting derived work is distributed
under the terms of a permission notice identical to this
one.
Permission is granted to copy and distribute
translations of this manual into another language,
under the above conditions for modified versions,
except that this permission notice may be stated in a
translation approved by the Free Software Foundation.
@end ifinfo
@titlepage
@title PLWM -- The Pointless Window Manager
@author Peter Liljenberg
@c The following two commands
@c start the copyright page.
@page
@vskip 0pt plus 1filll
Copyright @copyright{} 1999-2002 Peter Liljenberg
Permission is granted to make and distribute verbatim
copies of this manual provided the copyright notice and
this permission notice are preserved on all copies.
Permission is granted to copy and distribute modified
versions of this manual under the conditions for
verbatim copying, provided also that the sections
entitled ``Copying'' and ``GNU General Public License''
are included exactly as in the original, and provided
that the entire resulting derived work is distributed
under the terms of a permission notice identical to this
one.
Permission is granted to copy and distribute
translations of this manual into another language,
under the above conditions for modified versions,
except that this permission notice may be stated in a
translation approved by the Free Software Foundation.
@end titlepage
@contents
@node Top
@top Introduction
@sc{plwm}, The Pointless Window Manager, is a collection of window manager
primitives written in Python.
If you are just interested in running @sc{plwm} you should at least read
the chapter on the underlying philosophy, take a look at the chapter on
running @sc{plwm} and have @code{README.examplewm} at hand.
If you are interested in really using @sc{plwm} it is recommended, even
required, to read the rest of the manual.
@menu
* Philosophy:: Why, oh why?
* Running PLWM:: Hints and a sample .xinitrc.
* Configuration:: Configuring @sc{plwm}.
* Core Classes:: The PLWM kernel.
* Event Handling:: How to respond to stimuli.
* Core Events:: Internal events.
* Client Filters:: Selecting clients.
* Extension Modules:: Tasty features.
* Utilities:: Useful X programs.
* ToDo:: Wouldn't it be nice if...
* Credits:: Whodunnit?
* Contact Info:: Email and WWW addresses.
@end menu
@node Philosophy
@chapter Philosophy and Excuses
@sc{plwm} is not a normal window manager, in fact, it isn't a window
manager at all. Instead it is a collection of Python classes which you
can use to build your own window manager. You can include the existing
features you like and easily write your own extensions to make your
@sc{plwm} behave exactly as you want it to. Eventually, you will have a
perfect symbiosis of user and window manager, you and the computer will
be a beautiful Mensch-Maschine!
One of the basic ideas is that the mouse should be banished, and
everything should be possible to do without moving your hands from the
keyboard. This is the pointless bit of @sc{plwm}.
Another of the other basic ideas is to make a window manager which is is
pure Unix Philosophy: a bunch of simple tools which can be combined to
build a powerful application. The "tools" are Python classes which
makes it easy to inherit, extend, mixin and override functionality to
get exactly the behaviour that you want.
This makes @sc{plwm} extremely configurable by sacrificing ease of
configuration: you actually have to write some Python code to get the
window manager exactly as you want it. However, if you was moved by the
first paragraph, then you're probably already a hacker and will relish
in writing your own window manager.
A typical @sc{plwm} setup might look rudimentary, even hostile, to
people used to the glitz and glamour of more conventional window
managers. However, there are a lot of powerful features, making it
really user-friendly. Provided that the user is friendly to @sc{plwm},
of course.
@node Running PLWM
@chapter Running PLWM
@sc{plwm}, at least in the @code{examplewm.py} guise, is not very
sophisticated when it comes to command line arguments. It only groks
three:
@table @code
@item -display
Run @sc{plwm} against another display than @code{$DISPLAY}.
@item -debug
Enable debug messages. The argument should be a comma-separated list of
debug message categories, or empty, meaning enable all messages.
@item -version
Print the PLWM version.
@end table
It can be tricky at first to figure out how to have a hacking-friendly X
setup, so here is a fragment of my @file{.xinitrc} as an example of a
@sc{plwm} environment:
@example
#!/bin/sh
# Redirect error messages to a log file. This is where PLWM
# tracebacks will go, so keep an eye on it.
exec 1>$HOME/.x11startlog 2>$HOME/.x11startlog
# Read resource database from file .Xdefaults
xrdb ~/.Xdefaults
# Set a solid color for the root window. The modewindow will have the
# same background (set with .Xdefaults) and no border, so it will appear
# to be a part of the root. Good enough.
xsetroot -solid darkolivegreen
# Desperately try to start some window manager
# As we start it in the background it can exit without shutting down
# the entire X server.
(plwm || ctwm || twm) &
# Instead the X server is kept running by wmm, or if that fails, by
# xlogo. To shut down the X server we kill the wmm or xlogo window.
wmm || xlogo
@end example
How to configure @sc{wmm} (@pxref{wmm}) is not obvious at first either,
so here's a @file{.wmmrc} too (notice the tabs between the columns):
@example
plwm plwm &
examplewm /home/petli/hack/plwm/examples/examplewm.py &
twm twm &
@end example
The idea is to use a stable @sc{plwm} installed in your @code{$PATH} by
default. When you are about to test some freshly hacked feature or a
bugfix, simply kill off the running @sc{plwm} (@w{C-M-Esc} in
@code{examplewm.py}). This will pop up the @sc{wmm} window, so click on the
examplewm button in it to start the development version, using modules
from @code{plwm} directories next to @code{examples}.
To put the finishing touches to the configuration, we can change some
fonts and colors with the @file{~/.Xdefaults} file:
@example
@group
Plwm.outline.font: -*-lucida-bold-r-*-sans-20-*-*-*-*-*-*-*
Plwm.border.color: black
Plwm.border.focus.color: grey60
Plwm.modewindow.background: darkolivegreen
Plwm.modewindow.foreground: white
@end group
@end example
@node Configuration
@chapter Configuration
Most of the configuration of @sc{plwm} is done by writing a python script
using the various window manager modules. @xref{Extension Modules}.
However, some small parts of @sc{plwm} can be configured with X
resources. The various X resources are defined in the section of their
corresponding modules.
They have one thing in common though, in that they all start with the
name component @code{plwm} and the class component @code{Plwm}. The
name component used in lookups will actually be the name of the window
manager script, so if your script is called @code{foowm.py}, the
resources looked up will be e.g. @code{foowm.border.color} instead of
@code{plwm.border.color}. The class component used is controlled by the
@code{WindowManager} attribute @code{appclass}, which by default is
@code{Plwm}.
Summary: in your @file{~/.Xdefaults} or @file{~/.Xresources}, start all
@sc{plwm} resources with @code{Plwm.}, unless you know what you're doing.
@node Core Classes
@chapter Core Classes
If you absolutely must point to a single module and call it @sc{plwm}, then
you should direct your attention to @code{wmanager}. It contains three
classes which implements the fundamental window managing and provides
the extension framework.
@vtable @asis
@item WindowManager
This is the central window manager class. A @code{WindowManager}
instance manages the windows on a single display, which is provided as
an argument to the constructor. @code{WindowManager} also drives the
event handling loop.
@item Screen
This class takes care of catching client windows so we can manage them.
When a @code{WindowManager} instance is created it will create a
@code{Screen} instance for each physical screen (monitor) connected to
the display. Normally, an X server only have one screen, but they can
also be multiheaded, i.e. having more than one screen. Each screen
has its own root window, and all windows are therefore local to a
certain screen and cannot move between different screens.
@item Client
This class manages a single window. Instances are created when the
@code{Screen} instance managing the screen detects that a window has
been created. All window operations by extensions should be done using
methods on the @code{Client} instance managing that window.
@end vtable
This gives us the following structure: A single @code{WindowManager}
instance manages a certain display, by managing one or more @code{Screen}
instances which in turn manages a number of @code{Client} instances.
These classes have a number of publicly available attributes, listed in
the sections below. Of course, all member attributes are available for
you, but if you try to stick to the listed attributes and use the
methods provided by the classes to manipulate windows your code will
stand a better chance of working with future extensions.
The core classes also generates some events which can be useful for
mixins. @xref{Core Events}.
@menu
* WindowManager Public Attributes::
* Screen Public Attributes::
* Client Public Attributes::
@end menu
@node WindowManager Public Attributes
@section @code{WindowManager} Public Attributes
@defivar WindowManager display
A @code{Xlib.display.Display} object connecting us to the X server.
@end defivar
@defivar WindowManager events
An @code{EventFetcher} object for this display. @xref{Event Handling}.
@end defivar
@defivar WindowManager dispatch
A global @code{EventDispatcher}. @xref{Event Handling}.
@end defivar
@defivar WindowManager current_client
@defivarx WindowManager focus_client
The client currently containing the pointer and the client which has
keyboard focus, respectivly. Most of the time these are the same, but
certain windows do not use input and will therefore never be focused.
Most operations should be performed on current_client. The
@code{WindowManager} provides the method @code{set_current_client()} to
change this in the proper way. However, to implement some kind of focus
scheme you have to use some extension class, see @ref{focus}.
@end defivar
@defivar WindowManager screens
A list of the managed screens.
@end defivar
@defivar WindowManager screen_nums
@defivarx WindowManager screen_roots
Mappings from screen numbers or root windows to the corresponding screen
object.
@end defivar
@defivar WindowManager default_screen
The default screen, defined when opening the display.
@end defivar
@defivar WindowManager current_screen
The screen currently containing the pointer. This will be maintained by
the screens automatically.
@end defivar
@node Screen Public Attributes
@section @code{Screen} Public Attributes
@defivar Screen wm
The @code{WindowManager} which holds this screen.
@end defivar
@defivar Screen number
The number of this screen.
@end defivar
@defivar Screen root
The root window of this screen.
@end defivar
@defivar Screen dispatch
The @code{EventDispatcher} for the root window. @xref{Event Handling}.
@end defivar
@defivar Screen info
The screen information structure, as returned by the Xlib @code{Display} method @code{screen()}.
@end defivar
@node Client Public Attributes
@section @code{Client} Public Attributes
@defivar Client screen
@defivarx Client wm
The @code{Screen} and @code{WindowManager} instances which contains this
client.
@end defivar
@defivar Client withdrawn
Set to true if this client has been withdrawn. A withdrawn client
should not be modified further, and has already been removed from the
@code{Screen}'s list of clients.
@end defivar
@defivar Client dispatch
The @code{EventDispatcher} for the client window. @xref{Event Handling}.
@end defivar
@defivar Client current
@defivarx Client focused
These attributes will be true or false to indicate whether this client
is the current one, and if it has focus.
@end defivar
@node Event Handling
@chapter Event Handling
Event handling consists of getting events and then distributing them to
the event handlers. In @sc{plwm} this is handled by the module
@code{event} and its classes @code{EventFetcher} and
@code{EventDispatcher}. If the event loop in the @code{WindowManager}
is the heart driving the event blood stream, @code{EventFetcher} is the
lungs providing fresh events (the oxygene) and @code{EventDispatcher} is
the arteries delivering the events to all the working parts of the
window manager body.
No, that analogue wasn't strictly necessary.
@menu
* Event Objects:: The blood cells, then.
* EventFetcher:: The source of events.
* EventDispatcher:: Making things happen with events.
@end menu
@node Event Objects
@section Event Objects
The events are Python objects, either X event objects from Python Xlib,
or an instance of some other Python class. The only thing required by
the event system is that they have at least this attribute:
@defivar {Event Objects} type
This identifies the event type, and can be any hashable object. For X
events this is some integer constants defined in @code{Xlib.X}. For
other events this can be the event object class, a unique string, or
anything else that is useful. It must however be a hashable object,
since the type is used as an index into dictionaries.
@end defivar
The @code{event} module provides a function for getting new, unique
integer event types:
@defun new_event_type ( )
Return a new unique integer event type, which does not conflict with the
event types of the Xlib.
@end defun
Additionally the @code{WindowManager} uses one of these attributes to
figure out which @code{Screen} and @code{Client} that should take care
of the event:
@defivar {Event Objects} client
A client object this event is about or for. The @code{Screen} managing
this client will get the event, and can then in its turn pass the event
on to the client itself.
@end defivar
@defivar {Event Objects} window
The window object this event is about or for. The @code{Screen}
managing the root window of this window will get the event. If the window
corresponds to a managed client, that client can also get the event.
@end defivar
@defivar {Event Objects} screen
The screen object this event is about or for, which will get the event.
@end defivar
If the event has none of the attributes or it is for an unmanaged screen
it will only be passed to the global event handlers.
@node EventFetcher
@section EventFetcher
The @code{EventFetcher} can provide events to the window manager from a
number of sources: the X server, timers, files or the window manager
itself.
Synthetic events are generated by some code in the window manager,
typically as an abstraction of some user input. As an example, the
@code{focus} module generates @code{ClientFocusOut} and
@code{ClientFocusIn} events when the focus change, which it can do as an
effect of an @code{X.EnterNotify} event, or a call to
@code{focus.move_focus}. Synthetic events have precedence over all
other event types.
@defmethod EventFetcher put_event ( event )
Insert a synthetic event object. Synthetic events are always returned
before any timer or X events, in FIFO order.
@end defmethod
Timer events are used to do something at a later time. The @code{keys}
module uses it to implement a time-out on keyboard grabs, and the
@code{mw_clock} module uses it to update a clock display once a minute.
Timer events are represented by @code{TimerEvent} objects, and have
precedence over file and X events. A timer event object is not
reusable, so if something should be done periodically, a new timer event
will have to be rescheduled whenever the previous one expires.
@defmethod EventFetcher add_timer ( timer )
Add the @code{TimerEvent} object @var{timer} to the list of timers. The
expiration time of the event is specified when creating the timer
event. The event will be returned when the timer expires unless it is
cancelled before that.
@end defmethod
@deffn Class TimerEvent ( event_type, after = 0, at = 0 )
Create a a timer event that will expire either at a relative time,
set with @var{after}, or at a specific time, set with @var{at}.
Times are measured in seconds as in the @code{time} module, and can be
integers or floating point values.
Timer events are identified by its @code{type} member, which are
specified with the @var{event_type} argument.
@defmethod TimerEvent cancel ( )
Cancel this timer event, if it hasn't expired yet.
@end defmethod
@end deffn
File events can be used to handle non-blocking I/O. They are generated
when some file is ready for reading or writing, and is typically used
for network services, e.g. by the @code{inspect} module. File events
are represented by @code{FileEvent} objects, which remain on the list of
watched files until they are explicitly cancelled. File events have the
lowest priority, and are preceeded by X events.
@defmethod EventFetcher add_file ( file )
Add the @code{FileEvent} object @var{file} to the list of watched files.
It will be returned whenever its file is ready for the choosen I/O
operation.
@end defmethod
@deffn Class FileEvent ( event_type, file, mode = None )
Create a file event wathing @var{file}, which could be any object with a
@code{fileno()} method. The event is identified by @var{event_type}.
@var{mode} is the types of I/O that the caller is interested in, and
should be a bitmask of the flags @code{FileEvent.READ},
@code{FileEvent.WRITE}, or @code{FileEvent.EXCEPTION}. If @var{mode} is
@code{None}, the @code{mode} attribute of @var{file}, as specified to
the @code{open()} call, will be used instead.
@defivar FileEvent state
When a file event is returned by the event loop, this attribute will be
set to a mask of the I/O modes that the file is ready to perform, a
subset of the modes waited for.
If @code{FileEvent.READ} is set, at least one byte can be read from the
file without blocking. If @code{FileEvent.WRITE} is set, at least one
byte can be written to the file without blocking. If
@code{FileEvent.EXCEPTION} is set, some exceptional I/O has occured,
e.g. out-of-band data on a TCP socket.
@end defivar
@defmethod FileEvent set_mode ( newmode = None, set = 0, @w{clear = 0} )
Change the I/O modes waited for. If @var{newmode} is not @code{None},
the mode will be reset to @var{newmode}, otherwise the old mode will be
modifed. Then the flags in the bitmask @var{set} will be added, and the
flags in @var{clear} will be removed, in that order.
@end defmethod
@defmethod FileEvent cancel ( )
Cancel this file event, removing it from the list of watched files.
@end defmethod
@end deffn
@node EventDispatcher
@section EventDispatcher
Each @code{Screen} and @code{Client} has an @code{EventDispatcher}
connected to their root window or client window, respectivly.
Additionally, the @code{WindowManager} has an @code{EventDispatcher}
which is connected to all the root windows (through the dispatchers of
each @code{Screen}).
An event is passed to the event handling functions which have been
registered for that particular event type. There are three levels of
event handlers in a dispatcher:
@table @asis
@item System Handlers
System handlers will always be called, even if grab handlers are
installed. They will be called before the other types of handlers in
this dispatcher. They are primarily meant to be used by the core
classes.
@item Grab Handlers
Grab handlers override previously installed grab handlers and all normal
handlers, but not system handlers.
@item Normal Handlers
Normal handlers are the most useful type of handlers for extension
modules. They will be called only if there are no grab handlers
installed for this event type.
@end table
First of all the handlers in the global dispatcher are called. Then, if
the event can be associated with a managed screen through its
@code{client}, @code{window}, or @code{screen} attributes the handlers
in the dispatcher for that screen are called. Finally, if the event is
for a managed window the handlers in the dispatcher for that client are
called.
Grab handlers do not interfere with the dispatcher sequence directly,
but a grab handler do block grab handlers and normal handlers in later
dispatchers. System handler are always called, though.
An example: Assume that an event for a managed client has been fetched
and is about to be passed through the dispatchers. The matching event
handlers are the following: in the global dispatcher one system handler and two
normal handlers, in the screen dispatcher a grab handler and one normal
handler, and in the client dispatcher one system handler, one grab
handler and one normal handler. The handlers will be called in this
order: global system, global normals, screen grab, client system. The
screen normal, client grab and normal handlers will be ignored because
of the grab handler in the screen.
Handlers are registered with one of these methods:
@defmethod EventDispatcher add_handler ( type, handler, [ masks = None ], [ handler_id = None ] )
@defmethodx EventDispatcher add_grab_handler ( type, handler, [ masks = None ], [ handler_id = None ] )
@defmethodx EventDispatcher add_system_handler ( type, handler, [ masks = None ], [ handler_id = None ] )
Add a handler for @var{type} events. @var{handler} is a function which
will get one argument, the event object.
If @var{masks} is omitted or None the default X event masks for the
event type will be set for the @code{EventDispatcher}'s window.
Otherwise it should be an event mask or a list or tuple of event masks
to set.
@var{handler_id} identifies this handler, and defaults to the
@var{handler} itself if not provided.
@end defmethod
@defmethod EventDispatcher remove_handler ( handler_id )
Remove the handler or handlers identified by @var{handler_id}. This
will also clear the masks the handlers had installed.
@end defmethod
Event masks can also be handled manually when necessary. All event
masks keep a reference count, so calls to the following functions nest
neatly.
@defmethod EventDispatcher set_masks ( masks )
Set @var{masks} on the window, without installing any handlers.
@var{masks} should be an event mask or a list or tuple of event masks to
set.
@end defmethod
@defmethod EventDispatcher unset_masks ( masks )
Clear @var{masks} on the window. @var{masks} should be an event mask or
a list or tuple of event masks to set.
@end defmethod
@defmethod EventDispatcher block_masks ( masks )
Block @var{masks} on the window. This will prevent any matching X
events to be generated on the window until a matching unblock_masks.
@var{masks} should be an event mask or a list or tuple of event masks to
set.
@end defmethod
@defmethod EventDispatcher unblock_masks ( masks )
Unblock @var{masks} on the window, allowing the matching X events to be
generated. @var{masks} should be an event mask or a list or tuple of
event masks to set.
@end defmethod
@node Core Events
@chapter Core Events
The core classes can generate a number of internal events. Mostly,
these are a result of some X event or user activity. All of these
events are defined in the module @code{plwm.wmevents}.
@deftp Event AddClient
Generated when a client is added. The added client is identified by the
event object attribute @code{client}.
@end deftp
@deftp Event RemoveClient
Generated when a client is removed (withdrawn). The removed client is
identified by the event object attribute @code{client}.
@end deftp
@deftp Event QuitWindowManager
Generated when the window manager event loop is exited by calling
@code{WindowManager.quit}.
@end deftp
@deftp Event CurrentClientChange
Generated when a new client is made current. The event object has two
attributes: @code{client} is the new client, or @code{None} if no client
is current now. @code{screen} is the screen of the previous current
client, or @code{None} if no client was current previously.
@end deftp
@deftp Event ClientFocusOut
Generated when a client loses focus. The event object attribute
@code{client} is the now unfocused client.
@end deftp
@deftp Event ClientFocusIn
Generated when a client gets focus. The event object attribute
@code{client} is the now focused client.
@end deftp
@node Client Filters
@chapter Client Filters
The module @code{plwm.cfilter} defines a number of client filters.
These filters can be called with a client as an argument, and returns
true if the client matches the filter, or false otherwise. Extension
modules can then provide customization with client filters, allowing the
user to give certain clients special treatment.
Currently, the following filters are defined:
@deffn Filter true
@deffnx Filter all
These filters are true for all clients.
@end deffn
@deffn Filter false
@deffnx Filter none
These filters are false for all clients.
@end deffn
@deffn Filter is_client
True if the object is a @code{wmanager.Client} instance.
@end deffn
@deffn Filter iconified
True if the client is iconified.
@end deffn
@deffn Filter mapped
True if the client is mapped, the opposite of iconified.
@end deffn
@deffn Filter name ( string )
@deffnx Filter re_name ( regexp )
@deffnx Filter glob_name ( pattern )
These filters are true if the client resource name or class is exactly
@var{STRING}, or matches the regular expression @var{regexp} or the
glob pattern @var{pattern}.
@end deffn
@deffn Filter title ( string )
@deffnx Filter re_title ( regexp )
@deffnx Filter glob_title ( pattern )
These filters are similar to the name filters above, but matches the
client title instead.
@end deffn
These basic filters can then be assembled into larger, more complex
filters using the following logical operations:
@deffn Filter And ( filter1, filter2, ..., filterN )
True if all of the subfilters are true.
@end deffn
@deffn Filter Or ( filter1, filter2, ..., filterN )
True if at least one of the subfilters is true.
@end deffn
@deffn Filter Not ( filter )
True if @var{filter} is false.
@end deffn
Here are some examples of compound filters:
@example
# Match any client that isn't an Emacs
Not(name('Emacs'))
# Match an iconified xterm:
And(iconified, name('XTerm'))
# Match an xterm with a root shell (provided that the shell
# prompt sets a useful xterm title)
And(name('XTerm'), re_title(r'\[root@.*\]'))
@end example
@node Extension Modules
@chapter Extension Modules
To actually get a useful window manager one must extend the core classes
(@pxref{Core Classes}) with various extension classes. Extension
classes take the form of mixin classes, i.e. we just inherit it with the
corresponding core class. They will add methods to the core class, and
can usually be configured with class attributes.
For example, to create a client which highlights the window border when
it is focused one could use this fragment:
@example
class MyClient(wmanager.Client, border.BorderClient):
pass
@end example
Because of the mixin technique, we need some ground rules for naming
schemes, configuration and initialization. Finally some extension
modules are described in detail. For full extension examples, look in
the directory @code{examples} in the distribution tree.
@menu
* Extension Coding Conventions:: How not to trample on each other's feet.
* Extension Classes Initialization:: Mixin initialization methods.
* Available Extension Modules:: What have already been written?
@end menu
@node Extension Coding Conventions
@section Extension Coding Conventions
Extension classes will need their own member variables and methods, and
to avoid classes overwriting the attributes of other classes the
following naming scheme should be used:
@itemize @bullet
@item
Each extension module should select a prefix, typically the same as the
module name unless that it very unwieldy.
@item
All member variables and methods used and defined by an extension class
should begin with the prefix.
@item
An exception: methods are allowed to begin with @code{get_} or
@code{set_} followed by the prefix.
@end itemize
@node Extension Classes Initialization
@section Extension Classes Initialization
Extension classes must be able to initialize themselves. To make this
easy the core classes provide some special initializing functions for
extension classes. Extension classes should only use these, they must
not use the normal Python initialization funktion @code{__init__}.
When extending a core class by subclassing it together with a number of
extension classes, the core class should be the first base class. The
extension classes may have to be ordered among themselves too.
When an extended core class is initialized it will traverse the class
inheritance tree. When an extension initialization function is found it
is called without any arguments except for the object itself. As soon
as an extension initialization function is found in a base class, its
base classes will not be traversed.
@code{WindowManager} provides two extension initialization functions:
@ftable @code
@item __wm_screen_init__
Called after the display is opened, but before any screens are added.
@item __wm_init__
Called after all the screens have been added, i.e. as the very last
thing during the initialization of the window manager.
@end ftable
@code{Screen} also provides two extension initialization functions:
@ftable @code
@item __screen_client_init__
Called after the root window has been fetched and the
@code{EventDispatcher} has been created, but before any clients are
added.
@item __screen_init__
Called after all the clients have been added, i.e. before the window
manager adds the next screen.
@end ftable
@code{Client} provides only one extension initialization function:
@ftable @code
@item __client_init__
Called after the client has finished all of its core initialization,
i.e. just before the screen will add the next client.
@end ftable
There are also corresponding finalization methods:
@ftable @code
@item __wm_del__
@itemx __screen_del__
@itemx __client_del__
These are called just before the object will finish itself off, similar
to the @code{__del__} method of objects. (Actually, these methods are
called from the @code{__del__} method of the object.)
@end ftable
@node Available Extension Modules
@section Available Extension Modules
This is a description of the available extension modules, with
information on how to use them and on the interface they provide to
other extension modules.
@menu
* color:: Color lookup and allocation.
* font:: Font lookup and allocation.
* keys:: Key event handlers.
* focus:: Focus management.
* border:: Display client borders.
* outline:: Draw outlines of windows.
* moveresize:: Move and resize clients.
* cycle:: Cycle between windows to select one.
* views:: Manage views (advanced workspaces).
* panes:: Manage windows in panes.
* menu:: Display a menu of options.
* modewindow:: Display a general information window.
* modestatus:: Display window manager status in a modewindow.
* mw_clock:: Display current time in a modewindow.
* mw_biff:: New mail notification in a modewindow.
* mw_apm:: Display laptop battery status in a modewindow.
* input:: Read input text from the user, with editing.
* inspect:: Allow remote inspection of PLWM internals.
@end menu
@node color
@subsection @code{color} Extension Module
@code{color} provides a screen mixin for color handling:
@deftp {Screen Mixin} Color
@code{Color} handles color allocation. It maintains a cache of
allocated colors to reduce @sc{plwm}'s colormap footprint on displays
with a low bit depth.
@defmethod Color get_color ( color, default = None )
Returns the pixel value corresponding to @var{color}. @var{color} can
be a string or tuple of (R, G, B) integers. If the color can't be
allocated and @var{default} is provided, @code{get_color} tries to
return that color instead. If that fails too, it raises a
@code{ColorError} exception.
@end defmethod
@defmethod Color get_color_res ( res_name, res_class, @w{default = None} )
Return the pixel value for the color defined in the X resource
identified by @code{res_name} @code{res_class}.
@code{WindowManager.rdb_get} is used to lookup the resource, so the
first components of the name and class should be omitted and they should
start with @samp{.}.
If @code{default} is provided, that name will be used if no matching X
resource is found. If omitted, or if the color can't be allocated,
@code{ColorError} is raised.
@end defmethod
@end deftp
@node font
@subsection @code{font} Extension Module
@code{font} provides a window manager mixin for loading fonts:
@deftp {WindowManager Mixin} Font
Font provides two functions for loading fonts:
@defmethod Font get_font ( fontname, default = None )
Returns the font object corresponding to @var{fontname}. If
@var{fontname} doesn't match any font, attemt to return the font named
@var{default} instead, if @code{default} is provided. If no font can be
found, @code{FontError} is raised.
@end defmethod
@defmethod Font get_font_res ( res_name, res_class, @w{default = None} )
Return the font object corresponding to the X resource identified by
@code{res_name} @code{res_class}. @code{WindowManager.rdb_get} is used
to lookup the resource, so the first components of the name and class
should be omitted and they should start with @samp{.}.
If this resource isn't found or doesn't match any font, attempt
to return the font named @var{default }instead, if @var{default} is
provided.
If no font can be found, @var{FontError} is raised
@end defmethod
@end deftp
@node keys
@subsection @code{keys} Extension Module
@code{keys} provides two classes for handling key events:
@code{KeyHandler} and its subclass @code{KeyGrabKeyboard}.
@deffn Class KeyHandler ( obj )
Represents a key handler, and should only be used as a base class, never
instantiated directly. Instantiate a class derived from KeyHandler to
install its key handler. When instantiating, @var{obj} should be a
@code{WindowManager}, @code{Screen}, or @code{Client} object.
If @var{obj} is a @code{WindowManager} object the key bindings defined
will be active on all screens. If @var{obj} is a @code{Screen} object
the key bindings will only be active when that screen is the current
one. If @var{obj} is a @code{Client} object the key bindings will only
be active when that client is focused.
@defivar KeyHandler propagate_keys
This attribute controls whether this key handler will allow other key
handlers to recieve events. If it is true, which is the default, key
events will be passed to all currently installed key handlers. If it is
false key events will only reach this key handler and other installed
handlers will never see them.
@end defivar
@defivar KeyHandler timeout
If this is set to a number, the key handler method @code{_timeout} will
be called if no key has been pressed for @code{timeout} number of
seconds. This is @code{None} by defalt, meaning that there are no
timeout for this keyhandler.
@end defivar
@defmethod KeyHandler _timeout ( event )
Called when the timeout is reached, if any. @var{event} is the
@code{TimerEvent} causing the timeout. Key handlers using a timeout
should override this method.
@end defmethod
@defmethod KeyHandler _cleanup ( )
Uninstall the key handler. This will remove all grabs held by the
keyhandler, and remove its event handlers from the event dispatcher.
Typically this is called from an overridden @code{_timeout}.
@end defmethod
@end deffn
@deffn Class KeyGrabKeyboard ( obj, time )
This @code{KeyHandler} subclass should be used when the application
whishes to grab all key events, not only those corresponding to methods.
The @var{obj} argument is the same as for @code{KeyHandler}. @var{time}
is the X time of the event which caused this key handler to be
installed, typically the @code{time} attribute of the event object. It
can also be the constant @code{X.CurrentTime}.
This class also changes the defaults for @code{propagate_keys} to false
and @code{timeout} to 10 seconds, and provides a @code{_timeout} method
which uninstalles the key handler.
@end deffn
A key handler is created by subclassing @code{KeyHandler} or
@code{KeyGrabKeyboard}. All methods defined in the new key handler
class represents represents key bindings. When a key event occures that
match one of the methods, that method will be called with the event
object as the only argument.
The name of the method encodes the key event the method is bound to.
The syntax looks like this:
@example
name :== keysym | modifiers '_' keysym
keysym :== <any keysym in Xlib.XK, without the XK_ prefix>
modifiers :== modifiers '_' modifier | modifier
modifier :== 'S' | 'C' | 'M' | 'M1' | 'M2' | 'M3' | 'M4' | 'M5' |
'Any' | 'None' | 'R'
@end example
In other words, the method name should be a list of modifiers followed
by the name of a keysym, all separated by underscores. The keysyms are
found in the Python Xlib module @code{Xlib.XK}.
The modifiers have the following intepretation:
@multitable @columnfractions 0.1 0.9
@item S @tab Shift
@item C @tab Control
@item M @tab Meta or Alt (interpreted as Mod1)
@item M1 @tab Mod1
@item ... @tab ...
@item M5 @tab Mod5
@item Any @tab Any modifier state, should not be combined with other
modifiers
@item None @tab No modifiers, useful for binding to the key @code{9}, or
other keysyms which are not valid method names by themselves
@item R @tab Bind to the key release event instead of the key press
event
@end multitable
@node focus
@subsection @code{focus} Extension Module
@code{focus} provides classes to track and control window focus changes.
The core classes will generate events when focus changes. The order of
the generated events is @code{ClientFocusOut},
@code{CurrentClientChange}, and @code{ClientFocusIn}. @xref{Core Events}.
@deftp {WindowManager Mixin} PointToFocus
This window manager mixin sets the current client to the one which
currently contains the pointer. Most of the time, the current client
also has focus. However if the current client don't use input, the
previously focused client remains that.
@end deftp
@deftp {WindowManager Mixin} {SloppyFocus}
This is a subclass of @code{FocusHandler} which implements sloppy focus
instead of point-to-focus. Sloppy focus means that a client will not
loose focus when the pointer moves out to the root window, only when it
moves to another client.
@end deftp
@deftp {WindowManager Mixin} {MoveFocus}
This mixin defines a method for moving focus between clients:
@defmethod FocusHandler move_focus ( dir )
Move the focus to the next window in direction @code{dir}, which should
be one of the constants @code{focus.MOVE_UP}, @code{focus.MOVE_DOWN},
@code{focus.MOVE_LEFT} or @code{focus.MOVE_RIGHT}.
Alas, this function is not very intelligent when choosing the next
window, and it only works well when all windows are on a horizontal or
vertical axis and focus is moved along that axis.
@end defmethod
@end deftp
@node border
@subsection @code{border} Extension Module
This module provides a client mixin to change window border color
depending on focus state. This module requires the @code{color} and
@code{focus} modules to work properly.
@deftp {Client Mixin} BorderClient
Set a border on windows, and change its color depending on focus state.
The colors used are set with the X resources
@code{plwm.border.color/Plwm.Border.Color} and
@code{plwm.border.focus.color/Plwm.Border.Focus.Color}. The defaults
for these are "black" and "grey60", respectively.
@defivar BorderClient border_default_width
The border width in pixels. Default is 3.
@end defivar
@defivar BorderClient no_border_clients
A client filter, used to select clients which should have no border.
The default is @code{cfilter.false}, so all clients will have borders.
@end defivar
@end deftp
@node outline
@subsection @code{outline} Extension Module
This module provides different ways of drawing an outline of windows.
All outline classes are client mixins and have the same interface:
@defmethod OutlineClient outline_show ( @w{x = None,} @w{y = None,} @w{w = None,} @w{h = None,} @w{name = None} )
Show an outline for this client's window. If an outline already is
visible, it will be changed to reflect the arguments.
The arguments @var{x}, @var{y}, @var{w} and @var{h} gives the geometry
of the outline. If any of these are not provided, the corresponding
value from the current window geometry will be used.
If @var{name} is provided, that string will be displayed in the middle
of the outline.
@end defmethod
@defmethod OutlineClient outline_hide ( )
Hide the outline, if it is visible.
@end defmethod
Currently there are two outline classes:
@deftp {Client Mixin} XorOutlineClient
Draws the outline directly on the display, by xor-ing pixel values. The
font used is set with the X resource
@code{plwm.outline.font/Plwm.Outline.Font}. The default is @code{fixed}.
This is the most efficient outline method, but it has a few problems.
If the windows under the outline changes, remains of the outline will
still visible when it is hidden. The windows can be restored by
e.g. iconifying and deiconifiying, switching to another view and back,
or in an Emacs pressing @code{C-l}.
A bigger problem is that some combinations of depth, visual and colormap
of the root window causes the xor of black to be black. This results in
an invisible outline if you have a black background. This can be solved
by changing the background colour of the root, or using some other
outline method.
@end deftp
@deftp {Client Mixin} WindowOutlineClient
This ``draws'' the outline by creating a set of thin windows, simulating
drawing lines on the screen. Any name is displayed by drawing it in a
centered window, using the font specified as above.
This is less efficient than an xor outline, since eight or nine windows
have to be moved and resized if the outline is changed. However, it
does not have any of the problems listed for @code{XorOutlineClient}.
The colours used is currently hardcoded to black and white.
@end deftp
@node moveresize
@subsection @code{moveresize} Extension Module
This module provides functionality for moving and resizing windows. The
core functionality is implemented by the abstract base class
@code{MoveResize}. It is subclassed by the two classes
@code{MoveResizeOpaque} and @code{MoveResizeOutline} which resizes
windows by changing the window size, and by drawing an outline of the
new size, respectivelly. The latter requires the @code{outline} module.
See the code for details on these classes.
Most resizing will be done via key handlers, so a template key handler
class is provides that simplifies writing your own moving and resizing
keyhandler for the currently focused client:
@deffn Class MoveResizeKeys ( from_keyhandler, event )
@code{MoveResizeKeys} contains methods for the various move and resize
operations. Is should be subclassed, and in the subclass key binding
method names should be assigned to the general methods.
There are 24 general methods:
@multitable @columnfractions .15 .85
@item _move_X @tab Move the client in direction X
@item _enlarge_X @tab Enlarge the client in direction X
@item _shrink_X @tab Shrink the client from direction X
@end multitable
The direction is one of eight combinations of the four cardinal
points: e, ne, n, nw, w, sw, s and se.
Additionally theres two methods for finishing the moveresize:
@multitable @columnfractions .15 .85
@item _moveresize_end @tab Finish, actually moving and resizing the client
@item _moveresize_abort @tab Abort, leaving client with its old geometry
@end multitable
By default outline moveresizing is used with the
@code{MoveResizeOutline} class. This can be changed by redefining the
attribute @code{_moveresize_class} to any subclass of @code{MoveResize}.
A small @code{MoveResizeKeys} subclass example:
@example
class MyMRKeys(MoveResizeKeys):
_moveresize_class = MoveResizeOpaque
KP_Left = MoveResizeKeys._move_w
KP_Right = MoveResizeKeys._move_e
KP_Up = MoveResizeKeys._move_n
KP_Down = MoveResizeKeys._move_s
KP_Begin = MoveResizeKeys._moveresize_end
Escape = MoveResizeKeys._moveresize_abort
@end example
This would be invoked like this in a keyhandler event method in your
basic keyhandler:
@example
def KP_Begin(self, evt):
MyMRKeys(self, evt)
@end example
@end deffn
@code{MoveResize} generates events during operation. The @code{type}
attribute for all these are the event class, and the @code{client}
attribute is the affected client.
@code{MoveResizeStart} is generated when the moveresize is started,
@code{MoveResizeEnd} when it ends and the window geometry is changed,
and @code{MoveResizeEnd} when it is aborted and the window geometry is
left unchanged.
@code{MoveResizeDo} is generated for each change in window geometry
during moveresize. It has four attributes denoting the current
geometry: @code{x}, @code{y}, @code{width} and @code{height}.
@node cycle
@subsection @code{cycle} Extension Module
@code{cycle} provides classes for cycling among windows to select one of
them to be activated. This is performed by an abstract base class:
@deffn Class Cycle ( screen, client_filter )
Cycle among the windows on @var{screen} matching @var{client_filter}.
@defmethod Cycle next ( )
Cycle to the next window.
@end defmethod
@defmethod Cycle previous ( )
Cycle to the previous window.
@end defmethod
@defmethod Cycle end ( )
Finish and activating the selected window.
@end defmethod
@defmethod Cycle abort ( )
Abort, not activating the selected window.
@end defmethod
@end deffn
This is implemented by two subclasses: @code{CycleActive} which cycles
among windows by activating them in turn, and @code{CycleOutline} which
cycle among windows by drawing an outline of the currently selected
window. The latter requires the @code{outline} extension.
To simplify writing a key handler for cycling, a template key handler is
provided:
@deffn Class CycleKeys ( keyhandler, event )
Cycle among the windows on the current screen matching the client filter
specified by the attribute @code{_cycle_filter}. This is
@code{cfilter.true} by default, cycling among all windows. The cycle
method is specified by the attribute @code{_cycle_class}, which by
default is @code{CycleOutline}.
CycleKeys defines a number of event handler methods:
@multitable @columnfractions .15 .85
@item _cycle_next @tab Cycle to the next client
@item _cycle_previous @tab Cycle to the previous client
@item _cycle_end @tab Finish, selecting the current client
@item _cycle_abort @tab Abort, reverting to the previous state (if possible)
@end multitable
A small @code{CycleKeys} subclass example:
@example
class MyCycleKeys(CycleKeys):
_cycle_class = CycleActivate
_cycle_filter = cfilter.Not(cfilter.iconified)
Tab = CycleKeys._cycle_next
C_Tab = CycleKeys._cycle_next
S_Tab = CycleKeys._cycle_previous
S_C_Tab = CycleKeys._cycle_previous
Return = CycleKeys._cycle_end
Escape = CycleKeys._cycle_abort
@end example
To activate your cycle keys, write a keyhandler event method like
this in your basic keyhandler:
@example
def C_Tab(self, evt):
MyCycleKeys(self, evt)
@end example
@end deffn
@node views
@subsection @code{views} Extension Module
Views are @sc{plwm}'s "workspaces". Many window manager have the
concept of workspaces, or virtual screens. They give the illusion of
having several screens, although only one of them can be displayed at a
given time on the physical screen. This is done by iconifying the
windows not visible on a workspace when that workspace is displayed.
Views does this too, and more. A view can be seen as a projection of
the avialable windows onto the screen in a certain configuration. Views
not only remembers which windows are visible on them, but also their
geometry and stacking order. This means that the same window can appear
on several views in a different place, even with a different size, on
each view. Views also remembers the pointer position when swapping to
another view, and restores it when the view is activated again. All
information about the view configuration is stored when @sc{plwm} exits,
so it can be restored after a restart.
Additionally, you can create views dynamically when you need them, and
when they are no longer needed they will be destroyed. A view is
considered to be unneeded if it is empty when you switch to another
view.
All this is handled by the screen mixin @code{ViewHandler}:
@deftp {Screen Mixin} ViewHandler
@defivar ViewHandler view_always_visible_clients
A client filter matching the client windows that should be visible on
all views, irrespective of view configuration. When determining if a
view is empty so it can be deleted, these windows will be ignored.
The default value is @code{cfilter.false}.
@end defivar
@defmethod ViewHandler view_new ( copyconf = 0 )
Create a new view and switch to it. If @var{copyconf} is true, the window
configuration of the current view will be copied, otherwise the new view
will be empty.
@end defmethod
@defmethod ViewHandler view_next ( )
Switch to the next view.
@end defmethod
@defmethod ViewHandler view_prev ( )
Switch to the previous view.
@end defmethod
@defmethod ViewHandler view_goto ( index, noexc = 0 )
Switch to view number @var{index}, counting from 0. If @var{noexc} is
false @code{IndexError} will be raised if @var{index} is out or range.
If @var{noexc} is true, quitely return.
@end defmethod
@defmethod ViewHandler view_find_with_client ( clients )
Switch to the next view where there is a visible client matching the
client filter @var{clients}. Beeps if there none.
@end defmethod
@defmethod ViewHandler view_tag ( tag )
Set a tag on the current view. @var{tag} can be any string.
@end defmethod
@defmethod ViewHandler view_find_tag ( tag )
Switch to the next view with tag @var{tag}. Beeps if there is none.
@end defmethod
@end deftp
If there is a modewindow, one can use the mixin @code{XMW_ViewHandler}
instead of @code{ViewHandler} to get information on the current view
number and tags in the modewindow.
@node menu
@subsection @code{menu} Extension Module
The @code{menu} module provides a screen mixin to display a menu of
options for the user to select from, as well as a pair of keyboard
handler templates for the menu. There is only one menu for each
screen, but the available options may be changed each time it is
displayed. To the user, there appear to be many menus, but only one
may be displayed at a time.
@deftp {Screen Mixin} screenMenu
Provides the menu window for each screen. The look of the window is
controlled by the following class variables:
@multitable {menu_borderwidth} {9x15bold} {Background color for the menu window.}
@item Variable @tab Default @tab Description
@item menu_fontname @tab 9x15bold @tab Font for menu options.
@item menu_foreground @tab black @tab Foreground color for the menu window.
@item menu_background @tab white @tab Background color for the menu window.
@item menu_borderwidth @tab 3 @tab Border for the men window.
@item menu_handler @tab MenuKeyHandler @tab Keyboard handler for menus.
@end multitable
@defmethod screenMenu menu_make ( labels, align = 'center' )
Creates a menu window from @var{labels}, which must be a sequence of
strings. The strings will be aligned in the window according to the
value of @var{align}, which may be @code{'left'}, @code{'right'} or
@code{'center'}. The @var{width} and @var{height} of the resulting
window are returned as a tuple for use in calculating the menu
placement.
@end defmethod
@defmethod screenMenu menu_run ( x, y, action )
@var{x} and @var{y} are the coordinates the menu should be placed
at. @var{action} is a callable argument that will be invoked with the
string used for the label the user selected. If the user aborts the
menu, action will not be invoked.
@end defmethod
A simple example of a menu with dictionary of functions might be:
@example
class MyFunctionMenu:
def __init__(self, screen, dict):
self.dict = dict
labels = dict.keys()
labels.sort()
width, height = screen.menu_make(labels)
# Center the menu
screen.menu_run((screen.root_width - width) / 2,
(screen.root_height - height) / 2,
self)
def __call__(self, choice):
self.dict[choice]()
@end example
@end deftp
Making selections and aborting the menu are done via key handlers
@xref{keys}, and two template key handlers are provided for menu
selections:
@deffn Class MenuKeyHandler
@code{MenuKeyHandler} provides the methods @code{_up}, @code{_down},
@code{_do} and @code{_abort}. These move the current selection, pass
the current selection to the @var{action} object passed to
@code{menu_run}, and abort the menu taking no action. A binding with
Emacs keys might look like:
@example
class MyMenuKeys(MenuKeyHandler):
C_p = MenuKeyHandler._up
C_n = MenuKeyHandler._down
Return = MenuKeyHandler._do
C_g = MenuKeyHandler._abort
@end example
@end deffn
@deffn Class MenuCharHandler
@code{MenuCharHandler} adds the @code{_goto} method, which moves the
current selection to the first label that starts with the a character
greater than or equal to the typed key. It then binds the keys
@code{a} to @code{z} and @code{0} to @code{9} to _goto. This lets the
user select labels by their first character if @code{MenuCharHandler}
is used instead of @code{MenuKeyHandler}.
@end deffn
To have menus on your screen use your menu keys, you would add the
@code{screenMenu} mixin and set the @code{menu_handler} class
variable:
@example
class MyScreen(Screen, screenMenu):
menu_handler = MyMenuKeys
@end example
@node panes
@subsection @code{panes} Extension Module
The @code{panes} mixins provide an alternative method of managing
windows. Rather than wrapping each window in a frame which is
manipulated to manipulate the window, windows are placed in "panes",
and the only thing the user can do to windows in a pane is circulate
through them. When a window is placed in a pane, it will be resized to
the largest size that it can handle which will fit in that pane.
However, panes can be split into two parts at whatever fraction of the
full pane the user chooses, so that panes can be created with nearly
arbitrary geometry. Panes do not overlap, and every pixel on the
screen is in a pane.
See @file{examples/plpwm.py} for an example of using panes to build a
window manager.
@deftp Class Pane
@defmethod Pane add_window ( client )
Adds the clients window to the current pane. It will become the top
window in the pane. If the current top window in the pane has focus,
the new top window will get focus.
@end defmethod
@defmethod Pane iconify_window ( )
Iconifies the panes active window.
@end defmethod
@defmethod Pane force_window ( )
Resize the window again. This actually resizes the window down then
back up, and is useful if the application doesn't realize how big the
window really is. This is most often seen in programs started in an
xterm by the xterm command.
@end defmethod
@defmethod Pane next_window ( )
Make the next window associated with this pane the top window.
@end defmethod
@defmethod Pane prev_window ( )
Make the previous window associated with this pane the top window. When
a window is added to a pane, the window that was the top window becomes
the previous window.
@end defmethod
@defmethod Pane horizontal_split ( fraction = .5 )
Split the current pane into two halves horizontally. The new pane will
get @var{fraction} of the current panes height at the bottom of the
current pane, and will become the active pane.
@end defmethod
@defmethod Pane vertical_split ( fraction = .5 )
Split the current pane into two halves vertically. The new pane will get
@var{fraction} of the current panes width at the right of the current
pane, and will become the active pane.
@end defmethod
@defmethod Pane maximize ( )
Make the current pane occupy the entire screen, removing all other
panes.
@end defmethod
@end deftp
@deffn Filter panelfilter ( pane )
True if the client is in the given pane.
@end deffn
@deftp {WindowManager Mixin} panesManager
The @code{panesManager} mixin adds panes and pane manipulation to the
window manager.
@defivar panesManager panes_list
The list of panes managed by this windowmanager.
@end defivar
@defivar panesManager panes_current
The index of the pane containing the currently active window, also
known as the active pane.
@end defivar
@defivar panesManager panes_window_gravity
The gravity to be used for normal windows in this pane.
@end defivar
@defivar panesManager panes_maxsize_gravity
The gravity to be used for windows with maxsize hints in this pane.
@end defivar
@defivar panesManager panes_transient_gravity
The gravity to be used for transient windows in this pane.
@end defivar
@defmethod panesManager panes_goto ( index )
Make the pane at @var{index} in @code{panes_list} the active pane.
@end defmethod
@defmethod panesManager panes_activate ( pane )
Make @var{pane} the active pane.
@end defmethod
@defmethod panesManager panes_next ( )
Make the next pane in the list the active pane. If the last pane is
the active pane, make pane 0 the active pane.
@end defmethod
@defmethod panesManager panes_prev ( )
Make the previous pane in the list the active pane. If pane 0 was
active, make the last pane in the list active.
@end defmethod
@defmethod panesManager panes_number ( number )
Rearrange @code{panes_list} so that the active pane is pane
@var{number}. This is done by exchanging the list positions of pane
@var{number} and pane @code{panes_current}.
@end defmethod
@defmethod panesManager panes_save ( )
Save the state of all clients by building a dictionary of which pane
they are associated with.
@end defmethod
@defmethod panesManager panes_restore ( )
Put all clients back in the pane they were in when panes_save was last
invoked, if possible. If the pane doesn't exist or is on a different
screen from the window, the restore isn't possible.
@end defmethod
@end deftp
@deffn {Screen Mixin} panesScreen
This mixin causes the first pane to be created on each screen being
managed. It has no variables or methods useful to the user, but you
must mix it into your screen class if you want to use panes.
@end deffn
@deffn {Client Mixin} panesClient
This mixin passes client events to the pane that the client's window
is associated with. It has no variables or methods useful to the user,
but you must mix it into your client class if you want to use panes.
@end deffn
@node modewindow
@subsection @code{modewindow} Extension Module
The @code{modewindow} module provides a screen mixin to display a
window containing general window manager information, and a class
representing this information. The name of the module derives from the
mode-line in Emacs, which has a similar function.
@deftp {Screen Mixin} ModeWindowScreen
Displays a mode window on the screen. The look of the window is
controlled with the following X resources:
@table @asis
@item plwm.modewindow.foreground/Plwm.ModeWindow.Foreground
@itemx plwm.modewindow.background/Plwm.ModeWindow.Background
These set the colors to be used by the modewindow. Defaults are black
foreground and white background.
@item plwm.modewindow.font/Plwm.ModeWindow.Font
The font to use in the modewindow. Default is fixed.
@end table
@defivar ModeWindowScreen modewindow_pos
Controls the position of the mode window. Can either be
@code{modewindow.TOP} or @code{modewindow.BOTTOM}.
@end defivar
@defmethod ModeWindowScreen modewindow_add_message ( message )
Add @var{message}, which must be a @code{Message} object, to
this mode window. A single message object can be added to several mode
windows.
@end defmethod
@defmethod ModeWindowScreen modewindow_remove_message ( message )
Remove @var{message} from this modewindow.
@end defmethod
@end deftp
@deffn Class Message ( position, @w{justification = modewindow.CENTER,} @w{nice = 0,} @w{text = None} )
Represents a single message to be displayed in one or more mode windows.
@var{position} is the horizontal position for this message in the
modewindow, and should be a float in the range @w{[0.0, 1.0]}. The
message text is drawn at this point according to @var{justification},
which should be one of the values @code{modewindow.LEFT},
@code{modewindow.CENTER} or @code{modewindow.RIGHT}. @var{nice} is
currently not used, but is meant to be used to avoid message overlaps by
shuffling less important messages around. Finally, @var{text} is the
initial text of this message, where @code{None} means an empty message.
@defmethod Message set_text ( text )
Change the text of this message to @var{text}. All affected mode
windows will be redrawn, if necessary.
@end defmethod
@end deffn
@node modestatus
@subsection @code{modestatus} Extension Module
@code{modestatus} is a layer on top of @code{modewindow}, providing
a way to display the current status of the window manager, e.g. the
focused window, the geometry of a window during resize, and more.
@deftp {Screen Mixin} ModeStatus
Add a status message to the center of this screen's mode window. The
status message is really a stack of different messages, where the
top-most message is currently displayed.
@defmethod ModeStatus modestatus_set_default ( text )
Set the default text to be displayed when there is no special status to
@var{text}.
@end defmethod
@defmethod ModeStatus modestatus_new ( text = '' )
Push a new message on to the status message stack. A @code{ModeText}
object will be returned, which will have @var{text} as the initial
message.
@end defmethod
@end deftp
@deffn Class ModeText
This class should never be instantiated directly, only through
@code{ModeStatus.modestatus_new}.
@defmethod ModeText set ( text )
Set the text of this status message to @var{text}. If this is the
top-most message, the new text will be displayed.
@end defmethod
@defmethod ModeText pop ( )
Remove this message from the message stack. If this was the top-most
message, the previous message will be displayed instead.
@end defmethod
@end deffn
This module also provides some mixins that use the mode status
functionality:
@deftp {Client Mixin} ModeFocusedTitle
Display the currently focused client's title as the default message.
@end deftp
@deftp {Screen Mixin} ModeMoveResize
When moving and resizing, display the title of the displayed window and
the current geometry. The format of the message is controlled by an X
resource with name @code{plwm.moveResize.modeFormat} and class
@code{Plwm.MoveResize.ModeFormat}. It should be a Python format string,
where @code{%(title)s} will be replaced with the client title, and
@code{%(geometry)s} with the current geometry. The default format is
@code{%(title)s [%(geometry)s]}.
@end deftp
@node mw_clock
@subsection @code{mw_clock} Extension Module
@deftp {WindowManager Mixin} ModeWindowClock
This mixin displays the current time in all mode windows. It is updated
once a minute. The format is a @code{time.strftime} format, by default
@code{%H:%M}. It can be changed with an X resource with name
@code{plwm.modewindow.clock.format} and class
@code{Plwm.ModeWindow.Clock.Format}.
@defivar ModeWindowClock mw_clock_position
The position of the time message in the mode window, default 1.0.
@end defivar
@defivar ModeWindowClock mw_clock_justification
The justification of the time message, default is @code{modewindow.RIGHT}.
@end defivar
@end deftp
@node mw_biff
@subsection @code{mw_biff} Extension Module
This module provides two different mail notifications mixins, which both
use the mode windows and beeping for notification. They assume that new
mail is stored in @code{$MAIL}, and removed from it when read. This
works well with the behaviour of Gnus with the nnmail backend.
When @code{$MAIL} is empty or non-existent, no message is displayed.
When new mail arrives the message @samp{New mail} is displayed, and the
speaker beeps. If @code{$MAIL} is accessed without being emptied, the
message is changed to @samp{Mail}. When @code{$MAIL} is emptied, the
message is removed again.
The messages can be changed with X resources. The X resource with name
@code{plwm.modewindow.newMail.text} and class
@code{Plwm.ModeWindow.NewMail.Text} controls the new mail message, and
the resource with name @code{plwm.modewindow.Mail.text} and class
@code{Plwm.ModeWindow.Mail.Text} controls the mail exists message.
Changing the mail exists message to @samp{} could be useful if one uses
a mail client that leaves read mail in @code{$MAIL}.
@deftp {WindowManager Mixin} ModeWindowBiff
Displays a mail notification message in all mode windows.
@defivar ModeWindowBiff mw_biff_position
The position of the mail message in the mode window, default 0.0.
@end defivar
@defivar ModeWindowBiff mw_biff_justification
The justification of the mail message, default is @code{modewindow.LEFT}.
@end defivar
@end deftp
If the mailspool is mounted over NFS, it might be unadvisable to access
it from the window manager. If the NFS server should freeze, the entire
window manager would be unusable until the server recovers. Therefore
a threaded biff mixin is provided:
@deftp {WindowManager Mixin} ThreadedModeWindowBiff
This subclasses @code{ModeWindowBiff}, with the change that access to
@code{$MAIL} is done in a separate thread. As @sc{plwm} certainly isn't
thread-safe, all interaction with the rest of the window manager modules
is done in the main thread. Communication between the mailspool access
thread and the main thread is done without locks or semaphores. The
main thread polls at regular intervals whether the access thread has
finished yet, and if so, updates the mode window. This uses the
property of Python threading that only one thread at a time may access
Python objects. If this would ever change, this class might break.
@end deftp
@node mw_apm
@subsection @code{mw_apm} Extension Module
@deftp {WindowManager Mixin} ModeWindowAPM
This mixin displays the battery status in all mode windows. There is a
generic interface for fetching the status, making it easy to port this
module to different @sc{apm} systems. Currently, the only supported
system is the special file @file{/proc/apm} of Linux systems.
@defivar ModeWindowClock mw_apm_position
The position of the battery status in the mode window, default 0.2.
@end defivar
@defivar ModeWindowClock mw_apm_justification
The justification of the battery status, default is @code{modewindow.RIGHT}.
@end defivar
@end deftp
@node input
@subsection @code{input} Extensions Module
@code{Input} provides tools to let the window manager read a line of
input from the user and act on it. It provides a subclass of
@code{KeyGrabKeyboard} (@pxref{keys}) for configuration, and two
classes to read input.
@deftp Class InputKeyHandler ( handler, displayer )
Creates a key handler class for editing input. The @var{handler} is
any object acceptable to @code{KeyGrabKeyboard}.
@var{displyer}@code{.show(@var{left}, @var{right})} is called to
display the two strings with a curser between
them. @var{displayer}@code{.do(@var{text})} is called when the user is
through editing the input. @var{displayer}@code{.abort()} is called if
the user aborts the operation.
@code{InputKeyHandler} provides the following methods that may be
bound to keystrokes like any other keyhander. @xref{keys}.
@defmethod InputKeyHandler _insert ( event )
The key pressed to generate @code{event} is inserted into the buffer
at the cursor. All the characters of the latin1 character set are bound
to this by default.
@end defmethod
@defmethod InputKeyHandler _forw (event)
Move the cursor forward one character in the edited text.
@end defmethod
@defmethod InputKeyHandler _back (event)
Move the cursor backward one character in the edited text.
@end defmethod
@defmethod InputKeyHandler _delforw (event)
Delete the character in front of the cursor in the edited text.
@end defmethod
@defmethod InputKeyHandler _back (event)
Delete the character behind of the cursor in the edited text.
@end defmethod
@defmethod InputKeyHandler _end (event)
Move the cursor to the end of the edited text.
@end defmethod
@defmethod InputKeyHandler _begin (event)
Move the cursor to the beginning of the edited text.
@end defmethod
@defmethod InputKeyHandler _back (event)
Delete all the characters from the cursor to the end of the edited
text.
@end defmethod
@defmethod InputKeyHandler _paste (event)
If text is selected, it will be inserted into the edited text at the
cursor, as if typed by the user. For this to work, the @code{handler}
must be an instance of @code{wmanager.Window}. If that is not the
case, or no text is currently selected, this does nothing.
@end defmethod
@defmethod InputKeyHandler _done (event)
Finishes the action, and calls @code{displayer.do} passing it the
edited text.
@end defmethod
@defmethod InputKeyHander _abort (event)
Aborts the input operation, callgin @code{displayer.abort()}.
@end defmethod
@end deftp
@deftp Class inputWindow ( prompt, screen, @w{length = 30})
@code{inputWindow} is a class that creates a window on @var{screen}
and uses an @code{InputKeyHandler} to read input from the user. The
user is prompted with @var{prompt}. Space is left for @var{length}
extra characterfs to display in the window, but it will scroll to keep
the cursor always in view.
@defivar inputWindow fontname
@defivarx inputWindow foreground
@defivarx inputWindow background
@defivarx inputWindow borderwidth
The attributes of the window used to read the input. The defaults are
9x15 for the @var{fontname}, a black @var{foreground} on a white
@var{background}, and a @var{borderwidth} of 3.
@end defivar
@defivar inputWindow height
@defivarx inputWindow width
The @var{height} and @var{width} of the window will be available as
attributes after the @code{inputWindow} is instantiated.
@end defivar
@defmethod inputWindow read ( action, handlertype, @w{x = 0}, @w{y = 0} )
The read method of the inputWindow is called to read text from user
and act on it. @var{handlertype} should be a subclass of
@code{InputKeyHandler} with appropriate bindings for editing the
text. @var{action} will be invoked with the edited text as it's sole
argument when @var{handlertypes}'s @code{_done} action is invoked.
@end defmethod
@end deftp
@deftp Class modeInput ( prompt, screen )
An @code{modeInput} object uses the @code{modewindow} on @var{screen}
to read input from the user. @xref{modewindow}. It has an @code{read}
method that takes the same arguments as the @code{read} method of
@code{inputWindow}, except that x and y are ignored.
@end deftp
@node inspect
@subsection @code{inspect} Extension Module
@code{Inspect} allows a special client to remotly connect to the running
window manager. The client can then execute Python statements in the
context of the window manager. This can be used to inspect the internal
state of the window manager, change it, or whatever you might come up
with.
The server side is implemented by a window manager mixin. For
documentation on the client program, see @ref{inspect_plwm}.
@deftp {Window Manager Mixin} InspectServer
The inspect server can be enabled or disabled. When it is enabled, the
message @code{[Inspect]} is showed in the modewindow. When inspect
clients connect it will change to also show the number of connected
clients.
@defivar inspect_enabled_at_start
Whether the inspect server should be enabled at startup. Default value
is false.
@end defivar
@defmethod InspectServer inspect_enable ( )
Enable the inspect server.
@end defmethod
@defmethod InspectServer inspect_disable ( force = 0 )
Disable the inspect server. If @var{force} is false disabling will fail
if clients are connected, which will be indicated by a beep. If
@var{force} is true the clients will be disconnected and the inspect
server disabled.
@end defmethod
@defmethod InspectServer inspect_toggle ( force = 0 )
Toggle the inspect server on or off. @var{force} is only used for
disabling, and has the same meaning as for @code{inspect_disable}.
@end defmethod
@end deftp
The inspect server is as secure as your X display. The inspect server
announces the @sc{tcp} port it listens on in a property on the root
window. In the same property it also stores a random, 31-bit cookie.
To be able to connect to the inspect server the client must fetch this
property to find the port to connect to, and the cookie to send as
authorization. Therefore only those with access to your X display,
thanks to xhost or xauth, can connect to the inspect server.
@node Utilities
@chapter Utilities
The following small X programs can be seen as a first step towards
making @sc{plwm} a full pointless desktop to rival @sc{gnome} and
@sc{kde}. Well, maybe not.
@menu
* wmm:: The Window Manager Manager.
* inspect_plwm:: @sc{plwm} remote inspection client.
@end menu
@node wmm
@section wmm
wmm, the Window Manager Manager, is a utility to simplify testing your
freshly hacked window manager. It opens a small window containing one
or more buttons. When a button is clicked, a command is executed.
The window manager managing feature is that if wmm is iconified by the
running window manager it will be mapped when the window manager exits
or crashes. When wmm detects that it has been mapped it will raise
itself to the top of all the other windows. This ensures that it will
be possible to click on one of its buttons to start another window
manager, and thus be able to fix the bug which lurked in your window
manager.
wmm is configured with @code{~/.wmmrc}. For each non-blank line, not
starting with a #, wmm will create a button. Each line should consist
of two tab-separated fields, the first is the button label and the
second is the command to run when the button is clicked (it should
probably end with an @code{&} so WMM isn't locked). If the second field
is missing, wmm will instead quit when the button is clicked.
@node inspect_plwm
@section inspect_plwm
This utility is used to connect to the inspect server of a running
window manager. The client must be able to connect to the display that
the window manager is running on to be able to connect to the inspect
server. The display is fetched from the @code{$DISPLAY} variable or the
command line option @code{-display}.
When successfully connected, a welcome message is displayed by the
window manager and a common Python prompt is shown. Python expressions
and statements can now be entered. They will be evaluated in the window
manager, and the results or tracebacks will be printed.
The code will be evalated in an environment containing all builtin
functions and the variable @code{wm}, which points to the WindowManager
object representing the window manager.
An example session (long lines have been wrapped):
@example
[petli@@sid petli]$ inspect_plwm
Welcome to PLWM at :0
>>> wm
<__main__.PLWM instance at 82148a8>
>>> wm.default_screen.clients.values()
[<__main__.MyClient instance at 822ec28>,
<__main__.MyClient instance at 8215ce8>,
<__main__.MyClient instance at 8217370>,
<__main__.MyClient instance at 822bfc0>]
>>> import sys
>>> map(lambda c: sys.stdout.write(c.get_title() + '\n'),
wm.default_screen.clients.values())
xterm
xterm
WMManager
emacs@@sid.cendio.se
[None, None, None, None]
>>>
@end example
Note that modules can be imported, and that sys.stdout and sys.stderr
will output in the terminal window inspect_plwm is running in, even
though the expressions are evaluated inside the window manager.
Multi-line statements can also be written with a small kludge: The
lines must start with exactly one space, and one signals that the suite
is finished by entering an empty line (without any space at all).
Example:
@example
>>> for c in wm.default_screen.clients.values():
... print c.get_title(), c.geometry()
...
xterm (516, 30, 502, 732, 3)
xterm (0, 30, 508, 732, 3)
WMManager (100, 0, 63, 71, 3)
emacs@@sid.cendio.se (192, 18, 632, 744, 3)
>>>
@end example
@node ToDo
@chapter ToDo
Known bugs:
@itemize @bullet
@item
None, right now. But there are probably still memory leaks, subversive
behaviour and smelly code here and there.
@end itemize
Fairly simple improvements:
@itemize @bullet
@item
X resources: get rid of them. Or at least use
Client/Screen/WindowManager attributes in the first place, falling back
on resources for backward compitability.
@item
modewin: Teach it to avoid overlapping texts. Currently it will only
write overlapping texts on top on each other, but it'd be nice if it was
intelligent enough to shuffle the texts around to avoid it.
@item
Being able to dynamically turn on and off debugging in a running
@sc{plwm}. Most of the framework is there, it only needs some key
bindings.
@end itemize
More advanced fixes and features:
@itemize @bullet
@item
Improve inspection to allow pdb debugging.
@item
Provide a class which can represent the layout of the windows in such a
way that one can easily ask for things like "the window to the left of
this window", "the first window edge we run into moving this window
upwards" or "the visible parts of this window".
@item
Real frames around the client windows. This requires reparenting the windows
and thus quite a number of modifications to wmanager.Client.
@item
Maybe some people would like mouse support?
@item
Other focus methods, such as click-to-focus.
@end itemize
Real out-of-this-time features:
@itemize @bullet
@item
Support for controlling specific clients from the keyboard. Ex:
pressing tab in a Netscape window would move the pointer to the next
hyperlink in the document. Update: Okay, Netscape 6.1 actually have
tabbing between links. There are probably still uses for this idea, and
the modification to @code{keys} in 2.3 was done to make this possible.
@item
Rewrite the whole thing as threaded collection of agents, or something.
@sc{plwm} is beginning to feel quite bulky.
@end itemize
Misc stuff:
@itemize @bullet
@item
Replace autoconf script with Distutils script. Or maybe a combination
of both.
@item
Change the window script idea around, so that a small script is
installed as @code{plwm} which then simply sources @file{~/.plwm.py}.
@end itemize
@node Credits
@chapter Credits
@sc{plwm} was born late one night in the spring of 1999 when Peter
Liljenberg and Morgan Eklf, as our habit is, enjoyed music and
conversation. After some general window manager discussions and
consensus on the beauty of using Python instead of yet another
configuration file language, the name "the Pointless Window Manager"
popped up. It was so good that we just had to implement it.
When it came to hacking, Peter was more inclined to let the work (or
life) suffer and as a result have written all of the code.
Henrik Rindlw has helped with ironing out bugs triggered in multiheaded
environments. By being the first other active user of @sc{plwm} he has
also found quite a number of more normal bugs.
Our now former employer @uref{http://www.cendio.se/, Cendio Systems}
deserves a paragraph here. The employee contracts explicitly mentioned
that we were allowed to develop non-work-related GPL'd programs using
the company's computers in our spare time, and keep the copyright.
Nice. Now I can admit that quite a lot of work time also went into the
development...
Mike Meyer wrote the very interesting extension modules @code{panes} and
@code{menu}, and the corresponding example window manager @code{plpwm}.
@node Contact Info
@chapter Contact Info
Bug reports, feature requests, new modules, bug fixes, etc, should go to
Peter Liljenberg <petli@@ctrl-c.liu.se>.
New versions of @sc{plwm} will be announced on
@uref{http://plwm.sourceforge.net/, the @sc{plwm} website} and on
@uref{http://www.freshmeat.net/, Freshmeat}.
@sc{plwm} is a SourceForge project. Mailinglists, bug tracking and
public CVS access can be found at
@uref{http://sourceforge.net/project/plwm/, the project page}.
@bye
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