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/usr/src/RPM/BUILD/ctwm-4.1.0/ctwm_shutdown.c
Go to the documentation of this file.
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/*
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* Shutdown (/restart) bits
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*/
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#include "
ctwm.h
"
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#include <stdlib.h>
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#include <stdio.h>
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#include <unistd.h>
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#include "
animate.h
"
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#ifdef CAPTIVE
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#include "
captive.h
"
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#endif
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#include "
colormaps.h
"
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#include "ctwm_atoms.h"
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#include "
ctwm_shutdown.h
"
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#include "
screen.h
"
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#ifdef SESSION
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#include "
session.h
"
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#endif
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#ifdef SOUNDS
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# include "
sound.h
"
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#endif
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#include "
otp.h
"
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#include "
win_ops.h
"
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#include "
win_utils.h
"
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static
void
RestoreForShutdown
(
Time
mytime
);
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/**
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* Put a window back where it should be if we don't (any longer) control
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* it and reparent it back up to the root. This leaves it where it was
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* before we started (well, adjusted by any moves we've made to it
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* since), and placed so that if we restart and take it back over, it'll
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* wind up right where it is now, so restarting doesn't shift windows all
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* over the place.
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*/
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void
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RestoreWinConfig
(
TwmWindow
*
tmp
)
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{
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int
gravx
,
gravy
;
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int
newx
,
newy
;
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// Things adjusting by the border have to move our border size, but
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// subtract away from that the old border we're restoring.
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const
int
borders
=
tmp
->frame_bw +
tmp
->frame_bw3D -
tmp
->old_bw;
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// If this window is "unmapped" by moving it way offscreen, and is in
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// that state, move it back onto the window.
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if
(
tmp
->UnmapByMovingFarAway && !
visible
(
tmp
)) {
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XMoveWindow
(
dpy
,
tmp
->frame,
tmp
->frame_x,
tmp
->frame_y);
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}
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// If it's squeezed, unsqueeze it.
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if
(
tmp
->squeezed) {
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Squeeze
(
tmp
);
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}
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// This is apparently our standard "is this window still around?"
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// idiom.
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if
(
XGetGeometry
(
dpy
,
tmp
->w, &
JunkRoot
, &
JunkX
, &
JunkY
,
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&
JunkWidth
, &
JunkHeight
, &
JunkBW
, &
JunkDepth
) == 0) {
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// Well, give up...
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return
;
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}
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// Get gravity bits to know how to move stuff around when we take
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// away the decorations.
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GetGravityOffsets
(
tmp
, &
gravx
, &
gravy
);
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// We want to move the window to where it should be "outside" of our
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// frame. This varies depending on the window gravity detail, and we
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// have to account for that, since on re-startup we'll be doing it to
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// resposition it after we re-wrap it.
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//
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// e.g., in simple "NorthWest" gravity, we just made the frame start
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// where the window did, and shifted the app window right (by the
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// border width) and down (by the border width + titlebar). However,
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// "SouthEast" gravity means the bottom right of the frame is where
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// the windows' was, and the window itself shifted left/up by the
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// border. Compare e.g. an xterm with -geometry "+0+0" with one
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// using "-0-0" as an easy trick to make windows with different
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// geoms.
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newx
=
tmp
->frame_x;
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newy
=
tmp
->frame_y;
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// So, first consider the north/south gravity. If gravity is North,
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// we put the top of the frame where the window was and shifted
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// everything inside down, so the top of the frame now is where the
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// window should be put. With South-y gravity, the window should
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// wind up at the bottom of the frame, which means we need to shift
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// it down by the titlebar height, plus twice the border width. But
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// if the vertical gravity is neutral, then the window needs to wind
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// up staying right where it is, because we built the frame around it
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// without moving it.
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//
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// Previous code here (and code elsewhere) expressed this calculation
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// by the rather confusing idiom ((gravy + 1) * border_width), which
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// gives the right answer, but is confusing as hell...
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if
(
gravy
< 0) {
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// North; where the frame starts (already set)
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}
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else
if
(
gravy
> 0) {
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// South; shift down title + 2*border
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newy
+=
tmp
->title_height + 2 *
borders
;
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}
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else
{
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// Neutral; down by the titlebar + border.
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newy
+=
tmp
->title_height +
borders
;
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}
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// Now east/west. West means align with the frame start, east means
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// align with the frame right edge, neutral means where it already
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// is.
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if
(
gravx
< 0) {
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// West; it's already correct
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}
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else
if
(
gravx
> 0) {
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// East; shift over by 2*border
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newx
+= 2 *
borders
;
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}
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else
{
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// Neutral; over by the left border
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newx
+=
borders
;
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}
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#ifdef WINBOX
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// If it's in a WindowBox, reparent the frame back up to our real root
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if
(
tmp
->winbox &&
tmp
->winbox->twmwin &&
tmp
->frame) {
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int
xbox
,
ybox
;
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unsigned
int
j_bw
;
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// XXX This isn't right, right? This will give coords relative
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// to the window box, but we're using them relative to the real
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// screen root?
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if
(
XGetGeometry
(
dpy
,
tmp
->frame, &
JunkRoot
, &
xbox
, &
ybox
,
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&
JunkWidth
, &
JunkHeight
, &
j_bw
, &
JunkDepth
)) {
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ReparentWindow
(
dpy
,
tmp
,
WinWin
,
Scr
->Root,
xbox
,
ybox
);
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}
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}
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#endif
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// Restore the original window border if there were one
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if
(
tmp
->old_bw) {
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XSetWindowBorderWidth
(
dpy
,
tmp
->w,
tmp
->old_bw);
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}
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// Reparent and move back to where it otter be
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XReparentWindow
(
dpy
,
tmp
->w,
Scr
->Root,
newx
,
newy
);
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// If it came with a pre-made icon window, hide it
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if
(
tmp
->wmhints->flags &
IconWindowHint
) {
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XUnmapWindow
(
dpy
,
tmp
->wmhints->icon_window);
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}
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// Done
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return
;
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}
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/**
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* Restore some window positions/etc in preparation for going away.
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*/
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static
void
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RestoreForShutdown
(
Time
mytime
)
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{
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ScreenInfo
*
savedScr
=
Scr
;
// We need Scr flipped around...
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XGrabServer
(
dpy
);
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for
(
int
scrnum
= 0;
scrnum
<
NumScreens
;
scrnum
++) {
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if
((
Scr
=
ScreenList
[
scrnum
]) ==
NULL
) {
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continue
;
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}
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// Force reinstalling any colormaps
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InstallColormaps
(0, &
Scr
->RootColormaps);
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// Pull all the windows out of their frames and reposition them
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// where the frame was, with approprate adjustments for gravity.
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// This will preserve their positions when we restart, or put
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// them back where they were before we started. Do it from the
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// bottom up of our stacking order to preserve the stacking.
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for
(
TwmWindow
*
tw
=
OtpBottomWin
() ;
tw
!=
NULL
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;
tw
=
OtpNextWinUp
(
tw
)) {
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if
(
tw
->isiconmgr ||
tw
->iswspmgr ||
tw
->isoccupy) {
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// Don't bother with internals...
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continue
;
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}
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RestoreWinConfig
(
tw
);
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}
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}
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XUngrabServer
(
dpy
);
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// Restore
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Scr
=
savedScr
;
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// Focus away from any windows
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SetFocus
(
NULL
,
mytime
);
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}
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/**
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* Cleanup and exit ctwm
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*/
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void
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DoShutdown
(
void
)
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{
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#ifdef SOUNDS
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// Denounce ourselves
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play_exit_sound
();
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#endif
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// Restore windows/colormaps for our absence.
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RestoreForShutdown
(
CurrentTime
);
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#ifdef EWMH
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// Clean up EWMH properties
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EwmhTerminate
();
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#endif
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// Clean up our list of workspaces
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XDeleteProperty
(
dpy
,
Scr
->Root,
XA_WM_WORKSPACESLIST
);
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#ifdef CAPTIVE
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// Shut down captive stuff
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if
(
CLarg
.is_captive) {
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RemoveFromCaptiveList
(
Scr
->captivename);
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}
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#endif
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// Close up shop
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XCloseDisplay
(
dpy
);
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exit
(0);
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}
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/**
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* exec() ourself to restart.
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*/
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void
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DoRestart
(
Time
t
)
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{
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// Don't try to do any further animating
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StopAnimation
();
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XSync
(
dpy
, 0);
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// Replace all the windows/colormaps as if we were going away. 'cuz
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// we are.
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RestoreForShutdown
(
t
);
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XSync
(
dpy
, 0);
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#ifdef SESSION
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// Shut down session management connection cleanly.
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shutdown_session
();
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#endif
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// Re-run ourself
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fprintf
(
stderr
,
"%s: restarting: %s\n"
,
ProgramName
, *
Argv
);
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execvp
(*
Argv
,
Argv
);
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// Uh oh, we shouldn't get here...
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fprintf
(
stderr
,
"%s: unable to restart: %s\n"
,
ProgramName
, *
Argv
);
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// We should probably un-RestoreForShutdown() etc. If that exec
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// fails, we're in a really weird state...
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XBell
(
dpy
, 0);
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}
PlaceX
static int PlaceX
Definition
add_window.c:82
StopAnimation
void StopAnimation(void)
Definition
animate.c:117
animate.h
RemoveFromCaptiveList
void RemoveFromCaptiveList(const char *cptname)
Definition
captive.c:425
captive.h
CLarg
ctwm_cl_args CLarg
Definition
clargs.c:27
InstallColormaps
bool InstallColormaps(int type, Colormaps *cmaps)
Definition
colormaps.c:51
colormaps.h
ctwm.h
JunkY
int JunkY
Definition
ctwm.h:358
ProgramName
char * ProgramName
Definition
ctwm_main.c:146
JunkBW
unsigned int JunkBW
Definition
ctwm.h:359
JunkWidth
unsigned int JunkWidth
Definition
ctwm_main.c:144
JunkRoot
Window JunkRoot
Definition
ctwm_main.c:142
JunkX
int JunkX
Definition
ctwm_main.c:143
dpy
Display * dpy
Definition
ctwm_main.c:84
Argv
char ** Argv
Definition
ctwm_main.c:149
JunkHeight
unsigned int JunkHeight
Definition
ctwm.h:359
JunkDepth
unsigned int JunkDepth
Definition
ctwm.h:359
NumScreens
int NumScreens
How many Screens are on our display.
Definition
ctwm_main.c:89
Scr
#define Scr
ScreenList
ScreenInfo ** ScreenList
List of ScreenInfo structs for each Screen.
Definition
ctwm_main.c:92
DoShutdown
void DoShutdown(void)
Cleanup and exit ctwm.
Definition
ctwm_shutdown.c:215
RestoreWinConfig
void RestoreWinConfig(TwmWindow *tmp)
Put a window back where it should be if we don't (any longer) control it and reparent it back up to t...
Definition
ctwm_shutdown.c:42
RestoreForShutdown
static void RestoreForShutdown(Time mytime)
Restore some window positions/etc in preparation for going away.
Definition
ctwm_shutdown.c:172
DoRestart
void DoRestart(Time t)
exec() ourself to restart.
Definition
ctwm_shutdown.c:251
ctwm_shutdown.h
EwmhTerminate
void EwmhTerminate(void)
Definition
ewmh.c:528
OtpNextWinUp
TwmWindow * OtpNextWinUp(TwmWindow *twm_win)
Definition
otp.c:1458
OtpBottomWin
TwmWindow * OtpBottomWin(void)
Definition
otp.c:1437
ReparentWindow
int ReparentWindow(Display *display, TwmWindow *twm_win, WinType wintype, Window parent, int x, int y)
Definition
otp.c:1378
otp.h
WinWin
@ WinWin
Definition
otp.h:14
screen.h
shutdown_session
void shutdown_session(void)
Definition
session.c:1174
session.h
play_exit_sound
void play_exit_sound(void)
Definition
sound.c:258
sound.h
ScreenInfo
Info and control for each X Screen we control.
Definition
screen.h:96
TwmWindow
Info and control for every X Window we take over.
Definition
twm_window_struct.h:34
Squeeze
void Squeeze(TwmWindow *tmp_win)
Definition
win_ops.c:223
SetFocus
void SetFocus(TwmWindow *tmp_win, Time tim)
Definition
win_ops.c:128
win_ops.h
visible
bool visible(const TwmWindow *tmp_win)
Definition
win_utils.c:341
GetGravityOffsets
void GetGravityOffsets(TwmWindow *tmp, int *xp, int *yp)
Definition
win_utils.c:149
win_utils.h
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