Tony Zorman 3d65a6bf72 Refer to the tutorial instead of X.D.Extending more often
Essentially, whenever the tutorial actually has decent material on the
subject matter.  The replacement is roughly done as follows:

  - logHook → tutorial
  - keybindings → tutorial, as this is thoroughly covered
  - manageHook → tutorial + X.D.Extending, as the manageHook stuff the
    tutorial talks about is a little bit of an afterthought.
  - X.D.Extending (on its own) → tutorial + X.D.Extending
  - layoutHook → tutorial + X.D.Extending, as the tutorial, while
    talking about layouts, doesn't necessarily have a huge focus there.
  - mouse bindings → leave this alone, as the tutorial does not at all
    talk about them.
2022-10-21 09:17:43 +02:00

108 lines
3.9 KiB
Haskell

-----------------------------------------------------------------------------
-- |
-- Module : XMonad.Actions.Warp
-- Description : Warp the pointer to a given window or screen.
-- Copyright : (c) daniel@wagner-home.com
-- License : BSD3-style (see LICENSE)
--
-- Maintainer : daniel@wagner-home.com
-- Stability : unstable
-- Portability : unportable
--
-- Warp the pointer to a given window or screen.
--
-----------------------------------------------------------------------------
module XMonad.Actions.Warp (
-- * Usage
-- $usage
banish,
banishScreen,
Corner(..),
warpToScreen,
warpToWindow
) where
import XMonad.Prelude
import XMonad
import XMonad.StackSet as W
{- $usage
You can use this module with the following in your @~\/.xmonad\/xmonad.hs@:
> import XMonad.Actions.Warp
then add appropriate keybindings to warp the pointer; for example:
> , ((modm, xK_z ), warpToWindow (1%2) (1%2)) -- @@ Move pointer to currently focused window
>
>-- mod-ctrl-{w,e,r} @@ Move mouse pointer to screen 1, 2, or 3
>
> [((modm .|. controlMask, key), warpToScreen sc (1%2) (1%2))
> | (key, sc) <- zip [xK_w, xK_e, xK_r] [0..]]
Note that warping to a particular screen may change the focus.
-}
-- For detailed instructions on editing your key bindings, see
-- <https://xmonad.org/TUTORIAL.html#customizing-xmonad the tutorial>.
data Corner = UpperLeft | UpperRight | LowerLeft | LowerRight
{- | Move the mouse cursor to a corner of the focused window. Useful for
uncluttering things.
Internally, this uses numerical parameters. We parametrize on the 'Corner'
type so the user need not see the violence inherent in
the system.
'warpToScreen' and 'warpToWindow' can be used in a variety of
ways. Suppose you wanted to emulate Ratpoison's \'banish\' command,
which moves the mouse pointer to a corner? warpToWindow can do that! -}
banish :: Corner -> X ()
banish direction = case direction of
LowerRight -> warpToWindow 1 1
LowerLeft -> warpToWindow 0 1
UpperLeft -> warpToWindow 0 0
UpperRight -> warpToWindow 1 0
{- | Same as 'banish' but moves the mouse to the corner of the
currently focused screen -}
banishScreen :: Corner -> X ()
banishScreen direction = case direction of
LowerRight -> warpToCurrentScreen 1 1
LowerLeft -> warpToCurrentScreen 0 1
UpperLeft -> warpToCurrentScreen 0 0
UpperRight -> warpToCurrentScreen 1 0
where
warpToCurrentScreen h v =
do ws <- gets windowset
warpToScreen (W.screen $ current ws) h v
windows (const ws)
fraction :: (Integral a, Integral b) => Rational -> a -> b
fraction f x = floor (f * fromIntegral x)
warp :: Window -> Position -> Position -> X ()
warp w x y = withDisplay $ \d -> io $ warpPointer d none w 0 0 0 0 x y
-- | Warp the pointer to a given position relative to the currently
-- focused window. Top left = (0,0), bottom right = (1,1).
warpToWindow :: Rational -> Rational -> X ()
warpToWindow h v = withDisplay $ \d -> withFocused $ \w ->
withWindowAttributes d w $ \wa ->
warp w (fraction h (wa_width wa)) (fraction v (wa_height wa))
-- | Warp the pointer to the given position (top left = (0,0), bottom
-- right = (1,1)) on the given screen.
warpToScreen :: ScreenId -> Rational -> Rational -> X ()
warpToScreen n h v = do
root <- asks theRoot
StackSet{current = x, visible = xs} <- gets windowset
whenJust (fmap (screenRect . W.screenDetail) . find ((n==) . W.screen) $ x : xs)
$ \r ->
warp root (rect_x r + fraction h (rect_width r))
(rect_y r + fraction v (rect_height r))