The purpose of this chapter to explain some of key concepts and relations you need to understand before reading the following chapters. These include modules explained in section 2.1 and the Notion class and object hierarchies, section 2.2.
Notion has been designed so that the 'notion' executable only implements some basic services on top of which very different kinds of window managers could be build by loading the appropriate 'modules'. On modern system these modules are simply dynamically loaded .so libraries. On more primitive systems, or if you want to squeeze total size of the executable and libraries, the modules can optionally be statically linked to the main binary, but must nevertheless be loaded with the dopath function. Modules may also include Lua code.
Currently Ion provides the following modules:
So-called drawing engines are also implemented as a modules, but they are not discussed here; see chapter 4.
The stock configuration for the notion executable loads all of the modules mentioned above except mod_dock. The stock configuration for the pwm3 executable (which differs from the notion executable in a few configuration details) loads another set of modules.
While Notion does not have a truly object-oriented design2.1, things that appear on the computer screen are, however, quite naturally expressed as such ``objects''. Therefore Notion implements a rather primitive OO system for these screen objects and some other things.
It is essential for the module writer to learn this object system, but also people who write their own binding configuration files necessarily come into contact with the class and object hierarchies - you need to know which binding setup routines apply where, and what functions can be used as handlers in which bindings. It is the purpose of this section to attempt to explain these hierarchies. If you do not wish the read the full section, at least read the summary at the end of it, so that you understand the very basic relations.
For simplicity we consider only the essential-for-basic-configuration Notioncore, mod_tiling and mod_query classes. See Appendix B for the full class hierarchy visible to Lua side.
One of the most important principles of object-oriented design methodology is inheritance; roughly how classes (objects are instances of classes) extend on others' features. Inheritance gives rise to class hierarchy. In the case of single-inheritance this hierarchy can be expressed as a tree where the class at the root is inherited by all others below it and so on. Figure 2.1 lists out the Notion class hierarchy and below we explain what features of Notion the classes implement.
Obj |-->WRegion | |-->WClientWin | |-->WWindow | | |-->WRootWin | | |-->WMPlex | | | |-->WFrame | | | `-->WScreen | | `-->WInput (mod_query) | | |-->WEdln (mod_query) | | `-->WMessage (mod_query) | |-->WGroup | | |-->WGroupWS | | `-->WGroupCW | `-->WTiling (mod_tiling) `-->WSplit (mod_tiling) |
The core classes:
Classes implemented by the mod_tiling module:
Classes implemented by the mod_query module:
There are also some other ``proxy'' classes that do not refer to objects on the screen. The only important one of these for basic configuration is WMoveresMode that is used for binding callbacks in the move and resize mode.
Even though it often indicates a design mistake, sometimes it can be useful to have run-time access to the types of objects.
For example, to check wether a given object is of type WMPlex, the following C code can be used:
if(obj_is((Obj*)cwin, &CLASSDESCR(WMPlex))) ....
Its lua counterpart is:
if(obj_is(cwin, "WMPlex")) ....
While there's also an 'obj_cast' method available, C structs can be freely cast to their 'superclass' using a regular C cast, for example:
bool input_fitrep(WInput *input, WWindow *par, const WFitParams *fp) { if(par!=NULL && !region_same_rootwin((WRegion*)input, (WRegion*)par)) return FALSE; ...
WRootWins |-->WGroupWSs |-->WTilings |-->WClientWins in full screen mode `-->WFrames |-->WGroupCWs |-->WClientWins |-->WFrames for transients `-->a possible WEdln or WMessage |
WRegions have very little control over their children as a parent. The manager WRegion has much more control over its managed WRegions. Managers, for example, handle resize requests, focusing and displaying of the managed regions. Indeed the manager--managed relationship gives a better picture of the logical ordering of objects on the screen. Again, there are generally few limits, but the most common hierarchy is given in Figure 2.3. Note that sometimes the parent and manager are the same object and not all regions may have a manager, but all non-screen regions have a parent--a screen if not anything else.
WRootWins |-->WGroupCWs for full screen WClientWins | |-->WClientWins | `-->WFrames for transients (dialogs) | `--> WClientWin |-->WGroupWSs for workspaces | |-->WTiling | | |-->WFrames | | | `-->WGroupCWs (with contents as above) | | `-->possibly a WStatusBar or WDock | |-->WFrames for floating content | |-->possibly a WEdln, WMessage or WMenu | `-->possibly a WStatusBar or WDock (if no tiling) `-->WFrames for sticky stuff, such as the scratchpad |
Note that a workspace can manage another workspace. This can be achieved with the WGroup.attach_new function, and allows you to nest workspaces as deep as you want.
In the presense of Xinerama there may be WScreen objects at the top of the manager-managed tree instead of WRootWin.
In the standard setup, keeping queries, messages and menus out of consideration: