hyprland-wiki/pages/Plugins/Development/Event-list.md
2023-04-15 23:45:56 +01:00

2.2 KiB

These are all the events that can be listened to using Event Hooks.

Complete list

name description argument(s)
tick fired on a tick, meaning once per (1000 / highestMonitorHz) ms nullptr
activeWindow fired on active window change CWindow*
keyboardFocus fired on keyboard focus change. Contains the newly focused surface wlr_surface*
moveWorkspace fired when a workspace changes its monitor std::vector<void*>{CWorkspace*, CMonitor*}
focusedMon fired on monitor focus change CMonitor*
moveWindow fired when a window changes workspace std::vector<void*>{CWindow*, CWorkspace*}
openLayer fired when a LS is mapped CLayerSurface*
closeLayer fired when a LS is unmapped CLayerSurface*
openWindow fired when a window is mapped CWindow*
closeWindow fired when a window is unmapped CWindow*
urgent fired when a window requests urgent CWindow*
minimize fired when a window requests a minimize status change. Second param is 1 or 0 std::vector<void*>{CWindow*, uint64_t}
monitorAdded fired when a monitor is plugged in CMonitor*
monitorRemoved fired when a monitor is unplugged CMonitor*
createWorkspace fired when a workspace is created CWorkspace*
destroyWorkspace fired when a workspace is destroyed CWorkspace*
fullscreen fired when a window changes fullscreen state CWindow*
changeFloatingMode fired when a window changes float state CWindow*
workspace fired on a workspace change (only ones explicitly requested by a user) CWorkspace*
submap fired on a submap change std::string
mouseMove fired when the cursor moves. Param is coords. const Vector2D
mouseButton fired on a mouse button press wlr_pointer_button_event*
activeLayout fired on a keyboard layout change. String pointer temporary, not guaranteed after execution of the handler finishes. std::vector<void*>{SKeyboard*, std::string*}
preRender fired before a frame for a monitor is about to be rendered CMonitor*
screencopy fired when the screencopy state of a client changes. Keep in mind there might be multiple separate clients. std::vector<uint64_t>{state, framesInHalfSecond, owner}