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niri/src/layout/workspace.rs
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1682 lines
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use std::cmp::{max, min};
use std::iter::zip;
use std::rc::Rc;
use std::time::Duration;
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use niri_config::{CenterFocusedColumn, PresetWidth, SizeChange, Struts};
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use smithay::backend::renderer::element::surface::WaylandSurfaceRenderElement;
use smithay::backend::renderer::element::utils::RelocateRenderElement;
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use smithay::backend::renderer::{ImportAll, Renderer};
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use smithay::desktop::space::SpaceElement;
use smithay::desktop::{layer_map_for_output, Window};
use smithay::output::Output;
use smithay::reexports::wayland_server::protocol::wl_surface::WlSurface;
use smithay::render_elements;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size};
use super::focus_ring::{FocusRing, FocusRingRenderElement};
use super::tile::Tile;
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use super::{LayoutElement, Options};
use crate::animation::Animation;
use crate::utils::output_size;
#[derive(Debug)]
pub struct Workspace<W: LayoutElement> {
/// The original output of this workspace.
///
/// Most of the time this will be the workspace's current output, however, after an output
/// disconnection, it may remain pointing to the disconnected output.
pub original_output: OutputId,
/// Current output of this workspace.
output: Option<Output>,
/// Latest known view size for this workspace.
///
/// This should be computed from the current workspace output size, or, if all outputs have
/// been disconnected, preserved until a new output is connected.
view_size: Size<i32, Logical>,
/// Latest known working area for this workspace.
///
/// This is similar to view size, but takes into account things like layer shell exclusive
/// zones.
working_area: Rectangle<i32, Logical>,
/// Columns of windows on this workspace.
pub columns: Vec<Column<W>>,
/// Index of the currently active column, if any.
pub active_column_idx: usize,
/// Focus ring buffer and parameters.
focus_ring: FocusRing,
/// Offset of the view computed from the active column.
///
/// Any gaps, including left padding from work area left exclusive zone, is handled
/// with this view offset (rather than added as a constant elsewhere in the code). This allows
/// for natural handling of fullscreen windows, which must ignore work area padding.
view_offset: i32,
/// Animation of the view offset, if one is currently ongoing.
view_offset_anim: Option<Animation>,
/// Whether to activate the previous, rather than the next, column upon column removal.
///
/// When a new column is created and removed with no focus changes in-between, it is more
/// natural to activate the previously-focused column. This variable tracks that.
///
/// Since we only create-and-activate columns immediately to the right of the active column (in
/// contrast to tabs in Firefox, for example), we can track this as a bool, rather than an
/// index of the previous column to activate.
activate_prev_column_on_removal: bool,
/// Configurable properties of the layout.
pub options: Rc<Options>,
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct OutputId(String);
render_elements! {
#[derive(Debug)]
pub WorkspaceRenderElement<R> where R: ImportAll;
Wayland = WaylandSurfaceRenderElement<R>,
FocusRing = FocusRingRenderElement,
Border = RelocateRenderElement<FocusRingRenderElement>,
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}
/// Width of a column.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ColumnWidth {
/// Proportion of the current view width.
Proportion(f64),
/// One of the proportion presets.
///
/// This is separate from Proportion in order to be able to reliably cycle between preset
/// proportions.
Preset(usize),
/// Fixed width in logical pixels.
Fixed(i32),
}
/// Height of a window in a column.
///
/// Proportional height is intentionally omitted. With column widths you frequently want e.g. two
/// columns side-by-side with 50% width each, and you want them to remain this way when moving to a
/// differently sized monitor. Windows in a column, however, already auto-size to fill the available
/// height, giving you this behavior. The only reason to set a different window height, then, is
/// when you want something in the window to fit exactly, e.g. to fit 30 lines in a terminal, which
/// corresponds to the `Fixed` variant.
///
/// This does not preclude the usual set of binds to set or resize a window proportionally. Just,
/// they are converted to, and stored as fixed height right away, so that once you resize a window
/// to fit the desired content, it can never become smaller than that when moving between monitors.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum WindowHeight {
/// Automatically computed height, evenly distributed across the column.
Auto,
/// Fixed height in logical pixels.
Fixed(i32),
}
#[derive(Debug)]
pub struct Column<W: LayoutElement> {
/// Tiles in this column.
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///
/// Must be non-empty.
pub tiles: Vec<Tile<W>>,
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/// Heights of the windows.
///
/// Must have the same number of elements as `tiles`.
///
/// These heights are window heights, not tile heights, so they exclude tile decorations.
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heights: Vec<WindowHeight>,
/// Index of the currently active tile.
pub active_tile_idx: usize,
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/// Desired width of this column.
///
/// If the column is full-width or full-screened, this is the width that should be restored
/// upon unfullscreening and untoggling full-width.
pub width: ColumnWidth,
/// Whether this column is full-width.
pub is_full_width: bool,
/// Whether this column contains a single full-screened window.
pub is_fullscreen: bool,
/// Latest known view size for this column's workspace.
view_size: Size<i32, Logical>,
/// Latest known working area for this column's workspace.
working_area: Rectangle<i32, Logical>,
/// Configurable properties of the layout.
options: Rc<Options>,
}
impl OutputId {
pub fn new(output: &Output) -> Self {
Self(output.name())
}
}
impl ColumnWidth {
fn resolve(self, options: &Options, view_width: i32) -> i32 {
match self {
ColumnWidth::Proportion(proportion) => {
((view_width - options.gaps) as f64 * proportion).floor() as i32 - options.gaps
}
ColumnWidth::Preset(idx) => options.preset_widths[idx].resolve(options, view_width),
ColumnWidth::Fixed(width) => width,
}
}
}
impl From<PresetWidth> for ColumnWidth {
fn from(value: PresetWidth) -> Self {
match value {
PresetWidth::Proportion(p) => Self::Proportion(p.clamp(0., 10000.)),
PresetWidth::Fixed(f) => Self::Fixed(f.clamp(1, 100000)),
}
}
}
impl<W: LayoutElement> Workspace<W> {
pub fn new(output: Output, options: Rc<Options>) -> Self {
let working_area = compute_working_area(&output, options.struts);
Self {
original_output: OutputId::new(&output),
view_size: output_size(&output),
working_area,
output: Some(output),
columns: vec![],
active_column_idx: 0,
focus_ring: FocusRing::new(options.focus_ring),
view_offset: 0,
view_offset_anim: None,
activate_prev_column_on_removal: false,
options,
}
}
pub fn new_no_outputs(options: Rc<Options>) -> Self {
Self {
output: None,
original_output: OutputId(String::new()),
view_size: Size::from((1280, 720)),
working_area: Rectangle::from_loc_and_size((0, 0), (1280, 720)),
columns: vec![],
active_column_idx: 0,
focus_ring: FocusRing::new(options.focus_ring),
view_offset: 0,
view_offset_anim: None,
activate_prev_column_on_removal: false,
options,
}
}
pub fn advance_animations(&mut self, current_time: Duration, is_active: bool) {
match &mut self.view_offset_anim {
Some(anim) => {
anim.set_current_time(current_time);
self.view_offset = anim.value().round() as i32;
if anim.is_done() {
self.view_offset_anim = None;
}
}
None => (),
}
let view_pos = self.view_pos();
for (col_idx, col) in self.columns.iter_mut().enumerate() {
for (tile_idx, tile) in col.tiles.iter_mut().enumerate() {
let is_active = is_active
&& col_idx == self.active_column_idx
&& tile_idx == col.active_tile_idx;
tile.advance_animations(current_time, is_active);
}
}
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// This shall one day become a proper animation.
if !self.columns.is_empty() {
let col = &self.columns[self.active_column_idx];
let active_tile = &col.tiles[col.active_tile_idx];
let size = active_tile.tile_size();
let has_ssd = active_tile.has_ssd();
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let tile_pos = Point::from((
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self.column_x(self.active_column_idx) - view_pos,
col.tile_y(col.active_tile_idx),
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));
self.focus_ring.update(tile_pos, size, has_ssd);
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self.focus_ring.set_active(is_active);
}
}
pub fn are_animations_ongoing(&self) -> bool {
self.view_offset_anim.is_some()
}
pub fn update_config(&mut self, options: Rc<Options>) {
self.focus_ring.update_config(options.focus_ring);
// The focus ring buffer will be updated in a subsequent update_animations call.
for column in &mut self.columns {
column.update_config(options.clone());
}
self.options = options;
}
pub fn windows(&self) -> impl Iterator<Item = &W> + '_ {
self.columns
.iter()
.flat_map(|col| col.tiles.iter())
.map(Tile::window)
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}
pub fn set_output(&mut self, output: Option<Output>) {
if self.output == output {
return;
}
if let Some(output) = self.output.take() {
for win in self.windows() {
win.output_leave(&output);
}
}
self.output = output;
if let Some(output) = &self.output {
let working_area = compute_working_area(output, self.options.struts);
self.set_view_size(output_size(output), working_area);
for win in self.windows() {
self.enter_output_for_window(win);
}
}
}
fn enter_output_for_window(&self, window: &W) {
if let Some(output) = &self.output {
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set_preferred_scale_transform(window, output);
window.output_enter(output);
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}
}
pub fn set_view_size(
&mut self,
size: Size<i32, Logical>,
working_area: Rectangle<i32, Logical>,
) {
if self.view_size == size && self.working_area == working_area {
return;
}
self.view_size = size;
self.working_area = working_area;
for col in &mut self.columns {
col.set_view_size(self.view_size, self.working_area);
}
}
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pub fn view_size(&self) -> Size<i32, Logical> {
self.view_size
}
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pub fn update_output_scale_transform(&mut self) {
let Some(output) = self.output.as_ref() else {
return;
};
for window in self.windows() {
set_preferred_scale_transform(window, output);
}
}
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fn toplevel_bounds(&self) -> Size<i32, Logical> {
let mut border = 0;
if !self.options.border.off {
border = self.options.border.width as i32 * 2;
}
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Size::from((
max(self.working_area.size.w - self.options.gaps * 2 - border, 1),
max(self.working_area.size.h - self.options.gaps * 2 - border, 1),
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))
}
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pub fn new_window_size(&self) -> Size<i32, Logical> {
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let width = if let Some(width) = self.options.default_width {
let mut width = width.resolve(&self.options, self.working_area.size.w);
if !self.options.border.off {
width -= self.options.border.width as i32 * 2;
}
max(1, width)
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} else {
0
};
let mut height = self.working_area.size.h - self.options.gaps * 2;
if !self.options.border.off {
height -= self.options.border.width as i32 * 2;
}
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Size::from((width, max(height, 1)))
}
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pub fn configure_new_window(&self, window: &Window) {
let size = self.new_window_size();
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let bounds = self.toplevel_bounds();
if let Some(output) = self.output.as_ref() {
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set_preferred_scale_transform(window, output);
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}
window.toplevel().with_pending_state(|state| {
state.size = Some(size);
state.bounds = Some(bounds);
});
}
fn compute_new_view_offset_for_column(&self, current_x: i32, idx: usize) -> i32 {
if self.columns[idx].is_fullscreen {
return 0;
}
let new_col_x = self.column_x(idx);
let final_x = if let Some(anim) = &self.view_offset_anim {
current_x - self.view_offset + anim.to().round() as i32
} else {
current_x
};
let new_offset = compute_new_view_offset(
final_x + self.working_area.loc.x,
self.working_area.size.w,
new_col_x,
self.columns[idx].width(),
self.options.gaps,
);
// Non-fullscreen windows are always offset at least by the working area position.
new_offset - self.working_area.loc.x
}
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fn animate_view_offset(&mut self, current_x: i32, idx: usize, new_view_offset: i32) {
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let new_col_x = self.column_x(idx);
let from_view_offset = current_x - new_col_x;
self.view_offset = from_view_offset;
// If we're already animating towards that, don't restart it.
if let Some(anim) = &self.view_offset_anim {
if anim.value().round() as i32 == self.view_offset
&& anim.to().round() as i32 == new_view_offset
{
return;
}
}
// If our view offset is already this, we don't need to do anything.
if self.view_offset == new_view_offset {
self.view_offset_anim = None;
return;
}
self.view_offset_anim = Some(Animation::new(
self.view_offset as f64,
new_view_offset as f64,
Duration::from_millis(250),
));
}
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fn animate_view_offset_to_column(&mut self, current_x: i32, idx: usize) {
let new_view_offset = self.compute_new_view_offset_for_column(current_x, idx);
self.animate_view_offset(current_x, idx, new_view_offset);
}
fn animate_view_offset_to_column_centered(&mut self, current_x: i32, idx: usize) {
if self.columns.is_empty() {
return;
}
let col = &self.columns[idx];
if col.is_fullscreen {
self.animate_view_offset_to_column(current_x, idx);
return;
}
let width = col.width();
// If the column is wider than the working area, then on commit it will be shifted to left
// edge alignment by the usual positioning code, so there's no use in trying to center it
// here.
if self.working_area.size.w <= width {
self.animate_view_offset_to_column(current_x, idx);
return;
}
let new_view_offset = -(self.working_area.size.w - width) / 2 - self.working_area.loc.x;
self.animate_view_offset(current_x, idx, new_view_offset);
}
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fn activate_column(&mut self, idx: usize) {
if self.active_column_idx == idx {
return;
}
let current_x = self.view_pos();
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match self.options.center_focused_column {
CenterFocusedColumn::Always => {
self.animate_view_offset_to_column_centered(current_x, idx)
}
CenterFocusedColumn::OnOverflow => {
// Always take the left or right neighbor of the target as the source.
let source_idx = if self.active_column_idx > idx {
min(idx + 1, self.columns.len() - 1)
} else {
idx.saturating_sub(1)
};
let source_x = self.column_x(source_idx);
let source_width = self.columns[source_idx].width();
let target_x = self.column_x(idx);
let target_width = self.columns[idx].width();
let total_width = if source_x < target_x {
// Source is left from target.
target_x - source_x + target_width
} else {
// Source is right from target.
source_x - target_x + source_width
} + self.options.gaps * 2;
// If it fits together, do a normal animation, otherwise center the new column.
if total_width <= self.working_area.size.w {
self.animate_view_offset_to_column(current_x, idx);
} else {
self.animate_view_offset_to_column_centered(current_x, idx);
}
}
CenterFocusedColumn::Never => self.animate_view_offset_to_column(current_x, idx),
};
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self.active_column_idx = idx;
// A different column was activated; reset the flag.
self.activate_prev_column_on_removal = false;
}
pub fn has_windows(&self) -> bool {
self.windows().next().is_some()
}
pub fn has_window(&self, window: &W) -> bool {
self.windows().any(|win| win == window)
}
pub fn find_wl_surface(&self, wl_surface: &WlSurface) -> Option<&W> {
self.windows().find(|win| win.is_wl_surface(wl_surface))
}
/// Computes the X position of the windows in the given column, in logical coordinates.
fn column_x(&self, column_idx: usize) -> i32 {
let mut x = 0;
for column in self.columns.iter().take(column_idx) {
x += column.width() + self.options.gaps;
}
x
}
pub fn add_window(
&mut self,
window: W,
activate: bool,
width: ColumnWidth,
is_full_width: bool,
) {
self.enter_output_for_window(&window);
let was_empty = self.columns.is_empty();
let idx = if self.columns.is_empty() {
0
} else {
self.active_column_idx + 1
};
let column = Column::new(
window,
self.view_size,
self.working_area,
self.options.clone(),
width,
is_full_width,
);
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let width = column.width();
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self.columns.insert(idx, column);
if activate {
// If this is the first window on an empty workspace, skip the animation from whatever
// view_offset was left over.
if was_empty {
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if self.options.center_focused_column == CenterFocusedColumn::Always {
self.view_offset =
-(self.working_area.size.w - width) / 2 - self.working_area.loc.x;
} else {
// Try to make the code produce a left-aligned offset, even in presence of left
// exclusive zones.
self.view_offset = self.compute_new_view_offset_for_column(self.column_x(0), 0);
}
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self.view_offset_anim = None;
}
self.activate_column(idx);
self.activate_prev_column_on_removal = true;
}
}
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pub fn add_column(&mut self, mut column: Column<W>, activate: bool) {
for tile in &column.tiles {
self.enter_output_for_window(tile.window());
}
let was_empty = self.columns.is_empty();
let idx = if self.columns.is_empty() {
0
} else {
self.active_column_idx + 1
};
column.set_view_size(self.view_size, self.working_area);
let width = column.width();
self.columns.insert(idx, column);
if activate {
// If this is the first window on an empty workspace, skip the animation from whatever
// view_offset was left over.
if was_empty {
if self.options.center_focused_column == CenterFocusedColumn::Always {
self.view_offset =
-(self.working_area.size.w - width) / 2 - self.working_area.loc.x;
} else {
// Try to make the code produce a left-aligned offset, even in presence of left
// exclusive zones.
self.view_offset = self.compute_new_view_offset_for_column(self.column_x(0), 0);
}
self.view_offset_anim = None;
}
self.activate_column(idx);
self.activate_prev_column_on_removal = true;
}
}
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pub fn remove_window_by_idx(&mut self, column_idx: usize, window_idx: usize) -> W {
let column = &mut self.columns[column_idx];
let window = column.tiles.remove(window_idx).into_window();
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column.heights.remove(window_idx);
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if let Some(output) = &self.output {
window.output_leave(output);
}
if column.tiles.is_empty() {
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if column_idx + 1 == self.active_column_idx {
// The previous column, that we were going to activate upon removal of the active
// column, has just been itself removed.
self.activate_prev_column_on_removal = false;
}
// FIXME: activate_column below computes current view position to compute the new view
// position, which can include the column we're removing here. This leads to unwanted
// view jumps.
self.columns.remove(column_idx);
if self.columns.is_empty() {
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return window;
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}
if self.active_column_idx > column_idx
|| (self.active_column_idx == column_idx && self.activate_prev_column_on_removal)
{
// A column to the left was removed; preserve the current position.
// FIXME: preserve activate_prev_column_on_removal.
// Or, the active column was removed, and we needed to activate the previous column.
self.activate_column(self.active_column_idx.saturating_sub(1));
} else {
self.activate_column(min(self.active_column_idx, self.columns.len() - 1));
}
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return window;
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}
column.active_tile_idx = min(column.active_tile_idx, column.tiles.len() - 1);
column.update_tile_sizes();
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window
}
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pub fn remove_column_by_idx(&mut self, column_idx: usize) -> Column<W> {
let column = self.columns.remove(column_idx);
if let Some(output) = &self.output {
for tile in &column.tiles {
tile.window().output_leave(output);
}
}
if column_idx + 1 == self.active_column_idx {
// The previous column, that we were going to activate upon removal of the active
// column, has just been itself removed.
self.activate_prev_column_on_removal = false;
}
// FIXME: activate_column below computes current view position to compute the new view
// position, which can include the column we're removing here. This leads to unwanted
// view jumps.
if self.columns.is_empty() {
return column;
}
if self.active_column_idx > column_idx
|| (self.active_column_idx == column_idx && self.activate_prev_column_on_removal)
{
// A column to the left was removed; preserve the current position.
// FIXME: preserve activate_prev_column_on_removal.
// Or, the active column was removed, and we needed to activate the previous column.
self.activate_column(self.active_column_idx.saturating_sub(1));
} else {
self.activate_column(min(self.active_column_idx, self.columns.len() - 1));
}
column
}
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pub fn remove_window(&mut self, window: &W) {
let column_idx = self
.columns
.iter()
.position(|col| col.contains(window))
.unwrap();
let column = &self.columns[column_idx];
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let window_idx = column.position(window).unwrap();
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self.remove_window_by_idx(column_idx, window_idx);
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}
pub fn update_window(&mut self, window: &W) {
let (idx, column) = self
.columns
.iter_mut()
.enumerate()
.find(|(_, col)| col.contains(window))
.unwrap();
column.update_window(window);
column.update_tile_sizes();
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if idx == self.active_column_idx {
// We might need to move the view to ensure the resized window is still visible.
let current_x = self.view_pos();
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if self.options.center_focused_column == CenterFocusedColumn::Always {
// FIXME: we will want to skip the animation in some cases here to make
// continuously resizing windows not look janky.
self.animate_view_offset_to_column_centered(current_x, idx);
} else {
self.animate_view_offset_to_column(current_x, idx);
}
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}
}
pub fn activate_window(&mut self, window: &W) {
let column_idx = self
.columns
.iter()
.position(|col| col.contains(window))
.unwrap();
let column = &mut self.columns[column_idx];
column.activate_window(window);
self.activate_column(column_idx);
}
#[cfg(test)]
pub fn verify_invariants(&self) {
assert!(self.view_size.w > 0);
assert!(self.view_size.h > 0);
if !self.columns.is_empty() {
assert!(self.active_column_idx < self.columns.len());
for column in &self.columns {
column.verify_invariants();
}
}
}
pub fn focus_left(&mut self) {
self.activate_column(self.active_column_idx.saturating_sub(1));
}
pub fn focus_right(&mut self) {
if self.columns.is_empty() {
return;
}
self.activate_column(min(self.active_column_idx + 1, self.columns.len() - 1));
}
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pub fn focus_column_first(&mut self) {
self.activate_column(0);
}
pub fn focus_column_last(&mut self) {
if self.columns.is_empty() {
return;
}
self.activate_column(self.columns.len() - 1);
}
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pub fn focus_down(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].focus_down();
}
pub fn focus_up(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].focus_up();
}
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fn move_column_to(&mut self, new_idx: usize) {
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if self.active_column_idx == new_idx {
return;
}
let current_x = self.view_pos();
let column = self.columns.remove(self.active_column_idx);
self.columns.insert(new_idx, column);
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// FIXME: should this be different when always centering?
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self.view_offset =
self.compute_new_view_offset_for_column(current_x, self.active_column_idx);
self.activate_column(new_idx);
}
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pub fn move_left(&mut self) {
let new_idx = self.active_column_idx.saturating_sub(1);
self.move_column_to(new_idx);
}
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pub fn move_right(&mut self) {
if self.columns.is_empty() {
return;
}
let new_idx = min(self.active_column_idx + 1, self.columns.len() - 1);
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self.move_column_to(new_idx);
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}
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pub fn move_column_to_first(&mut self) {
self.move_column_to(0);
}
pub fn move_column_to_last(&mut self) {
if self.columns.is_empty() {
return;
}
let new_idx = self.columns.len() - 1;
self.move_column_to(new_idx);
}
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pub fn move_down(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].move_down();
}
pub fn move_up(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].move_up();
}
pub fn consume_into_column(&mut self) {
if self.columns.len() < 2 {
return;
}
if self.active_column_idx == self.columns.len() - 1 {
return;
}
let source_column_idx = self.active_column_idx + 1;
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let window = self.remove_window_by_idx(source_column_idx, 0);
self.enter_output_for_window(&window);
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let target_column = &mut self.columns[self.active_column_idx];
target_column.add_window(window);
}
pub fn expel_from_column(&mut self) {
if self.columns.is_empty() {
return;
}
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let source_column = &self.columns[self.active_column_idx];
if source_column.tiles.len() == 1 {
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return;
}
let width = source_column.width;
let is_full_width = source_column.is_full_width;
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let window =
self.remove_window_by_idx(self.active_column_idx, source_column.active_tile_idx);
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self.add_window(window, true, width, is_full_width);
}
pub fn center_column(&mut self) {
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let center_x = self.view_pos();
self.animate_view_offset_to_column_centered(center_x, self.active_column_idx);
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}
fn view_pos(&self) -> i32 {
self.column_x(self.active_column_idx) + self.view_offset
}
pub fn window_under(
&self,
pos: Point<f64, Logical>,
) -> Option<(&W, Option<Point<i32, Logical>>)> {
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if self.columns.is_empty() {
return None;
}
let view_pos = self.view_pos();
// Prefer the active window since it's drawn on top.
let col = &self.columns[self.active_column_idx];
let active_tile = &col.tiles[col.active_tile_idx];
let tile_pos = Point::from((
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self.column_x(self.active_column_idx) - view_pos,
col.tile_y(col.active_tile_idx),
));
let pos_within_tile = pos - tile_pos.to_f64();
if active_tile.is_in_input_region(pos_within_tile) {
let pos_within_surface = tile_pos + active_tile.buf_loc();
return Some((active_tile.window(), Some(pos_within_surface)));
} else if active_tile.is_in_activation_region(pos_within_tile) {
return Some((active_tile.window(), None));
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}
let mut x = -view_pos;
for col in &self.columns {
for (tile, y) in zip(&col.tiles, col.tile_ys()) {
if tile.window() == active_tile.window() {
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// Already handled it above.
continue;
}
let tile_pos = Point::from((x, y));
let pos_within_tile = pos - tile_pos.to_f64();
if tile.is_in_input_region(pos_within_tile) {
let pos_within_surface = tile_pos + tile.buf_loc();
return Some((tile.window(), Some(pos_within_surface)));
} else if tile.is_in_activation_region(pos_within_tile) {
return Some((tile.window(), None));
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}
}
x += col.width() + self.options.gaps;
}
None
}
pub fn toggle_width(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].toggle_width();
}
pub fn toggle_full_width(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].toggle_full_width();
}
pub fn set_column_width(&mut self, change: SizeChange) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].set_column_width(change);
}
pub fn set_window_height(&mut self, change: SizeChange) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].set_window_height(change);
}
pub fn set_fullscreen(&mut self, window: &W, is_fullscreen: bool) {
let (mut col_idx, tile_idx) = self
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.columns
.iter()
.enumerate()
.find_map(|(col_idx, col)| col.position(window).map(|tile_idx| (col_idx, tile_idx)))
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.unwrap();
let mut col = &mut self.columns[col_idx];
if is_fullscreen && col.tiles.len() > 1 {
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// This wasn't the only window in its column; extract it into a separate column.
let target_window_was_focused =
self.active_column_idx == col_idx && col.active_tile_idx == tile_idx;
let window = col.tiles.remove(tile_idx).into_window();
col.heights.remove(tile_idx);
col.active_tile_idx = min(col.active_tile_idx, col.tiles.len() - 1);
col.update_tile_sizes();
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let width = col.width;
let is_full_width = col.is_full_width;
col_idx += 1;
self.columns.insert(
col_idx,
Column::new(
window,
self.view_size,
self.working_area,
self.options.clone(),
width,
is_full_width,
),
);
if self.active_column_idx >= col_idx || target_window_was_focused {
self.active_column_idx += 1;
}
col = &mut self.columns[col_idx];
}
col.set_fullscreen(is_fullscreen);
}
pub fn toggle_fullscreen(&mut self, window: &W) {
let col = self
.columns
.iter_mut()
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.find(|col| col.contains(window))
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.unwrap();
let value = !col.is_fullscreen;
self.set_fullscreen(window, value);
}
pub fn render_above_top_layer(&self) -> bool {
// Render above the top layer if we're on a fullscreen window and the view is stationary.
if self.columns.is_empty() {
return false;
}
if self.view_offset_anim.is_some() {
return false;
}
self.columns[self.active_column_idx].is_fullscreen
}
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pub fn render_elements<R: Renderer + ImportAll>(
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&self,
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renderer: &mut R,
) -> Vec<WorkspaceRenderElement<R>>
where
<R as Renderer>::TextureId: 'static,
{
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if self.columns.is_empty() {
return vec![];
}
// FIXME: workspaces should probably cache their last used scale so they can be correctly
// rendered even with no outputs connected.
let output_scale = self
.output
.as_ref()
.map(|o| Scale::from(o.current_scale().fractional_scale()))
.unwrap_or(Scale::from(1.));
let mut rv = vec![];
let view_pos = self.view_pos();
// Draw the active window on top.
let col = &self.columns[self.active_column_idx];
let active_tile = &col.tiles[col.active_tile_idx];
let tile_pos = Point::from((
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self.column_x(self.active_column_idx) - view_pos,
col.tile_y(col.active_tile_idx),
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));
// Draw the window itself.
rv.extend(active_tile.render(renderer, tile_pos, output_scale));
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// Draw the focus ring.
rv.extend(self.focus_ring.render(output_scale).map(Into::into));
let mut x = -view_pos;
for col in &self.columns {
for (tile, y) in zip(&col.tiles, col.tile_ys()) {
if tile.window() == active_tile.window() {
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// Already handled it above.
continue;
}
let tile_pos = Point::from((x, y));
rv.extend(tile.render(renderer, tile_pos, output_scale));
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}
x += col.width() + self.options.gaps;
}
rv
}
}
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impl Workspace<Window> {
pub fn refresh(&self, is_active: bool) {
let bounds = self.toplevel_bounds();
for (col_idx, col) in self.columns.iter().enumerate() {
for (tile_idx, tile) in col.tiles.iter().enumerate() {
let win = tile.window();
let active = is_active
&& self.active_column_idx == col_idx
&& col.active_tile_idx == tile_idx;
win.set_activated(active);
win.toplevel().with_pending_state(|state| {
state.bounds = Some(bounds);
});
win.toplevel().send_pending_configure();
win.refresh();
}
}
}
}
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impl<W: LayoutElement> Column<W> {
fn new(
window: W,
view_size: Size<i32, Logical>,
working_area: Rectangle<i32, Logical>,
options: Rc<Options>,
width: ColumnWidth,
is_full_width: bool,
) -> Self {
let mut rv = Self {
tiles: vec![],
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heights: vec![],
active_tile_idx: 0,
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width,
is_full_width,
is_fullscreen: false,
view_size,
working_area,
options,
};
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let is_pending_fullscreen = window.is_pending_fullscreen();
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rv.add_window(window);
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if is_pending_fullscreen {
rv.set_fullscreen(true);
}
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rv
}
fn set_view_size(&mut self, size: Size<i32, Logical>, working_area: Rectangle<i32, Logical>) {
if self.view_size == size && self.working_area == working_area {
return;
}
self.view_size = size;
self.working_area = working_area;
self.update_tile_sizes();
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}
fn update_config(&mut self, options: Rc<Options>) {
let mut update_sizes = false;
// If preset widths changed, make our width non-preset.
if self.options.preset_widths != options.preset_widths {
if let ColumnWidth::Preset(idx) = self.width {
self.width = self.options.preset_widths[idx];
}
}
if self.options.gaps != options.gaps {
update_sizes = true;
}
if self.options.border.off != options.border.off
|| self.options.border.width != options.border.width
{
update_sizes = true;
}
for tile in &mut self.tiles {
tile.update_config(options.clone());
}
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self.options = options;
if update_sizes {
self.update_tile_sizes();
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}
}
fn set_width(&mut self, width: ColumnWidth) {
self.width = width;
self.is_full_width = false;
self.update_tile_sizes();
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}
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pub fn contains(&self, window: &W) -> bool {
self.tiles.iter().map(Tile::window).any(|win| win == window)
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}
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pub fn position(&self, window: &W) -> Option<usize> {
self.tiles
.iter()
.map(Tile::window)
.position(|win| win == window)
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}
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fn activate_window(&mut self, window: &W) {
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let idx = self.position(window).unwrap();
self.active_tile_idx = idx;
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}
fn add_window(&mut self, window: W) {
let tile = Tile::new(window, self.options.clone());
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self.is_fullscreen = false;
self.tiles.push(tile);
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self.heights.push(WindowHeight::Auto);
self.update_tile_sizes();
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}
fn update_window(&mut self, window: &W) {
let tile = self
.tiles
.iter_mut()
.find(|tile| tile.window() == window)
.unwrap();
tile.update_window();
}
fn update_tile_sizes(&mut self) {
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if self.is_fullscreen {
self.tiles[0].request_fullscreen(self.view_size);
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return;
}
let min_size: Vec<_> = self.tiles.iter().map(Tile::min_size).collect();
let max_size: Vec<_> = self.tiles.iter().map(Tile::max_size).collect();
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// Compute the column width.
let min_width = min_size
.iter()
.filter_map(|size| {
let w = size.w;
if w == 0 {
None
} else {
Some(w)
}
})
.max()
.unwrap_or(1);
let max_width = max_size
.iter()
.filter_map(|size| {
let w = size.w;
if w == 0 {
None
} else {
Some(w)
}
})
.min()
.unwrap_or(i32::MAX);
let max_width = max(max_width, min_width);
let width = if self.is_full_width {
ColumnWidth::Proportion(1.)
} else {
self.width
};
let width = width.resolve(&self.options, self.working_area.size.w);
let width = max(min(width, max_width), min_width);
// Compute the tile heights. Start by converting window heights to tile heights.
let mut heights = zip(&self.tiles, &self.heights)
.map(|(tile, height)| match *height {
WindowHeight::Auto => WindowHeight::Auto,
WindowHeight::Fixed(height) => {
WindowHeight::Fixed(tile.tile_height_for_window_height(height))
}
})
.collect::<Vec<_>>();
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let mut height_left = self.working_area.size.h - self.options.gaps;
let mut auto_tiles_left = self.tiles.len();
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// Subtract all fixed-height tiles.
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for (h, (min_size, max_size)) in zip(&mut heights, zip(&min_size, &max_size)) {
// Check if the tile has an exact height constraint.
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if min_size.h > 0 && min_size.h == max_size.h {
*h = WindowHeight::Fixed(min_size.h);
}
if let WindowHeight::Fixed(h) = h {
if max_size.h > 0 {
*h = min(*h, max_size.h);
}
if min_size.h > 0 {
*h = max(*h, min_size.h);
}
*h = max(*h, 1);
height_left -= *h + self.options.gaps;
auto_tiles_left -= 1;
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}
}
// Iteratively try to distribute the remaining height, checking against tile min heights.
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// Pick an auto height according to the current sizes, then check if it satisfies all
// remaining min heights. If not, allocate fixed height to those tiles and repeat the
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// loop. On each iteration the auto height will get smaller.
//
// NOTE: we do not respect max height here. Doing so would complicate things: if the current
// auto height is above some tile's max height, then the auto height can become larger.
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// Combining this with the min height loop is where the complexity appears.
//
// However, most max height uses are for fixed-size dialogs, where min height == max_height.
// This case is separately handled above.
while auto_tiles_left > 0 {
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// Compute the current auto height.
let auto_height = height_left / auto_tiles_left as i32 - self.options.gaps;
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let auto_height = max(auto_height, 1);
// Integer division above can result in imperfect height distribution. We will make some
// tiles 1 px taller to account for this.
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let mut ones_left = height_left
.saturating_sub((auto_height + self.options.gaps) * auto_tiles_left as i32);
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let mut unsatisfied_min = false;
let mut ones_left_2 = ones_left;
for (h, min_size) in zip(&mut heights, &min_size) {
if matches!(h, WindowHeight::Fixed(_)) {
continue;
}
let mut auto = auto_height;
if ones_left_2 > 0 {
auto += 1;
ones_left_2 -= 1;
}
// Check if the auto height satisfies the min height.
if min_size.h > 0 && min_size.h > auto {
*h = WindowHeight::Fixed(min_size.h);
height_left -= min_size.h + self.options.gaps;
auto_tiles_left -= 1;
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unsatisfied_min = true;
}
}
// If some min height was unsatisfied, then we allocated the tile more than the auto
// height, which means that the remaining auto tiles now have less height to work
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// with, and the loop must run again.
if unsatisfied_min {
continue;
}
// All min heights were satisfied, fill them in.
for h in &mut heights {
if matches!(h, WindowHeight::Fixed(_)) {
continue;
}
let mut auto = auto_height;
if ones_left > 0 {
auto += 1;
ones_left -= 1;
}
*h = WindowHeight::Fixed(auto);
auto_tiles_left -= 1;
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}
assert_eq!(auto_tiles_left, 0);
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}
for (tile, h) in zip(&mut self.tiles, heights) {
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let WindowHeight::Fixed(height) = h else {
unreachable!()
};
let size = Size::from((width, height));
tile.request_tile_size(size);
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}
}
fn width(&self) -> i32 {
self.tiles
.iter()
.map(|tile| tile.tile_size().w)
.max()
.unwrap()
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}
fn focus_up(&mut self) {
self.active_tile_idx = self.active_tile_idx.saturating_sub(1);
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}
fn focus_down(&mut self) {
self.active_tile_idx = min(self.active_tile_idx + 1, self.tiles.len() - 1);
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}
fn move_up(&mut self) {
let new_idx = self.active_tile_idx.saturating_sub(1);
if self.active_tile_idx == new_idx {
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return;
}
self.tiles.swap(self.active_tile_idx, new_idx);
self.heights.swap(self.active_tile_idx, new_idx);
self.active_tile_idx = new_idx;
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}
fn move_down(&mut self) {
let new_idx = min(self.active_tile_idx + 1, self.tiles.len() - 1);
if self.active_tile_idx == new_idx {
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return;
}
self.tiles.swap(self.active_tile_idx, new_idx);
self.heights.swap(self.active_tile_idx, new_idx);
self.active_tile_idx = new_idx;
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}
#[cfg(test)]
fn verify_invariants(&self) {
assert!(!self.tiles.is_empty(), "columns can't be empty");
assert!(self.active_tile_idx < self.tiles.len());
assert_eq!(self.tiles.len(), self.heights.len());
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if self.is_fullscreen {
assert_eq!(self.tiles.len(), 1);
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}
for tile in &self.tiles {
assert_eq!(self.is_fullscreen, tile.window().is_pending_fullscreen());
}
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}
fn toggle_width(&mut self) {
let width = if self.is_full_width {
ColumnWidth::Proportion(1.)
} else {
self.width
};
let idx = match width {
ColumnWidth::Preset(idx) => (idx + 1) % self.options.preset_widths.len(),
_ => {
let current = self.width();
self.options
.preset_widths
.iter()
.position(|prop| {
prop.resolve(&self.options, self.working_area.size.w) > current
})
.unwrap_or(0)
}
};
let width = ColumnWidth::Preset(idx);
self.set_width(width);
}
fn toggle_full_width(&mut self) {
self.is_full_width = !self.is_full_width;
self.update_tile_sizes();
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}
fn set_column_width(&mut self, change: SizeChange) {
let width = if self.is_full_width {
ColumnWidth::Proportion(1.)
} else {
self.width
};
let current_px = width.resolve(&self.options, self.working_area.size.w);
let current = match width {
ColumnWidth::Preset(idx) => self.options.preset_widths[idx],
current => current,
};
// FIXME: fix overflows then remove limits.
const MAX_PX: i32 = 100000;
const MAX_F: f64 = 10000.;
let width = match (current, change) {
(_, SizeChange::SetFixed(fixed)) => {
// As a special case, setting a fixed column width will compute it in such a way
// that the active window gets that width. This is the intention behind the ability
// to set a fixed size.
let tile = &self.tiles[self.active_tile_idx];
ColumnWidth::Fixed(tile.tile_width_for_window_width(fixed).clamp(1, MAX_PX))
}
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(_, SizeChange::SetProportion(proportion)) => {
ColumnWidth::Proportion((proportion / 100.).clamp(0., MAX_F))
}
(_, SizeChange::AdjustFixed(delta)) => {
let width = current_px.saturating_add(delta).clamp(1, MAX_PX);
ColumnWidth::Fixed(width)
}
(ColumnWidth::Proportion(current), SizeChange::AdjustProportion(delta)) => {
let proportion = (current + delta / 100.).clamp(0., MAX_F);
ColumnWidth::Proportion(proportion)
}
(ColumnWidth::Fixed(_), SizeChange::AdjustProportion(delta)) => {
let current = (current_px + self.options.gaps) as f64
/ (self.working_area.size.w - self.options.gaps) as f64;
let proportion = (current + delta / 100.).clamp(0., MAX_F);
ColumnWidth::Proportion(proportion)
}
(ColumnWidth::Preset(_), _) => unreachable!(),
};
self.set_width(width);
}
fn set_window_height(&mut self, change: SizeChange) {
let current = self.heights[self.active_tile_idx];
let tile = &self.tiles[self.active_tile_idx];
let current_window_px = match current {
WindowHeight::Auto => tile.window_size().h,
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WindowHeight::Fixed(height) => height,
};
let current_tile_px = tile.tile_height_for_window_height(current_window_px);
let current_prop = (current_tile_px + self.options.gaps) as f64
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/ (self.working_area.size.h - self.options.gaps) as f64;
// FIXME: fix overflows then remove limits.
const MAX_PX: i32 = 100000;
let mut window_height = match change {
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SizeChange::SetFixed(fixed) => fixed,
SizeChange::SetProportion(proportion) => {
let tile_height = ((self.working_area.size.h - self.options.gaps) as f64
* proportion
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- self.options.gaps as f64)
.round() as i32;
tile.window_height_for_tile_height(tile_height)
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}
SizeChange::AdjustFixed(delta) => current_window_px.saturating_add(delta),
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SizeChange::AdjustProportion(delta) => {
let proportion = current_prop + delta / 100.;
let tile_height = ((self.working_area.size.h - self.options.gaps) as f64
* proportion
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- self.options.gaps as f64)
.round() as i32;
tile.window_height_for_tile_height(tile_height)
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}
};
// Clamp it against the window height constraints.
let win = &self.tiles[self.active_tile_idx].window();
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let min_h = win.min_size().h;
let max_h = win.max_size().h;
if max_h > 0 {
window_height = window_height.min(max_h);
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}
if min_h > 0 {
window_height = window_height.max(min_h);
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}
self.heights[self.active_tile_idx] = WindowHeight::Fixed(window_height.clamp(1, MAX_PX));
self.update_tile_sizes();
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}
fn set_fullscreen(&mut self, is_fullscreen: bool) {
assert_eq!(self.tiles.len(), 1);
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self.is_fullscreen = is_fullscreen;
self.update_tile_sizes();
}
pub fn window_y(&self, tile_idx: usize) -> i32 {
let (tile, tile_y) = zip(&self.tiles, self.tile_ys()).nth(tile_idx).unwrap();
tile_y + tile.window_loc().y
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}
fn tile_y(&self, tile_idx: usize) -> i32 {
self.tile_ys().nth(tile_idx).unwrap()
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}
fn tile_ys(&self) -> impl Iterator<Item = i32> + '_ {
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let mut y = 0;
if !self.is_fullscreen {
y = self.working_area.loc.y + self.options.gaps;
}
self.tiles.iter().map(move |tile| {
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let pos = y;
y += tile.tile_size().h + self.options.gaps;
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pos
})
}
}
fn compute_new_view_offset(
cur_x: i32,
view_width: i32,
new_col_x: i32,
new_col_width: i32,
gaps: i32,
) -> i32 {
// If the column is wider than the view, always left-align it.
if view_width <= new_col_width {
return 0;
}
// Compute the padding in case it needs to be smaller due to large tile width.
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let padding = ((view_width - new_col_width) / 2).clamp(0, gaps);
// Compute the desired new X with padding.
let new_x = new_col_x - padding;
let new_right_x = new_col_x + new_col_width + padding;
// If the column is already fully visible, leave the view as is.
if cur_x <= new_x && new_right_x <= cur_x + view_width {
return -(new_col_x - cur_x);
}
// Otherwise, prefer the aligment that results in less motion from the current position.
let dist_to_left = cur_x.abs_diff(new_x);
let dist_to_right = (cur_x + view_width).abs_diff(new_right_x);
if dist_to_left <= dist_to_right {
-padding
} else {
-(view_width - padding - new_col_width)
}
}
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fn set_preferred_scale_transform(window: &impl LayoutElement, output: &Output) {
// FIXME: cache this on the workspace.
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let scale = output.current_scale().integer_scale();
let transform = output.current_transform();
window.set_preferred_scale_transform(scale, transform);
}
pub fn compute_working_area(output: &Output, struts: Struts) -> Rectangle<i32, Logical> {
// Start with the layer-shell non-exclusive zone.
let mut working_area = layer_map_for_output(output).non_exclusive_zone();
// Add struts.
let w = working_area.size.w;
let h = working_area.size.h;
working_area.size.w = w
.saturating_sub(struts.left.into())
.saturating_sub(struts.right.into());
working_area.loc.x += struts.left as i32;
working_area.size.h = h
.saturating_sub(struts.top.into())
.saturating_sub(struts.bottom.into());
working_area.loc.y += struts.top as i32;
working_area
}