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niri/src/layout/scrolling.rs
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5290 lines
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Rust
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use std::cmp::{max, min};
use std::iter::{self, zip};
use std::rc::Rc;
use std::time::Duration;
use niri_config::{CenterFocusedColumn, PresetSize, Struts};
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use niri_ipc::{ColumnDisplay, SizeChange};
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use ordered_float::NotNan;
use smithay::backend::renderer::gles::GlesRenderer;
use smithay::utils::{Logical, Point, Rectangle, Scale, Serial, Size};
use super::closing_window::{ClosingWindow, ClosingWindowRenderElement};
use super::monitor::InsertPosition;
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use super::tab_indicator::{TabIndicator, TabIndicatorRenderElement, TabInfo};
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use super::tile::{Tile, TileRenderElement, TileRenderSnapshot};
use super::workspace::{InteractiveResize, ResolvedSize};
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use super::{ConfigureIntent, HitType, InteractiveResizeData, LayoutElement, Options, RemovedTile};
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use crate::animation::{Animation, Clock};
use crate::input::swipe_tracker::SwipeTracker;
use crate::niri_render_elements;
use crate::render_helpers::renderer::NiriRenderer;
use crate::render_helpers::RenderTarget;
use crate::utils::transaction::{Transaction, TransactionBlocker};
use crate::utils::ResizeEdge;
use crate::window::ResolvedWindowRules;
/// Amount of touchpad movement to scroll the view for the width of one working area.
const VIEW_GESTURE_WORKING_AREA_MOVEMENT: f64 = 1200.;
/// A scrollable-tiling space for windows.
#[derive(Debug)]
pub struct ScrollingSpace<W: LayoutElement> {
/// Columns of windows on this space.
columns: Vec<Column<W>>,
/// Extra per-column data.
data: Vec<ColumnData>,
/// Index of the currently active column, if any.
active_column_idx: usize,
/// Ongoing interactive resize.
interactive_resize: Option<InteractiveResize<W>>,
/// 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: ViewOffset,
/// 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.
///
/// The value is the view offset that the previous column had before, to restore it.
activate_prev_column_on_removal: Option<f64>,
/// View offset to restore after unfullscreening.
view_offset_before_fullscreen: Option<f64>,
/// Windows in the closing animation.
closing_windows: Vec<ClosingWindow>,
/// View size for this space.
view_size: Size<f64, Logical>,
/// Working area for this space.
///
/// Takes into account layer-shell exclusive zones and niri struts.
working_area: Rectangle<f64, Logical>,
/// Working area for this space excluding struts.
///
/// Used for popup unconstraining. Popups can go over struts, but they shouldn't go over
/// the layer-shell top layer (which renders on top of popups).
parent_area: Rectangle<f64, Logical>,
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/// Scale of the output the space is on (and rounds its sizes to).
scale: f64,
/// Clock for driving animations.
clock: Clock,
/// Configurable properties of the layout.
options: Rc<Options>,
}
niri_render_elements! {
ScrollingSpaceRenderElement<R> => {
Tile = TileRenderElement<R>,
ClosingWindow = ClosingWindowRenderElement,
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TabIndicator = TabIndicatorRenderElement,
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}
}
/// Extra per-column data.
#[derive(Debug, Clone, Copy, PartialEq)]
struct ColumnData {
/// Cached actual column width.
width: f64,
}
#[derive(Debug)]
pub(super) enum ViewOffset {
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/// The view offset is static.
Static(f64),
/// The view offset is animating.
Animation(Animation),
/// The view offset is controlled by the ongoing gesture.
Gesture(ViewGesture),
}
#[derive(Debug)]
pub(super) struct ViewGesture {
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current_view_offset: f64,
/// Animation for the extra offset to the current position.
///
/// For example, when we need to activate a specific window during a DnD scroll.
animation: Option<Animation>,
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tracker: SwipeTracker,
delta_from_tracker: f64,
// The view offset we'll use if needed for activate_prev_column_on_removal.
stationary_view_offset: f64,
/// Whether the gesture is controlled by the touchpad.
is_touchpad: bool,
// If this gesture is for drag-and-drop scrolling, this is the last event's unadjusted
// timestamp.
dnd_last_event_time: Option<Duration>,
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// Time when the drag-and-drop scroll delta became non-zero, used for debouncing.
//
// If `None` then the scroll delta is currently zero.
dnd_nonzero_start_time: Option<Duration>,
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}
#[derive(Debug)]
pub struct Column<W: LayoutElement> {
/// Tiles in this column.
///
/// Must be non-empty.
tiles: Vec<Tile<W>>,
/// Extra per-tile data.
///
/// Must have the same number of elements as `tiles`.
data: Vec<TileData>,
/// Index of the currently active tile.
active_tile_idx: usize,
/// 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.
width: ColumnWidth,
/// Currently selected preset width index.
preset_width_idx: Option<usize>,
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/// Whether this column is full-width.
is_full_width: bool,
/// Whether this column contains a single full-screened window.
is_fullscreen: bool,
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/// How this column displays and arranges windows.
display_mode: ColumnDisplay,
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/// Tab indicator for the tabbed display mode.
tab_indicator: TabIndicator,
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/// Animation of the render offset during window swapping.
move_animation: Option<MoveAnimation>,
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/// Latest known view size for this column's workspace.
view_size: Size<f64, Logical>,
/// Latest known working area for this column's workspace.
working_area: Rectangle<f64, Logical>,
/// Scale of the output the column is on (and rounds its sizes to).
scale: f64,
/// Clock for driving animations.
clock: Clock,
/// Configurable properties of the layout.
options: Rc<Options>,
}
/// Extra per-tile data.
#[derive(Debug, Clone, Copy, PartialEq)]
struct TileData {
/// Requested height of the window.
///
/// This is window height, not tile height, so it excludes tile decorations.
height: WindowHeight,
/// Cached actual size of the tile.
size: Size<f64, Logical>,
/// Cached whether the tile is being interactively resized by its left edge.
interactively_resizing_by_left_edge: bool,
}
/// Width of a column.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ColumnWidth {
/// Proportion of the current view width.
Proportion(f64),
/// Fixed width in logical pixels.
Fixed(f64),
}
/// Height of a window in a column.
///
/// Every window but one in a column must be `Auto`-sized so that the total height can add up to
/// the workspace height. Resizing a window converts all other windows to `Auto`, weighted to
/// preserve their visual heights at the moment of the conversion.
///
/// In contrast to column widths, proportional height changes are converted to, and stored as,
/// fixed height right away. 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 main 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.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum WindowHeight {
/// Automatically computed *tile* height, distributed across the column according to weights.
///
/// This controls the tile height rather than the window height because it's easier in the auto
/// height distribution algorithm.
Auto { weight: f64 },
/// Fixed *window* height in logical pixels.
Fixed(f64),
/// One of the preset heights (tile or window).
Preset(usize),
}
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/// Horizontal direction for an operation.
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///
/// As operations often have a symmetrical counterpart, e.g. focus-right/focus-left, methods
/// on `Scrolling` can sometimes be factored using the direction of the operation as a parameter.
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum ScrollDirection {
Left,
Right,
}
#[derive(Debug)]
struct MoveAnimation {
anim: Animation,
from: f64,
}
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impl<W: LayoutElement> ScrollingSpace<W> {
pub fn new(
view_size: Size<f64, Logical>,
parent_area: Rectangle<f64, Logical>,
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scale: f64,
clock: Clock,
options: Rc<Options>,
) -> Self {
let working_area = compute_working_area(parent_area, scale, options.struts);
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Self {
columns: Vec::new(),
data: Vec::new(),
active_column_idx: 0,
interactive_resize: None,
view_offset: ViewOffset::Static(0.),
activate_prev_column_on_removal: None,
view_offset_before_fullscreen: None,
closing_windows: Vec::new(),
view_size,
working_area,
parent_area,
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scale,
clock,
options,
}
}
pub fn update_config(
&mut self,
view_size: Size<f64, Logical>,
parent_area: Rectangle<f64, Logical>,
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scale: f64,
options: Rc<Options>,
) {
let working_area = compute_working_area(parent_area, scale, options.struts);
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for (column, data) in zip(&mut self.columns, &mut self.data) {
column.update_config(view_size, working_area, scale, options.clone());
data.update(column);
}
self.view_size = view_size;
self.working_area = working_area;
self.parent_area = parent_area;
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self.scale = scale;
self.options = options;
// Apply always-center and such right away.
if !self.columns.is_empty() && !self.view_offset.is_gesture() {
self.animate_view_offset_to_column(None, self.active_column_idx, None);
}
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}
pub fn update_shaders(&mut self) {
for tile in self.tiles_mut() {
tile.update_shaders();
}
}
pub fn advance_animations(&mut self) {
if let ViewOffset::Animation(anim) = &self.view_offset {
if anim.is_done() {
self.view_offset = ViewOffset::Static(anim.to());
}
}
if let ViewOffset::Gesture(gesture) = &mut self.view_offset {
// Make sure the last event time doesn't go too much out of date (for
// workspaces not under cursor), causing sudden jumps.
//
// This happens after any dnd_scroll_gesture_scroll() calls (in
// Layout::advance_animations()), so it doesn't mess up the time delta there.
if let Some(last_time) = &mut gesture.dnd_last_event_time {
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let now = self.clock.now_unadjusted();
if *last_time != now {
*last_time = now;
// If last_time was already == now, then dnd_scroll_gesture_scroll() must've
// updated the gesture already. Therefore, when this code runs, the pointer
// must be outside the DnD scrolling zone.
gesture.dnd_nonzero_start_time = None;
}
}
if let Some(anim) = &mut gesture.animation {
if anim.is_done() {
gesture.animation = None;
}
}
}
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for col in &mut self.columns {
col.advance_animations();
}
self.closing_windows.retain_mut(|closing| {
closing.advance_animations();
closing.are_animations_ongoing()
});
}
pub fn are_animations_ongoing(&self) -> bool {
self.view_offset.is_animation_ongoing()
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|| self.columns.iter().any(Column::are_animations_ongoing)
|| !self.closing_windows.is_empty()
}
pub fn are_transitions_ongoing(&self) -> bool {
!self.view_offset.is_static()
|| self.columns.iter().any(Column::are_transitions_ongoing)
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|| !self.closing_windows.is_empty()
}
pub fn update_render_elements(&mut self, is_active: bool) {
let view_pos = Point::from((self.view_pos(), 0.));
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let view_size = self.view_size;
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let active_idx = self.active_column_idx;
for (col_idx, (col, col_x)) in self.columns_mut().enumerate() {
let is_active = is_active && col_idx == active_idx;
let col_off = Point::from((col_x, 0.));
let col_pos = view_pos - col_off - col.render_offset();
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let view_rect = Rectangle::new(col_pos, view_size);
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col.update_render_elements(is_active, view_rect);
}
}
pub fn tiles(&self) -> impl Iterator<Item = &Tile<W>> + '_ {
self.columns.iter().flat_map(|col| col.tiles.iter())
}
pub fn tiles_mut(&mut self) -> impl Iterator<Item = &mut Tile<W>> + '_ {
self.columns.iter_mut().flat_map(|col| col.tiles.iter_mut())
}
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pub fn is_empty(&self) -> bool {
self.columns.is_empty()
}
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pub fn active_window(&self) -> Option<&W> {
if self.columns.is_empty() {
return None;
}
let col = &self.columns[self.active_column_idx];
Some(col.tiles[col.active_tile_idx].window())
}
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pub fn active_window_mut(&mut self) -> Option<&mut W> {
if self.columns.is_empty() {
return None;
}
let col = &mut self.columns[self.active_column_idx];
Some(col.tiles[col.active_tile_idx].window_mut())
}
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pub fn active_tile_mut(&mut self) -> Option<&mut Tile<W>> {
if self.columns.is_empty() {
return None;
}
let col = &mut self.columns[self.active_column_idx];
Some(&mut col.tiles[col.active_tile_idx])
}
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pub fn is_active_fullscreen(&self) -> bool {
if self.columns.is_empty() {
return false;
}
let col = &self.columns[self.active_column_idx];
col.is_fullscreen
}
pub fn new_window_toplevel_bounds(&self, rules: &ResolvedWindowRules) -> Size<i32, Logical> {
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let border_config = rules.border.resolve_against(self.options.border);
let display_mode = rules
.default_column_display
.unwrap_or(self.options.default_column_display);
let will_tab = display_mode == ColumnDisplay::Tabbed;
let extra_size = if will_tab {
TabIndicator::new(self.options.tab_indicator).extra_size(1, self.scale)
} else {
Size::from((0., 0.))
};
compute_toplevel_bounds(
border_config,
self.working_area.size,
extra_size,
self.options.gaps,
)
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}
pub fn new_window_size(
&self,
width: Option<PresetSize>,
height: Option<PresetSize>,
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rules: &ResolvedWindowRules,
) -> Size<i32, Logical> {
let border = rules.border.resolve_against(self.options.border);
let display_mode = rules
.default_column_display
.unwrap_or(self.options.default_column_display);
let will_tab = display_mode == ColumnDisplay::Tabbed;
let extra = if will_tab {
TabIndicator::new(self.options.tab_indicator).extra_size(1, self.scale)
} else {
Size::from((0., 0.))
};
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let working_size = self.working_area.size;
let width = if let Some(size) = width {
let size = match resolve_preset_size(size, &self.options, working_size.w, extra.w) {
ResolvedSize::Tile(mut size) => {
if !border.off {
size -= border.width.0 * 2.;
}
size
}
ResolvedSize::Window(size) => size,
};
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max(1, size.floor() as i32)
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} else {
0
};
let mut full_height = self.working_area.size.h - self.options.gaps * 2.;
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if !border.off {
full_height -= border.width.0 * 2.;
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}
let height = if let Some(height) = height {
let height = match resolve_preset_size(height, &self.options, working_size.h, extra.h) {
ResolvedSize::Tile(mut size) => {
if !border.off {
size -= border.width.0 * 2.;
}
size
}
ResolvedSize::Window(size) => size,
};
f64::min(height, full_height)
} else {
full_height
};
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Size::from((width, max(height.floor() as i32, 1)))
}
pub fn is_centering_focused_column(&self) -> bool {
self.options.center_focused_column == CenterFocusedColumn::Always
|| (self.options.always_center_single_column && self.columns.len() <= 1)
}
fn compute_new_view_offset_fit(
&self,
target_x: Option<f64>,
col_x: f64,
width: f64,
is_fullscreen: bool,
) -> f64 {
if is_fullscreen {
return 0.;
}
let target_x = target_x.unwrap_or_else(|| self.target_view_pos());
let new_offset = compute_new_view_offset(
target_x + self.working_area.loc.x,
self.working_area.size.w,
col_x,
width,
self.options.gaps,
);
// Non-fullscreen windows are always offset at least by the working area position.
new_offset - self.working_area.loc.x
}
fn compute_new_view_offset_centered(
&self,
target_x: Option<f64>,
col_x: f64,
width: f64,
is_fullscreen: bool,
) -> f64 {
if is_fullscreen {
return self.compute_new_view_offset_fit(target_x, col_x, width, is_fullscreen);
}
// Columns wider than the view are left-aligned (the fit code can deal with that).
if self.working_area.size.w <= width {
return self.compute_new_view_offset_fit(target_x, col_x, width, is_fullscreen);
}
-(self.working_area.size.w - width) / 2. - self.working_area.loc.x
}
fn compute_new_view_offset_for_column_fit(&self, target_x: Option<f64>, idx: usize) -> f64 {
let col = &self.columns[idx];
self.compute_new_view_offset_fit(
target_x,
self.column_x(idx),
col.width(),
col.is_fullscreen,
)
}
fn compute_new_view_offset_for_column_centered(
&self,
target_x: Option<f64>,
idx: usize,
) -> f64 {
let col = &self.columns[idx];
self.compute_new_view_offset_centered(
target_x,
self.column_x(idx),
col.width(),
col.is_fullscreen,
)
}
fn compute_new_view_offset_for_column(
&self,
target_x: Option<f64>,
idx: usize,
prev_idx: Option<usize>,
) -> f64 {
if self.is_centering_focused_column() {
return self.compute_new_view_offset_for_column_centered(target_x, idx);
}
match self.options.center_focused_column {
CenterFocusedColumn::Always => {
self.compute_new_view_offset_for_column_centered(target_x, idx)
}
CenterFocusedColumn::OnOverflow => {
let Some(prev_idx) = prev_idx else {
return self.compute_new_view_offset_for_column_fit(target_x, idx);
};
// Activating the same column.
if prev_idx == idx {
return self.compute_new_view_offset_for_column_fit(target_x, idx);
}
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// Always take the left or right neighbor of the target as the source.
let source_idx = if prev_idx > idx {
min(idx + 1, self.columns.len() - 1)
} else {
idx.saturating_sub(1)
};
let source_col_x = self.column_x(source_idx);
let source_col_width = self.columns[source_idx].width();
let target_col_x = self.column_x(idx);
let target_col_width = self.columns[idx].width();
let total_width = if source_col_x < target_col_x {
// Source is left from target.
target_col_x - source_col_x + target_col_width
} else {
// Source is right from target.
source_col_x - target_col_x + source_col_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.compute_new_view_offset_for_column_fit(target_x, idx)
} else {
self.compute_new_view_offset_for_column_centered(target_x, idx)
}
}
CenterFocusedColumn::Never => {
self.compute_new_view_offset_for_column_fit(target_x, idx)
}
}
}
fn animate_view_offset(&mut self, idx: usize, new_view_offset: f64) {
self.animate_view_offset_with_config(
idx,
new_view_offset,
self.options.animations.horizontal_view_movement.0,
);
}
fn animate_view_offset_with_config(
&mut self,
idx: usize,
new_view_offset: f64,
config: niri_config::Animation,
) {
let new_col_x = self.column_x(idx);
let old_col_x = self.column_x(self.active_column_idx);
let offset_delta = old_col_x - new_col_x;
self.view_offset.offset(offset_delta);
let pixel = 1. / self.scale;
// If our view offset is already this or animating towards this, we don't need to do
// anything.
let to_diff = new_view_offset - self.view_offset.target();
if to_diff.abs() < pixel {
// Correct for any inaccuracy.
self.view_offset.offset(to_diff);
return;
}
match &mut self.view_offset {
ViewOffset::Gesture(gesture) if gesture.dnd_last_event_time.is_some() => {
gesture.stationary_view_offset = new_view_offset;
let current_pos = gesture.current_view_offset - gesture.delta_from_tracker;
gesture.delta_from_tracker = new_view_offset - current_pos;
let offset_delta = new_view_offset - gesture.current_view_offset;
gesture.current_view_offset = new_view_offset;
gesture.animate_from(-offset_delta, self.clock.clone(), config);
}
_ => {
// FIXME: also compute and use current velocity.
self.view_offset = ViewOffset::Animation(Animation::new(
self.clock.clone(),
self.view_offset.current(),
new_view_offset,
0.,
config,
));
}
}
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}
fn animate_view_offset_to_column_centered(
&mut self,
target_x: Option<f64>,
idx: usize,
config: niri_config::Animation,
) {
let new_view_offset = self.compute_new_view_offset_for_column_centered(target_x, idx);
self.animate_view_offset_with_config(idx, new_view_offset, config);
}
fn animate_view_offset_to_column_with_config(
&mut self,
target_x: Option<f64>,
idx: usize,
prev_idx: Option<usize>,
config: niri_config::Animation,
) {
let new_view_offset = self.compute_new_view_offset_for_column(target_x, idx, prev_idx);
self.animate_view_offset_with_config(idx, new_view_offset, config);
}
fn animate_view_offset_to_column(
&mut self,
target_x: Option<f64>,
idx: usize,
prev_idx: Option<usize>,
) {
self.animate_view_offset_to_column_with_config(
target_x,
idx,
prev_idx,
self.options.animations.horizontal_view_movement.0,
)
}
fn activate_column(&mut self, idx: usize) {
self.activate_column_with_anim_config(
idx,
self.options.animations.horizontal_view_movement.0,
);
}
fn activate_column_with_anim_config(&mut self, idx: usize, config: niri_config::Animation) {
if self.active_column_idx == idx
// During a DnD scroll, animate even when activating the same window, for DnD hold.
&& (self.columns.is_empty() || !self.view_offset.is_dnd_scroll())
{
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return;
}
self.animate_view_offset_to_column_with_config(
None,
idx,
Some(self.active_column_idx),
config,
);
if self.active_column_idx != idx {
self.active_column_idx = idx;
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// A different column was activated; reset the flag.
self.activate_prev_column_on_removal = None;
self.view_offset_before_fullscreen = None;
self.interactive_resize = None;
}
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}
pub(super) fn insert_position(&self, pos: Point<f64, Logical>) -> InsertPosition {
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if self.columns.is_empty() {
return InsertPosition::NewColumn(0);
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}
let x = pos.x + self.view_pos();
// Aim for the center of the gap.
let x = x + self.options.gaps / 2.;
let y = pos.y + self.options.gaps / 2.;
// Insert position is before the first column.
if x < 0. {
return InsertPosition::NewColumn(0);
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}
// Find the closest gap between columns.
let (closest_col_idx, col_x) = self
.column_xs(self.data.iter().copied())
.enumerate()
.min_by_key(|(_, col_x)| NotNan::new((col_x - x).abs()).unwrap())
.unwrap();
// Find the column containing the position.
let (col_idx, _) = self
.column_xs(self.data.iter().copied())
.enumerate()
.take_while(|(_, col_x)| *col_x <= x)
.last()
.unwrap_or((0, 0.));
// Insert position is past the last column.
if col_idx == self.columns.len() {
return InsertPosition::NewColumn(closest_col_idx);
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}
// Find the closest gap between tiles.
let col = &self.columns[col_idx];
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let (closest_tile_idx, tile_y) = if col.display_mode == ColumnDisplay::Tabbed {
// In tabbed mode, there's only one tile visible, and we want to check its top and
// bottom.
let top = col.tile_offsets().nth(col.active_tile_idx).unwrap().y;
let bottom = top + col.data[col.active_tile_idx].size.h;
if (top - y).abs() <= (bottom - y).abs() {
(col.active_tile_idx, top)
} else {
(col.active_tile_idx + 1, bottom)
}
} else {
col.tile_offsets()
.map(|tile_off| tile_off.y)
.enumerate()
.min_by_key(|(_, tile_y)| NotNan::new((tile_y - y).abs()).unwrap())
.unwrap()
};
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// Return the closest among the vertical and the horizontal gap.
let vert_dist = (col_x - x).abs();
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let hor_dist = (tile_y - y).abs();
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if vert_dist <= hor_dist {
InsertPosition::NewColumn(closest_col_idx)
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} else {
InsertPosition::InColumn(col_idx, closest_tile_idx)
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}
}
pub fn add_tile(
&mut self,
col_idx: Option<usize>,
tile: Tile<W>,
activate: bool,
width: ColumnWidth,
is_full_width: bool,
anim_config: Option<niri_config::Animation>,
) {
let column = Column::new_with_tile(
tile,
self.view_size,
self.working_area,
self.scale,
width,
is_full_width,
true,
);
self.add_column(col_idx, column, activate, anim_config);
}
pub fn add_tile_to_column(
&mut self,
col_idx: usize,
tile_idx: Option<usize>,
tile: Tile<W>,
activate: bool,
) {
let prev_next_x = self.column_x(col_idx + 1);
let target_column = &mut self.columns[col_idx];
let tile_idx = tile_idx.unwrap_or(target_column.tiles.len());
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let mut prev_active_tile_idx = target_column.active_tile_idx;
let was_fullscreen = target_column.tiles[prev_active_tile_idx].is_fullscreen();
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target_column.add_tile_at(tile_idx, tile, true);
self.data[col_idx].update(target_column);
// If the target column is the active column and its window was requested to, but hasn't
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// gone into fullscreen yet, then clear the stored view offset, if we just asked it to
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// stop going into fullscreen.
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if col_idx == self.active_column_idx && !was_fullscreen && !target_column.is_fullscreen {
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self.view_offset_before_fullscreen = None;
}
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if tile_idx <= prev_active_tile_idx {
target_column.active_tile_idx += 1;
prev_active_tile_idx += 1;
}
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if activate {
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target_column.activate_idx(tile_idx);
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if self.active_column_idx != col_idx {
self.activate_column(col_idx);
}
}
let target_column = &mut self.columns[col_idx];
if target_column.display_mode == ColumnDisplay::Tabbed {
if target_column.active_tile_idx == tile_idx {
// Fade out the previously active tile.
let tile = &mut target_column.tiles[prev_active_tile_idx];
tile.animate_alpha(1., 0., self.options.animations.window_movement.0);
} else {
// Fade out when adding into a tabbed column into the background.
let tile = &mut target_column.tiles[tile_idx];
tile.animate_alpha(1., 0., self.options.animations.window_movement.0);
}
}
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// Adding a wider window into a column increases its width now (even if the window will
// shrink later). Move the columns to account for this.
let offset = self.column_x(col_idx + 1) - prev_next_x;
if self.active_column_idx <= col_idx {
for col in &mut self.columns[col_idx + 1..] {
col.animate_move_from(-offset);
}
} else {
for col in &mut self.columns[..=col_idx] {
col.animate_move_from(offset);
}
}
}
pub fn add_tile_right_of(
&mut self,
right_of: &W::Id,
tile: Tile<W>,
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activate: bool,
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width: ColumnWidth,
is_full_width: bool,
) {
let right_of_idx = self
.columns
.iter()
.position(|col| col.contains(right_of))
.unwrap();
let col_idx = right_of_idx + 1;
self.add_tile(Some(col_idx), tile, activate, width, is_full_width, None);
}
pub fn add_column(
&mut self,
idx: Option<usize>,
mut column: Column<W>,
activate: bool,
anim_config: Option<niri_config::Animation>,
) {
let was_empty = self.columns.is_empty();
let idx = idx.unwrap_or_else(|| {
if was_empty {
0
} else {
self.active_column_idx + 1
}
});
column.update_config(
self.view_size,
self.working_area,
self.scale,
self.options.clone(),
);
self.data.insert(idx, ColumnData::new(&column));
self.columns.insert(idx, column);
if activate {
// If this is the first window on an empty workspace, remove the effect of whatever
// view_offset was left over and skip the animation.
if was_empty {
self.view_offset = ViewOffset::Static(0.);
self.view_offset =
ViewOffset::Static(self.compute_new_view_offset_for_column(None, idx, None));
}
let prev_offset = (!was_empty && idx == self.active_column_idx + 1)
.then(|| self.view_offset.stationary());
let anim_config =
anim_config.unwrap_or(self.options.animations.horizontal_view_movement.0);
self.activate_column_with_anim_config(idx, anim_config);
self.activate_prev_column_on_removal = prev_offset;
} else if !was_empty && idx <= self.active_column_idx {
self.active_column_idx += 1;
}
// Animate movement of other columns.
let offset = self.column_x(idx + 1) - self.column_x(idx);
let config = anim_config.unwrap_or(self.options.animations.window_movement.0);
if self.active_column_idx <= idx {
for col in &mut self.columns[idx + 1..] {
col.animate_move_from_with_config(-offset, config);
}
} else {
for col in &mut self.columns[..idx] {
col.animate_move_from_with_config(offset, config);
}
}
}
pub fn remove_active_tile(&mut self, transaction: Transaction) -> Option<RemovedTile<W>> {
if self.columns.is_empty() {
return None;
}
let column = &self.columns[self.active_column_idx];
Some(self.remove_tile_by_idx(
self.active_column_idx,
column.active_tile_idx,
transaction,
None,
))
}
pub fn remove_tile(&mut self, window: &W::Id, transaction: Transaction) -> RemovedTile<W> {
let column_idx = self
.columns
.iter()
.position(|col| col.contains(window))
.unwrap();
let column = &self.columns[column_idx];
let tile_idx = column.position(window).unwrap();
self.remove_tile_by_idx(column_idx, tile_idx, transaction, None)
}
pub fn remove_tile_by_idx(
&mut self,
column_idx: usize,
tile_idx: usize,
transaction: Transaction,
anim_config: Option<niri_config::Animation>,
) -> RemovedTile<W> {
// If this is the only tile in the column, remove the whole column.
if self.columns[column_idx].tiles.len() == 1 {
let mut column = self.remove_column_by_idx(column_idx, anim_config);
return RemovedTile {
tile: column.tiles.remove(tile_idx),
width: column.width,
is_full_width: column.is_full_width,
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is_floating: false,
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};
}
let column = &mut self.columns[column_idx];
let prev_width = self.data[column_idx].width;
let movement_config = anim_config.unwrap_or(self.options.animations.window_movement.0);
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// Animate movement of other tiles.
// FIXME: tiles can move by X too, in a centered or resizing layout with one window smaller
// than the others.
let offset_y = column.tile_offset(tile_idx + 1).y - column.tile_offset(tile_idx).y;
for tile in &mut column.tiles[tile_idx + 1..] {
tile.animate_move_y_from(offset_y);
}
if column.display_mode == ColumnDisplay::Tabbed && tile_idx != column.active_tile_idx {
// Fade in when removing background tab from a tabbed column.
let tile = &mut column.tiles[tile_idx];
tile.animate_alpha(0., 1., movement_config);
}
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let tile = column.tiles.remove(tile_idx);
column.data.remove(tile_idx);
// If we're removing a pending-unfullscreen window, we need to clear the stored view
// offset. There might be other pending-unfullscreen windows in this column but that's kind
// of an edge case, don't think we need to handle that.
if column_idx == self.active_column_idx && tile.is_fullscreen() && !column.is_fullscreen {
self.view_offset_before_fullscreen = None;
}
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// If one window is left, reset its weight to 1.
if column.data.len() == 1 {
if let WindowHeight::Auto { weight } = &mut column.data[0].height {
*weight = 1.;
}
}
// Stop interactive resize.
if let Some(resize) = &self.interactive_resize {
if tile.window().id() == &resize.window {
self.interactive_resize = None;
}
}
let tile = RemovedTile {
tile,
width: column.width,
is_full_width: column.is_full_width,
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is_floating: false,
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};
#[allow(clippy::comparison_chain)] // What do you even want here?
if tile_idx < column.active_tile_idx {
// A tile above was removed; preserve the current position.
column.active_tile_idx -= 1;
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} else if tile_idx == column.active_tile_idx {
// The active tile was removed, so the active tile index shifted to the next tile.
if tile_idx == column.tiles.len() {
// The bottom tile was removed and it was active, update active idx to remain valid.
column.activate_idx(tile_idx - 1);
} else {
// Ensure the newly active tile animates to opaque.
column.tiles[tile_idx].ensure_alpha_animates_to_1();
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}
}
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column.update_tile_sizes_with_transaction(true, transaction);
self.data[column_idx].update(column);
let offset = prev_width - column.width();
// Animate movement of the other columns.
if self.active_column_idx <= column_idx {
for col in &mut self.columns[column_idx + 1..] {
col.animate_move_from_with_config(offset, movement_config);
}
} else {
for col in &mut self.columns[..=column_idx] {
col.animate_move_from_with_config(-offset, movement_config);
}
}
tile
}
pub fn remove_active_column(&mut self) -> Option<Column<W>> {
if self.columns.is_empty() {
return None;
}
Some(self.remove_column_by_idx(self.active_column_idx, None))
}
pub fn remove_column_by_idx(
&mut self,
column_idx: usize,
anim_config: Option<niri_config::Animation>,
) -> Column<W> {
// Animate movement of the other columns.
let movement_config = anim_config.unwrap_or(self.options.animations.window_movement.0);
let offset = self.column_x(column_idx + 1) - self.column_x(column_idx);
if self.active_column_idx <= column_idx {
for col in &mut self.columns[column_idx + 1..] {
col.animate_move_from_with_config(offset, movement_config);
}
} else {
for col in &mut self.columns[..column_idx] {
col.animate_move_from_with_config(-offset, movement_config);
}
}
let column = self.columns.remove(column_idx);
self.data.remove(column_idx);
// Stop interactive resize.
if let Some(resize) = &self.interactive_resize {
if column
.tiles
.iter()
.any(|tile| tile.window().id() == &resize.window)
{
self.interactive_resize = None;
}
}
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 = None;
}
if column_idx == self.active_column_idx {
self.view_offset_before_fullscreen = None;
}
if self.columns.is_empty() {
return column;
}
let view_config = anim_config.unwrap_or(self.options.animations.horizontal_view_movement.0);
if column_idx < self.active_column_idx {
// A column to the left was removed; preserve the current position.
// FIXME: preserve activate_prev_column_on_removal.
self.active_column_idx -= 1;
self.activate_prev_column_on_removal = None;
} else if column_idx == self.active_column_idx
&& self.activate_prev_column_on_removal.is_some()
{
// The active column was removed, and we needed to activate the previous column.
if 0 < column_idx {
let prev_offset = self.activate_prev_column_on_removal.unwrap();
self.activate_column_with_anim_config(self.active_column_idx - 1, view_config);
// Restore the view offset but make sure to scroll the view in case the
// previous window had resized.
self.animate_view_offset_with_config(
self.active_column_idx,
prev_offset,
view_config,
);
self.animate_view_offset_to_column_with_config(
None,
self.active_column_idx,
None,
view_config,
);
}
} else {
self.activate_column_with_anim_config(
min(self.active_column_idx, self.columns.len() - 1),
view_config,
);
}
column
}
pub fn update_window(&mut self, window: &W::Id, serial: Option<Serial>) {
let (col_idx, column) = self
.columns
.iter_mut()
.enumerate()
.find(|(_, col)| col.contains(window))
.unwrap();
let (tile_idx, tile) = column
.tiles
.iter_mut()
.enumerate()
.find(|(_, tile)| tile.window().id() == window)
.unwrap();
let was_fullscreen = tile.is_fullscreen();
let resize = tile.window_mut().interactive_resize_data();
// Do this before calling update_window() so it can get up-to-date info.
if let Some(serial) = serial {
tile.window_mut().on_commit(serial);
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}
let prev_width = self.data[col_idx].width;
column.update_window(window);
self.data[col_idx].update(column);
column.update_tile_sizes(false);
let offset = prev_width - self.data[col_idx].width;
// Move other columns in tandem with resizing.
let ongoing_resize_anim = column.tiles[tile_idx].resize_animation().is_some();
if offset != 0. {
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if self.active_column_idx <= col_idx {
for col in &mut self.columns[col_idx + 1..] {
// If there's a resize animation on the tile (that may have just started in
// column.update_window()), then the apparent size change is smooth with no
// sudden jumps. This corresponds to adding an X animation to adjacent columns.
//
// There could also be no resize animation with nonzero offset. This could
// happen for example:
// - if the window resized on its own, which we don't animate
// - if the window resized by less than 10 px (the resize threshold)
//
// The latter case could also cancel an ongoing resize animation.
//
// Now, stationary columns shouldn't react to this offset change in any way,
// i.e. their apparent X position should jump together with the resize.
// However, adjacent columns that are already animating an X movement should
// offset their animations to avoid the jump.
//
// Notably, this is necessary to fix the animation jump when resizing width back
// and forth in quick succession (in a way that cancels the resize animation).
if ongoing_resize_anim {
col.animate_move_from_with_config(
offset,
self.options.animations.window_resize.anim,
);
} else {
col.offset_move_anim_current(offset);
}
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}
} else {
for col in &mut self.columns[..=col_idx] {
if ongoing_resize_anim {
col.animate_move_from_with_config(
-offset,
self.options.animations.window_resize.anim,
);
} else {
col.offset_move_anim_current(-offset);
}
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}
}
}
if col_idx == self.active_column_idx {
// If offset == 0, then don't mess with the view or the gesture. Some clients (Firefox,
// Chromium, Electron) currently don't commit after the ack of a configure that drops
// the Resizing state, which can trigger this code path for a while.
let resize = if offset != 0. { resize } else { None };
if let Some(resize) = resize {
// Don't bother with the gesture.
self.view_offset.cancel_gesture();
// If this is an interactive resize commit of an active window, then we need to
// either preserve the view offset or adjust it accordingly.
let centered = self.is_centering_focused_column();
let width = self.data[col_idx].width;
let offset = if centered {
// FIXME: when view_offset becomes fractional, this can be made additive too.
let new_offset =
-(self.working_area.size.w - width) / 2. - self.working_area.loc.x;
new_offset - self.view_offset.target()
} else if resize.edges.contains(ResizeEdge::LEFT) {
-offset
} else {
0.
};
self.view_offset.offset(offset);
}
// Upon unfullscreening, restore the view offset.
//
// In tabbed display mode, there can be multiple tiles in a fullscreen column. They
// will unfullscreen one by one, and the column width will shrink only when the
// last tile unfullscreens. This is when we want to restore the view offset,
// otherwise it will immediately reset back by the animate_view_offset below.
let is_fullscreen = self.columns[col_idx].tiles.iter().any(Tile::is_fullscreen);
let unfullscreen_offset = if was_fullscreen && !is_fullscreen {
// Take the value unconditionally, even if the view is currently frozen by
// a view gesture. It shouldn't linger around because it's only valid for this
// particular unfullscreen.
self.view_offset_before_fullscreen.take()
} else {
None
};
// We might need to move the view to ensure the resized window is still visible. But
// only do it when the view isn't frozen by an interactive resize or a view gesture.
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if self.interactive_resize.is_none() && !self.view_offset.is_gesture() {
// Restore the view offset upon unfullscreening if needed.
if let Some(prev_offset) = unfullscreen_offset {
self.animate_view_offset(col_idx, prev_offset);
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}
// Synchronize the horizontal view movement with the resize so that it looks nice.
// This is especially important for always-centered view.
let config = if ongoing_resize_anim {
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self.options.animations.window_resize.anim
} else {
self.options.animations.horizontal_view_movement.0
};
// 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_with_config(None, col_idx, None, config);
}
}
}
pub fn scroll_amount_to_activate(&self, window: &W::Id) -> f64 {
let column_idx = self
.columns
.iter()
.position(|col| col.contains(window))
.unwrap();
if self.active_column_idx == column_idx {
return 0.;
}
// Consider the end of an ongoing animation because that's what compute to fit does too.
let target_x = self.target_view_pos();
let new_view_offset = self.compute_new_view_offset_for_column(
Some(target_x),
column_idx,
Some(self.active_column_idx),
);
let new_col_x = self.column_x(column_idx);
let from_view_offset = target_x - new_col_x;
(from_view_offset - new_view_offset).abs() / self.working_area.size.w
}
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pub fn activate_window(&mut self, window: &W::Id) -> bool {
let column_idx = self.columns.iter().position(|col| col.contains(window));
let Some(column_idx) = column_idx else {
return false;
};
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let column = &mut self.columns[column_idx];
column.activate_window(window);
self.activate_column(column_idx);
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true
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}
pub fn start_close_animation_for_window(
&mut self,
renderer: &mut GlesRenderer,
window: &W::Id,
blocker: TransactionBlocker,
) {
let (tile, mut tile_pos) = self
.tiles_with_render_positions_mut(false)
.find(|(tile, _)| tile.window().id() == window)
.unwrap();
let Some(snapshot) = tile.take_unmap_snapshot() else {
return;
};
let tile_size = tile.tile_size();
let (col_idx, tile_idx) = self
.columns
.iter()
.enumerate()
.find_map(|(col_idx, col)| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(move |tile_idx| (col_idx, tile_idx))
})
.unwrap();
let col = &self.columns[col_idx];
let removing_last = col.tiles.len() == 1;
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// Skip closing animation for invisible tiles in a tabbed column.
if col.display_mode == ColumnDisplay::Tabbed && tile_idx != col.active_tile_idx {
return;
}
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tile_pos.x += self.view_pos();
if col_idx < self.active_column_idx {
let offset = if removing_last {
self.column_x(col_idx + 1) - self.column_x(col_idx)
} else {
self.data[col_idx].width
- col
.data
.iter()
.enumerate()
.filter_map(|(idx, data)| {
(idx != tile_idx).then_some(NotNan::new(data.size.w).unwrap())
})
.max()
.map(NotNan::into_inner)
.unwrap()
};
tile_pos.x -= offset;
}
self.start_close_animation_for_tile(renderer, snapshot, tile_size, tile_pos, blocker);
}
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fn start_close_animation_for_tile(
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&mut self,
renderer: &mut GlesRenderer,
snapshot: TileRenderSnapshot,
tile_size: Size<f64, Logical>,
tile_pos: Point<f64, Logical>,
blocker: TransactionBlocker,
) {
let anim = Animation::new(
self.clock.clone(),
0.,
1.,
0.,
self.options.animations.window_close.anim,
);
let blocker = if self.options.disable_transactions {
TransactionBlocker::completed()
} else {
blocker
};
let scale = Scale::from(self.scale);
let res = ClosingWindow::new(
renderer, snapshot, scale, tile_size, tile_pos, blocker, anim,
);
match res {
Ok(closing) => {
self.closing_windows.push(closing);
}
Err(err) => {
warn!("error creating a closing window animation: {err:?}");
}
}
}
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pub fn start_open_animation(&mut self, id: &W::Id) -> bool {
self.columns
.iter_mut()
.any(|col| col.start_open_animation(id))
}
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pub fn focus_left(&mut self) -> bool {
if self.active_column_idx == 0 {
return false;
}
self.activate_column(self.active_column_idx - 1);
true
}
pub fn focus_right(&mut self) -> bool {
if self.active_column_idx + 1 >= self.columns.len() {
return false;
}
self.activate_column(self.active_column_idx + 1);
true
}
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_column(&mut self, index: usize) {
if self.columns.is_empty() {
return;
}
self.activate_column(index.saturating_sub(1).min(self.columns.len() - 1));
}
pub fn focus_window_in_column(&mut self, index: u8) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].focus_index(index);
}
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pub fn focus_down(&mut self) -> bool {
if self.columns.is_empty() {
return false;
}
self.columns[self.active_column_idx].focus_down()
}
pub fn focus_up(&mut self) -> bool {
if self.columns.is_empty() {
return false;
}
self.columns[self.active_column_idx].focus_up()
}
pub fn focus_down_or_left(&mut self) {
if self.columns.is_empty() {
return;
}
let column = &mut self.columns[self.active_column_idx];
if !column.focus_down() {
self.focus_left();
}
}
pub fn focus_down_or_right(&mut self) {
if self.columns.is_empty() {
return;
}
let column = &mut self.columns[self.active_column_idx];
if !column.focus_down() {
self.focus_right();
}
}
pub fn focus_up_or_left(&mut self) {
if self.columns.is_empty() {
return;
}
let column = &mut self.columns[self.active_column_idx];
if !column.focus_up() {
self.focus_left();
}
}
pub fn focus_up_or_right(&mut self) {
if self.columns.is_empty() {
return;
}
let column = &mut self.columns[self.active_column_idx];
if !column.focus_up() {
self.focus_right();
}
}
pub fn focus_top(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].focus_top()
}
pub fn focus_bottom(&mut self) {
if self.columns.is_empty() {
return;
}
self.columns[self.active_column_idx].focus_bottom()
}
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pub fn move_column_to_index(&mut self, index: usize) {
if self.columns.is_empty() {
return;
}
self.move_column_to(index.saturating_sub(1).min(self.columns.len() - 1));
}
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fn move_column_to(&mut self, new_idx: usize) {
if self.active_column_idx == new_idx {
return;
}
let current_col_x = self.column_x(self.active_column_idx);
let next_col_x = self.column_x(self.active_column_idx + 1);
let mut column = self.columns.remove(self.active_column_idx);
let data = self.data.remove(self.active_column_idx);
cancel_resize_for_column(&mut self.interactive_resize, &mut column);
self.columns.insert(new_idx, column);
self.data.insert(new_idx, data);
// Preserve the camera position when moving to the left.
let view_offset_delta = -self.column_x(self.active_column_idx) + current_col_x;
self.view_offset.offset(view_offset_delta);
// The column we just moved is offset by the difference between its new and old position.
let new_col_x = self.column_x(new_idx);
self.columns[new_idx].animate_move_from(current_col_x - new_col_x);
// All columns in between moved by the width of the column that we just moved.
let others_x_offset = next_col_x - current_col_x;
if self.active_column_idx < new_idx {
for col in &mut self.columns[self.active_column_idx..new_idx] {
col.animate_move_from(others_x_offset);
}
} else {
for col in &mut self.columns[new_idx + 1..=self.active_column_idx] {
col.animate_move_from(-others_x_offset);
}
}
self.activate_column_with_anim_config(new_idx, self.options.animations.window_movement.0);
}
pub fn move_left(&mut self) -> bool {
if self.active_column_idx == 0 {
return false;
}
self.move_column_to(self.active_column_idx - 1);
true
}
pub fn move_right(&mut self) -> bool {
let new_idx = self.active_column_idx + 1;
if new_idx >= self.columns.len() {
return false;
}
self.move_column_to(new_idx);
true
}
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);
}
pub fn move_down(&mut self) -> bool {
if self.columns.is_empty() {
return false;
}
self.columns[self.active_column_idx].move_down()
}
pub fn move_up(&mut self) -> bool {
if self.columns.is_empty() {
return false;
}
self.columns[self.active_column_idx].move_up()
}
pub fn consume_or_expel_window_left(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let (source_col_idx, source_tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.enumerate()
.find_map(|(col_idx, col)| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col_idx, tile_idx))
})
.unwrap()
} else {
let source_col_idx = self.active_column_idx;
let source_tile_idx = self.columns[self.active_column_idx].active_tile_idx;
(source_col_idx, source_tile_idx)
};
let source_column = &self.columns[source_col_idx];
let prev_off = source_column.tile_offset(source_tile_idx);
let source_tile_was_active = self.active_column_idx == source_col_idx
&& source_column.active_tile_idx == source_tile_idx;
if source_column.tiles.len() == 1 {
if source_col_idx == 0 {
return;
}
// Move into adjacent column.
let target_column_idx = source_col_idx - 1;
let offset = if self.active_column_idx <= source_col_idx {
// Tiles to the right animate from the following column.
self.column_x(source_col_idx) - self.column_x(target_column_idx)
} else {
// Tiles to the left animate to preserve their right edge position.
f64::max(
0.,
self.data[target_column_idx].width - self.data[source_col_idx].width,
)
};
let mut offset = Point::from((offset, 0.));
if source_tile_was_active {
// Make sure the previous (target) column is activated so the animation looks right.
//
// However, if it was already going to be activated, leave the offset as is. This
// improves the workflow that has become common with tabbed columns: open a new
// window, then immediately consume it left as a new tab.
self.activate_prev_column_on_removal
.get_or_insert(self.view_offset.stationary() + offset.x);
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}
offset.x += self.columns[source_col_idx].render_offset().x;
let RemovedTile { tile, .. } = self.remove_tile_by_idx(
source_col_idx,
0,
Transaction::new(),
Some(self.options.animations.window_movement.0),
);
self.add_tile_to_column(target_column_idx, None, tile, source_tile_was_active);
let target_column = &mut self.columns[target_column_idx];
offset.x -= target_column.render_offset().x;
offset += prev_off - target_column.tile_offset(target_column.tiles.len() - 1);
let new_tile = target_column.tiles.last_mut().unwrap();
new_tile.animate_move_from(offset);
} else {
// Move out of column.
let mut offset = Point::from((source_column.render_offset().x, 0.));
let removed =
self.remove_tile_by_idx(source_col_idx, source_tile_idx, Transaction::new(), None);
// We're inserting into the source column position.
let target_column_idx = source_col_idx;
self.add_tile(
Some(target_column_idx),
removed.tile,
source_tile_was_active,
removed.width,
removed.is_full_width,
Some(self.options.animations.window_movement.0),
);
if source_tile_was_active {
// We added to the left, don't activate even further left on removal.
self.activate_prev_column_on_removal = None;
}
if target_column_idx < self.active_column_idx {
// Tiles to the left animate from the following column.
offset.x += self.column_x(target_column_idx + 1) - self.column_x(target_column_idx);
}
let new_col = &mut self.columns[target_column_idx];
offset += prev_off - new_col.tile_offset(0);
new_col.tiles[0].animate_move_from(offset);
}
}
pub fn consume_or_expel_window_right(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let (source_col_idx, source_tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.enumerate()
.find_map(|(col_idx, col)| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col_idx, tile_idx))
})
.unwrap()
} else {
let source_col_idx = self.active_column_idx;
let source_tile_idx = self.columns[self.active_column_idx].active_tile_idx;
(source_col_idx, source_tile_idx)
};
let cur_x = self.column_x(source_col_idx);
let source_column = &self.columns[source_col_idx];
let mut offset = Point::from((source_column.render_offset().x, 0.));
let prev_off = source_column.tile_offset(source_tile_idx);
let source_tile_was_active = self.active_column_idx == source_col_idx
&& source_column.active_tile_idx == source_tile_idx;
if source_column.tiles.len() == 1 {
if source_col_idx + 1 == self.columns.len() {
return;
}
// Move into adjacent column.
let target_column_idx = source_col_idx;
offset.x += cur_x - self.column_x(source_col_idx + 1);
offset.x -= self.columns[source_col_idx + 1].render_offset().x;
if source_tile_was_active {
// Make sure the target column gets activated.
self.activate_prev_column_on_removal = None;
}
let RemovedTile { tile, .. } = self.remove_tile_by_idx(
source_col_idx,
0,
Transaction::new(),
Some(self.options.animations.window_movement.0),
);
self.add_tile_to_column(target_column_idx, None, tile, source_tile_was_active);
let target_column = &mut self.columns[target_column_idx];
offset += prev_off - target_column.tile_offset(target_column.tiles.len() - 1);
let new_tile = target_column.tiles.last_mut().unwrap();
new_tile.animate_move_from(offset);
} else {
// Move out of column.
let prev_width = self.data[source_col_idx].width;
let removed =
self.remove_tile_by_idx(source_col_idx, source_tile_idx, Transaction::new(), None);
let target_column_idx = source_col_idx + 1;
self.add_tile(
Some(target_column_idx),
removed.tile,
source_tile_was_active,
removed.width,
removed.is_full_width,
Some(self.options.animations.window_movement.0),
);
offset.x += if self.active_column_idx <= target_column_idx {
// Tiles to the right animate to the following column.
cur_x - self.column_x(target_column_idx)
} else {
// Tiles to the left animate for a change in width.
-f64::max(0., prev_width - self.data[target_column_idx].width)
};
let new_col = &mut self.columns[target_column_idx];
offset += prev_off - new_col.tile_offset(0);
new_col.tiles[0].animate_move_from(offset);
}
}
pub fn consume_into_column(&mut self) {
if self.columns.len() < 2 {
return;
}
if self.active_column_idx == self.columns.len() - 1 {
return;
}
let target_column_idx = self.active_column_idx;
let source_column_idx = self.active_column_idx + 1;
let offset = self.column_x(source_column_idx)
+ self.columns[source_column_idx].render_offset().x
- self.column_x(target_column_idx);
let mut offset = Point::from((offset, 0.));
let prev_off = self.columns[source_column_idx].tile_offset(0);
let removed = self.remove_tile_by_idx(source_column_idx, 0, Transaction::new(), None);
self.add_tile_to_column(target_column_idx, None, removed.tile, false);
let target_column = &mut self.columns[target_column_idx];
offset += prev_off - target_column.tile_offset(target_column.tiles.len() - 1);
offset.x -= target_column.render_offset().x;
let new_tile = target_column.tiles.last_mut().unwrap();
new_tile.animate_move_from(offset);
}
pub fn expel_from_column(&mut self) {
if self.columns.is_empty() {
return;
}
let source_col_idx = self.active_column_idx;
let target_col_idx = self.active_column_idx + 1;
let cur_x = self.column_x(source_col_idx);
let source_column = &self.columns[self.active_column_idx];
if source_column.tiles.len() == 1 {
return;
}
let source_tile_idx = source_column.tiles.len() - 1;
let mut offset = Point::from((source_column.render_offset().x, 0.));
let prev_off = source_column.tile_offset(source_tile_idx);
let removed =
self.remove_tile_by_idx(source_col_idx, source_tile_idx, Transaction::new(), None);
self.add_tile(
Some(target_col_idx),
removed.tile,
false,
removed.width,
removed.is_full_width,
Some(self.options.animations.window_movement.0),
);
offset.x += cur_x - self.column_x(target_col_idx);
let new_col = &mut self.columns[target_col_idx];
offset += prev_off - new_col.tile_offset(0);
new_col.tiles[0].animate_move_from(offset);
}
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pub fn swap_window_in_direction(&mut self, direction: ScrollDirection) {
if self.columns.is_empty() {
return;
}
// if this is the first (resp. last column), then this operation is equivalent
// to an `consume_or_expel_window_left` (resp. `consume_or_expel_window_right`)
match direction {
ScrollDirection::Left => {
if self.active_column_idx == 0 {
return;
}
}
ScrollDirection::Right => {
if self.active_column_idx == self.columns.len() - 1 {
return;
}
}
}
let source_column_idx = self.active_column_idx;
let target_column_idx = self.active_column_idx.wrapping_add_signed(match direction {
ScrollDirection::Left => -1,
ScrollDirection::Right => 1,
});
// if both source and target columns contain a single tile, then the operation is equivalent
// to a simple column move
if self.columns[source_column_idx].tiles.len() == 1
&& self.columns[target_column_idx].tiles.len() == 1
{
return self.move_column_to(target_column_idx);
}
let source_tile_idx = self.columns[source_column_idx].active_tile_idx;
let target_tile_idx = self.columns[target_column_idx].active_tile_idx;
let source_column_drained = self.columns[source_column_idx].tiles.len() == 1;
// capture the original positions of the tiles
let (mut source_pt, mut target_pt) = (
self.columns[source_column_idx].render_offset()
+ self.columns[source_column_idx].tile_offset(source_tile_idx),
self.columns[target_column_idx].render_offset()
+ self.columns[target_column_idx].tile_offset(target_tile_idx),
);
source_pt.x += self.column_x(source_column_idx);
target_pt.x += self.column_x(target_column_idx);
let transaction = Transaction::new();
// If the source column contains a single tile, this will also remove the column.
// When this happens `source_column_drained` will be set and the column will need to be
// recreated with `add_tile`
let source_removed = self.remove_tile_by_idx(
source_column_idx,
source_tile_idx,
transaction.clone(),
None,
);
{
// special case when the source column disappears after removing its last tile
let adjusted_target_column_idx =
if direction == ScrollDirection::Right && source_column_drained {
target_column_idx - 1
} else {
target_column_idx
};
self.add_tile_to_column(
adjusted_target_column_idx,
Some(target_tile_idx),
source_removed.tile,
false,
);
let RemovedTile {
tile: target_tile, ..
} = self.remove_tile_by_idx(
adjusted_target_column_idx,
target_tile_idx + 1,
transaction.clone(),
None,
);
if source_column_drained {
// recreate the drained column with only the target tile
self.add_tile(
Some(source_column_idx),
target_tile,
true,
source_removed.width,
source_removed.is_full_width,
None,
)
} else {
// simply add the removed target tile to the source column
self.add_tile_to_column(
source_column_idx,
Some(source_tile_idx),
target_tile,
false,
);
}
}
// update the active tile in the modified columns
self.columns[source_column_idx].active_tile_idx = source_tile_idx;
self.columns[target_column_idx].active_tile_idx = target_tile_idx;
// Animations
self.columns[target_column_idx].tiles[target_tile_idx]
.animate_move_from(source_pt - target_pt);
self.columns[target_column_idx].tiles[target_tile_idx].ensure_alpha_animates_to_1();
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// FIXME: this stop_move_animations() causes the target tile animation to "reset" when
// swapping. It's here as a workaround to stop the unwanted animation of moving the source
// tile down when adding the target tile above it. This code needs to be written in some
// other way not to trigger that animation, or to cancel it properly, so that swap doesn't
// cancel all ongoing target tile animations.
self.columns[source_column_idx].tiles[source_tile_idx].stop_move_animations();
self.columns[source_column_idx].tiles[source_tile_idx]
.animate_move_from(target_pt - source_pt);
self.columns[source_column_idx].tiles[source_tile_idx].ensure_alpha_animates_to_1();
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self.activate_column(target_column_idx);
}
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pub fn toggle_column_tabbed_display(&mut self) {
if self.columns.is_empty() {
return;
}
let col = &mut self.columns[self.active_column_idx];
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let display = match col.display_mode {
ColumnDisplay::Normal => ColumnDisplay::Tabbed,
ColumnDisplay::Tabbed => ColumnDisplay::Normal,
};
self.set_column_display(display);
}
pub fn set_column_display(&mut self, display: ColumnDisplay) {
if self.columns.is_empty() {
return;
}
let col = &mut self.columns[self.active_column_idx];
if col.display_mode == display {
return;
}
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cancel_resize_for_column(&mut self.interactive_resize, col);
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col.set_column_display(display);
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// With place_within_column, the tab indicator changes the column size immediately.
self.data[self.active_column_idx].update(col);
col.update_tile_sizes(true);
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// Disable fullscreen if needed.
if col.display_mode != ColumnDisplay::Tabbed && col.tiles.len() > 1 {
let window = col.tiles[col.active_tile_idx].window().id().clone();
self.set_fullscreen(&window, false);
}
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}
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pub fn center_column(&mut self) {
if self.columns.is_empty() {
return;
}
self.animate_view_offset_to_column_centered(
None,
self.active_column_idx,
self.options.animations.horizontal_view_movement.0,
);
let col = &mut self.columns[self.active_column_idx];
cancel_resize_for_column(&mut self.interactive_resize, col);
}
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pub fn center_window(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let col_idx = if let Some(window) = window {
self.columns
.iter()
.position(|col| col.contains(window))
.unwrap()
} else {
self.active_column_idx
};
// We can reasonably center only the active column.
if col_idx != self.active_column_idx {
return;
}
self.center_column();
}
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pub fn center_visible_columns(&mut self) {
if self.columns.is_empty() {
return;
}
if self.is_centering_focused_column() {
return;
}
// Consider the end of an ongoing animation because that's what compute to fit does too.
let view_x = self.target_view_pos();
let working_x = self.working_area.loc.x;
let working_w = self.working_area.size.w;
// Count all columns that are fully visible inside the working area.
let mut width_taken = 0.;
let mut leftmost_col_x = None;
let mut active_col_x = None;
let gap = self.options.gaps;
let col_xs = self.column_xs(self.data.iter().copied());
for (idx, col_x) in col_xs.take(self.columns.len()).enumerate() {
if col_x < view_x + working_x + gap {
// Column goes off-screen to the left.
continue;
}
leftmost_col_x.get_or_insert(col_x);
let width = self.data[idx].width;
if view_x + working_x + working_w < col_x + width + gap {
// Column goes off-screen to the right. We can stop here.
break;
}
if idx == self.active_column_idx {
active_col_x = Some(col_x);
}
width_taken += width + gap;
}
if active_col_x.is_none() {
// The active column wasn't fully on screen, so we can't meaningfully do anything.
return;
}
let col = &mut self.columns[self.active_column_idx];
cancel_resize_for_column(&mut self.interactive_resize, col);
let free_space = working_w - width_taken + gap;
let new_view_x = leftmost_col_x.unwrap() - free_space / 2. - working_x;
self.animate_view_offset(self.active_column_idx, new_view_x - active_col_x.unwrap());
// Just in case.
self.animate_view_offset_to_column(None, self.active_column_idx, None);
}
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pub fn view_pos(&self) -> f64 {
self.column_x(self.active_column_idx) + self.view_offset.current()
}
pub fn target_view_pos(&self) -> f64 {
self.column_x(self.active_column_idx) + self.view_offset.target()
}
// HACK: pass a self.data iterator in manually as a workaround for the lack of method partial
// borrowing. Note that this method's return value does not borrow the entire &Self!
fn column_xs(&self, data: impl Iterator<Item = ColumnData>) -> impl Iterator<Item = f64> {
let gaps = self.options.gaps;
let mut x = 0.;
// Chain with a dummy value to be able to get one past all columns' X.
let dummy = ColumnData { width: 0. };
let data = data.chain(iter::once(dummy));
data.map(move |data| {
let rv = x;
x += data.width + gaps;
rv
})
}
fn column_x(&self, column_idx: usize) -> f64 {
self.column_xs(self.data.iter().copied())
.nth(column_idx)
.unwrap()
}
fn column_xs_in_render_order(
&self,
data: impl Iterator<Item = ColumnData>,
) -> impl Iterator<Item = f64> {
let active_idx = self.active_column_idx;
let active_pos = self.column_x(active_idx);
let offsets = self
.column_xs(data)
.enumerate()
.filter_map(move |(idx, pos)| (idx != active_idx).then_some(pos));
iter::once(active_pos).chain(offsets)
}
fn columns_mut(&mut self) -> impl Iterator<Item = (&mut Column<W>, f64)> + '_ {
let offsets = self.column_xs(self.data.iter().copied());
zip(&mut self.columns, offsets)
}
fn columns_in_render_order(&self) -> impl Iterator<Item = (&Column<W>, f64)> + '_ {
let offsets = self.column_xs_in_render_order(self.data.iter().copied());
let (first, active, rest) = if self.columns.is_empty() {
(&[][..], &[][..], &[][..])
} else {
let (first, rest) = self.columns.split_at(self.active_column_idx);
let (active, rest) = rest.split_at(1);
(first, active, rest)
};
let columns = active.iter().chain(first).chain(rest);
zip(columns, offsets)
}
fn columns_in_render_order_mut(&mut self) -> impl Iterator<Item = (&mut Column<W>, f64)> + '_ {
let offsets = self.column_xs_in_render_order(self.data.iter().copied());
let (first, active, rest) = if self.columns.is_empty() {
(&mut [][..], &mut [][..], &mut [][..])
} else {
let (first, rest) = self.columns.split_at_mut(self.active_column_idx);
let (active, rest) = rest.split_at_mut(1);
(first, active, rest)
};
let columns = active.iter_mut().chain(first).chain(rest);
zip(columns, offsets)
}
pub fn tiles_with_render_positions(
&self,
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) -> impl Iterator<Item = (&Tile<W>, Point<f64, Logical>, bool)> {
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let scale = self.scale;
let view_off = Point::from((-self.view_pos(), 0.));
self.columns_in_render_order()
.flat_map(move |(col, col_x)| {
let col_off = Point::from((col_x, 0.));
let col_render_off = col.render_offset();
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col.tiles_in_render_order()
.map(move |(tile, tile_off, visible)| {
let pos =
view_off + col_off + col_render_off + tile_off + tile.render_offset();
// Round to physical pixels.
let pos = pos.to_physical_precise_round(scale).to_logical(scale);
(tile, pos, visible)
})
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})
}
pub fn tiles_with_render_positions_mut(
&mut self,
round: bool,
) -> impl Iterator<Item = (&mut Tile<W>, Point<f64, Logical>)> {
let scale = self.scale;
let view_off = Point::from((-self.view_pos(), 0.));
self.columns_in_render_order_mut()
.flat_map(move |(col, col_x)| {
let col_off = Point::from((col_x, 0.));
let col_render_off = col.render_offset();
col.tiles_in_render_order_mut()
.map(move |(tile, tile_off)| {
let mut pos =
view_off + col_off + col_render_off + tile_off + tile.render_offset();
// Round to physical pixels.
if round {
pos = pos.to_physical_precise_round(scale).to_logical(scale);
}
(tile, pos)
})
})
}
pub(super) fn insert_hint_area(
&self,
position: InsertPosition,
) -> Option<Rectangle<f64, Logical>> {
let mut hint_area = match position {
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InsertPosition::NewColumn(column_index) => {
if column_index == 0 || column_index == self.columns.len() {
let size =
Size::from((300., self.working_area.size.h - self.options.gaps * 2.));
let mut loc = Point::from((
self.column_x(column_index),
self.working_area.loc.y + self.options.gaps,
));
if column_index == 0 && !self.columns.is_empty() {
loc.x -= size.w + self.options.gaps;
}
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Rectangle::new(loc, size)
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} else if column_index > self.columns.len() {
error!("insert hint column index is out of range");
return None;
} else {
let size =
Size::from((300., self.working_area.size.h - self.options.gaps * 2.));
let loc = Point::from((
self.column_x(column_index) - size.w / 2. - self.options.gaps / 2.,
self.working_area.loc.y + self.options.gaps,
));
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Rectangle::new(loc, size)
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}
}
InsertPosition::InColumn(column_index, tile_index) => {
if column_index > self.columns.len() {
error!("insert hint column index is out of range");
return None;
}
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let col = &self.columns[column_index];
if tile_index > col.tiles.len() {
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error!("insert hint tile index is out of range");
return None;
}
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let is_tabbed = col.display_mode == ColumnDisplay::Tabbed;
let (height, y) = if is_tabbed {
// In tabbed mode, there's only one tile visible, and we want to draw the hint
// at its top or bottom.
let top = col.tile_offset(col.active_tile_idx).y;
let bottom = top + col.data[col.active_tile_idx].size.h;
if tile_index <= col.active_tile_idx {
(150., top)
} else {
(150., bottom - 150.)
}
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} else {
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let top = col.tile_offset(tile_index).y;
if tile_index == 0 {
(150., top)
} else if tile_index == col.tiles.len() {
(150., top - self.options.gaps - 150.)
} else {
(300., top - self.options.gaps / 2. - 150.)
}
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};
// Adjust for place-within-column tab indicator.
let origin_x = col.tiles_origin().x;
let extra_w = if is_tabbed && !col.is_fullscreen {
col.tab_indicator.extra_size(col.tiles.len(), col.scale).w
} else {
0.
};
let size = Size::from((self.data[column_index].width - extra_w, height));
let loc = Point::from((self.column_x(column_index) + origin_x, y));
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Rectangle::new(loc, size)
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}
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InsertPosition::Floating => return None,
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};
// First window on an empty workspace will cancel out any view offset. Replicate this
// effect here.
if self.columns.is_empty() {
let view_offset = if self.is_centering_focused_column() {
self.compute_new_view_offset_centered(Some(0.), 0., hint_area.size.w, false)
} else {
self.compute_new_view_offset_fit(Some(0.), 0., hint_area.size.w, false)
};
hint_area.loc.x -= view_offset;
} else {
hint_area.loc.x -= self.view_pos();
}
Some(hint_area)
}
/// Returns the geometry of the active tile relative to and clamped to the view.
///
/// During animations, assumes the final view position.
pub fn active_tile_visual_rectangle(&self) -> Option<Rectangle<f64, Logical>> {
let col = self.columns.get(self.active_column_idx)?;
let final_view_offset = self.view_offset.target();
let view_off = Point::from((-final_view_offset, 0.));
let (tile, tile_off) = col.tiles().nth(col.active_tile_idx).unwrap();
let tile_pos = view_off + tile_off;
let tile_size = tile.tile_size();
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let tile_rect = Rectangle::new(tile_pos, tile_size);
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let view = Rectangle::from_size(self.view_size);
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view.intersection(tile_rect)
}
pub fn popup_target_rect(&self, id: &W::Id) -> Option<Rectangle<f64, Logical>> {
for col in &self.columns {
for (tile, pos) in col.tiles() {
if tile.window().id() == id {
// In the scrolling layout, we try to position popups horizontally within the
// window geometry (so they remain visible even if the window scrolls flush with
// the left/right edge of the screen), and vertically wihin the whole parent
// working area.
let width = tile.window_size().w;
let height = self.parent_area.size.h;
let mut target = Rectangle::from_size(Size::from((width, height)));
target.loc.y += self.parent_area.loc.y;
target.loc.y -= pos.y;
target.loc.y -= tile.window_loc().y;
return Some(target);
}
}
}
None
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}
pub fn toggle_width(&mut self) {
if self.columns.is_empty() {
return;
}
let col = &mut self.columns[self.active_column_idx];
col.toggle_width(None);
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cancel_resize_for_column(&mut self.interactive_resize, col);
}
pub fn toggle_full_width(&mut self) {
if self.columns.is_empty() {
return;
}
let col = &mut self.columns[self.active_column_idx];
col.toggle_full_width();
cancel_resize_for_column(&mut self.interactive_resize, col);
}
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pub fn set_window_width(&mut self, window: Option<&W::Id>, change: SizeChange) {
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if self.columns.is_empty() {
return;
}
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let (col, tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.find_map(|col| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col, Some(tile_idx)))
})
.unwrap()
} else {
(&mut self.columns[self.active_column_idx], None)
};
col.set_column_width(change, tile_idx, true);
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cancel_resize_for_column(&mut self.interactive_resize, col);
}
pub fn set_window_height(&mut self, window: Option<&W::Id>, change: SizeChange) {
if self.columns.is_empty() {
return;
}
let (col, tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.find_map(|col| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col, Some(tile_idx)))
})
.unwrap()
} else {
(&mut self.columns[self.active_column_idx], None)
};
col.set_window_height(change, tile_idx, true);
cancel_resize_for_column(&mut self.interactive_resize, col);
}
pub fn reset_window_height(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let (col, tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.find_map(|col| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col, Some(tile_idx)))
})
.unwrap()
} else {
(&mut self.columns[self.active_column_idx], None)
};
col.reset_window_height(tile_idx, true);
cancel_resize_for_column(&mut self.interactive_resize, col);
}
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pub fn toggle_window_width(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let (col, tile_idx) = if let Some(window) = window {
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self.columns
.iter_mut()
.find_map(|col| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col, Some(tile_idx)))
})
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.unwrap()
} else {
(&mut self.columns[self.active_column_idx], None)
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};
col.toggle_width(tile_idx);
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cancel_resize_for_column(&mut self.interactive_resize, col);
}
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pub fn toggle_window_height(&mut self, window: Option<&W::Id>) {
if self.columns.is_empty() {
return;
}
let (col, tile_idx) = if let Some(window) = window {
self.columns
.iter_mut()
.find_map(|col| {
col.tiles
.iter()
.position(|tile| tile.window().id() == window)
.map(|tile_idx| (col, Some(tile_idx)))
})
.unwrap()
} else {
(&mut self.columns[self.active_column_idx], None)
};
col.toggle_window_height(tile_idx, true);
cancel_resize_for_column(&mut self.interactive_resize, col);
}
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pub fn expand_column_to_available_width(&mut self) {
if self.columns.is_empty() {
return;
}
let col = &mut self.columns[self.active_column_idx];
if col.is_fullscreen || col.is_full_width {
return;
}
if self.is_centering_focused_column() {
// Always-centered mode is different since the active window position cannot be
// controlled (it's always at the center). I guess you could come up with different
// logic here that computes the width in such a way so as to leave nearby columns fully
// on screen while taking into account that the active column will remain centered
// after resizing. But I'm not sure it's that useful? So let's do the simple thing.
let col = &mut self.columns[self.active_column_idx];
col.toggle_full_width();
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cancel_resize_for_column(&mut self.interactive_resize, col);
return;
}
// Consider the end of an ongoing animation because that's what compute to fit does too.
let view_x = self.target_view_pos();
let working_x = self.working_area.loc.x;
let working_w = self.working_area.size.w;
// Count all columns that are fully visible inside the working area.
let mut width_taken = 0.;
let mut leftmost_col_x = None;
let mut active_col_x = None;
let mut counted_non_active_column = false;
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let gap = self.options.gaps;
let col_xs = self.column_xs(self.data.iter().copied());
for (idx, col_x) in col_xs.take(self.columns.len()).enumerate() {
if col_x < view_x + working_x + gap {
// Column goes off-screen to the left.
continue;
}
leftmost_col_x.get_or_insert(col_x);
let width = self.data[idx].width;
if view_x + working_x + working_w < col_x + width + gap {
// Column goes off-screen to the right. We can stop here.
break;
}
if idx == self.active_column_idx {
active_col_x = Some(col_x);
} else {
counted_non_active_column = true;
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}
width_taken += width + gap;
}
if active_col_x.is_none() {
// The active column wasn't fully on screen, so we can't meaningfully do anything.
return;
}
let col = &mut self.columns[self.active_column_idx];
let available_width = working_w - gap - width_taken - col.extra_size().w;
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if available_width <= 0. {
// Nowhere to expand.
return;
}
cancel_resize_for_column(&mut self.interactive_resize, col);
if !counted_non_active_column {
// Only the active column was fully on-screen (maybe it's the only column), so we're
// about to set its width to 100% of the working area. Let's do it via
// toggle_full_width() as it lets you back out of it more intuitively.
col.toggle_full_width();
return;
}
let active_width = self.data[self.active_column_idx].width;
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col.width = ColumnWidth::Fixed(active_width + available_width);
col.preset_width_idx = None;
col.is_full_width = false;
col.update_tile_sizes(true);
// Put the leftmost window into the view.
let new_view_x = leftmost_col_x.unwrap() - gap - working_x;
self.animate_view_offset(self.active_column_idx, new_view_x - active_col_x.unwrap());
// Just in case.
self.animate_view_offset_to_column(None, self.active_column_idx, None);
}
pub fn set_fullscreen(&mut self, window: &W::Id, is_fullscreen: bool) -> bool {
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let (mut col_idx, tile_idx) = self
.columns
.iter()
.enumerate()
.find_map(|(col_idx, col)| col.position(window).map(|tile_idx| (col_idx, tile_idx)))
.unwrap();
if is_fullscreen == self.columns[col_idx].is_fullscreen {
return false;
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}
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let mut col = &mut self.columns[col_idx];
let is_tabbed = col.display_mode == ColumnDisplay::Tabbed;
if is_fullscreen && col_idx == self.active_column_idx && (col.tiles.len() == 1 || is_tabbed)
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{
self.view_offset_before_fullscreen = Some(self.view_offset.stationary());
}
cancel_resize_for_column(&mut self.interactive_resize, col);
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if is_fullscreen && (col.tiles.len() > 1 && !is_tabbed) {
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// This wasn't the only window in its column; extract it into a separate column.
let activate = self.active_column_idx == col_idx && col.active_tile_idx == tile_idx;
let removed = self.remove_tile_by_idx(col_idx, tile_idx, Transaction::new(), None);
// Create a column manually to disable the resize animation.
let column = Column::new_with_tile(
removed.tile,
self.view_size,
self.working_area,
self.scale,
removed.width,
removed.is_full_width,
false,
);
self.add_column(Some(col_idx + 1), column, activate, None);
col_idx += 1;
col = &mut self.columns[col_idx];
}
col.set_fullscreen(is_fullscreen);
// With place_within_column, the tab indicator changes the column size immediately.
self.data[col_idx].update(col);
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// If we quickly fullscreen and unfullscreen before any window has a chance to receive the
// request, we need to reset the offset.
if col_idx == self.active_column_idx
&& !is_fullscreen
&& !col
.tiles
.iter()
.any(|tile| tile.is_fullscreen() || tile.window().is_pending_fullscreen())
{
self.view_offset_before_fullscreen = None;
}
true
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}
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.is_static() {
return false;
}
self.columns[self.active_column_idx].is_fullscreen
}
pub fn render_elements<R: NiriRenderer>(
&self,
renderer: &mut R,
target: RenderTarget,
focus_ring: bool,
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) -> Vec<ScrollingSpaceRenderElement<R>> {
let mut rv = vec![];
let scale = Scale::from(self.scale);
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// Draw the closing windows on top of the other windows.
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let view_rect = Rectangle::new(Point::from((self.view_pos(), 0.)), self.view_size);
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for closing in self.closing_windows.iter().rev() {
let elem = closing.render(renderer.as_gles_renderer(), view_rect, scale, target);
rv.push(elem.into());
}
if self.columns.is_empty() {
return rv;
}
let mut first = true;
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// This matches self.tiles_in_render_order().
let view_off = Point::from((-self.view_pos(), 0.));
for (col, col_x) in self.columns_in_render_order() {
let col_off = Point::from((col_x, 0.));
let col_render_off = col.render_offset();
// Draw the tab indicator on top.
{
let pos = view_off + col_off + col_render_off;
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let pos = pos.to_physical_precise_round(scale).to_logical(scale);
rv.extend(col.tab_indicator.render(renderer, pos).map(Into::into));
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}
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for (tile, tile_off, visible) in col.tiles_in_render_order() {
let tile_pos =
view_off + col_off + col_render_off + tile_off + tile.render_offset();
// Round to physical pixels.
let tile_pos = tile_pos.to_physical_precise_round(scale).to_logical(scale);
// And now the drawing logic.
// For the active tile (which comes first), draw the focus ring.
let focus_ring = focus_ring && first;
first = false;
// In the scrolling layout, we currently use visible only for hidden tabs in the
// tabbed mode. We want to animate their opacity when going in and out of tabbed
// mode, so we don't want to apply "visible" immediately. However, "visible" is
// also used for input handling, and there we *do* want to apply it immediately.
// So, let's just selectively ignore "visible" here when animating alpha.
let visible = visible || tile.alpha_animation.is_some();
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if !visible {
continue;
}
rv.extend(
tile.render(renderer, tile_pos, focus_ring, target)
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.map(Into::into),
);
}
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}
rv
}
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pub fn window_under(&self, pos: Point<f64, Logical>) -> Option<(&W, HitType)> {
// This matches self.tiles_with_render_positions().
let scale = self.scale;
let view_off = Point::from((-self.view_pos(), 0.));
for (col, col_x) in self.columns_in_render_order() {
let col_off = Point::from((col_x, 0.));
let col_render_off = col.render_offset();
// Hit the tab indicator.
if col.display_mode == ColumnDisplay::Tabbed && !col.is_fullscreen {
let col_pos = view_off + col_off + col_render_off;
let col_pos = col_pos.to_physical_precise_round(scale).to_logical(scale);
if let Some(idx) = col.tab_indicator.hit(
col.tab_indicator_area(),
col.tiles.len(),
scale,
pos - col_pos,
) {
let hit = HitType::Activate {
is_tab_indicator: true,
};
return Some((col.tiles[idx].window(), hit));
}
}
for (tile, tile_off, visible) in col.tiles_in_render_order() {
if !visible {
continue;
}
let tile_pos =
view_off + col_off + col_render_off + tile_off + tile.render_offset();
// Round to physical pixels.
let tile_pos = tile_pos.to_physical_precise_round(scale).to_logical(scale);
if let Some(rv) = HitType::hit_tile(tile, tile_pos, pos) {
return Some(rv);
}
}
}
None
}
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pub fn view_offset_gesture_begin(&mut self, is_touchpad: bool) {
if self.columns.is_empty() {
return;
}
if self.interactive_resize.is_some() {
return;
}
let gesture = ViewGesture {
current_view_offset: self.view_offset.current(),
animation: None,
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tracker: SwipeTracker::new(),
delta_from_tracker: self.view_offset.current(),
stationary_view_offset: self.view_offset.stationary(),
is_touchpad,
dnd_last_event_time: None,
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dnd_nonzero_start_time: None,
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};
self.view_offset = ViewOffset::Gesture(gesture);
}
pub fn dnd_scroll_gesture_begin(&mut self) {
if let ViewOffset::Gesture(ViewGesture {
dnd_last_event_time: Some(_),
..
}) = &self.view_offset
{
// Already active.
return;
}
let gesture = ViewGesture {
current_view_offset: self.view_offset.current(),
animation: None,
tracker: SwipeTracker::new(),
delta_from_tracker: self.view_offset.current(),
stationary_view_offset: self.view_offset.stationary(),
is_touchpad: false,
dnd_last_event_time: Some(self.clock.now_unadjusted()),
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dnd_nonzero_start_time: None,
};
self.view_offset = ViewOffset::Gesture(gesture);
self.interactive_resize = None;
}
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pub fn view_offset_gesture_update(
&mut self,
delta_x: f64,
timestamp: Duration,
is_touchpad: bool,
) -> Option<bool> {
let ViewOffset::Gesture(gesture) = &mut self.view_offset else {
return None;
};
if gesture.is_touchpad != is_touchpad || gesture.dnd_last_event_time.is_some() {
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return None;
}
gesture.tracker.push(delta_x, timestamp);
let norm_factor = if gesture.is_touchpad {
self.working_area.size.w / VIEW_GESTURE_WORKING_AREA_MOVEMENT
} else {
1.
};
let pos = gesture.tracker.pos() * norm_factor;
let view_offset = pos + gesture.delta_from_tracker;
gesture.current_view_offset = view_offset;
Some(true)
}
pub fn dnd_scroll_gesture_scroll(&mut self, delta: f64) -> bool {
let ViewOffset::Gesture(gesture) = &mut self.view_offset else {
return false;
};
let Some(last_time) = gesture.dnd_last_event_time else {
// Not a DnD scroll.
return false;
};
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let config = &self.options.gestures.dnd_edge_view_scroll;
let now = self.clock.now_unadjusted();
gesture.dnd_last_event_time = Some(now);
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if delta == 0. {
// We're outside the scrolling zone.
gesture.dnd_nonzero_start_time = None;
return false;
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}
let nonzero_start = *gesture.dnd_nonzero_start_time.get_or_insert(now);
// Delay starting the gesture a bit to avoid unwanted movement when dragging across
// monitors.
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let delay = Duration::from_millis(u64::from(config.delay_ms));
if now.saturating_sub(nonzero_start) < delay {
return true;
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}
let time_delta = now.saturating_sub(last_time).as_secs_f64();
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let delta = delta * time_delta * config.max_speed.0;
gesture.tracker.push(delta, now);
let view_offset = gesture.tracker.pos() + gesture.delta_from_tracker;
// Clamp it so that it doesn't go too much out of bounds.
let (leftmost, rightmost) = if self.columns.is_empty() {
(0., 0.)
} else {
let gaps = self.options.gaps;
let mut leftmost = -self.working_area.size.w;
let last_col_idx = self.columns.len() - 1;
let last_col_x = self
.columns
.iter()
.take(last_col_idx)
.fold(0., |col_x, col| col_x + col.width() + gaps);
let last_col_width = self.data[last_col_idx].width;
let mut rightmost = last_col_x + last_col_width - self.working_area.loc.x;
let active_col_x = self
.columns
.iter()
.take(self.active_column_idx)
.fold(0., |col_x, col| col_x + col.width() + gaps);
leftmost -= active_col_x;
rightmost -= active_col_x;
(leftmost, rightmost)
};
let min_offset = f64::min(leftmost, rightmost);
let max_offset = f64::max(leftmost, rightmost);
let clamped_offset = view_offset.clamp(min_offset, max_offset);
gesture.delta_from_tracker += clamped_offset - view_offset;
gesture.current_view_offset = clamped_offset;
true
}
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pub fn view_offset_gesture_end(&mut self, is_touchpad: Option<bool>) -> bool {
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let ViewOffset::Gesture(gesture) = &mut self.view_offset else {
return false;
};
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if is_touchpad.is_some_and(|x| gesture.is_touchpad != x) {
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return false;
}
// We do not handle cancelling, just like GNOME Shell doesn't. For this gesture, proper
// cancelling would require keeping track of the original active column, and then updating
// it in all the right places (adding columns, removing columns, etc.) -- quite a bit of
// effort and bug potential.
// Take into account any idle time between the last event and now.
let now = self.clock.now_unadjusted();
gesture.tracker.push(0., now);
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let norm_factor = if gesture.is_touchpad {
self.working_area.size.w / VIEW_GESTURE_WORKING_AREA_MOVEMENT
} else {
1.
};
let velocity = gesture.tracker.velocity() * norm_factor;
let pos = gesture.tracker.pos() * norm_factor;
let current_view_offset = pos + gesture.delta_from_tracker;
if self.columns.is_empty() {
self.view_offset = ViewOffset::Static(current_view_offset);
return true;
}
// Figure out where the gesture would stop after deceleration.
let end_pos = gesture.tracker.projected_end_pos() * norm_factor;
let target_view_offset = end_pos + gesture.delta_from_tracker;
// Compute the snapping points. These are where the view aligns with column boundaries on
// either side.
struct Snap {
// View position relative to x = 0 (the first column).
view_pos: f64,
// Column to activate for this snapping point.
col_idx: usize,
}
let mut snapping_points = Vec::new();
let left_strut = self.working_area.loc.x;
let right_strut = self.view_size.w - self.working_area.size.w - self.working_area.loc.x;
if self.is_centering_focused_column() {
let mut col_x = 0.;
for (col_idx, col) in self.columns.iter().enumerate() {
let col_w = col.width();
let view_pos = if col.is_fullscreen {
col_x
} else if self.working_area.size.w <= col_w {
col_x - left_strut
} else {
col_x - (self.working_area.size.w - col_w) / 2. - left_strut
};
snapping_points.push(Snap { view_pos, col_idx });
col_x += col_w + self.options.gaps;
}
} else {
let center_on_overflow = matches!(
self.options.center_focused_column,
CenterFocusedColumn::OnOverflow
);
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let view_width = self.view_size.w;
let working_area_width = self.working_area.size.w;
let gaps = self.options.gaps;
let snap_points =
|col_x, col: &Column<W>, prev_col_w: Option<f64>, next_col_w: Option<f64>| {
let col_w = col.width();
// Normal columns align with the working area, but fullscreen columns align with
// the view size.
if col.is_fullscreen {
let left = col_x;
let right = col_x + col_w;
(left, right)
} else {
// Logic from compute_new_view_offset.
let padding = ((working_area_width - col_w) / 2.).clamp(0., gaps);
let center = if self.working_area.size.w <= col_w {
col_x - left_strut
} else {
col_x - (self.working_area.size.w - col_w) / 2. - left_strut
};
let is_overflowing = |adj_col_w: Option<f64>| {
center_on_overflow
&& adj_col_w
.filter(|adj_col_w| {
center_on_overflow
&& adj_col_w + 3.0 * gaps + col_w > working_area_width
})
.is_some()
};
let left = if is_overflowing(next_col_w) {
center
} else {
col_x - padding - left_strut
};
let right = if is_overflowing(prev_col_w) {
center + view_width
} else {
col_x + col_w + padding + right_strut
};
(left, right)
}
};
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// Prevent the gesture from snapping further than the first/last column, as this is
// generally undesired.
//
// It's ok if leftmost_snap is > rightmost_snap (this happens if the columns on a
// workspace total up to less than the workspace width).
let leftmost_snap = snap_points(
0.,
&self.columns[0],
None,
self.columns.get(1).map(|c| c.width()),
)
.0;
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let last_col_idx = self.columns.len() - 1;
let last_col_x = self
.columns
.iter()
.take(last_col_idx)
.fold(0., |col_x, col| col_x + col.width() + gaps);
let rightmost_snap = snap_points(
last_col_x,
&self.columns[last_col_idx],
last_col_idx
.checked_sub(1)
.and_then(|idx| self.columns.get(idx).map(|c| c.width())),
None,
)
.1 - view_width;
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snapping_points.push(Snap {
view_pos: leftmost_snap,
col_idx: 0,
});
snapping_points.push(Snap {
view_pos: rightmost_snap,
col_idx: last_col_idx,
});
let mut push = |col_idx, left, right| {
if leftmost_snap < left && left < rightmost_snap {
snapping_points.push(Snap {
view_pos: left,
col_idx,
});
}
let right = right - view_width;
if leftmost_snap < right && right < rightmost_snap {
snapping_points.push(Snap {
view_pos: right,
col_idx,
});
}
};
let mut col_x = 0.;
for (col_idx, col) in self.columns.iter().enumerate() {
let (left, right) = snap_points(
col_x,
col,
col_idx
.checked_sub(1)
.and_then(|idx| self.columns.get(idx).map(|c| c.width())),
self.columns.get(col_idx + 1).map(|c| c.width()),
);
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push(col_idx, left, right);
col_x += col.width() + gaps;
}
}
// Find the closest snapping point.
snapping_points.sort_by_key(|snap| NotNan::new(snap.view_pos).unwrap());
let active_col_x = self.column_x(self.active_column_idx);
let target_view_pos = active_col_x + target_view_offset;
let target_snap = snapping_points
.iter()
.min_by_key(|snap| NotNan::new((snap.view_pos - target_view_pos).abs()).unwrap())
.unwrap();
let mut new_col_idx = target_snap.col_idx;
if !self.is_centering_focused_column() {
// Focus the furthest window towards the direction of the gesture.
if target_view_offset >= current_view_offset {
for col_idx in (new_col_idx + 1)..self.columns.len() {
let col = &self.columns[col_idx];
let col_x = self.column_x(col_idx);
let col_w = col.width();
if col.is_fullscreen {
if target_snap.view_pos + self.view_size.w < col_x + col_w {
break;
}
} else {
let padding =
((self.working_area.size.w - col_w) / 2.).clamp(0., self.options.gaps);
if target_snap.view_pos + left_strut + self.working_area.size.w
< col_x + col_w + padding
{
break;
}
}
new_col_idx = col_idx;
}
} else {
for col_idx in (0..new_col_idx).rev() {
let col = &self.columns[col_idx];
let col_x = self.column_x(col_idx);
let col_w = col.width();
if col.is_fullscreen {
if col_x < target_snap.view_pos {
break;
}
} else {
let padding =
((self.working_area.size.w - col_w) / 2.).clamp(0., self.options.gaps);
if col_x - padding < target_snap.view_pos + left_strut {
break;
}
}
new_col_idx = col_idx;
}
}
}
let new_col_x = self.column_x(new_col_idx);
let delta = active_col_x - new_col_x;
if self.active_column_idx != new_col_idx {
self.view_offset_before_fullscreen = None;
}
self.active_column_idx = new_col_idx;
let target_view_offset = target_snap.view_pos - new_col_x;
self.view_offset = ViewOffset::Animation(Animation::new(
self.clock.clone(),
current_view_offset + delta,
target_view_offset,
velocity,
self.options.animations.horizontal_view_movement.0,
));
// HACK: deal with things like snapping to the right edge of a larger-than-view window.
self.animate_view_offset_to_column(None, new_col_idx, None);
true
}
pub fn dnd_scroll_gesture_end(&mut self) {
let ViewOffset::Gesture(gesture) = &mut self.view_offset else {
return;
};
if gesture.dnd_last_event_time.is_some() && gesture.tracker.pos() == 0. {
// DnD didn't scroll anything, so preserve the current view position (rather than
// snapping the window).
self.view_offset = ViewOffset::Static(gesture.delta_from_tracker);
if !self.columns.is_empty() {
// Just in case, make sure the active window remains on screen.
self.animate_view_offset_to_column(None, self.active_column_idx, None);
}
return;
}
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self.view_offset_gesture_end(None);
}
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pub fn interactive_resize_begin(&mut self, window: W::Id, edges: ResizeEdge) -> bool {
if self.interactive_resize.is_some() {
return false;
}
let (col_idx, col) = self
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.columns
.iter_mut()
.enumerate()
.find(|(_, col)| col.contains(&window))
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.unwrap();
if col.is_fullscreen {
return false;
}
let tile = col
.tiles
.iter_mut()
.find(|tile| tile.window().id() == &window)
.unwrap();
let original_window_size = tile.window_size();
let resize = InteractiveResize {
window,
original_window_size,
data: InteractiveResizeData { edges },
};
self.interactive_resize = Some(resize);
self.view_offset.stop_anim_and_gesture();
// If this is the active column, clear the stored unfullscreen view offset in case one of
// the tiles in the column is still pending unfullscreen. Normally it is cleared and
// applied in update_window(), but we skip that during interactive resize because the view
// is frozen.
if col_idx == self.active_column_idx {
self.view_offset_before_fullscreen = None;
}
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true
}
pub fn interactive_resize_update(
&mut self,
window: &W::Id,
delta: Point<f64, Logical>,
) -> bool {
let Some(resize) = &self.interactive_resize else {
return false;
};
if window != &resize.window {
return false;
}
let is_centering = self.is_centering_focused_column();
let col = self
.columns
.iter_mut()
.find(|col| col.contains(window))
.unwrap();
let tile_idx = col
.tiles
.iter()
.position(|tile| tile.window().id() == window)
.unwrap();
if resize.data.edges.intersects(ResizeEdge::LEFT_RIGHT) {
let mut dx = delta.x;
if resize.data.edges.contains(ResizeEdge::LEFT) {
dx = -dx;
};
if is_centering {
dx *= 2.;
}
let window_width = (resize.original_window_size.w + dx).round() as i32;
col.set_column_width(SizeChange::SetFixed(window_width), Some(tile_idx), false);
}
if resize.data.edges.intersects(ResizeEdge::TOP_BOTTOM) {
// Prevent the simplest case of weird resizing (top edge when this is the topmost
// window).
if !(resize.data.edges.contains(ResizeEdge::TOP) && tile_idx == 0) {
let mut dy = delta.y;
if resize.data.edges.contains(ResizeEdge::TOP) {
dy = -dy;
};
// FIXME: some smarter height distribution would be nice here so that vertical
// resizes work as expected in more cases.
let window_height = (resize.original_window_size.h + dy).round() as i32;
col.set_window_height(SizeChange::SetFixed(window_height), Some(tile_idx), false);
}
}
true
}
pub fn interactive_resize_end(&mut self, window: Option<&W::Id>) {
let Some(resize) = &self.interactive_resize else {
return;
};
if let Some(window) = window {
if window != &resize.window {
return;
}
// Animate the active window into view right away.
if self.columns[self.active_column_idx].contains(window) {
self.animate_view_offset_to_column(None, self.active_column_idx, None);
}
}
self.interactive_resize = None;
}
pub fn refresh(&mut self, is_active: bool, is_focused: bool) {
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for (col_idx, col) in self.columns.iter_mut().enumerate() {
let mut col_resize_data = None;
if let Some(resize) = &self.interactive_resize {
if col.contains(&resize.window) {
col_resize_data = Some(resize.data);
}
}
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let is_tabbed = col.display_mode == ColumnDisplay::Tabbed;
let extra_size = col.extra_size();
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// If transactions are disabled, also disable combined throttling, for more intuitive
// behavior. In tabbed display mode, only one window is visible, so individual
// throttling makes more sense.
let individual_throttling = self.options.disable_transactions || is_tabbed;
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let intent = if self.options.disable_resize_throttling {
ConfigureIntent::CanSend
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} else if individual_throttling {
// In this case, we don't use combined throttling, but rather compute throttling
// individually below.
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ConfigureIntent::CanSend
} else {
col.tiles
.iter()
.fold(ConfigureIntent::NotNeeded, |intent, tile| {
match (intent, tile.window().configure_intent()) {
(_, ConfigureIntent::ShouldSend) => ConfigureIntent::ShouldSend,
(ConfigureIntent::NotNeeded, tile_intent) => tile_intent,
(ConfigureIntent::CanSend, ConfigureIntent::Throttled) => {
ConfigureIntent::Throttled
}
(intent, _) => intent,
}
})
};
for (tile_idx, tile) in col.tiles.iter_mut().enumerate() {
let win = tile.window_mut();
let active_in_column = col.active_tile_idx == tile_idx;
win.set_active_in_column(active_in_column);
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win.set_floating(false);
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let mut active = is_active && self.active_column_idx == col_idx;
if self.options.deactivate_unfocused_windows {
active &= active_in_column && is_focused;
} else {
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// In tabbed mode, all tabs have activated state to reduce unnecessary
// animations when switching tabs.
active &= active_in_column || is_tabbed;
}
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win.set_activated(active);
win.set_interactive_resize(col_resize_data);
let border_config = win.rules().border.resolve_against(self.options.border);
let bounds = compute_toplevel_bounds(
border_config,
self.working_area.size,
extra_size,
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self.options.gaps,
);
win.set_bounds(bounds);
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let intent = if individual_throttling {
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win.configure_intent()
} else {
intent
};
if matches!(
intent,
ConfigureIntent::CanSend | ConfigureIntent::ShouldSend
) {
win.send_pending_configure();
}
win.refresh();
}
}
}
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#[cfg(test)]
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pub fn view_size(&self) -> Size<f64, Logical> {
self.view_size
}
#[cfg(test)]
pub fn parent_area(&self) -> Rectangle<f64, Logical> {
self.parent_area
}
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#[cfg(test)]
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pub fn clock(&self) -> &Clock {
&self.clock
}
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#[cfg(test)]
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pub fn options(&self) -> &Rc<Options> {
&self.options
}
#[cfg(test)]
pub fn active_column_idx(&self) -> usize {
self.active_column_idx
}
#[cfg(test)]
pub(super) fn view_offset(&self) -> &ViewOffset {
&self.view_offset
}
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#[cfg(test)]
pub fn verify_invariants(&self) {
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assert!(self.view_size.w > 0.);
assert!(self.view_size.h > 0.);
assert!(self.scale > 0.);
assert!(self.scale.is_finite());
assert_eq!(self.columns.len(), self.data.len());
assert_eq!(
self.working_area,
compute_working_area(self.parent_area, self.scale, self.options.struts)
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);
if !self.columns.is_empty() {
assert!(self.active_column_idx < self.columns.len());
for (column, data) in zip(&self.columns, &self.data) {
assert!(Rc::ptr_eq(&self.options, &column.options));
assert_eq!(self.clock, column.clock);
assert_eq!(self.scale, column.scale);
column.verify_invariants();
let mut data2 = *data;
data2.update(column);
assert_eq!(data, &data2, "column data must be up to date");
}
let col = &self.columns[self.active_column_idx];
// When we have an unfullscreen view offset stored, the active column should have a
// fullscreen tile.
if self.view_offset_before_fullscreen.is_some() {
assert!(
col.is_fullscreen
|| col.tiles.iter().any(|tile| {
tile.is_fullscreen() || tile.window().is_pending_fullscreen()
})
);
}
}
if let Some(resize) = &self.interactive_resize {
assert!(
self.columns
.iter()
.flat_map(|col| &col.tiles)
.any(|tile| tile.window().id() == &resize.window),
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"interactive resize window must be present in the layout"
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);
}
}
}
impl ViewOffset {
/// Returns the current view offset.
pub fn current(&self) -> f64 {
match self {
ViewOffset::Static(offset) => *offset,
ViewOffset::Animation(anim) => anim.value(),
ViewOffset::Gesture(gesture) => {
gesture.current_view_offset
+ gesture.animation.as_ref().map_or(0., |anim| anim.value())
}
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}
}
/// Returns the target view offset suitable for computing the new view offset.
pub fn target(&self) -> f64 {
match self {
ViewOffset::Static(offset) => *offset,
ViewOffset::Animation(anim) => anim.to(),
// This can be used for example if a gesture is interrupted.
ViewOffset::Gesture(gesture) => gesture.current_view_offset,
}
}
/// Returns a view offset value suitable for saving and later restoration.
///
/// This means that it shouldn't return an in-progress animation or gesture value.
fn stationary(&self) -> f64 {
match self {
ViewOffset::Static(offset) => *offset,
// For animations we can return the final value.
ViewOffset::Animation(anim) => anim.to(),
ViewOffset::Gesture(gesture) => gesture.stationary_view_offset,
}
}
pub fn is_static(&self) -> bool {
matches!(self, Self::Static(_))
}
pub fn is_gesture(&self) -> bool {
matches!(self, Self::Gesture(_))
}
pub fn is_dnd_scroll(&self) -> bool {
matches!(&self, ViewOffset::Gesture(gesture) if gesture.dnd_last_event_time.is_some())
}
pub fn is_animation_ongoing(&self) -> bool {
match self {
ViewOffset::Static(_) => false,
ViewOffset::Animation(_) => true,
ViewOffset::Gesture(gesture) => gesture.animation.is_some(),
}
}
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pub fn offset(&mut self, delta: f64) {
match self {
ViewOffset::Static(offset) => *offset += delta,
ViewOffset::Animation(anim) => anim.offset(delta),
ViewOffset::Gesture(gesture) => {
gesture.stationary_view_offset += delta;
gesture.delta_from_tracker += delta;
gesture.current_view_offset += delta;
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}
}
}
pub fn cancel_gesture(&mut self) {
if let ViewOffset::Gesture(gesture) = self {
*self = ViewOffset::Static(gesture.current_view_offset);
}
}
pub fn stop_anim_and_gesture(&mut self) {
*self = ViewOffset::Static(self.current());
}
}
impl ViewGesture {
fn animate_from(&mut self, from: f64, clock: Clock, config: niri_config::Animation) {
let current = self.animation.as_ref().map_or(0., Animation::value);
self.animation = Some(Animation::new(clock, from + current, 0., 0., config));
}
}
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impl ColumnData {
pub fn new<W: LayoutElement>(column: &Column<W>) -> Self {
let mut rv = Self { width: 0. };
rv.update(column);
rv
}
pub fn update<W: LayoutElement>(&mut self, column: &Column<W>) {
self.width = column.width();
}
}
impl TileData {
pub fn new<W: LayoutElement>(tile: &Tile<W>, height: WindowHeight) -> Self {
let mut rv = Self {
height,
size: Size::default(),
interactively_resizing_by_left_edge: false,
};
rv.update(tile);
rv
}
pub fn update<W: LayoutElement>(&mut self, tile: &Tile<W>) {
self.size = tile.tile_size();
self.interactively_resizing_by_left_edge = tile
.window()
.interactive_resize_data()
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.is_some_and(|data| data.edges.contains(ResizeEdge::LEFT));
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}
}
impl From<PresetSize> for ColumnWidth {
fn from(value: PresetSize) -> Self {
match value {
PresetSize::Proportion(p) => Self::Proportion(p.clamp(0., 10000.)),
PresetSize::Fixed(f) => Self::Fixed(f64::from(f.clamp(1, 100000))),
}
}
}
impl WindowHeight {
const fn auto_1() -> Self {
Self::Auto { weight: 1. }
}
}
impl<W: LayoutElement> Column<W> {
#[allow(clippy::too_many_arguments)]
fn new_with_tile(
tile: Tile<W>,
view_size: Size<f64, Logical>,
working_area: Rectangle<f64, Logical>,
scale: f64,
width: ColumnWidth,
is_full_width: bool,
animate_resize: bool,
) -> Self {
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let options = tile.options.clone();
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let display_mode = tile
.window()
.rules()
.default_column_display
.unwrap_or(options.default_column_display);
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let mut rv = Self {
tiles: vec![],
data: vec![],
active_tile_idx: 0,
width,
preset_width_idx: None,
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is_full_width,
is_fullscreen: false,
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display_mode,
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tab_indicator: TabIndicator::new(options.tab_indicator),
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move_animation: None,
view_size,
working_area,
scale,
clock: tile.clock.clone(),
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options,
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};
let is_pending_fullscreen = tile.window().is_pending_fullscreen();
rv.add_tile_at(0, tile, animate_resize);
if is_pending_fullscreen {
rv.set_fullscreen(true);
}
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// Animate the tab indicator for new columns.
if display_mode == ColumnDisplay::Tabbed
&& !rv.options.tab_indicator.hide_when_single_tab
&& !is_pending_fullscreen
{
// Usually new columns are created together with window movement actions. For new
// windows, we handle that in start_open_animation().
rv.tab_indicator
.start_open_animation(rv.clock.clone(), rv.options.animations.window_movement.0);
}
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rv
}
fn update_config(
&mut self,
view_size: Size<f64, Logical>,
working_area: Rectangle<f64, Logical>,
scale: f64,
options: Rc<Options>,
) {
let mut update_sizes = false;
if self.view_size != view_size || self.working_area != working_area {
update_sizes = true;
}
// If preset widths changed, clear our stored preset index.
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if self.options.preset_column_widths != options.preset_column_widths {
self.preset_width_idx = None;
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}
// If preset heights changed, make our heights non-preset.
if self.options.preset_window_heights != options.preset_window_heights {
self.convert_heights_to_auto();
update_sizes = true;
}
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;
}
if self.options.tab_indicator != options.tab_indicator {
update_sizes = true;
}
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for (tile, data) in zip(&mut self.tiles, &mut self.data) {
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tile.update_config(view_size, scale, options.clone());
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data.update(tile);
}
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self.tab_indicator.update_config(options.tab_indicator);
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self.view_size = view_size;
self.working_area = working_area;
self.scale = scale;
self.options = options;
if update_sizes {
self.update_tile_sizes(false);
}
}
pub fn advance_animations(&mut self) {
if let Some(move_) = &mut self.move_animation {
if move_.anim.is_done() {
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self.move_animation = None;
}
}
for tile in &mut self.tiles {
tile.advance_animations();
}
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self.tab_indicator.advance_animations();
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}
pub fn are_animations_ongoing(&self) -> bool {
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self.move_animation.is_some()
|| self.tab_indicator.are_animations_ongoing()
|| self.tiles.iter().any(Tile::are_animations_ongoing)
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}
pub fn are_transitions_ongoing(&self) -> bool {
self.move_animation.is_some()
|| self.tab_indicator.are_animations_ongoing()
|| self.tiles.iter().any(Tile::are_transitions_ongoing)
}
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pub fn update_render_elements(&mut self, is_active: bool, view_rect: Rectangle<f64, Logical>) {
let active_idx = self.active_tile_idx;
for (tile_idx, (tile, tile_off)) in self.tiles_mut().enumerate() {
let is_active = is_active && tile_idx == active_idx;
let mut tile_view_rect = view_rect;
tile_view_rect.loc -= tile_off + tile.render_offset();
tile.update_render_elements(is_active, tile_view_rect);
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}
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let config = self.tab_indicator.config();
let offsets = self.tile_offsets_iter(self.data.iter().copied());
let tabs = zip(&self.tiles, offsets)
.enumerate()
.map(|(tile_idx, (tile, tile_off))| {
let is_active = tile_idx == active_idx;
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let is_urgent = tile.window().is_urgent();
let tile_pos = tile_off + tile.render_offset();
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TabInfo::from_tile(tile, tile_pos, is_active, is_urgent, &config)
});
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// Hide the tab indicator in fullscreen. If you have it configured to overlap the window,
// you don't want that to happen in fullscreen. Also, laying things out correctly when the
// tab indicator is within the column and the column goes fullscreen, would require too
// many changes to the code for too little benefit (it's mostly invisible anyway).
let enabled = self.display_mode == ColumnDisplay::Tabbed && !self.is_fullscreen;
self.tab_indicator.update_render_elements(
enabled,
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self.tab_indicator_area(),
view_rect,
self.tiles.len(),
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tabs,
is_active,
self.scale,
);
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}
pub fn render_offset(&self) -> Point<f64, Logical> {
let mut offset = Point::from((0., 0.));
if let Some(move_) = &self.move_animation {
offset.x += move_.from * move_.anim.value();
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}
offset
}
pub fn animate_move_from(&mut self, from_x_offset: f64) {
self.animate_move_from_with_config(
from_x_offset,
self.options.animations.window_movement.0,
);
}
pub fn animate_move_from_with_config(
&mut self,
from_x_offset: f64,
config: niri_config::Animation,
) {
let current_offset = self
.move_animation
.as_ref()
.map_or(0., |move_| move_.from * move_.anim.value());
let anim = Animation::new(self.clock.clone(), 1., 0., 0., config);
self.move_animation = Some(MoveAnimation {
anim,
from: from_x_offset + current_offset,
});
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}
pub fn offset_move_anim_current(&mut self, offset: f64) {
if let Some(move_) = self.move_animation.as_mut() {
// If the anim is almost done, there's little point trying to offset it; we can let
// things jump. If it turns out like a bad idea, we could restart the anim intead.
let value = move_.anim.value();
if value > 0.001 {
move_.from += offset / value;
}
}
}
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pub fn contains(&self, window: &W::Id) -> bool {
self.tiles
.iter()
.map(Tile::window)
.any(|win| win.id() == window)
}
pub fn position(&self, window: &W::Id) -> Option<usize> {
self.tiles
.iter()
.map(Tile::window)
.position(|win| win.id() == window)
}
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fn activate_idx(&mut self, idx: usize) -> bool {
if self.active_tile_idx == idx {
return false;
}
self.active_tile_idx = idx;
self.tiles[idx].ensure_alpha_animates_to_1();
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true
}
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fn activate_window(&mut self, window: &W::Id) {
let idx = self.position(window).unwrap();
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self.activate_idx(idx);
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}
fn add_tile_at(&mut self, idx: usize, mut tile: Tile<W>, animate: bool) {
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tile.update_config(self.view_size, self.scale, self.options.clone());
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// Inserting a tile pushes down all tiles below it, but also in always-centering mode it
// will affect the X position of all tiles in the column.
let mut prev_offsets = Vec::with_capacity(self.tiles.len() + 1);
prev_offsets.extend(self.tile_offsets().take(self.tiles.len()));
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if self.display_mode != ColumnDisplay::Tabbed {
self.is_fullscreen = false;
}
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self.data
.insert(idx, TileData::new(&tile, WindowHeight::auto_1()));
self.tiles.insert(idx, tile);
self.update_tile_sizes(animate);
// Animate tiles according to the offset changes.
prev_offsets.insert(idx, Point::default());
for (i, ((tile, offset), prev)) in zip(self.tiles_mut(), prev_offsets).enumerate() {
if i == idx {
continue;
}
tile.animate_move_from(prev - offset);
}
}
fn update_window(&mut self, window: &W::Id) {
let (tile_idx, tile) = self
.tiles
.iter_mut()
.enumerate()
.find(|(_, tile)| tile.window().id() == window)
.unwrap();
let prev_height = self.data[tile_idx].size.h;
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tile.update_window();
self.data[tile_idx].update(tile);
let offset = prev_height - self.data[tile_idx].size.h;
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let is_tabbed = self.display_mode == ColumnDisplay::Tabbed;
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// Move windows below in tandem with resizing.
//
// FIXME: in always-centering mode, window resizing will affect the offsets of all other
// windows in the column, so they should all be animated. How should this interact with
// animated vs. non-animated resizes? For example, an animated +20 resize followed by two
// non-animated -10 resizes.
if !is_tabbed && offset != 0. {
if tile.resize_animation().is_some() {
// If there's a resize animation (that may have just started in
// tile.update_window()), then the apparent size change is smooth with no sudden
// jumps. This corresponds to adding an Y animation to tiles below.
for tile in &mut self.tiles[tile_idx + 1..] {
tile.animate_move_y_from_with_config(
offset,
self.options.animations.window_resize.anim,
);
}
} else {
// There's no resize animation, but the offset is nonzero. This could happen for
// example:
// - if the window resized on its own, which we don't animate
// - if the window resized by less than 10 px (the resize threshold)
//
// The latter case could also cancel an ongoing resize animation.
//
// Now, stationary tiles below shouldn't react to this offset change in any way,
// i.e. their apparent Y position should jump together with the resize. However,
// tiles below that are already animating an Y movement should offset their
// animations to avoid the jump.
//
// Notably, this is necessary to fix the animation jump when resizing height back
// and forth in quick succession (in a way that cancels the resize animation).
for tile in &mut self.tiles[tile_idx + 1..] {
tile.offset_move_y_anim_current(offset);
}
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}
}
}
/// Extra size taken up by elements in the column such as the tab indicator.
fn extra_size(&self) -> Size<f64, Logical> {
if self.display_mode == ColumnDisplay::Tabbed {
self.tab_indicator.extra_size(self.tiles.len(), self.scale)
} else {
Size::from((0., 0.))
}
}
fn resolve_preset_width(&self, preset: PresetSize) -> ResolvedSize {
let extra = self.extra_size();
resolve_preset_size(preset, &self.options, self.working_area.size.w, extra.w)
}
fn resolve_preset_height(&self, preset: PresetSize) -> ResolvedSize {
let extra = self.extra_size();
resolve_preset_size(preset, &self.options, self.working_area.size.h, extra.h)
}
fn resolve_column_width(&self, width: ColumnWidth) -> f64 {
let working_size = self.working_area.size;
let gaps = self.options.gaps;
let extra = self.extra_size();
match width {
ColumnWidth::Proportion(proportion) => {
(working_size.w - gaps) * proportion - gaps - extra.w
}
ColumnWidth::Fixed(width) => width,
}
}
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fn update_tile_sizes(&mut self, animate: bool) {
self.update_tile_sizes_with_transaction(animate, Transaction::new());
}
fn update_tile_sizes_with_transaction(&mut self, animate: bool, transaction: Transaction) {
if self.is_fullscreen {
for (tile_idx, tile) in self.tiles.iter_mut().enumerate() {
// In tabbed mode, only the visible window participates in the transaction.
let is_active = tile_idx == self.active_tile_idx;
let transaction = if self.display_mode == ColumnDisplay::Tabbed && !is_active {
None
} else {
Some(transaction.clone())
};
tile.request_fullscreen(animate, transaction);
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}
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return;
}
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let is_tabbed = self.display_mode == ColumnDisplay::Tabbed;
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let min_size: Vec<_> = self
.tiles
.iter()
.map(Tile::min_size_nonfullscreen)
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.map(|mut size| {
size.w = size.w.max(1.);
size.h = size.h.max(1.);
size
})
.collect();
let max_size: Vec<_> = self
.tiles
.iter()
.map(Tile::max_size_nonfullscreen)
.collect();
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// Compute the column width.
let min_width = min_size
.iter()
.map(|size| NotNan::new(size.w).unwrap())
.max()
.map(NotNan::into_inner)
.unwrap();
let max_width = max_size
.iter()
.filter_map(|size| {
let w = size.w;
if w == 0. {
None
} else {
Some(NotNan::new(w).unwrap())
}
})
.min()
.map(NotNan::into_inner)
.unwrap_or(f64::from(i32::MAX));
let max_width = f64::max(max_width, min_width);
let width = if self.is_full_width {
ColumnWidth::Proportion(1.)
} else {
self.width
};
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let working_size = self.working_area.size;
let extra_size = self.extra_size();
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let width = self.resolve_column_width(width);
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let width = f64::max(f64::min(width, max_width), min_width);
let max_tile_height = working_size.h - self.options.gaps * 2. - extra_size.h;
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// If there are multiple windows in a column, clamp the non-auto window's height according
// to other windows' min sizes.
let mut max_non_auto_window_height = None;
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if self.tiles.len() > 1 && !is_tabbed {
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if let Some(non_auto_idx) = self
.data
.iter()
.position(|data| !matches!(data.height, WindowHeight::Auto { .. }))
{
let min_height_taken = min_size
.iter()
.enumerate()
.filter(|(idx, _)| *idx != non_auto_idx)
.map(|(_, min_size)| min_size.h + self.options.gaps)
.sum::<f64>();
let tile = &self.tiles[non_auto_idx];
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let height_left = max_tile_height - min_height_taken;
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max_non_auto_window_height = Some(f64::max(
1.,
tile.window_height_for_tile_height(height_left).round(),
));
}
}
// Compute the tile heights. Start by converting window heights to tile heights.
let mut heights = zip(&self.tiles, &self.data)
.map(|(tile, data)| match data.height {
auto @ WindowHeight::Auto { .. } => auto,
WindowHeight::Fixed(height) => {
let mut window_height = height.round().max(1.);
if let Some(max) = max_non_auto_window_height {
window_height = f64::min(window_height, max);
} else {
// In any case, clamp to the working area height.
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let max = tile.window_height_for_tile_height(max_tile_height).round();
window_height = f64::min(window_height, max);
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}
WindowHeight::Fixed(tile.tile_height_for_window_height(window_height))
}
WindowHeight::Preset(idx) => {
let preset = self.options.preset_window_heights[idx];
let window_height = match self.resolve_preset_height(preset) {
ResolvedSize::Tile(h) => tile.window_height_for_tile_height(h),
ResolvedSize::Window(h) => h,
};
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let mut window_height = window_height.round().clamp(1., 100000.);
if let Some(max) = max_non_auto_window_height {
window_height = f64::min(window_height, max);
}
let tile_height = tile.tile_height_for_window_height(window_height);
WindowHeight::Fixed(tile_height)
}
})
.collect::<Vec<_>>();
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// In tabbed display mode, fill fixed heights right away.
if is_tabbed {
// All tiles have the same height, equal to the height of the only fixed tile (if any).
let tabbed_height = heights
.iter()
.find_map(|h| {
if let WindowHeight::Fixed(h) = h {
Some(*h)
} else {
None
}
})
.unwrap_or(max_tile_height);
// We also take min height of all tabs into account.
let min_height = min_size
.iter()
.map(|size| NotNan::new(size.h).unwrap())
.max()
.map(NotNan::into_inner)
.unwrap();
// But, if there's a larger-than-workspace tab, we don't want to force all tabs to that
// size.
let min_height = f64::min(max_tile_height, min_height);
let tabbed_height = f64::max(tabbed_height, min_height);
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heights.fill(WindowHeight::Fixed(tabbed_height));
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// The following logic will apply individual min/max height, etc.
}
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let gaps_left = self.options.gaps * (self.tiles.len() + 1) as f64;
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let mut height_left = working_size.h - gaps_left;
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let mut auto_tiles_left = self.tiles.len();
// Subtract all fixed-height tiles.
for (h, (min_size, max_size)) in zip(&mut heights, zip(&min_size, &max_size)) {
// Check if the tile has an exact height constraint.
if min_size.h == max_size.h {
*h = WindowHeight::Fixed(min_size.h);
}
if let WindowHeight::Fixed(h) = h {
if max_size.h > 0. {
*h = f64::min(*h, max_size.h);
}
*h = f64::max(*h, min_size.h);
height_left -= *h;
auto_tiles_left -= 1;
}
}
let mut total_weight: f64 = heights
.iter()
.filter_map(|h| {
if let WindowHeight::Auto { weight } = *h {
Some(weight)
} else {
None
}
})
.sum();
// Iteratively try to distribute the remaining height, checking against tile min heights.
// 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
// 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.
// 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.
'outer: while auto_tiles_left > 0 {
// Wayland requires us to round the requested size for a window to integer logical
// pixels, therefore we compute the remaining auto height dynamically.
let mut height_left_2 = height_left;
let mut total_weight_2 = total_weight;
for ((h, tile), min_size) in zip(zip(&mut heights, &self.tiles), &min_size) {
let weight = match *h {
WindowHeight::Auto { weight } => weight,
WindowHeight::Fixed(_) => continue,
WindowHeight::Preset(_) => unreachable!(),
};
let factor = weight / total_weight_2;
// Compute the current auto height.
let mut auto = height_left_2 * factor;
// Check if the auto height satisfies the min height.
if min_size.h > auto {
auto = min_size.h;
*h = WindowHeight::Fixed(auto);
height_left -= auto;
total_weight -= weight;
auto_tiles_left -= 1;
// If a min height was unsatisfied, then we allocate the tile more than the
// auto height, which means that the remaining auto tiles now have less height
// to work with, and the loop must run again.
//
// If we keep going in this loop and break out later, we may allocate less
// height to the subsequent tiles than would be available next iteration and
// potentially trip their min height check earlier than necessary, leading to
// visible snapping.
continue 'outer;
}
auto = tile.tile_height_for_window_height(
tile.window_height_for_tile_height(auto).round().max(1.),
);
height_left_2 -= auto;
total_weight_2 -= weight;
}
// All min heights were satisfied, fill them in.
for (h, tile) in zip(&mut heights, &self.tiles) {
let weight = match *h {
WindowHeight::Auto { weight } => weight,
WindowHeight::Fixed(_) => continue,
WindowHeight::Preset(_) => unreachable!(),
};
let factor = weight / total_weight;
// Compute the current auto height.
let auto = height_left * factor;
let auto = tile.tile_height_for_window_height(
tile.window_height_for_tile_height(auto).round().max(1.),
);
*h = WindowHeight::Fixed(auto);
height_left -= auto;
total_weight -= weight;
auto_tiles_left -= 1;
}
assert_eq!(auto_tiles_left, 0);
}
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for (tile_idx, (tile, h)) in zip(&mut self.tiles, heights).enumerate() {
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let WindowHeight::Fixed(height) = h else {
unreachable!()
};
let size = Size::from((width, height));
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// In tabbed mode, only the visible window participates in the transaction.
let is_active = tile_idx == self.active_tile_idx;
let transaction = if self.display_mode == ColumnDisplay::Tabbed && !is_active {
None
} else {
Some(transaction.clone())
};
tile.request_tile_size(size, animate, transaction);
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}
}
fn width(&self) -> f64 {
let mut tiles_width = self
.data
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.iter()
.map(|data| NotNan::new(data.size.w).unwrap())
.max()
.map(NotNan::into_inner)
.unwrap();
if self.display_mode == ColumnDisplay::Tabbed && !self.is_fullscreen {
let extra_size = self.tab_indicator.extra_size(self.tiles.len(), self.scale);
tiles_width += extra_size.w;
}
tiles_width
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}
fn focus_index(&mut self, index: u8) {
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let idx = min(usize::from(index.saturating_sub(1)), self.tiles.len() - 1);
self.activate_idx(idx);
}
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fn focus_up(&mut self) -> bool {
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self.activate_idx(self.active_tile_idx.saturating_sub(1))
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}
fn focus_down(&mut self) -> bool {
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self.activate_idx(min(self.active_tile_idx + 1, self.tiles.len() - 1))
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}
fn focus_top(&mut self) {
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self.activate_idx(0);
}
fn focus_bottom(&mut self) {
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self.activate_idx(self.tiles.len() - 1);
}
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fn move_up(&mut self) -> bool {
let new_idx = self.active_tile_idx.saturating_sub(1);
if self.active_tile_idx == new_idx {
return false;
}
let mut ys = self.tile_offsets().skip(self.active_tile_idx);
let active_y = ys.next().unwrap().y;
let next_y = ys.next().unwrap().y;
drop(ys);
self.tiles.swap(self.active_tile_idx, new_idx);
self.data.swap(self.active_tile_idx, new_idx);
self.active_tile_idx = new_idx;
// Animate the movement.
let new_active_y = self.tile_offset(new_idx).y;
self.tiles[new_idx].animate_move_y_from(active_y - new_active_y);
self.tiles[new_idx + 1].animate_move_y_from(active_y - next_y);
true
}
fn move_down(&mut self) -> bool {
let new_idx = min(self.active_tile_idx + 1, self.tiles.len() - 1);
if self.active_tile_idx == new_idx {
return false;
}
let mut ys = self.tile_offsets().skip(self.active_tile_idx);
let active_y = ys.next().unwrap().y;
let next_y = ys.next().unwrap().y;
drop(ys);
self.tiles.swap(self.active_tile_idx, new_idx);
self.data.swap(self.active_tile_idx, new_idx);
self.active_tile_idx = new_idx;
// Animate the movement.
let new_active_y = self.tile_offset(new_idx).y;
self.tiles[new_idx].animate_move_y_from(active_y - new_active_y);
self.tiles[new_idx - 1].animate_move_y_from(next_y - active_y);
true
}
fn toggle_width(&mut self, tile_idx: Option<usize>) {
let tile_idx = tile_idx.unwrap_or(self.active_tile_idx);
let preset_idx = if self.is_full_width {
None
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} else {
self.preset_width_idx
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};
let preset_idx = if let Some(idx) = preset_idx {
(idx + 1) % self.options.preset_column_widths.len()
} else {
let tile = &self.tiles[tile_idx];
let current_window = tile.window_expected_or_current_size().w;
let current_tile = tile.tile_expected_or_current_size().w;
self.options
.preset_column_widths
.iter()
.position(|prop| {
match self.resolve_preset_width(*prop) {
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// Some allowance for fractional scaling purposes.
ResolvedSize::Tile(resolved) => current_tile + 1. < resolved,
ResolvedSize::Window(resolved) => current_window + 1. < resolved,
}
})
.unwrap_or(0)
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};
let preset = self.options.preset_column_widths[preset_idx];
self.set_column_width(SizeChange::from(preset), Some(tile_idx), true);
self.preset_width_idx = Some(preset_idx);
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}
fn toggle_full_width(&mut self) {
self.is_full_width = !self.is_full_width;
self.update_tile_sizes(true);
}
fn set_column_width(&mut self, change: SizeChange, tile_idx: Option<usize>, animate: bool) {
let current = if self.is_full_width {
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ColumnWidth::Proportion(1.)
} else {
self.width
};
let current_px = self.resolve_column_width(current);
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// FIXME: fix overflows then remove limits.
const MAX_PX: f64 = 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 specified (usually active) window gets that width. This is the
// intention behind the ability to set a fixed size.
let tile_idx = tile_idx.unwrap_or(self.active_tile_idx);
let tile = &self.tiles[tile_idx];
ColumnWidth::Fixed(
tile.tile_width_for_window_width(f64::from(fixed))
.clamp(1., MAX_PX),
)
}
(_, SizeChange::SetProportion(proportion)) => {
ColumnWidth::Proportion((proportion / 100.).clamp(0., MAX_F))
}
(_, SizeChange::AdjustFixed(delta)) => {
let width = (current_px + f64::from(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 full = self.working_area.size.w - self.options.gaps;
let current = if full == 0. {
1.
} else {
(current_px + self.options.gaps + self.extra_size().w) / full
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};
let proportion = (current + delta / 100.).clamp(0., MAX_F);
ColumnWidth::Proportion(proportion)
}
};
self.width = width;
self.preset_width_idx = None;
self.is_full_width = false;
self.update_tile_sizes(animate);
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}
fn set_window_height(&mut self, change: SizeChange, tile_idx: Option<usize>, animate: bool) {
let tile_idx = tile_idx.unwrap_or(self.active_tile_idx);
// Start by converting all heights to automatic, since only one window in the column can be
// non-auto-height. If the current tile is already non-auto, however, we can skip that
// step. Which is not only for optimization, but also preserves automatic weights in case
// one window is resized in such a way that other windows hit their min size, and then
// back.
if matches!(self.data[tile_idx].height, WindowHeight::Auto { .. }) {
self.convert_heights_to_auto();
}
let current = self.data[tile_idx].height;
let tile = &self.tiles[tile_idx];
let current_window_px = match current {
WindowHeight::Auto { .. } | WindowHeight::Preset(_) => tile.window_size().h,
WindowHeight::Fixed(height) => height,
};
let current_tile_px = tile.tile_height_for_window_height(current_window_px);
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let working_size = self.working_area.size.h;
let gaps = self.options.gaps;
let extra_size = self.extra_size().h;
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let full = working_size - gaps;
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let current_prop = if full == 0. {
1.
} else {
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(current_tile_px + gaps) / full
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};
// FIXME: fix overflows then remove limits.
const MAX_PX: f64 = 100000.;
let mut window_height = match change {
SizeChange::SetFixed(fixed) => f64::from(fixed),
SizeChange::SetProportion(proportion) => {
let tile_height = (working_size - gaps) * (proportion / 100.) - gaps - extra_size;
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tile.window_height_for_tile_height(tile_height)
}
SizeChange::AdjustFixed(delta) => current_window_px + f64::from(delta),
SizeChange::AdjustProportion(delta) => {
let proportion = current_prop + delta / 100.;
let tile_height = (working_size - gaps) * proportion - gaps - extra_size;
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tile.window_height_for_tile_height(tile_height)
}
};
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// Clamp the height according to other windows' min sizes, or simply to working area height.
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let min_height_taken = if self.display_mode == ColumnDisplay::Tabbed {
0.
} else {
self.tiles
.iter()
.enumerate()
.filter(|(idx, _)| *idx != tile_idx)
.map(|(_, tile)| f64::max(1., tile.min_size_nonfullscreen().h) + gaps)
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.sum::<f64>()
};
let height_left = working_size - extra_size - gaps - min_height_taken - gaps;
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let height_left = f64::max(1., tile.window_height_for_tile_height(height_left));
window_height = f64::min(height_left, window_height);
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// Clamp it against the window height constraints.
let win = &self.tiles[tile_idx].window();
let min_h = win.min_size().h;
let max_h = win.max_size().h;
if max_h > 0 {
window_height = f64::min(window_height, f64::from(max_h));
}
if min_h > 0 {
window_height = f64::max(window_height, f64::from(min_h));
}
self.data[tile_idx].height = WindowHeight::Fixed(window_height.clamp(1., MAX_PX));
self.update_tile_sizes(animate);
}
fn reset_window_height(&mut self, tile_idx: Option<usize>, animate: bool) {
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if self.display_mode == ColumnDisplay::Tabbed {
// When tabbed, reset window height should work on any window, not just the fixed-size
// one.
for data in &mut self.data {
data.height = WindowHeight::auto_1();
}
} else {
let tile_idx = tile_idx.unwrap_or(self.active_tile_idx);
self.data[tile_idx].height = WindowHeight::auto_1();
}
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self.update_tile_sizes(animate);
}
fn toggle_window_height(&mut self, tile_idx: Option<usize>, animate: bool) {
let tile_idx = tile_idx.unwrap_or(self.active_tile_idx);
// Start by converting all heights to automatic, since only one window in the column can be
// non-auto-height. If the current tile is already non-auto, however, we can skip that
// step. Which is not only for optimization, but also preserves automatic weights in case
// one window is resized in such a way that other windows hit their min size, and then
// back.
if matches!(self.data[tile_idx].height, WindowHeight::Auto { .. }) {
self.convert_heights_to_auto();
}
let preset_idx = match self.data[tile_idx].height {
WindowHeight::Preset(idx) => (idx + 1) % self.options.preset_window_heights.len(),
_ => {
let current = self.data[tile_idx].size.h;
let tile = &self.tiles[tile_idx];
self.options
.preset_window_heights
.iter()
.copied()
.position(|preset| {
let window_height = match self.resolve_preset_height(preset) {
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ResolvedSize::Tile(h) => tile.window_height_for_tile_height(h),
ResolvedSize::Window(h) => h,
};
let resolved = tile.tile_height_for_window_height(
window_height.round().clamp(1., 100000.),
);
// Some allowance for fractional scaling purposes.
current + 1. < resolved
})
.unwrap_or(0)
}
};
self.data[tile_idx].height = WindowHeight::Preset(preset_idx);
self.update_tile_sizes(animate);
}
/// Converts all heights in the column to automatic, preserving the apparent heights.
///
/// All weights are recomputed to preserve the current tile heights while "centering" the
/// weights at the median window height (it gets weight = 1).
///
/// One case where apparent heights will not be preserved is when the column is taller than the
/// working area.
fn convert_heights_to_auto(&mut self) {
let heights: Vec<_> = self.tiles.iter().map(|tile| tile.tile_size().h).collect();
// Weights are invariant to multiplication: a column with weights 2, 2, 1 is equivalent to
// a column with weights 4, 4, 2. So we find the median window height and use that as 1.
let mut sorted = heights.clone();
sorted.sort_unstable_by(|a, b| a.partial_cmp(b).unwrap());
let median = sorted[sorted.len() / 2];
for (data, height) in zip(&mut self.data, heights) {
let weight = height / median;
data.height = WindowHeight::Auto { weight };
}
}
fn set_fullscreen(&mut self, is_fullscreen: bool) {
if self.is_fullscreen == is_fullscreen {
return;
}
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if is_fullscreen {
assert!(self.tiles.len() == 1 || self.display_mode == ColumnDisplay::Tabbed);
}
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self.is_fullscreen = is_fullscreen;
self.update_tile_sizes(false);
}
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fn set_column_display(&mut self, display: ColumnDisplay) {
if self.display_mode == display {
return;
}
// Animate the movement.
//
// We're doing some shortcuts here because we know that currently normal vs. tabbed can
// only cause a vertical shift + a shift to the origin.
//
// Doing it this way to avoid storing all tile positions in a vector. If more display modes
// are added it might be simpler to just collect everything into a smallvec.
let prev_origin = self.tiles_origin();
self.display_mode = display;
let new_origin = self.tiles_origin();
let origin_delta = prev_origin - new_origin;
// When need to walk the tiles in the normal display mode to get the right offsets.
self.display_mode = ColumnDisplay::Normal;
for (tile, pos) in self.tiles_mut() {
let mut y_delta = pos.y - prev_origin.y;
// Invert the Y motion when transitioning *to* normal display mode.
if display == ColumnDisplay::Normal {
y_delta *= -1.;
}
let mut delta = origin_delta;
delta.y += y_delta;
tile.animate_move_from(delta);
}
// Animate the opacity.
for (idx, tile) in self.tiles.iter_mut().enumerate() {
let is_active = idx == self.active_tile_idx;
if !is_active {
let (from, to) = if display == ColumnDisplay::Tabbed {
(1., 0.)
} else {
(0., 1.)
};
tile.animate_alpha(from, to, self.options.animations.window_movement.0);
}
}
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// Animate the appearance of the tab indicator.
if display == ColumnDisplay::Tabbed {
self.tab_indicator.start_open_animation(
self.clock.clone(),
self.options.animations.window_movement.0,
);
}
// Now switch the display mode for real.
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self.display_mode = display;
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self.update_tile_sizes(true);
}
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fn tiles_origin(&self) -> Point<f64, Logical> {
let mut origin = Point::from((0., 0.));
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if self.is_fullscreen {
return origin;
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}
origin.y += self.working_area.loc.y + self.options.gaps;
if self.display_mode == ColumnDisplay::Tabbed {
origin += self
.tab_indicator
.content_offset(self.tiles.len(), self.scale);
}
origin
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}
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// HACK: pass a self.data iterator in manually as a workaround for the lack of method partial
// borrowing. Note that this method's return value does not borrow the entire &Self!
fn tile_offsets_iter(
&self,
data: impl Iterator<Item = TileData>,
) -> impl Iterator<Item = Point<f64, Logical>> {
// FIXME: this should take into account always-center-single-column, which means that
// Column should somehow know when it is being centered due to being the single column on
// the workspace or some other reason.
let center = self.options.center_focused_column == CenterFocusedColumn::Always;
let gaps = self.options.gaps;
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let tabbed = self.display_mode == ColumnDisplay::Tabbed;
// Does not include extra size from the tab indicator.
let tiles_width = self
.data
.iter()
.map(|data| NotNan::new(data.size.w).unwrap())
.max()
.map(NotNan::into_inner)
.unwrap_or(0.);
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let mut origin = self.tiles_origin();
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// Chain with a dummy value to be able to get one past all tiles' Y.
let dummy = TileData {
height: WindowHeight::auto_1(),
size: Size::default(),
interactively_resizing_by_left_edge: false,
};
let data = data.chain(iter::once(dummy));
data.map(move |data| {
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let mut pos = origin;
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if center {
pos.x += (tiles_width - data.size.w) / 2.;
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} else if data.interactively_resizing_by_left_edge {
pos.x += tiles_width - data.size.w;
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}
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if !tabbed {
origin.y += data.size.h + gaps;
}
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pos
})
}
fn tile_offsets(&self) -> impl Iterator<Item = Point<f64, Logical>> + '_ {
self.tile_offsets_iter(self.data.iter().copied())
}
fn tile_offset(&self, tile_idx: usize) -> Point<f64, Logical> {
self.tile_offsets().nth(tile_idx).unwrap()
}
fn tile_offsets_in_render_order(
&self,
data: impl Iterator<Item = TileData>,
) -> impl Iterator<Item = Point<f64, Logical>> {
let active_idx = self.active_tile_idx;
let active_pos = self.tile_offset(active_idx);
let offsets = self
.tile_offsets_iter(data)
.enumerate()
.filter_map(move |(idx, pos)| (idx != active_idx).then_some(pos));
iter::once(active_pos).chain(offsets)
}
pub fn tiles(&self) -> impl Iterator<Item = (&Tile<W>, Point<f64, Logical>)> + '_ {
let offsets = self.tile_offsets_iter(self.data.iter().copied());
zip(&self.tiles, offsets)
}
fn tiles_mut(&mut self) -> impl Iterator<Item = (&mut Tile<W>, Point<f64, Logical>)> + '_ {
let offsets = self.tile_offsets_iter(self.data.iter().copied());
zip(&mut self.tiles, offsets)
}
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fn tiles_in_render_order(
&self,
) -> impl Iterator<Item = (&Tile<W>, Point<f64, Logical>, bool)> + '_ {
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let offsets = self.tile_offsets_in_render_order(self.data.iter().copied());
let (first, rest) = self.tiles.split_at(self.active_tile_idx);
let (active, rest) = rest.split_at(1);
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let active = active.iter().map(|tile| (tile, true));
let rest_visible = self.display_mode != ColumnDisplay::Tabbed;
let rest = first.iter().chain(rest);
let rest = rest.map(move |tile| (tile, rest_visible));
let tiles = active.chain(rest);
zip(tiles, offsets).map(|((tile, visible), pos)| (tile, pos, visible))
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}
fn tiles_in_render_order_mut(
&mut self,
) -> impl Iterator<Item = (&mut Tile<W>, Point<f64, Logical>)> + '_ {
let offsets = self.tile_offsets_in_render_order(self.data.iter().copied());
let (first, rest) = self.tiles.split_at_mut(self.active_tile_idx);
let (active, rest) = rest.split_at_mut(1);
let tiles = active.iter_mut().chain(first).chain(rest);
zip(tiles, offsets)
}
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fn tab_indicator_area(&self) -> Rectangle<f64, Logical> {
// We'd like to use the active tile's animated size for the tab indicator, however we need
// to be mindful of the case where the active tile is smaller than some other tile in the
// column. The column assumes the size of the largest tile.
//
// We expect users to mainly resize tabbed columns by width, so matching the animated size
// is more important here. Besides, we always try to resize all windows in a column to the
// same width when possible, and also the animation for going into tabbed mode doesn't move
// tiles horizontally as much.
//
// For height though, it's a different story. First, users probably aren't resizing a
// tabbed column by height. Second, we don't match windows by height, so it's easy to have
// a smaller active tile than the rest of the column, e.g. by adding a fixed-size dialog.
// Then, switching to that dialog and back should ideally keep the tab indicator position
// fixed. Third, the animation for making a column tabbed moves tiles vertically, and using
// the active tile's animated size in this case only works for the topmost tile, and looks
// broken otherwise.
let mut max_height = 0.;
for tile in &self.tiles {
max_height = f64::max(max_height, tile.tile_size().h);
}
let tile = &self.tiles[self.active_tile_idx];
let area_size = Size::from((tile.animated_tile_size().w, max_height));
Rectangle::new(self.tiles_origin(), area_size)
}
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pub fn start_open_animation(&mut self, id: &W::Id) -> bool {
for tile in &mut self.tiles {
if tile.window().id() == id {
tile.start_open_animation();
// Animate the appearance of the tab indicator.
if self.display_mode == ColumnDisplay::Tabbed
&& !self.is_fullscreen
&& self.tiles.len() == 1
&& !self.tab_indicator.config().hide_when_single_tab
{
self.tab_indicator.start_open_animation(
self.clock.clone(),
self.options.animations.window_open.anim,
);
}
return true;
}
}
false
}
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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.data.len());
if self.is_fullscreen {
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assert!(self.tiles.len() == 1 || self.display_mode == ColumnDisplay::Tabbed);
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}
if let Some(idx) = self.preset_width_idx {
assert!(idx < self.options.preset_column_widths.len());
}
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let is_tabbed = self.display_mode == ColumnDisplay::Tabbed;
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let tile_count = self.tiles.len();
if tile_count == 1 {
if let WindowHeight::Auto { weight } = self.data[0].height {
assert_eq!(
weight, 1.,
"auto height weight must reset to 1 for a single window"
);
}
}
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let working_size = self.working_area.size;
let extra_size = self.extra_size();
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let gaps = self.options.gaps;
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let mut found_fixed = false;
let mut total_height = 0.;
let mut total_min_height = 0.;
for (tile, data) in zip(&self.tiles, &self.data) {
assert!(Rc::ptr_eq(&self.options, &tile.options));
assert_eq!(self.clock, tile.clock);
assert_eq!(self.scale, tile.scale());
assert_eq!(self.is_fullscreen, tile.window().is_pending_fullscreen());
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assert_eq!(self.view_size, tile.view_size());
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tile.verify_invariants();
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let mut data2 = *data;
data2.update(tile);
assert_eq!(data, &data2, "tile data must be up to date");
if matches!(data.height, WindowHeight::Fixed(_)) {
assert!(
!found_fixed,
"there can only be one fixed-height window in a column"
);
found_fixed = true;
}
if let WindowHeight::Preset(idx) = data.height {
assert!(self.options.preset_window_heights.len() > idx);
}
let requested_size = tile.window().requested_size().unwrap();
let requested_tile_height =
tile.tile_height_for_window_height(f64::from(requested_size.h));
let min_tile_height = f64::max(1., tile.min_size_nonfullscreen().h);
if !self.is_fullscreen
&& self.scale.round() == self.scale
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&& working_size.h.round() == working_size.h
&& gaps.round() == gaps
{
let total_height = requested_tile_height + gaps * 2. + extra_size.h;
let total_min_height = min_tile_height + gaps * 2. + extra_size.h;
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let max_height = f64::max(total_min_height, working_size.h);
assert!(
total_height <= max_height,
"each tile in a column mustn't go beyond working area height \
(tile height {total_height} > max height {max_height})"
);
}
total_height += requested_tile_height;
total_min_height += min_tile_height;
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}
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if !is_tabbed
&& tile_count > 1
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&& self.scale.round() == self.scale
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&& working_size.h.round() == working_size.h
&& gaps.round() == gaps
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{
total_height += gaps * (tile_count + 1) as f64 + extra_size.h;
total_min_height += gaps * (tile_count + 1) as f64 + extra_size.h;
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let max_height = f64::max(total_min_height, working_size.h);
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assert!(
total_height <= max_height,
"multiple tiles in a column mustn't go beyond working area height \
(total height {total_height} > max height {max_height})"
);
}
}
}
fn compute_new_view_offset(
cur_x: f64,
view_width: f64,
new_col_x: f64,
new_col_width: f64,
gaps: f64,
) -> f64 {
// 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.
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 alignment that results in less motion from the current position.
let dist_to_left = (cur_x - new_x).abs();
let dist_to_right = ((cur_x + view_width) - new_right_x).abs();
if dist_to_left <= dist_to_right {
-padding
} else {
-(view_width - padding - new_col_width)
}
}
fn compute_working_area(
parent_area: Rectangle<f64, Logical>,
scale: f64,
struts: Struts,
) -> Rectangle<f64, Logical> {
let mut working_area = parent_area;
// Add struts.
working_area.size.w = f64::max(0., working_area.size.w - struts.left.0 - struts.right.0);
working_area.loc.x += struts.left.0;
working_area.size.h = f64::max(0., working_area.size.h - struts.top.0 - struts.bottom.0);
working_area.loc.y += struts.top.0;
// Round location to start at a physical pixel.
let loc = working_area
.loc
.to_physical_precise_ceil(scale)
.to_logical(scale);
let mut size_diff = (loc - working_area.loc).to_size();
size_diff.w = f64::min(working_area.size.w, size_diff.w);
size_diff.h = f64::min(working_area.size.h, size_diff.h);
working_area.size -= size_diff;
working_area.loc = loc;
working_area
}
fn compute_toplevel_bounds(
border_config: niri_config::Border,
working_area_size: Size<f64, Logical>,
extra_size: Size<f64, Logical>,
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gaps: f64,
) -> Size<i32, Logical> {
let mut border = 0.;
if !border_config.off {
border = border_config.width.0 * 2.;
}
Size::from((
f64::max(working_area_size.w - gaps * 2. - extra_size.w - border, 1.),
f64::max(working_area_size.h - gaps * 2. - extra_size.h - border, 1.),
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))
.to_i32_floor()
}
fn cancel_resize_for_column<W: LayoutElement>(
interactive_resize: &mut Option<InteractiveResize<W>>,
column: &mut Column<W>,
) {
if let Some(resize) = interactive_resize {
if column.contains(&resize.window) {
*interactive_resize = None;
}
}
for tile in &mut column.tiles {
tile.window_mut().cancel_interactive_resize();
}
}
fn resolve_preset_size(
preset: PresetSize,
options: &Options,
view_size: f64,
extra_size: f64,
) -> ResolvedSize {
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match preset {
PresetSize::Proportion(proportion) => {
ResolvedSize::Tile((view_size - options.gaps) * proportion - options.gaps - extra_size)
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}
PresetSize::Fixed(width) => ResolvedSize::Window(f64::from(width)),
}
}
#[cfg(test)]
mod tests {
use niri_config::FloatOrInt;
use super::*;
use crate::utils::round_logical_in_physical;
#[test]
fn working_area_starts_at_physical_pixel() {
let struts = Struts {
left: FloatOrInt(0.5),
right: FloatOrInt(1.),
top: FloatOrInt(0.75),
bottom: FloatOrInt(1.),
};
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let parent_area = Rectangle::from_size(Size::from((1280., 720.)));
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let area = compute_working_area(parent_area, 1., struts);
assert_eq!(round_logical_in_physical(1., area.loc.x), area.loc.x);
assert_eq!(round_logical_in_physical(1., area.loc.y), area.loc.y);
}
#[test]
fn large_fractional_strut() {
let struts = Struts {
left: FloatOrInt(0.),
right: FloatOrInt(0.),
top: FloatOrInt(50000.5),
bottom: FloatOrInt(0.),
};
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let parent_area = Rectangle::from_size(Size::from((1280., 720.)));
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compute_working_area(parent_area, 1., struts);
}
}