Make interactive move keep in the same layout (floating/tiling)

This commit is contained in:
Ivan Molodetskikh
2024-12-12 09:06:02 +03:00
parent f2bec1f82f
commit 71842f07bd
2 changed files with 31 additions and 27 deletions
+25 -4
View File
@@ -327,6 +327,8 @@ struct InteractiveMoveData<W: LayoutElement> {
pub(self) width: ColumnWidth,
/// Whether the window column was full-width.
pub(self) is_full_width: bool,
/// Whether the window targets the floating layout.
pub(self) is_floating: bool,
/// Pointer location within the visual window geometry as ratio from geometry size.
///
/// This helps the pointer remain inside the window as it resizes.
@@ -2451,6 +2453,12 @@ impl<W: LayoutElement> Layout<W> {
return;
}
// No insert hint when targeting floating.
if move_.is_floating {
self.interactive_move = Some(InteractiveMoveState::Moving(move_));
return;
}
let _span = tracy_client::span!("Layout::update_insert_hint::update");
if let Some(mon) = self.monitor_for_output_mut(&move_.output) {
@@ -2661,6 +2669,7 @@ impl<W: LayoutElement> Layout<W> {
pub fn toggle_window_floating(&mut self, window: Option<&W::Id>) {
if let Some(InteractiveMoveState::Moving(move_)) = &mut self.interactive_move {
if window.is_none() || window == Some(move_.tile.window().id()) {
move_.is_floating = !move_.is_floating;
return;
}
}
@@ -3193,7 +3202,7 @@ impl<W: LayoutElement> Layout<W> {
mut tile,
width,
is_full_width,
is_floating: _,
is_floating,
} = self.remove_window(window, Transaction::new()).unwrap();
tile.stop_move_animations();
@@ -3242,6 +3251,7 @@ impl<W: LayoutElement> Layout<W> {
pointer_pos_within_output,
width,
is_full_width,
is_floating,
pointer_ratio_within_window,
};
@@ -3345,14 +3355,25 @@ impl<W: LayoutElement> Layout<W> {
.position(|ws| ws.id() == ws_id)
.unwrap();
let ws = &mut mon.workspaces[ws_idx];
let position = ws.get_insert_position(move_.pointer_pos_within_output - offset);
let position = if move_.is_floating {
InsertPosition::Floating
} else {
let ws = &mut mon.workspaces[ws_idx];
ws.get_insert_position(move_.pointer_pos_within_output - offset)
};
(mon, ws_idx, position, offset)
} else {
let mon = &mut monitors[*active_monitor_idx];
// No point in trying to use the pointer position on the wrong output.
let (ws, offset) = mon.workspaces_with_render_positions().next().unwrap();
let position = ws.get_insert_position(Point::from((0., 0.)));
let position = if move_.is_floating {
InsertPosition::Floating
} else {
ws.get_insert_position(Point::from((0., 0.)))
};
let ws_id = ws.id();
let ws_idx = mon
.workspaces