pinnacle/src/layout.rs

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Rust
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// SPDX-License-Identifier: GPL-3.0-or-later
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use smithay::{
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desktop::layer_map_for_output,
output::Output,
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utils::{Logical, Point, Rectangle, Serial, Size},
wayland::{compositor, shell::xdg::XdgToplevelSurfaceData},
};
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use crate::{
state::{State, WithState},
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window::{
window_state::{FloatingOrTiled, FullscreenOrMaximized},
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WindowElement,
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},
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};
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impl State {
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/// Compute the positions and sizes of tiled windows on
/// `output` according to the provided [`Layout`].
fn tile_windows(&self, output: &Output, windows: Vec<WindowElement>, layout: Layout) {
let Some(rect) = self.space.output_geometry(output).map(|op_geo| {
let map = layer_map_for_output(output);
if map.layers().peekable().peek().is_none() {
// INFO: Sometimes the exclusive zone is some weird number that doesn't match the
// | output res, even when there are no layer surfaces mapped. In this case, we
// | just return the output geometry.
op_geo
} else {
let zone = map.non_exclusive_zone();
tracing::debug!("non_exclusive_zone is {zone:?}");
Rectangle::from_loc_and_size(op_geo.loc + zone.loc, zone.size)
}
}) else {
// TODO: maybe default to something like 800x800 like in anvil so people still see
// | windows open
tracing::error!("Failed to get output geometry");
return;
};
match layout {
Layout::MasterStack => master_stack(windows, rect),
Layout::Dwindle => dwindle(windows, rect),
Layout::Spiral => spiral(windows, rect),
layout @ (Layout::CornerTopLeft
| Layout::CornerTopRight
| Layout::CornerBottomLeft
| Layout::CornerBottomRight) => corner(&layout, windows, rect),
}
}
pub fn update_windows(&mut self, output: &Output) {
let Some(layout) =
output.with_state(|state| state.focused_tags().next().map(|tag| tag.layout()))
else {
return;
};
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let (windows_on_foc_tags, mut windows_not_on_foc_tags): (Vec<_>, _) =
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output.with_state(|state| {
let focused_tags = state.focused_tags().collect::<Vec<_>>();
self.windows
.iter()
.filter(|win| !win.is_x11_override_redirect())
.cloned()
.partition(|win| {
win.with_state(|state| {
state.tags.iter().any(|tg| focused_tags.contains(&tg))
})
})
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});
// Don't unmap windows that aren't on `output` (that would clear all other monitors)
windows_not_on_foc_tags.retain(|win| win.output(self) == Some(output.clone()));
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let tiled_windows = windows_on_foc_tags
.iter()
.filter(|win| {
win.with_state(|state| {
state.floating_or_tiled.is_tiled() && state.fullscreen_or_maximized.is_neither()
})
})
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.cloned()
.collect::<Vec<_>>();
self.tile_windows(output, tiled_windows, layout);
let output_geo = self.space.output_geometry(output).expect("no output geo");
for window in windows_on_foc_tags.iter() {
match window.with_state(|state| state.fullscreen_or_maximized) {
FullscreenOrMaximized::Fullscreen => {
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window.change_geometry(output_geo);
}
FullscreenOrMaximized::Maximized => {
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let map = layer_map_for_output(output);
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let geo = if map.layers().next().is_none() {
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// INFO: Sometimes the exclusive zone is some weird number that doesn't match the
// | output res, even when there are no layer surfaces mapped. In this case, we
// | just return the output geometry.
output_geo
} else {
let zone = map.non_exclusive_zone();
tracing::debug!("non_exclusive_zone is {zone:?}");
Rectangle::from_loc_and_size(output_geo.loc + zone.loc, zone.size)
};
window.change_geometry(geo);
}
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FullscreenOrMaximized::Neither => {
if let FloatingOrTiled::Floating(rect) =
window.with_state(|state| state.floating_or_tiled)
{
window.change_geometry(rect);
}
}
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}
}
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let mut pending_wins = Vec::<(WindowElement, Serial)>::new();
let mut non_pending_wins = Vec::<(Point<i32, Logical>, WindowElement)>::new();
for win in windows_on_foc_tags.iter() {
if win.with_state(|state| state.target_loc.is_some()) {
match win {
WindowElement::Wayland(wl_win) => {
let pending =
compositor::with_states(wl_win.toplevel().wl_surface(), |states| {
let lock = states
.data_map
.get::<XdgToplevelSurfaceData>()
.expect("XdgToplevelSurfaceData wasn't in surface's data map")
.lock()
.expect("Failed to lock Mutex<XdgToplevelSurfaceData>");
lock.has_pending_changes()
});
if pending {
pending_wins.push((win.clone(), wl_win.toplevel().send_configure()))
} else {
let loc = win.with_state(|state| state.target_loc.take());
if let Some(loc) = loc {
non_pending_wins.push((loc, win.clone()));
}
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}
}
WindowElement::X11(_) => {
let loc = win.with_state(|state| state.target_loc.take());
if let Some(loc) = loc {
self.space.map_element(win.clone(), loc, false);
}
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}
WindowElement::X11OverrideRedirect(_) => (),
_ => unreachable!(),
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}
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}
}
for (loc, window) in non_pending_wins {
self.space.map_element(window, loc, false);
}
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}
}
// -------------------------------------------
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#[derive(Debug, Clone, Copy, serde::Serialize, serde::Deserialize)]
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pub enum Layout {
MasterStack,
Dwindle,
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Spiral,
CornerTopLeft,
CornerTopRight,
CornerBottomLeft,
CornerBottomRight,
}
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fn master_stack(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
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let size = rect.size;
let loc = rect.loc;
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let master = windows.first();
let stack = windows.iter().skip(1);
let Some(master) = master else { return };
let stack_count = stack.clone().count();
if stack_count == 0 {
// one window
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master.change_geometry(Rectangle::from_loc_and_size(loc, size));
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} else {
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let loc: Point<i32, Logical> = (loc.x, loc.y).into();
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let new_master_size: Size<i32, Logical> = (size.w / 2, size.h).into();
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master.change_geometry(Rectangle::from_loc_and_size(loc, new_master_size));
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let height = size.h as f32 / stack_count as f32;
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let mut y_s = vec![];
for i in 0..stack_count {
y_s.push((i as f32 * height).round() as i32);
}
let heights = y_s
.windows(2)
.map(|pair| pair[1] - pair[0])
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.chain(vec![size.h - y_s.last().expect("vec was empty")])
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.collect::<Vec<_>>();
for (i, win) in stack.enumerate() {
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win.change_geometry(Rectangle::from_loc_and_size(
Point::from((size.w / 2 + loc.x, y_s[i] + loc.y)),
Size::from((size.w / 2, i32::max(heights[i], 40))),
));
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}
}
}
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fn dwindle(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
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let size = rect.size;
let loc = rect.loc;
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let mut iter = windows.windows(2).peekable();
if iter.peek().is_none() {
if let Some(window) = windows.first() {
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window.change_geometry(Rectangle::from_loc_and_size(loc, size));
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}
} else {
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let mut win1_size = size;
let mut win1_loc = loc;
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for (i, wins) in iter.enumerate() {
let win1 = &wins[0];
let win2 = &wins[1];
enum Slice {
Right,
Below,
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}
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let slice = if i % 2 == 0 { Slice::Right } else { Slice::Below };
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match slice {
Slice::Right => {
let width_partition = win1_size.w / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
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win1_loc,
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Size::from((win1_size.w - width_partition, i32::max(win1_size.h, 40))),
));
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win1_loc = (win1_loc.x + (win1_size.w - width_partition), win1_loc.y).into();
win1_size = (width_partition, i32::max(win1_size.h, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
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}
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Slice::Below => {
let height_partition = win1_size.h / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
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win1_loc,
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Size::from((win1_size.w, i32::max(win1_size.h - height_partition, 40))),
));
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win1_loc = (win1_loc.x, win1_loc.y + (win1_size.h - height_partition)).into();
win1_size = (win1_size.w, i32::max(height_partition, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
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}
}
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}
}
}
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fn spiral(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
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let size = rect.size;
let loc = rect.loc;
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let mut window_pairs = windows.windows(2).peekable();
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if window_pairs.peek().is_none() {
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if let Some(window) = windows.first() {
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window.change_geometry(Rectangle::from_loc_and_size(loc, size));
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}
} else {
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let mut win1_loc = loc;
let mut win1_size = size;
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for (i, wins) in window_pairs.enumerate() {
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let win1 = &wins[0];
let win2 = &wins[1];
enum Slice {
Above,
Below,
Left,
Right,
}
let slice = match i % 4 {
0 => Slice::Right,
1 => Slice::Below,
2 => Slice::Left,
3 => Slice::Above,
_ => unreachable!(),
};
match slice {
Slice::Above => {
let height_partition = win1_size.h / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
Point::from((win1_loc.x, win1_loc.y + height_partition)),
Size::from((win1_size.w, i32::max(win1_size.h - height_partition, 40))),
));
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win1_size = (win1_size.w, i32::max(height_partition, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
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Slice::Below => {
let height_partition = win1_size.h / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
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win1_loc,
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Size::from((win1_size.w, win1_size.h - i32::max(height_partition, 40))),
));
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win1_loc = (win1_loc.x, win1_loc.y + (win1_size.h - height_partition)).into();
win1_size = (win1_size.w, i32::max(height_partition, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
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Slice::Left => {
let width_partition = win1_size.w / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
Point::from((win1_loc.x + width_partition, win1_loc.y)),
Size::from((win1_size.w - width_partition, i32::max(win1_size.h, 40))),
));
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win1_size = (width_partition, i32::max(win1_size.h, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
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}
Slice::Right => {
let width_partition = win1_size.w / 2;
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win1.change_geometry(Rectangle::from_loc_and_size(
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win1_loc,
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Size::from((win1_size.w - width_partition, i32::max(win1_size.h, 40))),
));
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win1_loc = (win1_loc.x + (win1_size.w - width_partition), win1_loc.y).into();
win1_size = (width_partition, i32::max(win1_size.h, 40)).into();
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win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
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}
}
}
}
}
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fn corner(layout: &Layout, windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
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let size = rect.size;
let loc = rect.loc;
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match windows.len() {
0 => (),
1 => {
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windows[0].change_geometry(rect);
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}
2 => {
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windows[0].change_geometry(Rectangle::from_loc_and_size(
loc,
Size::from((size.w / 2, size.h)),
));
windows[1].change_geometry(Rectangle::from_loc_and_size(
Point::from((loc.x + size.w / 2, loc.y)),
Size::from((size.w / 2, size.h)),
));
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}
_ => {
let mut windows = windows.into_iter();
let Some(corner) = windows.next() else { unreachable!() };
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let mut horiz_stack = Vec::<WindowElement>::new();
let mut vert_stack = Vec::<WindowElement>::new();
for (i, win) in windows.enumerate() {
if i % 2 == 0 {
horiz_stack.push(win);
} else {
vert_stack.push(win);
}
}
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let div_factor = 2;
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corner.change_geometry(Rectangle::from_loc_and_size(
Point::from(match layout {
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Layout::CornerTopLeft => (loc.x, loc.y),
Layout::CornerTopRight => (loc.x + size.w - size.w / div_factor, loc.y),
Layout::CornerBottomLeft => (loc.x, loc.y + size.h - size.h / div_factor),
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Layout::CornerBottomRight => (
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loc.x + size.w - size.w / div_factor,
loc.y + size.h - size.h / div_factor,
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),
_ => unreachable!(),
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}),
Size::from((size.w / div_factor, size.h / div_factor)),
));
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let vert_stack_count = vert_stack.len();
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let height = size.h as f32 / vert_stack_count as f32;
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let mut y_s = vec![];
for i in 0..vert_stack_count {
y_s.push((i as f32 * height).round() as i32);
}
let heights = y_s
.windows(2)
.map(|pair| pair[1] - pair[0])
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.chain(vec![size.h - y_s.last().expect("vec was empty")])
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.collect::<Vec<_>>();
for (i, win) in vert_stack.iter().enumerate() {
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win.change_geometry(Rectangle::from_loc_and_size(
Point::from((
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match layout {
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Layout::CornerTopLeft | Layout::CornerBottomLeft => size.w / 2 + loc.x,
Layout::CornerTopRight | Layout::CornerBottomRight => loc.x,
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_ => unreachable!(),
},
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y_s[i] + loc.y,
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)),
Size::from((size.w / 2, i32::max(heights[i], 40))),
));
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}
let horiz_stack_count = horiz_stack.len();
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let width = size.w as f32 / 2.0 / horiz_stack_count as f32;
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let mut x_s = vec![];
for i in 0..horiz_stack_count {
x_s.push((i as f32 * width).round() as i32);
}
let widths = x_s
.windows(2)
.map(|pair| pair[1] - pair[0])
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.chain(vec![size.w / 2 - x_s.last().expect("vec was empty")])
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.collect::<Vec<_>>();
for (i, win) in horiz_stack.iter().enumerate() {
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win.change_geometry(Rectangle::from_loc_and_size(
Point::from(match layout {
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Layout::CornerTopLeft => (x_s[i] + loc.x, loc.y + size.h / 2),
Layout::CornerTopRight => (x_s[i] + loc.x + size.w / 2, loc.y + size.h / 2),
Layout::CornerBottomLeft => (x_s[i] + loc.x, loc.y),
Layout::CornerBottomRight => (x_s[i] + loc.x + size.w / 2, loc.y),
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_ => unreachable!(),
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}),
Size::from((i32::max(widths[i], 1), size.h / 2)),
));
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}
}
}
}
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impl State {
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/// Swaps two windows in the main window vec and updates all windows.
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pub fn swap_window_positions(&mut self, win1: &WindowElement, win2: &WindowElement) {
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let win1_index = self.windows.iter().position(|win| win == win1);
let win2_index = self.windows.iter().position(|win| win == win2);
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if let (Some(first), Some(second)) = (win1_index, win2_index) {
self.windows.swap(first, second);
if let Some(output) = win1.output(self) {
self.update_windows(&output);
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}
}
}
}