pinnacle/src/layout.rs
Ottatop 08436f3e12 Get rid of blockers
omg I hate these things, they're so dang finicky and I'm not big brain enough to make them not finicky
2024-02-05 21:30:00 -06:00

477 lines
18 KiB
Rust

// SPDX-License-Identifier: GPL-3.0-or-later
use smithay::{
desktop::layer_map_for_output,
output::Output,
utils::{Logical, Point, Rectangle, Serial, Size},
wayland::{compositor, shell::xdg::XdgToplevelSurfaceData},
};
use crate::{
state::{State, WithState},
window::{
window_state::{FloatingOrTiled, FullscreenOrMaximized},
WindowElement,
},
};
impl State {
/// 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;
};
let (windows_on_foc_tags, mut windows_not_on_foc_tags): (Vec<_>, _) =
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))
})
})
});
// 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()));
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()
})
})
.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 => {
window.change_geometry(output_geo);
}
FullscreenOrMaximized::Maximized => {
let map = layer_map_for_output(output);
let geo = if map.layers().next().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.
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);
}
FullscreenOrMaximized::Neither => {
if let FloatingOrTiled::Floating(rect) =
window.with_state(|state| state.floating_or_tiled)
{
window.change_geometry(rect);
}
}
}
}
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()));
}
}
}
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);
}
}
WindowElement::X11OverrideRedirect(_) => (),
_ => unreachable!(),
}
}
}
for (loc, window) in non_pending_wins {
self.space.map_element(window, loc, false);
}
}
}
// -------------------------------------------
#[derive(Debug, Clone, Copy, serde::Serialize, serde::Deserialize)]
pub enum Layout {
MasterStack,
Dwindle,
Spiral,
CornerTopLeft,
CornerTopRight,
CornerBottomLeft,
CornerBottomRight,
}
fn master_stack(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
let size = rect.size;
let loc = rect.loc;
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
master.change_geometry(Rectangle::from_loc_and_size(loc, size));
} else {
let loc: Point<i32, Logical> = (loc.x, loc.y).into();
let new_master_size: Size<i32, Logical> = (size.w / 2, size.h).into();
master.change_geometry(Rectangle::from_loc_and_size(loc, new_master_size));
let height = size.h as f32 / stack_count as f32;
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])
.chain(vec![size.h - y_s.last().expect("vec was empty")])
.collect::<Vec<_>>();
for (i, win) in stack.enumerate() {
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))),
));
}
}
}
fn dwindle(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
let size = rect.size;
let loc = rect.loc;
let mut iter = windows.windows(2).peekable();
if iter.peek().is_none() {
if let Some(window) = windows.first() {
window.change_geometry(Rectangle::from_loc_and_size(loc, size));
}
} else {
let mut win1_size = size;
let mut win1_loc = loc;
for (i, wins) in iter.enumerate() {
let win1 = &wins[0];
let win2 = &wins[1];
enum Slice {
Right,
Below,
}
let slice = if i % 2 == 0 { Slice::Right } else { Slice::Below };
match slice {
Slice::Right => {
let width_partition = win1_size.w / 2;
win1.change_geometry(Rectangle::from_loc_and_size(
win1_loc,
Size::from((win1_size.w - width_partition, i32::max(win1_size.h, 40))),
));
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();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
Slice::Below => {
let height_partition = win1_size.h / 2;
win1.change_geometry(Rectangle::from_loc_and_size(
win1_loc,
Size::from((win1_size.w, i32::max(win1_size.h - height_partition, 40))),
));
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();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
}
}
}
}
fn spiral(windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
let size = rect.size;
let loc = rect.loc;
let mut window_pairs = windows.windows(2).peekable();
if window_pairs.peek().is_none() {
if let Some(window) = windows.first() {
window.change_geometry(Rectangle::from_loc_and_size(loc, size));
}
} else {
let mut win1_loc = loc;
let mut win1_size = size;
for (i, wins) in window_pairs.enumerate() {
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;
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))),
));
win1_size = (win1_size.w, i32::max(height_partition, 40)).into();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
Slice::Below => {
let height_partition = win1_size.h / 2;
win1.change_geometry(Rectangle::from_loc_and_size(
win1_loc,
Size::from((win1_size.w, win1_size.h - i32::max(height_partition, 40))),
));
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();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
Slice::Left => {
let width_partition = win1_size.w / 2;
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))),
));
win1_size = (width_partition, i32::max(win1_size.h, 40)).into();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
Slice::Right => {
let width_partition = win1_size.w / 2;
win1.change_geometry(Rectangle::from_loc_and_size(
win1_loc,
Size::from((win1_size.w - width_partition, i32::max(win1_size.h, 40))),
));
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();
win2.change_geometry(Rectangle::from_loc_and_size(win1_loc, win1_size));
}
}
}
}
}
fn corner(layout: &Layout, windows: Vec<WindowElement>, rect: Rectangle<i32, Logical>) {
let size = rect.size;
let loc = rect.loc;
match windows.len() {
0 => (),
1 => {
windows[0].change_geometry(rect);
}
2 => {
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)),
));
}
_ => {
let mut windows = windows.into_iter();
let Some(corner) = windows.next() else { unreachable!() };
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);
}
}
let div_factor = 2;
corner.change_geometry(Rectangle::from_loc_and_size(
Point::from(match layout {
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),
Layout::CornerBottomRight => (
loc.x + size.w - size.w / div_factor,
loc.y + size.h - size.h / div_factor,
),
_ => unreachable!(),
}),
Size::from((size.w / div_factor, size.h / div_factor)),
));
let vert_stack_count = vert_stack.len();
let height = size.h as f32 / vert_stack_count as f32;
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])
.chain(vec![size.h - y_s.last().expect("vec was empty")])
.collect::<Vec<_>>();
for (i, win) in vert_stack.iter().enumerate() {
win.change_geometry(Rectangle::from_loc_and_size(
Point::from((
match layout {
Layout::CornerTopLeft | Layout::CornerBottomLeft => size.w / 2 + loc.x,
Layout::CornerTopRight | Layout::CornerBottomRight => loc.x,
_ => unreachable!(),
},
y_s[i] + loc.y,
)),
Size::from((size.w / 2, i32::max(heights[i], 40))),
));
}
let horiz_stack_count = horiz_stack.len();
let width = size.w as f32 / 2.0 / horiz_stack_count as f32;
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])
.chain(vec![size.w / 2 - x_s.last().expect("vec was empty")])
.collect::<Vec<_>>();
for (i, win) in horiz_stack.iter().enumerate() {
win.change_geometry(Rectangle::from_loc_and_size(
Point::from(match layout {
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),
_ => unreachable!(),
}),
Size::from((i32::max(widths[i], 1), size.h / 2)),
));
}
}
}
}
impl State {
/// Swaps two windows in the main window vec and updates all windows.
pub fn swap_window_positions(&mut self, win1: &WindowElement, win2: &WindowElement) {
let win1_index = self.windows.iter().position(|win| win == win1);
let win2_index = self.windows.iter().position(|win| win == win2);
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);
}
}
}
}