Implement "move", "snap" and "resize" commands
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@ -37,6 +37,24 @@ riverctl map normal $mod L mod-master-factor +0.05
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riverctl map normal $mod+Shift H mod-master-count +1
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riverctl map normal $mod+Shift L mod-master-count -1
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# Mod+Alt+{H,J,K,L} to move views
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riverctl map normal $mod+Mod1 H move left 100
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riverctl map normal $mod+Mod1 J move down 100
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riverctl map normal $mod+Mod1 K move up 100
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riverctl map normal $mod+Mod1 L move right 100
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# Mod+Alt+Control+{H,J,K,L} to snap views to screen edges
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riverctl map normal $mod+Mod1+Control H snap left
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riverctl map normal $mod+Mod1+Control J snap down
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riverctl map normal $mod+Mod1+Control K snap up
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riverctl map normal $mod+Mod1+Control L snap right
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# Mod+Alt+Shif+{H,J,K,L} to resize views
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riverctl map normal $mod+Mod1+Shift H resize horizontal -100
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riverctl map normal $mod+Mod1+Shift J resize vertical 100
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riverctl map normal $mod+Mod1+Shift K resize vertical -100
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riverctl map normal $mod+Mod1+Shift L resize horizontal 100
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# Mod + Left Mouse Button to move views
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riverctl map-pointer normal $mod BTN_LEFT move-view
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@ -53,6 +53,17 @@ used to control and configure river.
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negative floating point number (such as 0.05) where 1 corresponds to
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the whole screen.
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*move* *up*|*down*|*left*|*right* _delta_
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Move the focused view in the specified direction by _delta_. The view will
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be set to floating.
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*resize* *horizontal*|*vertical* _delta_
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Resize the view in the given orientation by _delta_. The view will be set to
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floating.
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*snap* *up*|*down*|*left*|*right*
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Snap the view to the specified screen edge. The view will be set to floating.
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*send-to-output* *next*|*previous*
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Send the focused view to the next or the previous output.
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@ -24,6 +24,18 @@ pub const Direction = enum {
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previous,
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};
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pub const PhysicalDirection = enum {
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up,
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down,
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left,
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right,
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};
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pub const Orientation = enum {
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horizontal,
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vertical,
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};
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// TODO: this could be replaced with a comptime hashmap
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// zig fmt: off
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const str_to_impl_fn = [_]struct {
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@ -49,11 +61,14 @@ const str_to_impl_fn = [_]struct {
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.{ .name = "map-pointer", .impl = @import("command/map.zig").mapPointer },
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.{ .name = "mod-master-count", .impl = @import("command/mod_master_count.zig").modMasterCount },
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.{ .name = "mod-master-factor", .impl = @import("command/mod_master_factor.zig").modMasterFactor },
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.{ .name = "move", .impl = @import("command/move.zig").move },
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.{ .name = "opacity", .impl = @import("command/opacity.zig").opacity },
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.{ .name = "outer-padding", .impl = @import("command/config.zig").outerPadding },
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.{ .name = "resize", .impl = @import("command/move.zig").resize },
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.{ .name = "send-to-output", .impl = @import("command/send_to_output.zig").sendToOutput },
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.{ .name = "set-focused-tags", .impl = @import("command/tags.zig").setFocusedTags },
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.{ .name = "set-view-tags", .impl = @import("command/tags.zig").setViewTags },
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.{ .name = "snap", .impl = @import("command/move.zig").snap },
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.{ .name = "spawn", .impl = @import("command/spawn.zig").spawn },
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.{ .name = "toggle-float", .impl = @import("command/toggle_float.zig").toggleFloat },
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.{ .name = "toggle-focused-tags", .impl = @import("command/tags.zig").toggleFocusedTags },
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@ -73,6 +88,8 @@ pub const Error = error{
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Overflow,
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InvalidCharacter,
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InvalidDirection,
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InvalidPhysicalDirection,
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InvalidOrientation,
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InvalidRgba,
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InvalidValue,
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UnknownOption,
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@ -114,6 +131,8 @@ pub fn errToMsg(err: Error) [:0]const u8 {
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Error.Overflow => "value out of bounds",
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Error.InvalidCharacter => "invalid character in argument",
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Error.InvalidDirection => "invalid direction. Must be 'next' or 'previous'",
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Error.InvalidPhysicalDirection => "invalid direction. Must be 'up', 'down', 'left' or 'right'",
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Error.InvalidOrientation => "invalid orientation. Must be 'horizontal', or 'vertical'",
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Error.InvalidRgba => "invalid color format, must be #RRGGBB or #RRGGBBAA",
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Error.InvalidValue => "invalid value",
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Error.OutOfMemory => "out of memory",
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192
river/command/move.zig
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192
river/command/move.zig
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@ -0,0 +1,192 @@
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// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 Leon Henrik Plickat
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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const std = @import("std");
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const c = @import("../c.zig");
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const Error = @import("../command.zig").Error;
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const PhysicalDirection = @import("../command.zig").PhysicalDirection;
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const Orientation = @import("../command.zig").Orientation;
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const Seat = @import("../Seat.zig");
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const View = @import("../View.zig");
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const Box = @import("../Box.zig");
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pub fn move(
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allocator: *std.mem.Allocator,
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seat: *Seat,
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args: []const []const u8,
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out: *?[]const u8,
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) Error!void {
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if (args.len < 3) return Error.NotEnoughArguments;
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if (args.len > 3) return Error.TooManyArguments;
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const delta = try std.fmt.parseInt(i32, args[2], 10);
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const direction = std.meta.stringToEnum(PhysicalDirection, args[1]) orelse
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return Error.InvalidPhysicalDirection;
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const view = getView(seat) orelse return;
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switch (direction) {
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.up => moveVertical(view, -1 * delta),
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.down => moveVertical(view, delta),
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.left => moveHorizontal(view, -1 * delta),
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.right => moveHorizontal(view, delta),
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}
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apply(view);
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}
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pub fn snap(
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allocator: *std.mem.Allocator,
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seat: *Seat,
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args: []const []const u8,
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out: *?[]const u8,
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) Error!void {
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if (args.len < 2) return Error.NotEnoughArguments;
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if (args.len > 2) return Error.TooManyArguments;
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const direction = std.meta.stringToEnum(PhysicalDirection, args[1]) orelse
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return Error.InvalidPhysicalDirection;
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const view = get_view(seat) orelse return;
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const output_box = get_output_dimensions(view);
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const view = getView(seat) orelse return;
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const border_width = @intCast(i32, view.output.root.server.config.border_width);
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switch (direction) {
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.up => view.pending.box.y = border_width,
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.down => view.pending.box.y =
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@intCast(i32, output_box.height - view.pending.box.height) - border_width,
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.left => view.pending.box.x = border_width,
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.right => view.pending.box.x =
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@intCast(i32, output_box.width - view.pending.box.width) - border_width,
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}
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apply(view);
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}
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pub fn resize(
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allocator: *std.mem.Allocator,
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seat: *Seat,
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args: []const []const u8,
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out: *?[]const u8,
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) Error!void {
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if (args.len < 3) return Error.NotEnoughArguments;
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if (args.len > 3) return Error.TooManyArguments;
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const delta = try std.fmt.parseInt(i32, args[2], 10);
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const orientation = std.meta.stringToEnum(Orientation, args[1]) orelse
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return Error.InvalidOrientation;
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const view = get_view(seat) orelse return;
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const output_box = get_output_dimensions(view);
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const view = getView(seat) orelse return;
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const border_width = @intCast(i32, view.output.root.server.config.border_width);
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switch (orientation) {
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.horizontal => {
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var real_delta: i32 = @intCast(i32, view.pending.box.width);
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if (delta > 0) {
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view.pending.box.width += @intCast(u32, delta);
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} else {
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// Prevent underflow
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view.pending.box.width -=
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std.math.min(view.pending.box.width, @intCast(u32, -1 * delta));
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}
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view.applyConstraints();
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// Do not grow bigger than the output
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view.pending.box.width = std.math.min(
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view.pending.box.width,
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output_box.width - @intCast(u32, 2 * border_width),
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);
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real_delta -= @intCast(i32, view.pending.box.width);
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moveHorizontal(view, @divFloor(real_delta, 2));
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},
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.vertical => {
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var real_delta: i32 = @intCast(i32, view.pending.box.height);
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if (delta > 0) {
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view.pending.box.height += @intCast(u32, delta);
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} else {
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// Prevent underflow
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view.pending.box.height -=
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std.math.min(view.pending.box.height, @intCast(u32, -1 * delta));
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}
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view.applyConstraints();
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// Do not grow bigger than the output
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view.pending.box.height = std.math.min(
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view.pending.box.height,
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output_box.height - @intCast(u32, 2 * border_width),
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);
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real_delta -= @intCast(i32, view.pending.box.height);
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moveVertical(view, @divFloor(real_delta, 2));
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},
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}
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apply(view);
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}
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fn apply(view: *View) void {
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// Set the view to floating but keep the position and dimensions
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view.pending.float = true;
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view.float_box = view.pending.box;
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view.applyPending();
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}
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fn getView(seat: *Seat) ?*View {
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if (seat.focused != .view) return null;
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const view = seat.focused.view;
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// Do not touch fullscreen views
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if (view.pending.fullscreen) return null;
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// Do not touch views which are the target of a cursor action
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if (seat.input_manager.isCursorActionTarget(view)) return null;
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return view;
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}
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fn get_output_dimensions(view: *View) Box {
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var output_width: c_int = undefined;
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var output_height: c_int = undefined;
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c.wlr_output_effective_resolution(view.output.wlr_output, &output_width, &output_height);
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const box: Box = .{
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.x = 0,
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.y = 0,
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.width = @intCast(u32, output_width),
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.height = @intCast(u32, output_height),
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};
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return box;
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}
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fn moveVertical(view: *View, delta: i32) void {
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const output_box = view.output.get_output_dimensions(view);
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const border_width = @intCast(i32, view.output.root.server.config.border_width);
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view.pending.box.y = std.math.clamp(
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view.pending.box.y + delta,
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border_width,
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@intCast(i32, output_box.height - view.pending.box.height) - border_width,
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);
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}
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fn moveHorizontal(view: *View, delta: i32) void {
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const output_box = view.output.get_output_dimensions(view);
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const border_width = @intCast(i32, view.output.root.server.config.border_width);
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view.pending.box.x = std.math.clamp(
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view.pending.box.x + delta,
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border_width,
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@intCast(i32, output_box.width - view.pending.box.width) - border_width,
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);
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}
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