Output: Remove layoutMasterStack() and rework layoutFull()
layoutFull() now enforces a minimum view size of 50x50
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river/Output.zig
195
river/Output.zig
@ -1,6 +1,7 @@
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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 Isaac Freund
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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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@ -29,6 +30,13 @@ const Root = @import("Root.zig");
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const View = @import("View.zig");
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const ViewStack = @import("view_stack.zig").ViewStack;
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const OutputStatus = @import("OutputStatus.zig");
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/// Minimum width/height for surfaces.
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// This is needed, because external layouts and large padding and border sizes
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// may cause surfaces so small, that bugs in client applications are encountered,
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// or even surfaces of zero or negative size,which are a protocol error and would
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// likely cause river to crash. The value is totally arbitrary and low enough,
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// that it should never be encountered during normal usage.
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const minimum_size = 50;
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root: *Root,
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wlr_output: *c.wlr_output,
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@ -185,194 +193,41 @@ pub fn sendViewTags(self: Self) void {
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while (it) |node| : (it = node.next) node.data.sendViewTags();
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}
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const MasterPosition = enum {
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Top,
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Right,
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Bottom,
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Left,
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};
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/// Default layout of master-stack and slave-stack.
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pub fn layoutMasterStack(self: *Self, visible_count: u32, output_tags: u32, position: MasterPosition) void {
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const master_count = std.math.min(self.master_count, visible_count);
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const slave_count = if (master_count >= visible_count) 0 else visible_count - master_count;
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/// The single build in layout, which makes all views use the maximum available
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/// space.
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fn layoutFull(self: *Self, visible_count: u32, output_tags: u32) void {
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const border_width = self.root.server.config.border_width;
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const view_padding = self.root.server.config.view_padding;
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const outer_padding = self.root.server.config.outer_padding;
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const xy_offset = @intCast(i32, outer_padding + border_width + view_padding);
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const layout_width = @intCast(u32, self.usable_box.width) - outer_padding * 2;
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const layout_height = @intCast(u32, self.usable_box.height) - outer_padding * 2;
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var full_box: Box = .{
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.x = self.usable_box.x + @intCast(i32, xy_offset),
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.y = self.usable_box.y + @intCast(i32, xy_offset),
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.width = self.usable_box.width - (2 * xy_offset),
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.height = self.usable_box.height - (2 * xy_offset),
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};
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// Depending on position of the master area,
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// the *_stack_size is either width or height
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var master_stack_size: u32 = undefined;
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var slave_stack_size: u32 = undefined;
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if (master_count > 0 and slave_count > 0) {
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// If both master and slave views are present
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if (position == MasterPosition.Right or position == MasterPosition.Left) {
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master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_width) * self.master_factor));
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slave_stack_size = layout_width - master_stack_size;
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} else {
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master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_height) * self.master_factor));
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slave_stack_size = layout_height - master_stack_size;
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// Apply minimum view size
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if (full_box.width < minimum_size) {
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full_box.width = minimum_size;
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}
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} else if (master_count > 0) {
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if (position == MasterPosition.Right or position == MasterPosition.Left) {
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master_stack_size = layout_width;
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} else {
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master_stack_size = layout_height;
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}
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slave_stack_size = 0;
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} else {
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if (position == MasterPosition.Right or position == MasterPosition.Left) {
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slave_stack_size = layout_width;
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} else {
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slave_stack_size = layout_height;
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}
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master_stack_size = 0;
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if (full_box.height < minimum_size) {
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full_box.height = minimum_size;
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}
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var i: u32 = 0;
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var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
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while (it.next()) |node| {
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const view = &node.view;
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if (view.floating) {
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continue;
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}
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var new_box: Box = undefined;
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// Add the remainder to the first master/slave to ensure every
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// pixel of height is used
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if (i < master_count) {
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if (position == MasterPosition.Top) { // Top master
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const master_width = @divTrunc(layout_width, master_count);
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const master_width_rem = layout_width % master_count;
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new_box = .{
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.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
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.y = 0,
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.width = master_width + if (i == 0) master_width_rem else 0,
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.height = master_stack_size,
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};
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} else if (position == MasterPosition.Right) { // Right master
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const master_height = @divTrunc(layout_height, master_count);
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const master_height_rem = layout_height % master_count;
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new_box = .{
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.x = @intCast(i32, slave_stack_size),
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.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
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.width = master_stack_size,
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.height = master_height + if (i == 0) master_height_rem else 0,
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};
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} else if (position == MasterPosition.Bottom) { // Bottom master
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const master_width = @divTrunc(layout_width, master_count);
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const master_width_rem = layout_width % master_count;
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new_box = .{
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.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
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.y = @intCast(i32, slave_stack_size),
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.width = master_width + if (i == 0) master_width_rem else 0,
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.height = master_stack_size,
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};
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} else { // Left master
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const master_height = @divTrunc(layout_height, master_count);
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const master_height_rem = layout_height % master_count;
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new_box = .{
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.x = 0,
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.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
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.width = master_stack_size,
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.height = master_height + if (i == 0) master_height_rem else 0,
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};
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}
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} else {
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if (position == MasterPosition.Top) { // Top master
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const slave_width = @divTrunc(layout_width, slave_count);
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const slave_width_rem = layout_width % slave_count;
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new_box = .{
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.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
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.y = @intCast(i32, master_stack_size),
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.width = slave_width + if (i == master_count) slave_width_rem else 0,
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.height = slave_stack_size,
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};
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} else if (position == MasterPosition.Right) { // Right master
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const slave_height = @divTrunc(layout_height, slave_count);
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const slave_height_rem = layout_height % slave_count;
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new_box = .{
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.x = 0,
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.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
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.width = slave_stack_size,
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.height = slave_height + if (i == master_count) slave_height_rem else 0,
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};
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} else if (position == MasterPosition.Bottom) { // Bottom master
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const slave_width = @divTrunc(layout_width, slave_count);
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const slave_width_rem = layout_width % slave_count;
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new_box = .{
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.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
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.y = 0,
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.width = slave_width + if (i == master_count) slave_width_rem else 0,
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.height = slave_stack_size,
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};
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} else { // Left master
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const slave_height = @divTrunc(layout_height, slave_count);
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const slave_height_rem = layout_height % slave_count;
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new_box = .{
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.x = @intCast(i32, master_stack_size),
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.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
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.width = slave_stack_size,
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.height = slave_height + if (i == master_count) slave_height_rem else 0,
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};
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if (view.floating) continue;
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view.pending_box = full_box;
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}
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}
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// Apply offsets from borders and padding
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const xy_offset = @intCast(i32, border_width + outer_padding + view_padding);
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new_box.x += self.usable_box.x + xy_offset;
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new_box.y += self.usable_box.y + xy_offset;
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// Reduce size to allow space for borders/padding
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const delta_size = (border_width + view_padding) * 2;
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new_box.width -= delta_size;
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new_box.height -= delta_size;
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// Set the view's pending box to the new dimensions
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view.pending_box = new_box;
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i += 1;
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}
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}
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/// Wrapper for default layout with master area on the top
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pub fn layoutTopMaster(self: *Self, visible_count: u32, output_tags: u32) void {
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layoutMasterStack(self, visible_count, output_tags, MasterPosition.Top);
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}
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/// Wrapper for default layout with master area on the right
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pub fn layoutRightMaster(self: *Self, visible_count: u32, output_tags: u32) void {
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layoutMasterStack(self, visible_count, output_tags, MasterPosition.Right);
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}
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/// Wrapper for default layout with master area on the bottom
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pub fn layoutBottomMaster(self: *Self, visible_count: u32, output_tags: u32) void {
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layoutMasterStack(self, visible_count, output_tags, MasterPosition.Bottom);
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}
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/// Wrapper for default layout with master area on the left
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pub fn layoutLeftMaster(self: *Self, visible_count: u32, output_tags: u32) void {
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layoutMasterStack(self, visible_count, output_tags, MasterPosition.Left);
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}
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/// A layout in which every window uses the maximum available space.
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pub fn layoutFull(self: *Self, visible_count: u32, output_tags: u32) void {
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const border_width = self.root.server.config.border_width;
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const view_padding = self.root.server.config.view_padding;
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const outer_padding = self.root.server.config.outer_padding;
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const layout_width = @intCast(u32, self.usable_box.width) -
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(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
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const layout_height = @intCast(u32, self.usable_box.height) -
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(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
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const x_offset = self.usable_box.x + @intCast(i32, outer_padding + border_width + view_padding);
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const y_offset = self.usable_box.y + @intCast(i32, outer_padding + border_width + view_padding);
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var i: u32 = 0;
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var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
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