135 lines
5.2 KiB
Zig
135 lines
5.2 KiB
Zig
// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 - 2023 The River Developers
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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, version 3.
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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 assert = std.debug.assert;
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const wlr = @import("wlroots");
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const server = &@import("../main.zig").server;
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const Direction = @import("../command.zig").Direction;
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const Error = @import("../command.zig").Error;
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const Output = @import("../Output.zig");
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const Seat = @import("../Seat.zig");
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const View = @import("../View.zig");
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const Vector = @import("../Vector.zig");
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/// Focus either the next or the previous visible view, depending on the enum
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/// passed. Does nothing if there are 1 or 0 views in the stack.
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pub fn focusView(
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seat: *Seat,
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args: []const [:0]const u8,
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_: *?[]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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if (try getTarget(seat, args[1], .all)) |target| {
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assert(!target.pending.fullscreen);
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seat.focus(target);
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server.root.applyPending();
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}
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}
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/// Swap the currently focused view with either the view higher or lower in the visible stack
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pub fn swap(
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seat: *Seat,
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args: []const [:0]const u8,
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_: *?[]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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if (try getTarget(seat, args[1], .skip_float)) |target| {
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assert(!target.pending.float);
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assert(!target.pending.fullscreen);
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seat.focused.view.pending_wm_stack_link.swapWith(&target.pending_wm_stack_link);
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server.root.applyPending();
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}
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}
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const TargetMode = enum { all, skip_float };
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fn getTarget(seat: *Seat, direction_str: []const u8, target_mode: TargetMode) !?*View {
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if (seat.focused != .view) return null;
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if (seat.focused.view.pending.fullscreen) return null;
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if (target_mode == .skip_float and seat.focused.view.pending.float) return null;
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const output = seat.focused_output orelse return null;
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// If no currently view is focused, focus the first in the stack.
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if (seat.focused != .view) {
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var it = output.pending.wm_stack.iterator(.forward);
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return it.next();
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}
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// Logical direction, based on the view stack.
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if (std.meta.stringToEnum(Direction, direction_str)) |direction| {
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switch (direction) {
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inline else => |dir| {
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const it_dir = comptime switch (dir) {
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.next => .forward,
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.previous => .reverse,
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};
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var it = output.pending.wm_stack.iterator(it_dir);
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while (it.next()) |view| {
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if (view == seat.focused.view) break;
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} else {
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unreachable;
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}
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// Return the next view in the stack matching the tags if any.
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while (it.next()) |view| {
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if (target_mode == .skip_float and view.pending.float) continue;
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if (output.pending.tags & view.pending.tags != 0) return view;
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}
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// Wrap and return the first view in the stack matching the tags if
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// any is found before completing the loop back to the focused view.
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while (it.next()) |view| {
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if (view == seat.focused.view) return null;
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if (target_mode == .skip_float and view.pending.float) continue;
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if (output.pending.tags & view.pending.tags != 0) return view;
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}
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unreachable;
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},
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}
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}
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// Spatial direction, based on view position.
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if (std.meta.stringToEnum(wlr.OutputLayout.Direction, direction_str)) |direction| {
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const focus_position = Vector.positionOfBox(seat.focused.view.current.box);
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var target: ?*View = null;
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var target_distance: usize = std.math.maxInt(usize);
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var it = output.pending.wm_stack.iterator(.forward);
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while (it.next()) |view| {
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if (output.pending.tags & view.pending.tags == 0) continue;
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if (target_mode == .skip_float and view.pending.float) continue;
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if (view == seat.focused.view) continue;
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const view_position = Vector.positionOfBox(view.current.box);
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const position_diff = focus_position.diff(view_position);
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if ((position_diff.direction() orelse continue) != direction) continue;
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const distance = position_diff.length();
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if (distance < target_distance) {
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target = view;
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target_distance = distance;
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}
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}
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return target;
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}
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return Error.InvalidDirection;
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}
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