river/river/command/view_operations.zig
2023-07-11 01:11:40 +02:00

135 lines
5.2 KiB
Zig

// This file is part of river, a dynamic tiling wayland compositor.
//
// Copyright 2020 - 2023 The River Developers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 3.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
const std = @import("std");
const assert = std.debug.assert;
const wlr = @import("wlroots");
const server = &@import("../main.zig").server;
const Direction = @import("../command.zig").Direction;
const Error = @import("../command.zig").Error;
const Output = @import("../Output.zig");
const Seat = @import("../Seat.zig");
const View = @import("../View.zig");
const Vector = @import("../Vector.zig");
/// Focus either the next or the previous visible view, depending on the enum
/// passed. Does nothing if there are 1 or 0 views in the stack.
pub fn focusView(
seat: *Seat,
args: []const [:0]const u8,
_: *?[]const u8,
) Error!void {
if (args.len < 2) return Error.NotEnoughArguments;
if (args.len > 2) return Error.TooManyArguments;
if (try getTarget(seat, args[1], .all)) |target| {
assert(!target.pending.fullscreen);
seat.focus(target);
server.root.applyPending();
}
}
/// Swap the currently focused view with either the view higher or lower in the visible stack
pub fn swap(
seat: *Seat,
args: []const [:0]const u8,
_: *?[]const u8,
) Error!void {
if (args.len < 2) return Error.NotEnoughArguments;
if (args.len > 2) return Error.TooManyArguments;
if (try getTarget(seat, args[1], .skip_float)) |target| {
assert(!target.pending.float);
assert(!target.pending.fullscreen);
seat.focused.view.pending_wm_stack_link.swapWith(&target.pending_wm_stack_link);
server.root.applyPending();
}
}
const TargetMode = enum { all, skip_float };
fn getTarget(seat: *Seat, direction_str: []const u8, target_mode: TargetMode) !?*View {
if (seat.focused != .view) return null;
if (seat.focused.view.pending.fullscreen) return null;
if (target_mode == .skip_float and seat.focused.view.pending.float) return null;
const output = seat.focused_output orelse return null;
// If no currently view is focused, focus the first in the stack.
if (seat.focused != .view) {
var it = output.pending.wm_stack.iterator(.forward);
return it.next();
}
// Logical direction, based on the view stack.
if (std.meta.stringToEnum(Direction, direction_str)) |direction| {
switch (direction) {
inline else => |dir| {
const it_dir = comptime switch (dir) {
.next => .forward,
.previous => .reverse,
};
var it = output.pending.wm_stack.iterator(it_dir);
while (it.next()) |view| {
if (view == seat.focused.view) break;
} else {
unreachable;
}
// Return the next view in the stack matching the tags if any.
while (it.next()) |view| {
if (target_mode == .skip_float and view.pending.float) continue;
if (output.pending.tags & view.pending.tags != 0) return view;
}
// Wrap and return the first view in the stack matching the tags if
// any is found before completing the loop back to the focused view.
while (it.next()) |view| {
if (view == seat.focused.view) return null;
if (target_mode == .skip_float and view.pending.float) continue;
if (output.pending.tags & view.pending.tags != 0) return view;
}
unreachable;
},
}
}
// Spatial direction, based on view position.
if (std.meta.stringToEnum(wlr.OutputLayout.Direction, direction_str)) |direction| {
const focus_position = Vector.positionOfBox(seat.focused.view.current.box);
var target: ?*View = null;
var target_distance: usize = std.math.maxInt(usize);
var it = output.pending.wm_stack.iterator(.forward);
while (it.next()) |view| {
if (output.pending.tags & view.pending.tags == 0) continue;
if (target_mode == .skip_float and view.pending.float) continue;
if (view == seat.focused.view) continue;
const view_position = Vector.positionOfBox(view.current.box);
const position_diff = focus_position.diff(view_position);
if ((position_diff.direction() orelse continue) != direction) continue;
const distance = position_diff.length();
if (distance < target_distance) {
target = view;
target_distance = distance;
}
}
return target;
}
return Error.InvalidDirection;
}