control: implement swap
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@ -72,6 +72,12 @@ used to control and configure river.
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_shell_command_ if you do not want special characters to get
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interpreted by your shell before the command gets passed to _/bin/sh_.
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*swap* *next*|*previous*
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Swap the focused window with the next/previous visible non-floating window.
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When the focused view is the first view there is no previous view.
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In this case *previous* swaps with the last view.
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*next* behaves analogous.
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*toggle-float*
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If the focused view is floating, make it tiled. If it is tiled, make
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it floating.
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@ -70,6 +70,7 @@ const str_to_impl_fn = [_]struct {
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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 = "swap", .impl = @import("command/swap.zig").swap},
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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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.{ .name = "toggle-fullscreen", .impl = @import("command/toggle_fullscreen.zig").toggleFullscreen },
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83
river/command/swap.zig
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83
river/command/swap.zig
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@ -0,0 +1,83 @@
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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 Marten Ringwelski
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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 Error = @import("../command.zig").Error;
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const Direction = @import("../command.zig").Direction;
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const Seat = @import("../Seat.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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/// 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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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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if (seat.focused != .view)
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return;
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// Filter out everything that is not part of the current layout
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if (seat.focused.view.pending.float or seat.focused.view.pending.fullscreen) return;
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const direction = std.meta.stringToEnum(Direction, args[1]) orelse return Error.InvalidDirection;
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const focused_node = @fieldParentPtr(ViewStack(View).Node, "view", seat.focused.view);
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const output = seat.focused_output;
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var it = ViewStack(View).iter(
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focused_node,
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if (direction == .next) .forward else .reverse,
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output.pending.tags,
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filter,
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);
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var it_wrap = ViewStack(View).iter(
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if (direction == .next) output.views.first else output.views.last,
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.forward,
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output.pending.tags,
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filter,
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);
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// skip the first node which is focused_node
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_ = it.next().?;
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const to_swap = @fieldParentPtr(
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ViewStack(View).Node,
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"view",
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// Wrap around if needed
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if (it.next()) |next| next else it_wrap.next().?,
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);
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// Dont swap when only the focused view is part of the layout
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if (focused_node == to_swap) {
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return;
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}
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output.views.swap(focused_node, to_swap);
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output.arrangeViews();
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output.root.startTransaction();
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}
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fn filter(view: *View, filter_tags: u32) bool {
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return !view.destroying and !view.pending.float and
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!view.pending.fullscreen and view.pending.tags & filter_tags != 0;
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}
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@ -108,6 +108,50 @@ pub fn ViewStack(comptime T: type) type {
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}
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}
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/// Swap the nodes a and b.
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/// pointers to Node.T will point to the same data as before
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pub fn swap(self: *Self, a: *Node, b: *Node) void {
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// Set self.first and self.last
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const first = self.first;
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const last = self.last;
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if (a == first) {
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self.first = b;
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} else if (a == last) {
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self.last = b;
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}
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if (b == first) {
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self.first = a;
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} else if (b == last) {
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self.last = a;
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}
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// This is so complicated to make sure everything works when a and b are neighbors
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const a_next = if (b.next == a) b else b.next;
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const a_prev = if (b.prev == a) b else b.prev;
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const b_next = if (a.next == b) a else a.next;
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const b_prev = if (a.prev == b) a else a.prev;
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a.next = a_next;
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a.prev = a_prev;
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b.next = b_next;
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b.prev = b_prev;
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// Update all neighbors
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if (a.next) |next| {
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next.prev = a;
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}
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if (a.prev) |prev| {
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prev.next = a;
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}
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if (b.next) |next| {
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next.prev = b;
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}
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if (b.prev) |prev| {
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prev.next = b;
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}
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}
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const Direction = enum {
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forward,
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reverse,
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