Implement dwm-style tiling layout

This commit is contained in:
Isaac Freund 2020-03-28 14:19:51 +01:00
parent dc23f29915
commit a523d0ce7c
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View file

@ -21,6 +21,12 @@ pub const Root = struct {
focused_view: ?*View,
/// Number of views in "master" section of the screen.
master_count: u32,
/// Percentage of the total screen that the master section takes up.
master_factor: f64,
// Number of pending configures sent in the current transaction.
// A value of 0 means there is no current transaction.
pending_count: u32,
@ -41,6 +47,9 @@ pub const Root = struct {
self.focused_view = null;
self.master_count = 1;
self.master_factor = 0.6;
self.pending_count = 0;
}
@ -117,26 +126,60 @@ pub const Root = struct {
if (self.views.len == 0) {
return;
}
// Super basic vertical layout for now, no master/slave stuff
// This can't return null if pass null as the reference
const slave_count = if (self.master_count > self.views.len) 0 else @intCast(u32, self.views.len) - self.master_count;
// This can't return null if we pass null as the reference
const output_box: *c.wlr_box = c.wlr_output_layout_get_box(self.wlr_output_layout, null);
const new_height = output_box.height;
// Allow for a 10px gap
const num_views = @intCast(c_int, self.views.len);
const new_width = @divTrunc(output_box.width, num_views) - (num_views - 1) * 10;
var x: c_int = 0;
var y: c_int = 0;
var master_column_width: u32 = undefined;
var slave_column_width: u32 = undefined;
if (self.master_count > 0 and slave_count > 0) {
// If both master and slave views are present
master_column_width = @floatToInt(u32, @round(@intToFloat(f64, output_box.width) * self.master_factor));
slave_column_width = @intCast(u32, output_box.width) - master_column_width;
} else if (self.master_count > 0) {
master_column_width = @intCast(u32, output_box.width);
slave_column_width = 0;
} else {
slave_column_width = @intCast(u32, output_box.width);
master_column_width = 0;
}
var i: u32 = 0;
var it = self.views.first;
while (it) |node| : (it = node.next) {
const view = &node.data;
view.pending_state.x = x;
view.pending_state.y = y;
view.pending_state.width = @intCast(u32, new_width);
view.pending_state.height = @intCast(u32, new_height);
while (it) |node| : ({
i += 1;
it = node.next;
}) {
if (i < self.master_count) {
const view = &node.data;
x += new_width + 10;
// Add the remainder to the first master to ensure every pixel of height is used
const master_height = @divTrunc(@intCast(u32, output_box.height), self.master_count);
const master_height_rem = @intCast(u32, output_box.height) % self.master_count;
view.pending_state.x = 0;
view.pending_state.y = @intCast(i32, i * master_height +
if (i > 0) master_height_rem else 0);
view.pending_state.width = master_column_width;
view.pending_state.height = master_height +
if (i == 0) master_height_rem else 0;
} else {
const view = &node.data;
// Add the remainder to the first slave to ensure every pixel of height is used
const slave_height = @divTrunc(@intCast(u32, output_box.height), slave_count);
const slave_height_rem = @intCast(u32, output_box.height) % slave_count;
view.pending_state.x = @intCast(i32, master_column_width);
view.pending_state.y = @intCast(i32, (i - self.master_count) * slave_height +
if (i > self.master_count) slave_height_rem else 0);
view.pending_state.width = slave_column_width;
view.pending_state.height = slave_height +
if (i == self.master_count) slave_height_rem else 0;
}
}
self.startTransaction();