Implement dwm-style tiling layout
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parent
dc23f29915
commit
a523d0ce7c
1 changed files with 59 additions and 16 deletions
75
src/root.zig
75
src/root.zig
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@ -21,6 +21,12 @@ pub const Root = struct {
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focused_view: ?*View,
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/// Number of views in "master" section of the screen.
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master_count: u32,
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/// Percentage of the total screen that the master section takes up.
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master_factor: f64,
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// Number of pending configures sent in the current transaction.
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// A value of 0 means there is no current transaction.
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pending_count: u32,
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@ -41,6 +47,9 @@ pub const Root = struct {
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self.focused_view = null;
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self.master_count = 1;
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self.master_factor = 0.6;
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self.pending_count = 0;
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}
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@ -117,26 +126,60 @@ pub const Root = struct {
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if (self.views.len == 0) {
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return;
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}
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// Super basic vertical layout for now, no master/slave stuff
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// This can't return null if pass null as the reference
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const slave_count = if (self.master_count > self.views.len) 0 else @intCast(u32, self.views.len) - self.master_count;
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// This can't return null if we pass null as the reference
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const output_box: *c.wlr_box = c.wlr_output_layout_get_box(self.wlr_output_layout, null);
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const new_height = output_box.height;
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// Allow for a 10px gap
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const num_views = @intCast(c_int, self.views.len);
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const new_width = @divTrunc(output_box.width, num_views) - (num_views - 1) * 10;
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var x: c_int = 0;
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var y: c_int = 0;
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var master_column_width: u32 = undefined;
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var slave_column_width: u32 = undefined;
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if (self.master_count > 0 and slave_count > 0) {
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// If both master and slave views are present
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master_column_width = @floatToInt(u32, @round(@intToFloat(f64, output_box.width) * self.master_factor));
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slave_column_width = @intCast(u32, output_box.width) - master_column_width;
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} else if (self.master_count > 0) {
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master_column_width = @intCast(u32, output_box.width);
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slave_column_width = 0;
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} else {
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slave_column_width = @intCast(u32, output_box.width);
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master_column_width = 0;
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}
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var i: u32 = 0;
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var it = self.views.first;
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while (it) |node| : (it = node.next) {
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const view = &node.data;
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view.pending_state.x = x;
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view.pending_state.y = y;
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view.pending_state.width = @intCast(u32, new_width);
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view.pending_state.height = @intCast(u32, new_height);
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while (it) |node| : ({
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i += 1;
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it = node.next;
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}) {
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if (i < self.master_count) {
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const view = &node.data;
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x += new_width + 10;
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// Add the remainder to the first master to ensure every pixel of height is used
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const master_height = @divTrunc(@intCast(u32, output_box.height), self.master_count);
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const master_height_rem = @intCast(u32, output_box.height) % self.master_count;
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view.pending_state.x = 0;
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view.pending_state.y = @intCast(i32, i * master_height +
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if (i > 0) master_height_rem else 0);
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view.pending_state.width = master_column_width;
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view.pending_state.height = master_height +
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if (i == 0) master_height_rem else 0;
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} else {
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const view = &node.data;
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// Add the remainder to the first slave to ensure every pixel of height is used
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const slave_height = @divTrunc(@intCast(u32, output_box.height), slave_count);
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const slave_height_rem = @intCast(u32, output_box.height) % slave_count;
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view.pending_state.x = @intCast(i32, master_column_width);
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view.pending_state.y = @intCast(i32, (i - self.master_count) * slave_height +
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if (i > self.master_count) slave_height_rem else 0);
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view.pending_state.width = slave_column_width;
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view.pending_state.height = slave_height +
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if (i == self.master_count) slave_height_rem else 0;
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}
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}
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self.startTransaction();
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