Output: Remove layoutMasterStack() and rework layoutFull()

layoutFull() now enforces a minimum view size of 50x50
This commit is contained in:
Leon Henrik Plickat 2020-06-13 02:12:08 +02:00 committed by Isaac Freund
parent ecc000b1ec
commit bdc56517e9

View file

@ -1,6 +1,7 @@
// This file is part of river, a dynamic tiling wayland compositor.
//
// Copyright 2020 Isaac Freund
// Copyright 2020 Leon Henrik Plickat
//
// 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
@ -29,6 +30,13 @@ const Root = @import("Root.zig");
const View = @import("View.zig");
const ViewStack = @import("view_stack.zig").ViewStack;
const OutputStatus = @import("OutputStatus.zig");
/// Minimum width/height for surfaces.
// This is needed, because external layouts and large padding and border sizes
// may cause surfaces so small, that bugs in client applications are encountered,
// or even surfaces of zero or negative size,which are a protocol error and would
// likely cause river to crash. The value is totally arbitrary and low enough,
// that it should never be encountered during normal usage.
const minimum_size = 50;
root: *Root,
wlr_output: *c.wlr_output,
@ -185,194 +193,41 @@ pub fn sendViewTags(self: Self) void {
while (it) |node| : (it = node.next) node.data.sendViewTags();
}
const MasterPosition = enum {
Top,
Right,
Bottom,
Left,
};
/// Default layout of master-stack and slave-stack.
pub fn layoutMasterStack(self: *Self, visible_count: u32, output_tags: u32, position: MasterPosition) void {
const master_count = std.math.min(self.master_count, visible_count);
const slave_count = if (master_count >= visible_count) 0 else visible_count - master_count;
/// The single build in layout, which makes all views use the maximum available
/// space.
fn layoutFull(self: *Self, visible_count: u32, output_tags: u32) void {
const border_width = self.root.server.config.border_width;
const view_padding = self.root.server.config.view_padding;
const outer_padding = self.root.server.config.outer_padding;
const xy_offset = @intCast(i32, outer_padding + border_width + view_padding);
const layout_width = @intCast(u32, self.usable_box.width) - outer_padding * 2;
const layout_height = @intCast(u32, self.usable_box.height) - outer_padding * 2;
var full_box: Box = .{
.x = self.usable_box.x + @intCast(i32, xy_offset),
.y = self.usable_box.y + @intCast(i32, xy_offset),
.width = self.usable_box.width - (2 * xy_offset),
.height = self.usable_box.height - (2 * xy_offset),
};
// Depending on position of the master area,
// the *_stack_size is either width or height
var master_stack_size: u32 = undefined;
var slave_stack_size: u32 = undefined;
if (master_count > 0 and slave_count > 0) {
// If both master and slave views are present
if (position == MasterPosition.Right or position == MasterPosition.Left) {
master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_width) * self.master_factor));
slave_stack_size = layout_width - master_stack_size;
} else {
master_stack_size = @floatToInt(u32, @round(@intToFloat(f64, layout_height) * self.master_factor));
slave_stack_size = layout_height - master_stack_size;
// Apply minimum view size
if (full_box.width < minimum_size) {
full_box.width = minimum_size;
}
} else if (master_count > 0) {
if (position == MasterPosition.Right or position == MasterPosition.Left) {
master_stack_size = layout_width;
} else {
master_stack_size = layout_height;
}
slave_stack_size = 0;
} else {
if (position == MasterPosition.Right or position == MasterPosition.Left) {
slave_stack_size = layout_width;
} else {
slave_stack_size = layout_height;
}
master_stack_size = 0;
if (full_box.height < minimum_size) {
full_box.height = minimum_size;
}
var i: u32 = 0;
var it = ViewStack(View).pendingIterator(self.views.first, output_tags);
while (it.next()) |node| {
const view = &node.view;
if (view.floating) {
continue;
}
var new_box: Box = undefined;
// Add the remainder to the first master/slave to ensure every
// pixel of height is used
if (i < master_count) {
if (position == MasterPosition.Top) { // Top master
const master_width = @divTrunc(layout_width, master_count);
const master_width_rem = layout_width % master_count;
new_box = .{
.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
.y = 0,
.width = master_width + if (i == 0) master_width_rem else 0,
.height = master_stack_size,
};
} else if (position == MasterPosition.Right) { // Right master
const master_height = @divTrunc(layout_height, master_count);
const master_height_rem = layout_height % master_count;
new_box = .{
.x = @intCast(i32, slave_stack_size),
.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
.width = master_stack_size,
.height = master_height + if (i == 0) master_height_rem else 0,
};
} else if (position == MasterPosition.Bottom) { // Bottom master
const master_width = @divTrunc(layout_width, master_count);
const master_width_rem = layout_width % master_count;
new_box = .{
.x = @intCast(i32, i * master_width + if (i > 0) master_width_rem else 0),
.y = @intCast(i32, slave_stack_size),
.width = master_width + if (i == 0) master_width_rem else 0,
.height = master_stack_size,
};
} else { // Left master
const master_height = @divTrunc(layout_height, master_count);
const master_height_rem = layout_height % master_count;
new_box = .{
.x = 0,
.y = @intCast(i32, i * master_height + if (i > 0) master_height_rem else 0),
.width = master_stack_size,
.height = master_height + if (i == 0) master_height_rem else 0,
};
}
} else {
if (position == MasterPosition.Top) { // Top master
const slave_width = @divTrunc(layout_width, slave_count);
const slave_width_rem = layout_width % slave_count;
new_box = .{
.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
.y = @intCast(i32, master_stack_size),
.width = slave_width + if (i == master_count) slave_width_rem else 0,
.height = slave_stack_size,
};
} else if (position == MasterPosition.Right) { // Right master
const slave_height = @divTrunc(layout_height, slave_count);
const slave_height_rem = layout_height % slave_count;
new_box = .{
.x = 0,
.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
.width = slave_stack_size,
.height = slave_height + if (i == master_count) slave_height_rem else 0,
};
} else if (position == MasterPosition.Bottom) { // Bottom master
const slave_width = @divTrunc(layout_width, slave_count);
const slave_width_rem = layout_width % slave_count;
new_box = .{
.x = @intCast(i32, (i - master_count) * slave_width + if (i > master_count) slave_width_rem else 0),
.y = 0,
.width = slave_width + if (i == master_count) slave_width_rem else 0,
.height = slave_stack_size,
};
} else { // Left master
const slave_height = @divTrunc(layout_height, slave_count);
const slave_height_rem = layout_height % slave_count;
new_box = .{
.x = @intCast(i32, master_stack_size),
.y = @intCast(i32, (i - master_count) * slave_height + if (i > master_count) slave_height_rem else 0),
.width = slave_stack_size,
.height = slave_height + if (i == master_count) slave_height_rem else 0,
};
if (view.floating) continue;
view.pending_box = full_box;
}
}
// Apply offsets from borders and padding
const xy_offset = @intCast(i32, border_width + outer_padding + view_padding);
new_box.x += self.usable_box.x + xy_offset;
new_box.y += self.usable_box.y + xy_offset;
// Reduce size to allow space for borders/padding
const delta_size = (border_width + view_padding) * 2;
new_box.width -= delta_size;
new_box.height -= delta_size;
// Set the view's pending box to the new dimensions
view.pending_box = new_box;
i += 1;
}
}
/// Wrapper for default layout with master area on the top
pub fn layoutTopMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Top);
}
/// Wrapper for default layout with master area on the right
pub fn layoutRightMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Right);
}
/// Wrapper for default layout with master area on the bottom
pub fn layoutBottomMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Bottom);
}
/// Wrapper for default layout with master area on the left
pub fn layoutLeftMaster(self: *Self, visible_count: u32, output_tags: u32) void {
layoutMasterStack(self, visible_count, output_tags, MasterPosition.Left);
}
/// A layout in which every window uses the maximum available space.
pub fn layoutFull(self: *Self, visible_count: u32, output_tags: u32) void {
const border_width = self.root.server.config.border_width;
const view_padding = self.root.server.config.view_padding;
const outer_padding = self.root.server.config.outer_padding;
const layout_width = @intCast(u32, self.usable_box.width) -
(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
const layout_height = @intCast(u32, self.usable_box.height) -
(outer_padding * 2) - (border_width * 2) - (view_padding * 2);
const x_offset = self.usable_box.x + @intCast(i32, outer_padding + border_width + view_padding);
const y_offset = self.usable_box.y + @intCast(i32, outer_padding + border_width + view_padding);
var i: u32 = 0;
var it = ViewStack(View).pendingIterator(self.views.first, output_tags);