Hyprland/src/layout/DwindleLayout.cpp

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#include "DwindleLayout.hpp"
#include "../Compositor.hpp"
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void SDwindleNodeData::recalcSizePosRecursive() {
if (children[0]) {
if (size.x > size.y) {
// split sidey
children[0]->position = position;
children[0]->size = Vector2D(size.x / 2.f, size.y);
children[1]->position = Vector2D(position.x + size.x / 2.f, position.y);
children[1]->size = Vector2D(size.x / 2.f, size.y);
} else {
// split toppy bottomy
children[0]->position = position;
children[0]->size = Vector2D(size.x, size.y / 2.f);
children[1]->position = Vector2D(position.x, position.y + size.y / 2.f);
children[1]->size = Vector2D(size.x, size.y / 2.f);
}
if (children[0]->isNode)
children[0]->recalcSizePosRecursive();
else
layout->applyNodeDataToWindow(children[0]);
if (children[1]->isNode)
children[1]->recalcSizePosRecursive();
else
layout->applyNodeDataToWindow(children[1]);
} else {
layout->applyNodeDataToWindow(this);
}
}
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int CHyprDwindleLayout::getNodesOnWorkspace(const int& id) {
int no = 0;
for (auto& n : m_lDwindleNodesData) {
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if (n.workspaceID == id)
++no;
}
return no;
}
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SDwindleNodeData* CHyprDwindleLayout::getFirstNodeOnWorkspace(const int& id) {
for (auto& n : m_lDwindleNodesData) {
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if (n.workspaceID == id)
return &n;
}
return nullptr;
}
SDwindleNodeData* CHyprDwindleLayout::getNodeFromWindow(CWindow* pWindow) {
for (auto& n : m_lDwindleNodesData) {
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if (n.pWindow == pWindow && !n.isNode)
return &n;
}
return nullptr;
}
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SDwindleNodeData* CHyprDwindleLayout::getMasterNodeOnWorkspace(const int& id) {
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for (auto& n : m_lDwindleNodesData) {
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if (!n.pParent && n.workspaceID == id)
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return &n;
}
return nullptr;
}
void CHyprDwindleLayout::applyNodeDataToWindow(SDwindleNodeData* pNode) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(g_pCompositor->getWorkspaceByID(pNode->workspaceID)->monitorID);
if (!PMONITOR){
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Debug::log(ERR, "Orphaned Node %x (workspace ID: %i)!!", pNode, pNode->workspaceID);
return;
}
// Don't set nodes, only windows.
if (pNode->isNode)
return;
// for gaps outer
const bool DISPLAYLEFT = STICKS(pNode->position.x, PMONITOR->vecPosition.x + PMONITOR->vecReservedTopLeft.x);
const bool DISPLAYRIGHT = STICKS(pNode->position.x + pNode->size.x, PMONITOR->vecPosition.x + PMONITOR->vecSize.x - PMONITOR->vecReservedBottomRight.x);
const bool DISPLAYTOP = STICKS(pNode->position.y, PMONITOR->vecPosition.y + PMONITOR->vecReservedTopLeft.y);
const bool DISPLAYBOTTOM = STICKS(pNode->position.y + pNode->size.y, PMONITOR->vecPosition.y + PMONITOR->vecSize.y - PMONITOR->vecReservedBottomRight.y);
const auto BORDERSIZE = g_pConfigManager->getInt("general:border_size");
const auto GAPSIN = g_pConfigManager->getInt("general:gaps_in");
const auto GAPSOUT = g_pConfigManager->getInt("general:gaps_out");
const auto PWINDOW = pNode->pWindow;
if (!g_pCompositor->windowValidMapped(PWINDOW)) {
Debug::log(ERR, "Node %x holding invalid window %x!!", pNode, PWINDOW);
return;
}
PWINDOW->m_vSize = pNode->size;
PWINDOW->m_vPosition = pNode->position;
PWINDOW->m_vEffectivePosition = PWINDOW->m_vPosition + Vector2D(BORDERSIZE, BORDERSIZE);
PWINDOW->m_vEffectiveSize = PWINDOW->m_vSize - Vector2D(2 * BORDERSIZE, 2 * BORDERSIZE);
const auto OFFSETTOPLEFT = Vector2D(DISPLAYLEFT ? GAPSOUT : GAPSIN,
DISPLAYTOP ? GAPSOUT : GAPSIN);
const auto OFFSETBOTTOMRIGHT = Vector2D(DISPLAYRIGHT ? GAPSOUT : GAPSIN,
DISPLAYBOTTOM ? GAPSOUT : GAPSIN);
PWINDOW->m_vEffectivePosition = PWINDOW->m_vEffectivePosition + OFFSETTOPLEFT;
PWINDOW->m_vEffectiveSize = PWINDOW->m_vEffectiveSize - OFFSETTOPLEFT - OFFSETBOTTOMRIGHT;
// TEMP: remove when anims added
PWINDOW->m_vRealPosition = PWINDOW->m_vEffectivePosition;
PWINDOW->m_vRealSize = PWINDOW->m_vEffectiveSize;
g_pXWaylandManager->setWindowSize(PWINDOW, PWINDOW->m_vRealSize);
}
void CHyprDwindleLayout::onWindowCreated(CWindow* pWindow) {
m_lDwindleNodesData.push_back(SDwindleNodeData());
const auto PNODE = &m_lDwindleNodesData.back();
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
// Populate the node with our window's data
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PNODE->workspaceID = PMONITOR->activeWorkspace;
PNODE->pWindow = pWindow;
PNODE->isNode = false;
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PNODE->layout = this;
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SDwindleNodeData* OPENINGON = getNodeFromWindow(g_pCompositor->vectorToWindowTiled(g_pInputManager->getMouseCoordsInternal()));
// if it's the first, it's easy. Make it fullscreen.
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if (!OPENINGON) {
PNODE->position = PMONITOR->vecPosition + PMONITOR->vecReservedTopLeft;
PNODE->size = PMONITOR->vecSize - PMONITOR->vecReservedTopLeft - PMONITOR->vecReservedBottomRight;
applyNodeDataToWindow(PNODE);
return;
}
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// If it's not, get the node under our cursor
m_lDwindleNodesData.push_back(SDwindleNodeData());
const auto NEWPARENT = &m_lDwindleNodesData.back();
// make the parent have the OPENINGON's stats
NEWPARENT->children[0] = OPENINGON;
NEWPARENT->children[1] = PNODE;
NEWPARENT->position = OPENINGON->position;
NEWPARENT->size = OPENINGON->size;
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NEWPARENT->workspaceID = OPENINGON->workspaceID;
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NEWPARENT->pParent = OPENINGON->pParent;
NEWPARENT->isNode = true; // it is a node
// and update the previous parent if it exists
if (OPENINGON->pParent) {
if (OPENINGON->pParent->children[0] == OPENINGON) {
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OPENINGON->pParent->children[0] = NEWPARENT;
} else {
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OPENINGON->pParent->children[1] = NEWPARENT;
}
}
// Update the children
if (NEWPARENT->size.x > NEWPARENT->size.y) {
// split sidey
OPENINGON->position = NEWPARENT->position;
OPENINGON->size = Vector2D(NEWPARENT->size.x / 2.f, NEWPARENT->size.y);
PNODE->position = Vector2D(NEWPARENT->position.x + NEWPARENT->size.x / 2.f, NEWPARENT->position.y);
PNODE->size = Vector2D(NEWPARENT->size.x / 2.f, NEWPARENT->size.y);
} else {
// split toppy bottomy
OPENINGON->position = NEWPARENT->position;
OPENINGON->size = Vector2D(NEWPARENT->size.x, NEWPARENT->size.y / 2.f);
PNODE->position = Vector2D(NEWPARENT->position.x, NEWPARENT->position.y + NEWPARENT->size.y / 2.f);
PNODE->size = Vector2D(NEWPARENT->size.x, NEWPARENT->size.y / 2.f);
}
OPENINGON->pParent = NEWPARENT;
PNODE->pParent = NEWPARENT;
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NEWPARENT->recalcSizePosRecursive();
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applyNodeDataToWindow(PNODE);
applyNodeDataToWindow(OPENINGON);
}
void CHyprDwindleLayout::onWindowRemoved(CWindow* pWindow) {
if (!g_pCompositor->windowValidMapped(pWindow))
return;
const auto PNODE = getNodeFromWindow(pWindow);
if (!PNODE)
return;
const auto PPARENT = PNODE->pParent;
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if (!PPARENT) {
m_lDwindleNodesData.remove(*PNODE);
return;
}
const auto PSIBLING = PPARENT->children[0] == PNODE ? PPARENT->children[1] : PPARENT->children[0];
PSIBLING->position = PPARENT->position;
PSIBLING->size = PPARENT->size;
PSIBLING->pParent = PPARENT->pParent;
if (PPARENT->pParent != nullptr) {
if (PPARENT->pParent->children[0] == PPARENT) {
PPARENT->pParent->children[0] = PSIBLING;
} else {
PPARENT->pParent->children[1] = PSIBLING;
}
}
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if (PSIBLING->pParent)
PSIBLING->pParent->recalcSizePosRecursive();
else
PSIBLING->recalcSizePosRecursive();
m_lDwindleNodesData.remove(*PPARENT);
m_lDwindleNodesData.remove(*PNODE);
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}
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void CHyprDwindleLayout::recalculateMonitor(const int& monid) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(monid);
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(PMONITOR->activeWorkspace);
// Ignore any recalc events if we have a fullscreen window.
if (PWORKSPACE->hasFullscreenWindow)
return;
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const auto TOPNODE = getMasterNodeOnWorkspace(PMONITOR->activeWorkspace);
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if (TOPNODE && PMONITOR) {
TOPNODE->position = PMONITOR->vecPosition + PMONITOR->vecReservedTopLeft;
TOPNODE->size = PMONITOR->vecSize - PMONITOR->vecReservedTopLeft - PMONITOR->vecReservedBottomRight;
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TOPNODE->recalcSizePosRecursive();
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}
}
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void CHyprDwindleLayout::changeWindowFloatingMode(CWindow* pWindow) {
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if (pWindow->m_bIsFullscreen) {
Debug::log(LOG, "Rejecting a change float order because window is fullscreen.");
// restore its' floating mode
pWindow->m_bIsFloating = !pWindow->m_bIsFloating;
return;
}
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const auto PNODE = getNodeFromWindow(pWindow);
if (!PNODE) {
onWindowCreated(pWindow);
} else {
onWindowRemoved(pWindow);
}
}
void CHyprDwindleLayout::onBeginDragWindow() {
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const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow;
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m_vBeginDragSizeXY = Vector2D();
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// Window will be floating. Let's check if it's valid. It should be, but I don't like crashing.
if (!g_pCompositor->windowValidMapped(DRAGGINGWINDOW)) {
Debug::log(ERR, "Dragging attempted on an invalid window!");
return;
}
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if (DRAGGINGWINDOW->m_bIsFullscreen) {
Debug::log(LOG, "Rejecting drag on a fullscreen window.");
return;
}
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m_vBeginDragXY = g_pInputManager->getMouseCoordsInternal();
m_vBeginDragPositionXY = DRAGGINGWINDOW->m_vRealPosition;
m_vBeginDragSizeXY = DRAGGINGWINDOW->m_vRealSize;
}
void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) {
const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow;
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// Window invalid or drag begin size 0,0 meaning we rejected it.
if (!g_pCompositor->windowValidMapped(DRAGGINGWINDOW) || m_vBeginDragSizeXY == Vector2D())
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return;
const auto DELTA = Vector2D(mousePos.x - m_vBeginDragXY.x, mousePos.y - m_vBeginDragXY.y);
if (g_pInputManager->dragButton == BTN_LEFT) {
DRAGGINGWINDOW->m_vRealPosition = m_vBeginDragPositionXY + DELTA;
} else {
DRAGGINGWINDOW->m_vRealSize = m_vBeginDragSizeXY + DELTA;
DRAGGINGWINDOW->m_vRealSize = Vector2D(std::clamp(DRAGGINGWINDOW->m_vRealSize.x, (double)20, (double)999999), std::clamp(DRAGGINGWINDOW->m_vRealSize.y, (double)20, (double)999999));
g_pXWaylandManager->setWindowSize(DRAGGINGWINDOW, DRAGGINGWINDOW->m_vRealSize);
}
// get middle point
Vector2D middle = DRAGGINGWINDOW->m_vRealPosition + DRAGGINGWINDOW->m_vRealSize / 2.f;
// and check its monitor
const auto PMONITOR = g_pCompositor->getMonitorFromVector(middle);
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if (PMONITOR) {
DRAGGINGWINDOW->m_iMonitorID = PMONITOR->ID;
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DRAGGINGWINDOW->m_iWorkspaceID = PMONITOR->activeWorkspace;
}
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}
void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) {
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wlr_box desiredGeometry = {0};
g_pXWaylandManager->getGeometryForWindow(pWindow, &desiredGeometry);
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
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if (desiredGeometry.width <= 0 || desiredGeometry.height <= 0) {
const auto PWINDOWSURFACE = g_pXWaylandManager->getWindowSurface(pWindow);
pWindow->m_vRealSize = Vector2D(PWINDOWSURFACE->current.width, PWINDOWSURFACE->current.height);
pWindow->m_vRealPosition = Vector2D(PMONITOR->vecPosition.x + (PMONITOR->vecSize.x - pWindow->m_vRealSize.x) / 2.f, PMONITOR->vecPosition.y + (PMONITOR->vecSize.y - pWindow->m_vRealSize.y) / 2.f);
} else {
// we respect the size.
pWindow->m_vRealSize = Vector2D(desiredGeometry.width, desiredGeometry.height);
// check if it's on the correct monitor!
Vector2D middlePoint = Vector2D(desiredGeometry.x, desiredGeometry.y) + Vector2D(desiredGeometry.width, desiredGeometry.height) / 2.f;
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// TODO: detect a popup in a more consistent way.
if (g_pCompositor->getMonitorFromVector(middlePoint)->ID != pWindow->m_iMonitorID || (desiredGeometry.x == 0 && desiredGeometry.y == 0)) {
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// if it's not, fall back to the center placement
pWindow->m_vRealPosition = PMONITOR->vecPosition + Vector2D((PMONITOR->vecSize.x - desiredGeometry.width) / 2.f, (PMONITOR->vecSize.y - desiredGeometry.height) / 2.f);
} else {
// if it is, we respect where it wants to put itself.
// most of these are popups
pWindow->m_vRealPosition = Vector2D(desiredGeometry.x, desiredGeometry.y);
}
}
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g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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}
void CHyprDwindleLayout::fullscreenRequestForWindow(CWindow* pWindow) {
if (!g_pCompositor->windowValidMapped(pWindow))
return;
const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
if (PWORKSPACE->hasFullscreenWindow && !pWindow->m_bIsFullscreen) {
// if the window wants to be fullscreen but there already is one,
// ignore the request.
return;
}
// otherwise, accept it.
pWindow->m_bIsFullscreen = !pWindow->m_bIsFullscreen;
PWORKSPACE->hasFullscreenWindow = !PWORKSPACE->hasFullscreenWindow;
if (!pWindow->m_bIsFullscreen) {
// if it got its fullscreen disabled, set back its node if it had one
const auto PNODE = getNodeFromWindow(pWindow);
if (PNODE)
applyNodeDataToWindow(PNODE);
else {
// get back its' dimensions from position and size
pWindow->m_vEffectivePosition = pWindow->m_vPosition;
pWindow->m_vEffectiveSize = pWindow->m_vSize;
// TEMP: Remove when anims added
pWindow->m_vRealPosition = pWindow->m_vEffectivePosition;
pWindow->m_vRealSize = pWindow->m_vEffectiveSize;
g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
}
} else {
// if it now got fullscreen, make it fullscreen
// save position and size if floating
if (pWindow->m_bIsFloating) {
pWindow->m_vPosition = pWindow->m_vRealPosition;
pWindow->m_vSize = pWindow->m_vRealSize;
}
// apply new pos and size being monitors' box
pWindow->m_vEffectivePosition = PMONITOR->vecPosition;
pWindow->m_vEffectiveSize = PMONITOR->vecSize;
// TEMP: Remove when anims added
pWindow->m_vRealPosition = pWindow->m_vEffectivePosition;
pWindow->m_vRealSize = pWindow->m_vEffectiveSize;
g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize);
}
// we need to fix XWayland windows by sending them to NARNIA
// because otherwise they'd still be recieving mouse events
g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace);
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}