create floating windows correctly

This commit is contained in:
vaxerski 2022-03-21 17:24:41 +01:00
parent 51ce922ae1
commit 6dcd6f21b9
3 changed files with 32 additions and 4 deletions

View file

@ -32,8 +32,10 @@ void Events::listener_mapWindow(wl_listener* listener, void* data) {
wl_signal_add(&PWINDOWSURFACE->events.new_subsurface, &PWINDOW->listen_newSubsurfaceWindow); wl_signal_add(&PWINDOWSURFACE->events.new_subsurface, &PWINDOW->listen_newSubsurfaceWindow);
if (g_pXWaylandManager->shouldBeFloated(PWINDOW)) if (g_pXWaylandManager->shouldBeFloated(PWINDOW)) {
g_pLayoutManager->getCurrentLayout()->onWindowCreatedFloating(PWINDOW); g_pLayoutManager->getCurrentLayout()->onWindowCreatedFloating(PWINDOW);
PWINDOW->m_bIsFloating = true;
}
else else
g_pLayoutManager->getCurrentLayout()->onWindowCreated(PWINDOW); g_pLayoutManager->getCurrentLayout()->onWindowCreated(PWINDOW);

View file

@ -291,9 +291,30 @@ void CHyprDwindleLayout::onMouseMove(const Vector2D& mousePos) {
} }
void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) { void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) {
const auto PWINDOWSURFACE = g_pXWaylandManager->getWindowSurface(pWindow); wlr_box desiredGeometry = {0};
g_pXWaylandManager->getGeometryForWindow(pWindow, &desiredGeometry);
const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
pWindow->m_vRealSize = Vector2D(PWINDOWSURFACE->current.width, PWINDOWSURFACE->current.height); if (desiredGeometry.width <= 0 || desiredGeometry.height <= 0) {
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); 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;
if (g_pCompositor->getMonitorFromVector(middlePoint)->ID != pWindow->m_iMonitorID) {
// 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
// TODO: detect a popup in a more consistent way.
pWindow->m_vRealPosition = Vector2D(desiredGeometry.x, desiredGeometry.y);
}
}
} }

View file

@ -101,6 +101,11 @@ bool CHyprXWaylandManager::shouldBeFloated(CWindow* pWindow) {
const auto SIZEHINTS = pWindow->m_uSurface.xwayland->size_hints; const auto SIZEHINTS = pWindow->m_uSurface.xwayland->size_hints;
if (SIZEHINTS && SIZEHINTS->min_width > 0 && SIZEHINTS->min_height > 0 && (SIZEHINTS->max_width == SIZEHINTS->min_width || SIZEHINTS->max_height == SIZEHINTS->min_height)) if (SIZEHINTS && SIZEHINTS->min_width > 0 && SIZEHINTS->min_height > 0 && (SIZEHINTS->max_width == SIZEHINTS->min_width || SIZEHINTS->max_height == SIZEHINTS->min_height))
return true; return true;
} else {
const auto PSTATE = &pWindow->m_uSurface.xdg->toplevel->current;
if ((PSTATE->min_width != 0 && PSTATE->min_height != 0 && (PSTATE->min_width == PSTATE->max_width || PSTATE->min_height == PSTATE->max_height)) || pWindow->m_uSurface.xdg->toplevel->parent)
return true;
} }
return false; return false;