mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-22 15:25:58 +01:00
xdg-shell: completely rewrite xdg-positioner (#7067)
This implementation actually works.
This commit is contained in:
parent
6edfdd63a1
commit
bc86afea7e
6 changed files with 114 additions and 126 deletions
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@ -115,7 +115,7 @@ pkg_check_modules(
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gbm
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hyprlang>=0.3.2
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hyprcursor>=0.1.7
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hyprutils>=0.2.0)
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hyprutils>=0.2.1)
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find_package(hyprwayland-scanner 0.3.10 REQUIRED)
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@ -22,7 +22,7 @@ CPopup::CPopup(SP<CXDGPopupResource> popup, CPopup* pOwner) : m_pParent(pOwner),
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m_pWindowOwner = pOwner->m_pWindowOwner;
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m_vLastSize = popup->surface->current.geometry.size();
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unconstrain();
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reposition();
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initAllSignals();
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}
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@ -188,18 +188,18 @@ void CPopup::onReposition() {
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m_vLastPos = coordsRelativeToParent();
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unconstrain();
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reposition();
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}
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void CPopup::unconstrain() {
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void CPopup::reposition() {
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const auto COORDS = t1ParentCoords();
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const auto PMONITOR = g_pCompositor->getMonitorFromVector(COORDS);
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if (!PMONITOR)
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return;
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CBox box = {PMONITOR->vecPosition.x - COORDS.x, PMONITOR->vecPosition.y - COORDS.y, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
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m_pResource->applyPositioning(box, COORDS - PMONITOR->vecPosition);
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CBox box = {PMONITOR->vecPosition.x, PMONITOR->vecPosition.y, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
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m_pResource->applyPositioning(box, COORDS);
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}
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Vector2D CPopup::coordsRelativeToParent() {
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@ -74,7 +74,7 @@ class CPopup {
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} listeners;
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void initAllSignals();
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void unconstrain();
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void reposition();
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void recheckChildrenRecursive();
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void sendScale();
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@ -14,7 +14,7 @@ executable('Hyprland', src,
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dependency('cairo'),
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dependency('hyprcursor', version: '>=0.1.7'),
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dependency('hyprlang', version: '>= 0.3.2'),
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dependency('hyprutils', version: '>= 0.2.0'),
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dependency('hyprutils', version: '>= 0.2.1'),
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dependency('libdrm'),
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dependency('egl'),
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dependency('xkbcommon'),
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@ -8,6 +8,20 @@
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#define LOGM PROTO::xdgShell->protoLog
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void SXDGPositionerState::setAnchor(xdgPositionerAnchor edges) {
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anchor.setTop(edges == XDG_POSITIONER_ANCHOR_TOP || edges == XDG_POSITIONER_ANCHOR_TOP_LEFT || edges == XDG_POSITIONER_ANCHOR_TOP_RIGHT);
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anchor.setLeft(edges == XDG_POSITIONER_ANCHOR_LEFT || edges == XDG_POSITIONER_ANCHOR_TOP_LEFT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_LEFT);
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anchor.setBottom(edges == XDG_POSITIONER_ANCHOR_BOTTOM || edges == XDG_POSITIONER_ANCHOR_BOTTOM_LEFT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT);
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anchor.setRight(edges == XDG_POSITIONER_ANCHOR_RIGHT || edges == XDG_POSITIONER_ANCHOR_TOP_RIGHT || edges == XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT);
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}
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void SXDGPositionerState::setGravity(xdgPositionerGravity edges) {
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gravity.setTop(edges == XDG_POSITIONER_GRAVITY_TOP || edges == XDG_POSITIONER_GRAVITY_TOP_LEFT || edges == XDG_POSITIONER_GRAVITY_TOP_RIGHT);
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gravity.setLeft(edges == XDG_POSITIONER_GRAVITY_LEFT || edges == XDG_POSITIONER_GRAVITY_TOP_LEFT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT);
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gravity.setBottom(edges == XDG_POSITIONER_GRAVITY_BOTTOM || edges == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_RIGHT);
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gravity.setRight(edges == XDG_POSITIONER_GRAVITY_RIGHT || edges == XDG_POSITIONER_GRAVITY_TOP_RIGHT || edges == XDG_POSITIONER_GRAVITY_BOTTOM_RIGHT);
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}
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CXDGPopupResource::CXDGPopupResource(SP<CXdgPopup> resource_, SP<CXDGSurfaceResource> owner_, SP<CXDGSurfaceResource> surface_, SP<CXDGPositionerResource> positioner) :
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surface(surface_), parent(owner_), resource(resource_), positionerRules(positioner) {
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if (!good())
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@ -490,9 +504,9 @@ CXDGPositionerResource::CXDGPositionerResource(SP<CXdgPositioner> resource_, SP<
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resource->setSetOffset([this](CXdgPositioner* r, int32_t x, int32_t y) { state.offset = {x, y}; });
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resource->setSetAnchor([this](CXdgPositioner* r, xdgPositionerAnchor a) { state.anchor = a; });
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resource->setSetAnchor([this](CXdgPositioner* r, xdgPositionerAnchor a) { state.setAnchor(a); });
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resource->setSetGravity([this](CXdgPositioner* r, xdgPositionerGravity g) { state.gravity = g; });
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resource->setSetGravity([this](CXdgPositioner* r, xdgPositionerGravity g) { state.setGravity(g); });
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resource->setSetConstraintAdjustment([this](CXdgPositioner* r, xdgPositionerConstraintAdjustment a) { state.constraintAdjustment = (uint32_t)a; });
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@ -513,125 +527,96 @@ CXDGPositionerRules::CXDGPositionerRules(SP<CXDGPositionerResource> positioner)
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state = positioner->state;
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}
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static Vector2D pointForAnchor(const CBox& box, const Vector2D& predictionSize, xdgPositionerAnchor anchor) {
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switch (anchor) {
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case XDG_POSITIONER_ANCHOR_TOP: return box.pos() + Vector2D{box.size().x / 2.0 - predictionSize.x / 2.0, 0.0};
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case XDG_POSITIONER_ANCHOR_BOTTOM: return box.pos() + Vector2D{box.size().x / 2.0 - predictionSize.x / 2.0, box.size().y};
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case XDG_POSITIONER_ANCHOR_LEFT: return box.pos() + Vector2D{0.0, box.size().y / 2.0 - predictionSize.y / 2.0};
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case XDG_POSITIONER_ANCHOR_RIGHT: return box.pos() + Vector2D{box.size().x, box.size().y / 2.F - predictionSize.y / 2.0};
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case XDG_POSITIONER_ANCHOR_TOP_LEFT: return box.pos();
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case XDG_POSITIONER_ANCHOR_BOTTOM_LEFT: return box.pos() + Vector2D{0.0, box.size().y};
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case XDG_POSITIONER_ANCHOR_TOP_RIGHT: return box.pos() + Vector2D{box.size().x, 0.0};
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case XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT: return box.pos() + Vector2D{box.size().x, box.size().y};
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default: return box.pos();
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}
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return {};
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}
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CBox CXDGPositionerRules::getPosition(const CBox& constraint, const Vector2D& parentCoord) {
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CBox CXDGPositionerRules::getPosition(CBox constraint, const Vector2D& parentCoord) {
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Debug::log(LOG, "GetPosition with constraint {} {} and parent {}", constraint.pos(), constraint.size(), parentCoord);
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CBox predictedBox = {parentCoord + constraint.pos() + pointForAnchor(state.anchorRect, state.requestedSize, state.anchor) + state.offset, state.requestedSize};
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// padding
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constraint.expand(-4);
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bool success = predictedBox.inside(constraint);
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auto anchorRect = state.anchorRect.copy().translate(parentCoord);
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if (success)
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return predictedBox.translate(-parentCoord - constraint.pos());
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auto width = state.requestedSize.x;
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auto height = state.requestedSize.y;
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CBox test = predictedBox;
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auto anchorX = state.anchor.left() ? anchorRect.x : state.anchor.right() ? anchorRect.extent().x : anchorRect.middle().x;
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auto anchorY = state.anchor.top() ? anchorRect.y : state.anchor.bottom() ? anchorRect.extent().y : anchorRect.middle().y;
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if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y)) {
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// attempt to flip
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const bool flipX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X;
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const bool flipY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y;
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auto countEdges = [constraint](const CBox& test) -> int {
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int edgeCount = 0;
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edgeCount += test.x < constraint.x ? 1 : 0;
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edgeCount += test.x + test.w > constraint.x + constraint.w ? 1 : 0;
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edgeCount += test.y < constraint.y ? 1 : 0;
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edgeCount += test.y + test.h > constraint.y + constraint.h ? 1 : 0;
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return edgeCount;
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};
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int edgeCount = countEdges(test);
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auto calcEffectiveX = [&]() { return state.gravity.left() ? anchorX - width : state.gravity.right() ? anchorX : anchorX - width / 2; };
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auto calcEffectiveY = [&]() { return state.gravity.top() ? anchorY - height : state.gravity.bottom() ? anchorY : anchorY - height / 2; };
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if (flipX && edgeCount > countEdges(test.copy().translate(Vector2D{-predictedBox.w - state.anchorRect.w, 0.0})))
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test.translate(Vector2D{-predictedBox.w - state.anchorRect.w, 0.0});
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if (flipY && edgeCount > countEdges(test.copy().translate(Vector2D{0.0, -predictedBox.h - state.anchorRect.h})))
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test.translate(Vector2D{0.0, -predictedBox.h - state.anchorRect.h});
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auto effectiveX = calcEffectiveX();
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auto effectiveY = calcEffectiveY();
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success = test.copy().expand(-1).inside(constraint);
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// Note: the usage of offset is a guess which maintains compatibility with other compositors that were tested.
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// It considers the offset when deciding whether or not to flip but does not actually flip the offset, instead
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// applying it after the flip step.
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if (success)
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return test.translate(-parentCoord - constraint.pos());
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X) {
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auto flip = (state.gravity.left() && effectiveX + state.offset.x < constraint.x) || (state.gravity.right() && effectiveX + state.offset.x + width > constraint.extent().x);
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if (flip) {
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state.gravity ^= CEdges::LEFT | CEdges::RIGHT;
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anchorX = state.anchor.left() ? anchorRect.extent().x : state.anchor.right() ? anchorRect.x : anchorX;
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effectiveX = calcEffectiveX();
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}
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}
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// for slide and resize, defines the padding around the edge for the positioned
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// surface.
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constexpr int EDGE_PADDING = 4;
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y) {
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auto flip = (state.gravity.top() && effectiveY + state.offset.y < constraint.y) || (state.gravity.bottom() && effectiveY + state.offset.y + height > constraint.extent().y);
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if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y)) {
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// attempt to slide
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const bool slideX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X;
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const bool slideY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y;
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//const bool gravityLeft = state.gravity == XDG_POSITIONER_GRAVITY_NONE || state.gravity == XDG_POSITIONER_GRAVITY_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_TOP_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_BOTTOM_LEFT;
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//const bool gravityTop = state.gravity == XDG_POSITIONER_GRAVITY_NONE || state.gravity == XDG_POSITIONER_GRAVITY_TOP || state.gravity == XDG_POSITIONER_GRAVITY_TOP_LEFT || state.gravity == XDG_POSITIONER_GRAVITY_TOP_RIGHT;
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const bool leftEdgeOut = test.x < constraint.x;
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const bool topEdgeOut = test.y < constraint.y;
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const bool rightEdgeOut = test.x + test.w > constraint.x + constraint.w;
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const bool bottomEdgeOut = test.y + test.h > constraint.y + constraint.h;
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// TODO: this isn't truly conformant.
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if (leftEdgeOut && slideX)
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test.x = constraint.x + EDGE_PADDING;
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if (rightEdgeOut && slideX)
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test.x = std::clamp((double)(constraint.x + constraint.w - test.w), (double)(constraint.x + EDGE_PADDING), (double)INFINITY);
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if (topEdgeOut && slideY)
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test.y = constraint.y + EDGE_PADDING;
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if (bottomEdgeOut && slideY)
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test.y = std::clamp((double)(constraint.y + constraint.h - test.h), (double)(constraint.y + EDGE_PADDING), (double)INFINITY);
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success = test.copy().expand(-1).inside(constraint);
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if (success)
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return test.translate(-parentCoord - constraint.pos());
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if (flip) {
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state.gravity ^= CEdges::TOP | CEdges::BOTTOM;
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anchorY = state.anchor.top() ? anchorRect.extent().y : state.anchor.bottom() ? anchorRect.y : anchorY;
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effectiveX = calcEffectiveX();
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}
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}
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if (state.constraintAdjustment & (XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X | XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y)) {
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const bool resizeX = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X;
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const bool resizeY = state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y;
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effectiveX += state.offset.x;
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effectiveY += state.offset.y;
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const bool leftEdgeOut = test.x < constraint.x;
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const bool topEdgeOut = test.y < constraint.y;
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const bool rightEdgeOut = test.x + test.w > constraint.x + constraint.w;
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const bool bottomEdgeOut = test.y + test.h > constraint.y + constraint.h;
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// Slide order is important for the case where the window is too large to fit on screen.
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// TODO: this isn't truly conformant.
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if (leftEdgeOut && resizeX) {
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test.w = test.x + test.w - constraint.x - EDGE_PADDING;
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test.x = constraint.x + EDGE_PADDING;
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}
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if (rightEdgeOut && resizeX)
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test.w = constraint.w - (test.x - constraint.w) - EDGE_PADDING;
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if (topEdgeOut && resizeY) {
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test.h = test.y + test.h - constraint.y - EDGE_PADDING;
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test.y = constraint.y + EDGE_PADDING;
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}
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if (bottomEdgeOut && resizeY)
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test.h = constraint.h - (test.y - constraint.y) - EDGE_PADDING;
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X) {
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if (effectiveX + width > constraint.extent().x)
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effectiveX = constraint.extent().x - width;
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success = test.copy().expand(-1).inside(constraint);
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if (success)
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return test.translate(-parentCoord - constraint.pos());
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if (effectiveX < constraint.x)
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effectiveX = constraint.x;
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}
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LOGM(WARN, "Compositor/client bug: xdg_positioner couldn't find a place");
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y) {
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if (effectiveY + height > constraint.extent().y)
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effectiveY = constraint.extent().y - height;
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return test.translate(-parentCoord - constraint.pos());
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if (effectiveY < constraint.y)
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effectiveY = constraint.y;
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}
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X) {
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if (effectiveX < constraint.x) {
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auto diff = constraint.x - effectiveX;
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effectiveX = constraint.x;
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width -= diff;
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}
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auto effectiveX2 = effectiveX + width;
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if (effectiveX2 > constraint.extent().x)
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width -= effectiveX2 - constraint.extent().x;
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}
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if (state.constraintAdjustment & XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y) {
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if (effectiveY < constraint.y) {
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auto diff = constraint.y - effectiveY;
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effectiveY = constraint.y;
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height -= diff;
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}
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auto effectiveY2 = effectiveY + height;
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if (effectiveY2 > constraint.extent().y)
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height -= effectiveY2 - constraint.extent().y;
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}
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return {effectiveX - parentCoord.x, effectiveY - parentCoord.y, width, height};
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}
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CXDGWMBase::CXDGWMBase(SP<CXdgWmBase> resource_) : resource(resource_) {
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@ -4,10 +4,10 @@
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#include <vector>
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#include <cstdint>
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#include <optional>
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#include <hyprutils/math/Edges.hpp>
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#include "WaylandProtocol.hpp"
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#include "xdg-shell.hpp"
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#include "../helpers/math/Math.hpp"
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#include "../helpers/math/Math.hpp"
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#include "../helpers/signal/Signal.hpp"
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#include "types/SurfaceRole.hpp"
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@ -22,19 +22,22 @@ class CWLSurfaceResource;
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struct SXDGPositionerState {
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Vector2D requestedSize;
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CBox anchorRect;
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xdgPositionerAnchor anchor = XDG_POSITIONER_ANCHOR_NONE;
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xdgPositionerGravity gravity = XDG_POSITIONER_GRAVITY_NONE;
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CEdges anchor;
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CEdges gravity;
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uint32_t constraintAdjustment = 0;
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Vector2D offset;
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bool reactive = false;
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Vector2D parentSize;
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void setAnchor(xdgPositionerAnchor edges);
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void setGravity(xdgPositionerGravity edges);
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};
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class CXDGPositionerRules {
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public:
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CXDGPositionerRules(SP<CXDGPositionerResource> positioner);
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CBox getPosition(const CBox& constraint, const Vector2D& parentPos);
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CBox getPosition(CBox constraint, const Vector2D& parentPos);
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private:
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SXDGPositionerState state;
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