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https://github.com/hyprwm/Hyprland
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compositor: find windows in direction on floating
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c4e1a9b13b
commit
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5 changed files with 115 additions and 53 deletions
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@ -1501,6 +1501,9 @@ void CCompositor::addToFadingOutSafe(CWindow* pWindow) {
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CWindow* CCompositor::getWindowInDirection(CWindow* pWindow, char dir) {
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CWindow* CCompositor::getWindowInDirection(CWindow* pWindow, char dir) {
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if (!isDirection(dir))
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return nullptr;
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// 0 -> history, 1 -> shared length
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// 0 -> history, 1 -> shared length
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static auto* const PMETHOD = &g_pConfigManager->getConfigValuePtr("binds:focus_preferred_method")->intValue;
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static auto* const PMETHOD = &g_pConfigManager->getConfigValuePtr("binds:focus_preferred_method")->intValue;
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@ -1515,9 +1518,13 @@ CWindow* CCompositor::getWindowInDirection(CWindow* pWindow, char dir) {
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const auto POSA = Vector2D(WINDOWIDEALBB.x, WINDOWIDEALBB.y);
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const auto POSA = Vector2D(WINDOWIDEALBB.x, WINDOWIDEALBB.y);
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const auto SIZEA = Vector2D(WINDOWIDEALBB.width, WINDOWIDEALBB.height);
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const auto SIZEA = Vector2D(WINDOWIDEALBB.width, WINDOWIDEALBB.height);
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID);
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auto leaderValue = -1;
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auto leaderValue = -1;
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CWindow* leaderWindow = nullptr;
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CWindow* leaderWindow = nullptr;
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if (!pWindow->m_bIsFloating) {
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// for tiled windows, we calc edges
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for (auto& w : m_vWindows) {
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for (auto& w : m_vWindows) {
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if (w.get() == pWindow || !w->m_bIsMapped || w->isHidden() || w->m_bIsFloating || !isWorkspaceVisible(w->m_iWorkspaceID))
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if (w.get() == pWindow || !w->m_bIsMapped || w->isHidden() || w->m_bIsFloating || !isWorkspaceVisible(w->m_iWorkspaceID))
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continue;
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continue;
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@ -1525,7 +1532,6 @@ CWindow* CCompositor::getWindowInDirection(CWindow* pWindow, char dir) {
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if (pWindow->m_iMonitorID == w->m_iMonitorID && pWindow->m_iWorkspaceID != w->m_iWorkspaceID)
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if (pWindow->m_iMonitorID == w->m_iMonitorID && pWindow->m_iWorkspaceID != w->m_iWorkspaceID)
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continue;
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continue;
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const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(w->m_iWorkspaceID);
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if (PWORKSPACE->m_bHasFullscreenWindow && !w->m_bIsFullscreen && !w->m_bCreatedOverFullscreen)
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if (PWORKSPACE->m_bHasFullscreenWindow && !w->m_bIsFullscreen && !w->m_bCreatedOverFullscreen)
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continue;
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continue;
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@ -1587,6 +1593,53 @@ CWindow* CCompositor::getWindowInDirection(CWindow* pWindow, char dir) {
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}
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}
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}
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}
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}
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}
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} else {
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// for floating windows, we calculate best distance and angle.
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// if there is a window with angle better than THRESHOLD, only distance counts
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if (dir == 'u')
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dir = 't';
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if (dir == 'd')
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dir = 'b';
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static const std::unordered_map<char, Vector2D> VECTORS = {{'r', {1, 0}}, {'t', {0, -1}}, {'b', {0, 1}}, {'l', {-1, 0}}};
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//
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auto vectorAngles = [](Vector2D a, Vector2D b) -> double {
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double dot = a.x * b.x + a.y * b.y;
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double ang = std::acos(dot / (a.size() * b.size()));
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return ang;
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};
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float bestAngleAbs = 2.0 * M_PI;
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constexpr float THRESHOLD = 0.3 * M_PI;
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for (auto& w : m_vWindows) {
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if (w.get() == pWindow || !w->m_bIsMapped || w->isHidden() || !w->m_bIsFloating || !isWorkspaceVisible(w->m_iWorkspaceID))
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continue;
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if (pWindow->m_iMonitorID == w->m_iMonitorID && pWindow->m_iWorkspaceID != w->m_iWorkspaceID)
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continue;
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if (PWORKSPACE->m_bHasFullscreenWindow && !w->m_bIsFullscreen && !w->m_bCreatedOverFullscreen)
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continue;
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const auto DIST = w->middle().distance(pWindow->middle());
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const auto ANGLE = vectorAngles(Vector2D{w->middle() - pWindow->middle()}, VECTORS.at(dir));
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if (ANGLE > M_PI_2)
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continue; // if the angle is over 90 degrees, ignore. Wrong direction entirely.
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if ((bestAngleAbs < THRESHOLD && DIST < leaderValue && ANGLE < THRESHOLD) || (ANGLE < bestAngleAbs && bestAngleAbs > THRESHOLD) || leaderValue == -1) {
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leaderValue = DIST;
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bestAngleAbs = ANGLE;
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leaderWindow = w.get();
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}
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}
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if (!leaderWindow && PWORKSPACE->m_bHasFullscreenWindow)
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leaderWindow = g_pCompositor->getFullscreenWindowOnWorkspace(PWORKSPACE->m_iID);
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}
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if (leaderValue != -1)
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if (leaderValue != -1)
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return leaderWindow;
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return leaderWindow;
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@ -242,6 +242,10 @@ bool isDirection(const std::string& arg) {
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return arg == "l" || arg == "r" || arg == "u" || arg == "d" || arg == "t" || arg == "b";
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return arg == "l" || arg == "r" || arg == "u" || arg == "d" || arg == "t" || arg == "b";
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}
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}
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bool isDirection(const char& arg) {
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return arg == 'l' || arg == 'r' || arg == 'u' || arg == 'd' || arg == 't' || arg == 'b';
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}
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int getWorkspaceIDFromString(const std::string& in, std::string& outName) {
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int getWorkspaceIDFromString(const std::string& in, std::string& outName) {
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int result = INT_MAX;
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int result = INT_MAX;
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if (in.starts_with("special")) {
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if (in.starts_with("special")) {
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@ -19,6 +19,7 @@ std::string escapeJSONStrings(const std::string& str);
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std::string removeBeginEndSpacesTabs(std::string);
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std::string removeBeginEndSpacesTabs(std::string);
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bool isNumber(const std::string&, bool allowfloat = false);
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bool isNumber(const std::string&, bool allowfloat = false);
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bool isDirection(const std::string&);
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bool isDirection(const std::string&);
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bool isDirection(const char&);
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int getWorkspaceIDFromString(const std::string&, std::string&);
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int getWorkspaceIDFromString(const std::string&, std::string&);
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std::optional<std::string> cleanCmdForWorkspace(const std::string&, std::string);
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std::optional<std::string> cleanCmdForWorkspace(const std::string&, std::string);
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float vecToRectDistanceSquared(const Vector2D& vec, const Vector2D& p1, const Vector2D& p2);
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float vecToRectDistanceSquared(const Vector2D& vec, const Vector2D& p1, const Vector2D& p2);
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@ -45,3 +45,7 @@ bool Vector2D::inTriangle(const Vector2D& p1, const Vector2D& p2, const Vector2D
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return 0 <= a && a <= 1 && 0 <= b && b <= 1 && 0 <= c && c <= 1;
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return 0 <= a && a <= 1 && 0 <= b && b <= 1 && 0 <= c && c <= 1;
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}
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}
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double Vector2D::size() const {
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return std::sqrt(x * x + y * y);
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}
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@ -57,7 +57,7 @@ class Vector2D {
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}
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}
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double distance(const Vector2D& other) const;
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double distance(const Vector2D& other) const;
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double size() const;
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Vector2D clamp(const Vector2D& min, const Vector2D& max = Vector2D()) const;
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Vector2D clamp(const Vector2D& min, const Vector2D& max = Vector2D()) const;
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Vector2D floor() const;
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Vector2D floor() const;
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