#include "DwindleLayout.hpp" #include "../Compositor.hpp" 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); } } int CHyprDwindleLayout::getNodesOnWorkspace(const int& id) { int no = 0; for (auto& n : m_lDwindleNodesData) { if (n.workspaceID == id) ++no; } return no; } SDwindleNodeData* CHyprDwindleLayout::getFirstNodeOnWorkspace(const int& id) { for (auto& n : m_lDwindleNodesData) { if (n.workspaceID == id) return &n; } return nullptr; } SDwindleNodeData* CHyprDwindleLayout::getNodeFromWindow(CWindow* pWindow) { for (auto& n : m_lDwindleNodesData) { if (n.pWindow == pWindow && !n.isNode) return &n; } return nullptr; } SDwindleNodeData* CHyprDwindleLayout::getMasterNodeOnWorkspace(const int& id) { for (auto& n : m_lDwindleNodesData) { if (!n.pParent && n.workspaceID == id) return &n; } return nullptr; } void CHyprDwindleLayout::applyNodeDataToWindow(SDwindleNodeData* pNode) { const auto PMONITOR = g_pCompositor->getMonitorFromID(g_pCompositor->getWorkspaceByID(pNode->workspaceID)->monitorID); if (!PMONITOR){ 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) { if (pWindow->m_bIsFloating) return; m_lDwindleNodesData.push_back(SDwindleNodeData()); const auto PNODE = &m_lDwindleNodesData.back(); const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); // Populate the node with our window's data PNODE->workspaceID = PMONITOR->activeWorkspace; PNODE->pWindow = pWindow; PNODE->isNode = false; PNODE->layout = this; SDwindleNodeData* OPENINGON; const auto MONFROMCURSOR = g_pCompositor->getMonitorFromCursor(); if (PMONITOR == MONFROMCURSOR) OPENINGON = getNodeFromWindow(g_pCompositor->vectorToWindowTiled(g_pInputManager->getMouseCoordsInternal())); else OPENINGON = getFirstNodeOnWorkspace(MONFROMCURSOR->activeWorkspace); // if it's the first, it's easy. Make it fullscreen. if (!OPENINGON) { PNODE->position = PMONITOR->vecPosition + PMONITOR->vecReservedTopLeft; PNODE->size = PMONITOR->vecSize - PMONITOR->vecReservedTopLeft - PMONITOR->vecReservedBottomRight; applyNodeDataToWindow(PNODE); return; } // 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; NEWPARENT->workspaceID = OPENINGON->workspaceID; 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) { OPENINGON->pParent->children[0] = NEWPARENT; } else { 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; NEWPARENT->recalcSizePosRecursive(); 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; 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; } } if (PSIBLING->pParent) PSIBLING->pParent->recalcSizePosRecursive(); else PSIBLING->recalcSizePosRecursive(); m_lDwindleNodesData.remove(*PPARENT); m_lDwindleNodesData.remove(*PNODE); } void CHyprDwindleLayout::recalculateMonitor(const int& monid) { const auto PMONITOR = g_pCompositor->getMonitorFromID(monid); const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(PMONITOR->activeWorkspace); // Ignore any recalc events if we have a fullscreen window. if (PWORKSPACE->hasFullscreenWindow) return; const auto TOPNODE = getMasterNodeOnWorkspace(PMONITOR->activeWorkspace); if (TOPNODE && PMONITOR) { TOPNODE->position = PMONITOR->vecPosition + PMONITOR->vecReservedTopLeft; TOPNODE->size = PMONITOR->vecSize - PMONITOR->vecReservedTopLeft - PMONITOR->vecReservedBottomRight; TOPNODE->recalcSizePosRecursive(); } } void CHyprDwindleLayout::changeWindowFloatingMode(CWindow* pWindow) { 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; } const auto PNODE = getNodeFromWindow(pWindow); if (!PNODE) { onWindowCreated(pWindow); } else { onWindowRemoved(pWindow); } } void CHyprDwindleLayout::onBeginDragWindow() { const auto DRAGGINGWINDOW = g_pInputManager->currentlyDraggedWindow; m_vBeginDragSizeXY = Vector2D(); // 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; } if (DRAGGINGWINDOW->m_bIsFullscreen) { Debug::log(LOG, "Rejecting drag on a fullscreen window."); return; } 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; // Window invalid or drag begin size 0,0 meaning we rejected it. if (!g_pCompositor->windowValidMapped(DRAGGINGWINDOW) || m_vBeginDragSizeXY == Vector2D()) 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); if (PMONITOR) { DRAGGINGWINDOW->m_iMonitorID = PMONITOR->ID; DRAGGINGWINDOW->m_iWorkspaceID = PMONITOR->activeWorkspace; } } void CHyprDwindleLayout::onWindowCreatedFloating(CWindow* pWindow) { wlr_box desiredGeometry = {0}; g_pXWaylandManager->getGeometryForWindow(pWindow, &desiredGeometry); const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); 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; // TODO: detect a popup in a more consistent way. if (g_pCompositor->getMonitorFromVector(middlePoint)->ID != pWindow->m_iMonitorID || (desiredGeometry.x == 0 && desiredGeometry.y == 0)) { // 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); } } g_pXWaylandManager->setWindowSize(pWindow, pWindow->m_vRealSize); g_pCompositor->fixXWaylandWindowsOnWorkspace(PMONITOR->activeWorkspace); } 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); }