cosmic-comp/src/shell/layout/floating/mod.rs

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// SPDX-License-Identifier: GPL-3.0-only
use smithay::{
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desktop::{layer_map_for_output, space::RenderZindex, Kind, Space, Window},
reexports::wayland_protocols::xdg::shell::server::xdg_toplevel::{
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ResizeEdge, State as XdgState,
},
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utils::IsAlive,
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wayland::{
compositor::with_states,
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output::Output,
seat::{Focus, PointerGrabStartData, Seat},
shell::xdg::XdgToplevelSurfaceRoleAttributes,
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Serial,
},
};
use std::{collections::HashSet, sync::Mutex};
use crate::state::State;
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mod grabs;
pub use self::grabs::*;
pub const FLOATING_INDEX: u8 = RenderZindex::Shell as u8 + 1;
#[derive(Debug, Default)]
pub struct FloatingLayout {
pending_windows: Vec<Window>,
pub windows: HashSet<Window>,
}
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impl FloatingLayout {
pub fn new() -> FloatingLayout {
Default::default()
}
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pub fn map_window(&mut self, space: &mut Space, window: Window, seat: &Seat<State>) {
if let Some(output) = super::output_from_seat(Some(seat), space) {
self.map_window_internal(space, window, &output);
} else {
self.pending_windows.push(window);
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}
}
pub fn refresh(&mut self, space: &mut Space) {
self.pending_windows.retain(|w| w.toplevel().alive());
if let Some(output) = super::output_from_seat(None, space) {
for window in std::mem::take(&mut self.pending_windows).into_iter() {
self.map_window_internal(space, window, &output);
}
}
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// TODO make sure all windows are still visible on any output or move them
}
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fn map_window_internal(&mut self, space: &mut Space, window: Window, output: &Output) {
let mut win_geo = window.geometry();
let layers = layer_map_for_output(&output);
let geometry = layers.non_exclusive_zone();
let mut geo_updated = false;
{
let (min_size, max_size) = with_states(window.toplevel().wl_surface(), |states| {
let attrs = states
.data_map
.get::<Mutex<XdgToplevelSurfaceRoleAttributes>>()
.unwrap()
.lock()
.unwrap();
(attrs.min_size, attrs.max_size)
});
if win_geo.size.w > geometry.size.w / 3 * 2 {
// try a more reasonable size
let mut width = geometry.size.w / 3 * 2;
if max_size.w != 0 {
// don't go larger then the max_size ...
width = std::cmp::min(max_size.w, width);
}
if min_size.w != 0 {
// ... but also don't go smaller than the min_size
width = std::cmp::max(min_size.w, width);
}
// but no matter the supported sizes, don't be larger than our non-exclusive-zone
win_geo.size.w = std::cmp::min(width, geometry.size.w);
geo_updated = true;
}
if win_geo.size.h > geometry.size.h / 3 * 2 {
// try a more reasonable size
let mut height = geometry.size.h / 3 * 2;
if max_size.h != 0 {
// don't go larger then the max_size ...
height = std::cmp::min(max_size.h, height);
}
if min_size.h != 0 {
// ... but also don't go smaller than the min_size
height = std::cmp::max(min_size.h, height);
}
// but no matter the supported sizes, don't be larger than our non-exclusive-zone
win_geo.size.h = std::cmp::min(height, geometry.size.h);
geo_updated = true;
}
}
let position = (
geometry.loc.x + (geometry.size.w / 2) - (win_geo.size.w / 2) + win_geo.loc.x,
geometry.loc.y + (geometry.size.h / 2) - (win_geo.size.h / 2) + win_geo.loc.y,
);
#[allow(irrefutable_let_patterns)]
if let Kind::Xdg(xdg) = &window.toplevel() {
xdg.with_pending_state(|state| {
state.states.unset(XdgState::TiledLeft);
state.states.unset(XdgState::TiledRight);
state.states.unset(XdgState::TiledTop);
state.states.unset(XdgState::TiledBottom);
if geo_updated {
state.size = Some(win_geo.size);
}
});
xdg.send_configure();
}
space.map_window(&window, position, FLOATING_INDEX, false);
self.windows.insert(window);
}
pub fn unmap_window(&mut self, space: &mut Space, window: &Window) {
space.unmap_window(window);
self.pending_windows.retain(|w| w != window);
self.windows.remove(window);
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}
pub fn maximize_request(&mut self, space: &mut Space, window: &Window, output: &Output) {
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let layers = layer_map_for_output(&output);
let geometry = layers.non_exclusive_zone();
space.map_window(
&window,
(geometry.loc.x, geometry.loc.y),
FLOATING_INDEX,
true,
);
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#[allow(irrefutable_let_patterns)]
if let Kind::Xdg(surface) = &window.toplevel() {
surface.with_pending_state(|state| {
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state.states.set(XdgState::Maximized);
state.size = Some(geometry.size);
});
window.configure();
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}
}
pub fn move_request(
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&mut self,
space: &mut Space,
window: &Window,
seat: &Seat<State>,
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serial: Serial,
start_data: PointerGrabStartData,
) {
if let Some(pointer) = seat.get_pointer() {
let mut initial_window_location = space.window_location(&window).unwrap();
#[allow(irrefutable_let_patterns)]
if let Kind::Xdg(surface) = &window.toplevel() {
// If surface is maximized then unmaximize it
let current_state = surface.current_state();
if current_state.states.contains(XdgState::Maximized) {
surface.with_pending_state(|state| {
state.states.unset(XdgState::Maximized);
state.size = None;
});
surface.send_configure();
// TODO: The mouse location should be mapped to a new window size
// For example, you could:
// 1) transform mouse pointer position from compositor space to window space (location relative)
// 2) divide the x coordinate by width of the window to get the percentage
// - 0.0 would be on the far left of the window
// - 0.5 would be in middle of the window
// - 1.0 would be on the far right of the window
// 3) multiply the percentage by new window width
// 4) by doing that, drag will look a lot more natural
let pos = pointer.current_location();
initial_window_location = (pos.x as i32, pos.y as i32).into();
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}
}
let grab = MoveSurfaceGrab::new(start_data, window.clone(), initial_window_location);
pointer.set_grab(grab, serial, Focus::Clear);
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}
}
pub fn resize_request(
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&mut self,
space: &mut Space,
window: &Window,
seat: &Seat<State>,
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serial: Serial,
start_data: PointerGrabStartData,
edges: ResizeEdge,
) {
if let Some(pointer) = seat.get_pointer() {
let location = space.window_location(&window).unwrap();
let size = window.geometry().size;
let grab =
grabs::ResizeSurfaceGrab::new(start_data, window.clone(), edges, location, size);
pointer.set_grab(grab, serial, Focus::Clear);
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}
}
}