shell: Have Move-shortcut for floating layer and fullscreen windows

This commit is contained in:
Victoria Brekenfeld 2023-09-20 18:57:58 +02:00
parent 3d10ca6105
commit 4709a1d684
11 changed files with 207 additions and 69 deletions

View file

@ -13,18 +13,18 @@ use smithay::{
};
use std::collections::HashMap;
use crate::shell::focus::FocusDirection;
use crate::shell::FocusResult;
use crate::{
backend::render::{element::AsGlowRenderer, IndicatorShader, Key, Usage},
shell::{
element::{
resize_indicator::ResizeIndicator, stack::CosmicStackRenderElement,
window::CosmicWindowRenderElement, CosmicMapped, CosmicMappedRenderElement,
resize_indicator::ResizeIndicator,
stack::{CosmicStackRenderElement, MoveResult as StackMoveResult},
window::CosmicWindowRenderElement,
CosmicMapped, CosmicMappedRenderElement, CosmicWindow,
},
focus::target::KeyboardFocusTarget,
focus::{target::KeyboardFocusTarget, FocusDirection},
grabs::ResizeEdge,
CosmicSurface, ResizeDirection, ResizeMode,
CosmicSurface, Direction, FocusResult, MoveResult, ResizeDirection, ResizeMode,
},
state::State,
utils::prelude::*,
@ -423,6 +423,62 @@ impl FloatingLayout {
.unwrap_or(FocusResult::None)
}
pub fn move_current_element<'a>(
&mut self,
direction: Direction,
seat: &Seat<State>,
) -> MoveResult {
let Some(target) = seat.get_keyboard().unwrap().current_focus() else {
return MoveResult::None
};
let Some(focused) = (match target {
KeyboardFocusTarget::Popup(popup) => {
let Some(toplevel_surface) = (match popup {
PopupKind::Xdg(xdg) => get_popup_toplevel(&xdg),
}) else {
return MoveResult::None
};
self.space.elements().find(|elem| elem.wl_surface().as_ref() == Some(&toplevel_surface))
},
KeyboardFocusTarget::Element(elem) => self.space.elements().find(|e| *e == &elem),
_ => None,
}) else {
return MoveResult::None
};
match focused.handle_move(direction) {
StackMoveResult::Handled => return MoveResult::Done,
StackMoveResult::MoveOut(surface, loop_handle) => {
let mapped: CosmicMapped = CosmicWindow::new(surface, loop_handle).into();
let output = seat.active_output();
let pos = self.space.element_geometry(focused).unwrap().loc
+ match direction {
Direction::Up => Point::from((5, -10)),
Direction::Down => Point::from((5, 10)),
Direction::Left => Point::from((-10, 5)),
Direction::Right => Point::from((10, 5)),
};
let position = self
.space
.output_geometry(&output)
.unwrap()
.overlaps({
let mut geo = mapped.geometry();
geo.loc += pos;
geo
})
.then_some(pos);
self.map_internal(mapped.clone(), &output, position);
return MoveResult::ShiftFocus(KeyboardFocusTarget::Element(mapped));
}
StackMoveResult::Default => {}
};
MoveResult::MoveFurther(KeyboardFocusTarget::Element(focused.clone()))
}
pub fn mapped(&self) -> impl Iterator<Item = &CosmicMapped> {
self.space.elements().rev()
}

View file

@ -22,8 +22,8 @@ use crate::{
},
grabs::ResizeEdge,
layout::Orientation,
CosmicSurface, FocusResult, OutputNotMapped, OverviewMode, ResizeDirection, ResizeMode,
Trigger,
CosmicSurface, Direction, FocusResult, MoveResult, OutputNotMapped, OverviewMode,
ResizeDirection, ResizeMode, Trigger,
},
utils::{prelude::*, tween::EaseRectangle},
wayland::{
@ -112,33 +112,6 @@ pub struct NodeDesc {
pub stack_window: Option<CosmicSurface>,
}
#[derive(Debug, serde::Deserialize, Clone, Copy, PartialEq, Eq)]
pub enum Direction {
Left,
Right,
Up,
Down,
}
impl std::ops::Not for Direction {
type Output = Self;
fn not(self) -> Self::Output {
match self {
Direction::Left => Direction::Right,
Direction::Right => Direction::Left,
Direction::Up => Direction::Down,
Direction::Down => Direction::Up,
}
}
}
#[derive(Debug, Clone, PartialEq)]
pub enum MoveResult {
Done,
MoveFurther(KeyboardFocusTarget),
ShiftFocus(KeyboardFocusTarget),
}
#[derive(Debug, Clone, PartialEq)]
enum TargetZone {
Initial,
@ -1454,12 +1427,12 @@ impl TilingLayout {
let mut tree = queue.trees.back().unwrap().0.copy_clone();
let Some(target) = seat.get_keyboard().unwrap().current_focus() else {
return MoveResult::Done;
return MoveResult::None;
};
let Some((node_id, data)) =
TilingLayout::currently_focused_node(&mut tree, &seat.active_output(), target)
else {
return MoveResult::Done;
return MoveResult::None;
};
// stacks may handle movement internally