feat: floating window tiling gaps

This commit is contained in:
Ryan Brue 2024-04-19 20:38:14 -05:00 committed by Victoria Brekenfeld
parent 8cee91c88f
commit 90227471bf
2 changed files with 83 additions and 36 deletions

View file

@ -42,7 +42,7 @@ use smithay::{
Seat,
},
output::Output,
utils::{IsAlive, Logical, Point, Rectangle, Scale, Serial, SERIAL_COUNTER},
utils::{IsAlive, Logical, Point, Rectangle, Scale, Serial, Size, SERIAL_COUNTER},
};
use std::{cell::RefCell, collections::HashSet, sync::atomic::Ordering, time::Instant};
@ -142,10 +142,12 @@ impl MoveGrabState {
layers.non_exclusive_zone()
};
let gaps = (theme.gaps.0 as i32, theme.gaps.1 as i32);
let snapping_indicator = match &self.snapping_zone {
Some(t) if &self.cursor_output == output => {
let base_color = theme.palette.neutral_9;
let overlay_geometry = t.overlay_geometry(non_exclusive_geometry);
let overlay_geometry = t.overlay_geometry(non_exclusive_geometry, gaps);
vec![
CosmicMappedRenderElement::from(IndicatorShader::element(
renderer,
@ -165,7 +167,7 @@ impl MoveGrabState {
CosmicMappedRenderElement::from(BackdropShader::element(
renderer,
Key::Window(Usage::SnappingIndicator, self.window.clone()),
t.overlay_geometry(non_exclusive_geometry),
t.overlay_geometry(non_exclusive_geometry, gaps),
theme.radius_s()[0], // TODO: Fix once shaders support 4 corner radii customization
0.4,
[base_color.red, base_color.green, base_color.blue],
@ -290,24 +292,31 @@ impl SnappingZone {
pub fn overlay_geometry(
&self,
non_exclusive_geometry: Rectangle<i32, Logical>,
gaps: (i32, i32),
) -> Rectangle<i32, Local> {
match self {
SnappingZone::Maximize => non_exclusive_geometry.as_local(),
SnappingZone::Top => TiledCorners::Top.relative_geometry(non_exclusive_geometry),
SnappingZone::Top => TiledCorners::Top.relative_geometry(non_exclusive_geometry, gaps),
SnappingZone::TopLeft => {
TiledCorners::TopLeft.relative_geometry(non_exclusive_geometry)
TiledCorners::TopLeft.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Left => {
TiledCorners::Left.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Left => TiledCorners::Left.relative_geometry(non_exclusive_geometry),
SnappingZone::BottomLeft => {
TiledCorners::BottomLeft.relative_geometry(non_exclusive_geometry)
TiledCorners::BottomLeft.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Bottom => {
TiledCorners::Bottom.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Bottom => TiledCorners::Bottom.relative_geometry(non_exclusive_geometry),
SnappingZone::BottomRight => {
TiledCorners::BottomRight.relative_geometry(non_exclusive_geometry)
TiledCorners::BottomRight.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Right => {
TiledCorners::Right.relative_geometry(non_exclusive_geometry, gaps)
}
SnappingZone::Right => TiledCorners::Right.relative_geometry(non_exclusive_geometry),
SnappingZone::TopRight => {
TiledCorners::TopRight.relative_geometry(non_exclusive_geometry)
TiledCorners::TopRight.relative_geometry(non_exclusive_geometry, gaps)
}
}
}