atagen

monolith

public
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1c7e3075e57fe35d45019c37957d735dbc0f1128
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ssh://brewery@pls.lobotomise.me:33/atagen/monolith.git
crates/layout/src/lib.rsRust1085 lines34.0 KB
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//! Window organisation without smithay. Tags with per-output views, one
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//! tiling tree per output filtered by those views, floating windows,
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//! scratchpads, focus, and restoring windows when an output comes back.
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mod outputs;
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mod scratchpad;
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mod tree;
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#[cfg(test)]
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mod tests;
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pub use monolith_planner::Rect;
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pub use tree::{Axis, Dir, Tree};
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use outputs::Parked;
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use slotmap::{SlotMap, new_key_type};
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use std::collections::HashMap;
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new_key_type! {
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    pub struct WindowId;
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    pub struct TagId;
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    pub struct OutputId;
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}
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pub const HOMELESS: &str = "homeless";
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum ExpandScope {
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    Window,
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    Container,
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    All,
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}
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/// Space taken from an output's edges by bars and other panels.
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#[derive(Clone, Copy, Debug, PartialEq, Default)]
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pub struct Insets {
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    pub top: f64,
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    pub right: f64,
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    pub bottom: f64,
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    pub left: f64,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Gaps {
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    pub inner: f64,
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    pub outer: f64,
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}
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impl Default for Gaps {
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    fn default() -> Self {
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        Self {
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            inner: 8.0,
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            outer: 8.0,
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        }
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    }
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}
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#[derive(Clone, Debug)]
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pub struct Window {
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    pub output: Option<OutputId>,
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    pub tag: TagId,
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    pub floating: bool,
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    pub float_rect: Option<Rect>,
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    /// `float_rect` is the layout's default, not a size the window or the
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    /// user chose.
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    pub float_default: bool,
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    pub fullscreen: bool,
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    /// The window this one is a dialog or other transient of.
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    pub parent: Option<WindowId>,
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    /// Focus aimed at the parent goes to this window while it is mapped.
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    pub modal: bool,
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    pub sticky: bool,
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    pub scratchpad: Option<usize>,
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    pub urgent: bool,
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    /// Its client took the buffer away, as when hiding to a tray. The entry
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    /// stays for when the client maps it again, but nothing shows or focuses it.
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    pub hidden: bool,
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    evicted_from: Option<String>,
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}
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#[derive(Clone, Debug)]
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pub struct Tag {
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    pub name: String,
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    pub urgent: bool,
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}
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#[derive(Clone, Debug)]
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pub struct Output {
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    pub name: String,
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    pub area: Rect,
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    pub reserved: Insets,
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    pub tree: Tree<WindowId>,
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    /// Viewed tags besides the homeless tag, which is always viewed.
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    pub viewed: Vec<TagId>,
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    /// Floating windows, bottom to top.
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    pub floating: Vec<WindowId>,
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}
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impl Output {
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    /// The area left once bars and panels have taken their edges.
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    pub fn usable(&self) -> Rect {
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        let (a, r) = (self.area, self.reserved);
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        Rect::new(
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            a.x + r.left,
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            a.y + r.top,
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            (a.w - r.left - r.right).max(0.0),
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            (a.h - r.top - r.bottom).max(0.0),
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        )
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    }
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}
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#[derive(Clone, Debug)]
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pub struct Scratchpad {
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    pub name: String,
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    pub windows: Vec<WindowId>,
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    pub shown: Option<usize>,
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    pub output: Option<OutputId>,
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}
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#[derive(Clone, Debug, Default)]
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pub struct Arrangement {
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    /// Every tiled window on the output. Hidden ones are zero-size seeds.
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    pub tiled: Vec<Placed>,
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    /// Visible floating windows and shown scratchpads, bottom to top.
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    pub floating: Vec<(WindowId, Rect)>,
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    pub fullscreen: Option<WindowId>,
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    /// Floating transients of the fullscreen window and shown scratchpads,
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    /// which stay above it.
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    pub over: Vec<WindowId>,
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}
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#[derive(Clone, Copy, Debug)]
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pub struct Placed {
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    pub window: WindowId,
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    pub rect: Rect,
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    pub visible: bool,
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}
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#[derive(Clone, Debug)]
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pub struct Layout {
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    windows: SlotMap<WindowId, Window>,
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    tags: SlotMap<TagId, Tag>,
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    tag_order: Vec<TagId>,
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    homeless: TagId,
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    outputs: SlotMap<OutputId, Output>,
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    active: Option<OutputId>,
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    /// Focus history, most recent last.
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    history: Vec<WindowId>,
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    /// How many windows are modal, so focus lookups skip the scan for one.
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    modals: usize,
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    scratchpads: Vec<Scratchpad>,
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    last_scratchpad: Option<usize>,
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    parked: HashMap<String, Parked>,
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    pub gaps: Gaps,
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    pub autotile: bool,
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}
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impl Default for Layout {
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    fn default() -> Self {
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        let mut tags = SlotMap::with_key();
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        let homeless = tags.insert(Tag {
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            name: HOMELESS.into(),
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            urgent: false,
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        });
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        Self {
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            windows: SlotMap::with_key(),
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            tags,
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            tag_order: vec![homeless],
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            homeless,
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            outputs: SlotMap::with_key(),
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            active: None,
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            history: Vec::new(),
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            modals: 0,
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            scratchpads: Vec::new(),
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            last_scratchpad: None,
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            parked: HashMap::new(),
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            gaps: Gaps::default(),
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            autotile: false,
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        }
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    }
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}
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impl Layout {
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    pub fn homeless(&self) -> TagId {
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        self.homeless
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    }
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    /// Looks a tag up by name, creating it at the end of the order.
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    pub fn tag(&mut self, name: &str) -> TagId {
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        if let Some(id) = self.tag_id(name) {
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            return id;
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        }
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        let id = self.tags.insert(Tag {
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            name: name.into(),
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            urgent: false,
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        });
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        self.tag_order.push(id);
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        id
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    }
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    pub fn tag_id(&self, name: &str) -> Option<TagId> {
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        self.tag_order
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            .iter()
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            .copied()
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            .find(|&t| self.tags[t].name == name)
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    }
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    pub fn tags(&self) -> impl Iterator<Item = (TagId, &Tag)> {
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        self.tag_order.iter().map(|&t| (t, &self.tags[t]))
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    }
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    pub fn reorder_tag(&mut self, tag: TagId, index: usize) {
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        if let Some(i) = self.tag_order.iter().position(|&t| t == tag) {
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            self.tag_order.remove(i);
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            let index = index.min(self.tag_order.len());
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            self.tag_order.insert(index, tag);
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        }
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    }
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    pub fn window(&self, w: WindowId) -> Option<&Window> {
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        self.windows.get(w)
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    }
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    pub fn windows(&self) -> impl Iterator<Item = (WindowId, &Window)> {
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        self.windows.iter()
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    }
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    pub fn output(&self, o: OutputId) -> Option<&Output> {
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        self.outputs.get(o)
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    }
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    pub fn outputs(&self) -> impl Iterator<Item = (OutputId, &Output)> {
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        self.outputs.iter()
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    }
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    pub fn scratchpads(&self) -> &[Scratchpad] {
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        &self.scratchpads
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    }
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    pub fn active_output(&self) -> Option<OutputId> {
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        self.active
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    }
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    pub fn set_active_output(&mut self, o: OutputId) {
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        if self.outputs.contains_key(o) {
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            self.active = Some(o);
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        }
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    }
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    pub fn is_viewed(&self, o: OutputId, tag: TagId) -> bool {
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        tag == self.homeless
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            || self
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                .outputs
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                .get(o)
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                .is_some_and(|out| out.viewed.contains(&tag))
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    }
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    /// Views `tag` alone, besides the homeless tag.
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    pub fn view(&mut self, o: OutputId, tag: TagId) {
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        let Some(out) = self.outputs.get_mut(o) else {
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            return;
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        };
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        out.viewed.clear();
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        if tag != self.homeless {
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            out.viewed.push(tag);
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        }
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        self.tags[tag].urgent = false;
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    }
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    pub fn toggle_view(&mut self, o: OutputId, tag: TagId) {
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        if tag == self.homeless {
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            return;
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        }
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        let Some(out) = self.outputs.get_mut(o) else {
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            return;
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        };
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        if let Some(i) = out.viewed.iter().position(|&t| t == tag) {
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            out.viewed.remove(i);
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        } else {
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            out.viewed.push(tag);
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            self.tags[tag].urgent = false;
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        }
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    }
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    /// Brings `w`'s tag into view beside the others when `w` is the only
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    /// window on it there.
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    pub fn view_if_alone(&mut self, w: WindowId) {
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        let Some(win) = self.windows.get(w) else {
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            return;
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        };
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        let (Some(o), tag) = (win.output, win.tag) else {
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            return;
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        };
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        if win.scratchpad.is_some() || self.is_viewed(o, tag) {
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            return;
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        }
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        let alone = !self
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            .windows
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            .iter()
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            .any(|(x, v)| x != w && v.output == Some(o) && v.tag == tag && v.scratchpad.is_none());
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        if alone {
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            self.toggle_view(o, tag);
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        }
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    }
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    /// The tag a launch from `o` belongs to. The focused window's tag, else
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    /// the first viewed tag, else homeless. Homeless is always on screen, so
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    /// focusing one of its windows does not mean the user left their tag.
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    pub fn launch_tag(&self, o: OutputId) -> TagId {
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        self.focused_on(o)
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            .map(|w| &self.windows[w])
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            .filter(|w| w.scratchpad.is_none() && !w.sticky && w.tag != self.homeless)
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            .map(|w| w.tag)
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            .or_else(|| self.outputs.get(o)?.viewed.first().copied())
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            .unwrap_or(self.homeless)
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    }
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    pub fn view_everywhere(&mut self, tag: TagId) {
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        for o in self.outputs.keys().collect::<Vec<_>>() {
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            self.view(o, tag);
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        }
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    }
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    pub fn visible(&self, w: WindowId) -> bool {
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        let Some(win) = self.windows.get(w) else {
326
            return false;
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        };
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        let Some(o) = win.output.filter(|_| !win.hidden) else {
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            return false;
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        };
331
        match win.scratchpad {
332
            Some(s) => {
333
                let sp = &self.scratchpads[s];
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                sp.output == Some(o) && sp.shown.map(|i| sp.windows[i]) == Some(w)
335
            }
336
            None => win.sticky || self.is_viewed(o, win.tag),
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        }
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    }
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    /// Adds a window on `output` (default the active one) and `tag` (default
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    /// homeless). A window landing on a tag its output is not viewing marks
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    /// the tag urgent.
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    pub fn add_window(
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        &mut self,
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        output: Option<OutputId>,
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        tag: Option<TagId>,
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        floating: Option<Rect>,
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    ) -> WindowId {
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        let output = output
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            .filter(|&o| self.outputs.contains_key(o))
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            .or(self.active);
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        let tag = tag
353
            .filter(|&t| self.tags.contains_key(t))
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            .unwrap_or(self.homeless);
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        let w = self.windows.insert(Window {
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            output,
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            tag,
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            floating: floating.is_some(),
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            float_rect: floating,
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            float_default: false,
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            fullscreen: false,
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            parent: None,
363
            modal: false,
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            sticky: false,
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            scratchpad: None,
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            urgent: false,
367
            hidden: false,
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            evicted_from: None,
369
        });
370
        if let Some(o) = output {
371
            if !self.is_viewed(o, tag) {
372
                self.tags[tag].urgent = true;
373
            }
374
            self.place(w);
375
        }
376
        w
377
    }
378
379
    pub fn remove_window(&mut self, w: WindowId) {
380
        if !self.windows.contains_key(w) {
381
            return;
382
        }
383
        self.unplace(w);
384
        self.history.retain(|&h| h != w);
385
        self.modals -= usize::from(self.windows[w].modal);
386
        if let Some(s) = self.windows[w].scratchpad {
387
            self.leave_scratchpad(s, w);
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        }
389
        for win in self.windows.values_mut() {
390
            if win.parent == Some(w) {
391
                win.parent = None;
392
            }
393
        }
394
        self.windows.remove(w);
395
    }
396
397
    /// Puts a window into its output's tree or floating stack. Tiled windows
398
    /// go next to the focused window if both are visible, else next to the
399
    /// latest window of their tag, else into a new row.
400
    fn place(&mut self, w: WindowId) {
401
        let win = &self.windows[w];
402
        let Some(o) = win.output else { return };
403
        if win.scratchpad.is_some() {
404
            return;
405
        }
406
        if win.floating {
407
            if win.float_rect.is_none() {
408
                let rect = centred(self.outputs[o].area, 0.6);
409
                self.windows[w].float_rect = Some(rect);
410
                self.windows[w].float_default = true;
411
            }
412
            self.outputs[o].floating.push(w);
413
            return;
414
        }
415
        let tag = win.tag;
416
        let tree = &self.outputs[o].tree;
417
        let focused = self
418
            .focused()
419
            .filter(|&f| tree.contains(f) && self.is_viewed(o, tag));
420
        let anchor = focused.or_else(|| {
421
            self.history
422
                .iter()
423
                .rev()
424
                .copied()
425
                .find(|&h| tree.contains(h) && self.windows[h].tag == tag)
426
        });
427
        let split = anchor
428
            .filter(|_| self.autotile)
429
            .and_then(|a| self.split_axis(o, a));
430
        let tree = &mut self.outputs[o].tree;
431
        match (anchor, split) {
432
            (Some(a), Some(axis)) => tree.insert_split(w, a, axis),
433
            (Some(a), None) => tree.insert_after(w, a),
434
            (None, _) => tree.insert_row(w),
435
        }
436
    }
437
438
    /// The axis a window opening beside `anchor` should split it along, the
439
    /// way the anchor is laid out right now. Hidden anchors have no shape.
440
    fn split_axis(&self, o: OutputId, anchor: WindowId) -> Option<Axis> {
441
        let rect = self
442
            .arrange(o)
443
            .tiled
444
            .iter()
445
            .find(|p| p.window == anchor && p.visible)?
446
            .rect;
447
        let axis = if rect.w > rect.h {
448
            Axis::Horizontal
449
        } else {
450
            Axis::Vertical
451
        };
452
        (rect.w > 0.0 && rect.h > 0.0).then_some(axis)
453
    }
454
455
    fn unplace(&mut self, w: WindowId) {
456
        let Some(o) = self.windows[w].output else {
457
            return;
458
        };
459
        let out = &mut self.outputs[o];
460
        out.tree.remove(w);
461
        out.floating.retain(|&f| f != w);
462
    }
463
464
    /// Focuses `w`, or the deepest modal dialog over it, which is returned.
465
    /// The windows between stay below it in the history, and a modal dialog
466
    /// focused on its own brings its parent up beneath it, so closing the
467
    /// dialog hands focus back to its parent.
468
    pub fn focus(&mut self, mut w: WindowId) -> Option<WindowId> {
469
        loop {
470
            let win = self.windows.get(w)?;
471
            self.active = win.output.or(self.active);
472
            if let Some(o) = win.output {
473
                let stack = &mut self.outputs[o].floating;
474
                if let Some(i) = stack.iter().position(|&f| f == w) {
475
                    stack.remove(i);
476
                    stack.push(w);
477
                }
478
            }
479
            let parent = win.parent.filter(|_| win.modal);
480
            self.history.retain(|&h| h != w);
481
            self.history.push(w);
482
            if let Some(p) = parent {
483
                self.history.retain(|&h| h != p);
484
                self.history.insert(self.history.len() - 1, p);
485
            }
486
            self.windows[w].urgent = false;
487
            match self.modal_child(w) {
488
                Some(child) => w = child,
489
                None => return Some(w),
490
            }
491
        }
492
    }
493
494
    /// Marks `w` as a modal dialog of its parent, or not.
495
    pub fn set_modal(&mut self, w: WindowId, modal: bool) {
496
        if let Some(win) = self.windows.get_mut(w)
497
            && std::mem::replace(&mut win.modal, modal) != modal
498
        {
499
            self.modals = if modal {
500
                self.modals + 1
501
            } else {
502
                self.modals - 1
503
            };
504
        }
505
    }
506
507
    /// The visible modal dialog of `w` on its output, the most recently
508
    /// focused if it has several.
509
    pub fn modal_child(&self, w: WindowId) -> Option<WindowId> {
510
        if self.modals == 0 {
511
            return None;
512
        }
513
        let output = self.windows.get(w)?.output;
514
        self.windows
515
            .iter()
516
            .filter(|&(c, win)| {
517
                win.modal && win.parent == Some(w) && win.output == output && self.visible(c)
518
            })
519
            .max_by_key(|&(c, _)| self.history.iter().rposition(|&h| h == c))
520
            .map(|(c, _)| c)
521
    }
522
523
    /// The window that takes focus aimed at `w`, the deepest modal dialog
524
    /// over it or `w` itself.
525
    pub fn modal_leaf(&self, mut w: WindowId) -> WindowId {
526
        while let Some(child) = self.modal_child(w) {
527
            w = child;
528
        }
529
        w
530
    }
531
532
    /// Whether focus aimed at `w` would change nothing.
533
    pub fn is_focused(&self, w: WindowId) -> bool {
534
        self.focused() == Some(self.modal_leaf(w))
535
    }
536
537
    /// The most recently focused visible window on the active output. Focus
538
    /// falling back to another output would leave keybinds acting on one
539
    /// output while the keyboard and pointer sit on another.
540
    pub fn focused(&self) -> Option<WindowId> {
541
        self.focused_on(self.active?)
542
    }
543
544
    /// The most recently focused visible window on `o`.
545
    pub fn focused_on(&self, o: OutputId) -> Option<WindowId> {
546
        self.history
547
            .iter()
548
            .rev()
549
            .copied()
550
            .find(|&w| self.windows[w].output == Some(o) && self.visible(w))
551
            .map(|w| self.modal_leaf(w))
552
    }
553
554
    /// Focuses the nearest visible window in `dir`, crossing to the next
555
    /// output when there is none on this one.
556
    pub fn focus_dir(&mut self, dir: Dir) -> Option<WindowId> {
557
        let o = self.active?;
558
        let current = self.focused_on(o);
559
        let from = current.and_then(|f| self.rect_of(f));
560
        let target = from.and_then(|from| {
561
            let arr = self.arrange(o);
562
            let reachable = |w| {
563
                arr.fullscreen
564
                    .is_none_or(|f| w == f || arr.over.contains(&w))
565
            };
566
            let candidates = arr
567
                .tiled
568
                .iter()
569
                .filter(|p| p.visible)
570
                .map(|p| (p.window, p.rect))
571
                .chain(arr.floating.iter().copied())
572
                .filter(|&(w, _)| Some(self.modal_leaf(w)) != current && reachable(w));
573
            nearest(from, dir, candidates)
574
        });
575
        if let Some(w) = target {
576
            return self.focus(w);
577
        }
578
        let next = self.output_towards(o, dir)?;
579
        self.active = Some(next);
580
        let w = self.focused_on(next);
581
        if let Some(w) = w {
582
            self.focus(w);
583
        }
584
        w
585
    }
586
587
    pub fn output_towards(&self, from: OutputId, dir: Dir) -> Option<OutputId> {
588
        let here = self.outputs.get(from)?.area;
589
        let others = self
590
            .outputs
591
            .iter()
592
            .filter(|&(id, _)| id != from)
593
            .map(|(id, out)| (id, out.area));
594
        nearest(here, dir, others)
595
    }
596
597
    fn rect_of(&self, w: WindowId) -> Option<Rect> {
598
        let o = self.windows.get(w)?.output?;
599
        let arr = self.arrange(o);
600
        arr.tiled
601
            .iter()
602
            .find(|p| p.window == w)
603
            .map(|p| p.rect)
604
            .or_else(|| arr.floating.iter().find(|f| f.0 == w).map(|f| f.1))
605
    }
606
607
    fn vis_on(&self, o: OutputId) -> impl Fn(WindowId) -> bool + '_ {
608
        move |w| self.windows[w].output == Some(o) && self.visible(w)
609
    }
610
611
    fn focused_tiled(&self) -> Option<(WindowId, OutputId)> {
612
        let w = self.focused()?;
613
        let o = self.windows[w].output?;
614
        self.outputs[o].tree.contains(w).then_some((w, o))
615
    }
616
617
    pub fn move_window(&mut self, dir: Dir) -> bool {
618
        let Some((w, o)) = self.focused_tiled() else {
619
            return false;
620
        };
621
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
622
        let moved = tree.move_window(w, dir, self.vis_on(o));
623
        self.outputs[o].tree = tree;
624
        moved
625
    }
626
627
    pub fn move_container(&mut self, dir: Dir) -> bool {
628
        let Some((w, o)) = self.focused_tiled() else {
629
            return false;
630
        };
631
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
632
        let moved = tree.move_container(w, dir, self.vis_on(o));
633
        self.outputs[o].tree = tree;
634
        moved
635
    }
636
637
    pub fn merge_window(&mut self, dir: Dir) -> bool {
638
        let Some((w, o)) = self.focused_tiled() else {
639
            return false;
640
        };
641
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
642
        let merged = tree.merge_window(w, dir, self.vis_on(o));
643
        self.outputs[o].tree = tree;
644
        merged
645
    }
646
647
    /// Whether a tiled window fills its output through expansion.
648
    pub fn maximized(&self, w: WindowId) -> bool {
649
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
650
            return false;
651
        };
652
        self.outputs[o].tree.maximized(w, self.vis_on(o))
653
    }
654
655
    pub fn resize(&mut self, axis: Axis, delta: f64) -> bool {
656
        let Some((w, o)) = self.focused_tiled() else {
657
            return false;
658
        };
659
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
660
        let done = tree.resize(w, axis, delta, self.vis_on(o));
661
        self.outputs[o].tree = tree;
662
        done
663
    }
664
665
    /// Whether `w` is tiled with a visible window across the split on side `dir`.
666
    pub fn has_split(&self, w: WindowId, dir: Dir) -> bool {
667
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
668
            return false;
669
        };
670
        self.outputs[o].tree.has_split(w, dir, self.vis_on(o))
671
    }
672
673
    /// Moves the split on side `dir` of the tiled window `w` by `px`, positive
674
    /// toward the right or bottom.
675
    pub fn move_split(&mut self, w: WindowId, dir: Dir, px: f64) -> bool {
676
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
677
            return false;
678
        };
679
        let area = inset(self.outputs[o].usable(), self.gaps.outer);
680
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
681
        let moved = tree.move_split(w, dir, px, area, self.gaps.inner, self.vis_on(o));
682
        self.outputs[o].tree = tree;
683
        moved
684
    }
685
686
    pub fn expand(&mut self, scope: ExpandScope) -> bool {
687
        let Some((w, o)) = self.focused_tiled() else {
688
            return false;
689
        };
690
        let (skip, count) = match scope {
691
            ExpandScope::Window => (0, 1),
692
            ExpandScope::Container => (1, 1),
693
            ExpandScope::All => (0, usize::MAX),
694
        };
695
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
696
        let expanded = tree.toggle_expand(w, skip, count, self.vis_on(o));
697
        self.outputs[o].tree = tree;
698
        expanded
699
    }
700
701
    pub fn flip(&mut self, o: OutputId) {
702
        if let Some(out) = self.outputs.get_mut(o) {
703
            out.tree.flip();
704
        }
705
    }
706
707
    /// Retags a window. It keeps its slot and disappears if the new tag is
708
    /// not viewed.
709
    pub fn set_tag(&mut self, w: WindowId, tag: TagId) {
710
        if self.tags.contains_key(tag)
711
            && let Some(win) = self.windows.get_mut(w)
712
        {
713
            win.tag = tag;
714
        }
715
    }
716
717
    /// Moves a window to `tag` on `o`, marking the tag urgent when the window
718
    /// ends up out of sight.
719
    pub fn relocate(&mut self, w: WindowId, o: Option<OutputId>, tag: TagId) {
720
        if let Some(o) = o {
721
            self.send_to_output(w, o);
722
        }
723
        self.set_tag(w, tag);
724
        self.mark_urgent(w);
725
    }
726
727
    /// Flags a window that wants attention unless it already has the focus,
728
    /// and its tag too when the window is out of sight.
729
    pub fn mark_urgent(&mut self, w: WindowId) {
730
        if self.windows.get(w).is_none_or(|win| win.hidden) {
731
            return;
732
        }
733
        if self.focused() != Some(w) {
734
            self.windows[w].urgent = true;
735
        }
736
        if !self.visible(w) {
737
            let tag = self.windows[w].tag;
738
            self.tags[tag].urgent = true;
739
        }
740
    }
741
742
    /// Drops the flag of the window holding the focus, which can reach it
743
    /// without `focus`, when the window before it closes or its tag is viewed.
744
    pub fn clear_focused_urgent(&mut self) {
745
        if let Some(w) = self.focused() {
746
            self.windows[w].urgent = false;
747
        }
748
    }
749
750
    pub fn send_to_output(&mut self, w: WindowId, o: OutputId) {
751
        let Some(win) = self.windows.get(w) else {
752
            return;
753
        };
754
        if !self.outputs.contains_key(o) || win.output == Some(o) || win.scratchpad.is_some() {
755
            return;
756
        }
757
        let from = win.output.map(|f| self.outputs[f].usable());
758
        self.unplace(w);
759
        let win = &mut self.windows[w];
760
        if let (Some(from), Some(rect)) = (from, win.float_rect) {
761
            win.float_rect = Some(translate(rect, from, self.outputs[o].usable()));
762
        }
763
        win.output = Some(o);
764
        win.evicted_from = None;
765
        self.place(w);
766
    }
767
768
    /// Switches a window between tiled and floating. A scratchpad window
769
    /// leaves its scratchpad and tiles on the tag being viewed, since its own
770
    /// tag may well be hidden.
771
    pub fn toggle_floating(&mut self, w: WindowId) {
772
        let Some(win) = self.windows.get(w) else {
773
            return;
774
        };
775
        if let Some(s) = win.scratchpad {
776
            let o = win.output.or(self.active);
777
            let tag = o.map_or(self.homeless, |o| self.launch_tag(o));
778
            self.leave_scratchpad(s, w);
779
            let win = &mut self.windows[w];
780
            win.output = o;
781
            win.tag = tag;
782
            win.floating = false;
783
            self.place(w);
784
            return;
785
        }
786
        self.unplace(w);
787
        let win = &mut self.windows[w];
788
        win.floating = !win.floating;
789
        self.place(w);
790
    }
791
792
    pub fn set_float_rect(&mut self, w: WindowId, rect: Rect) {
793
        if let Some(win) = self.windows.get_mut(w) {
794
            win.float_rect = Some(rect);
795
            win.float_default = false;
796
        }
797
    }
798
799
    /// Places a float without settling its size, so a window still deciding
800
    /// on one is asked again after being tiled.
801
    pub fn hold_float_rect(&mut self, w: WindowId, rect: Rect) {
802
        if let Some(win) = self.windows.get_mut(w) {
803
            win.float_rect = Some(rect);
804
        }
805
    }
806
807
    pub fn toggle_fullscreen(&mut self, w: WindowId) {
808
        if let Some(win) = self.windows.get_mut(w) {
809
            win.fullscreen = !win.fullscreen;
810
        }
811
    }
812
813
    pub fn toggle_sticky(&mut self, w: WindowId) {
814
        if let Some(win) = self.windows.get_mut(w) {
815
            win.sticky = !win.sticky;
816
        }
817
    }
818
819
    /// Hides `w` or shows it again, keeping everything else about it.
820
    pub fn set_hidden(&mut self, w: WindowId, hidden: bool) {
821
        if let Some(win) = self.windows.get_mut(w) {
822
            win.hidden = hidden;
823
            win.urgent &= !hidden;
824
        }
825
    }
826
827
    /// Target geometry for everything on `o`, in output-local logical
828
    /// coordinates offset by the output's area.
829
    pub fn arrange(&self, o: OutputId) -> Arrangement {
830
        self.arrange_hiding(o, &[])
831
    }
832
833
    /// Like `arrange` with `hide` treated as hidden, which places them on the
834
    /// seeds they would grow from.
835
    pub fn arrange_hiding(&self, o: OutputId, hide: &[WindowId]) -> Arrangement {
836
        let Some(out) = self.outputs.get(o) else {
837
            return Arrangement::default();
838
        };
839
        let area = inset(out.usable(), self.gaps.outer);
840
        let shown = self.vis_on(o);
841
        let vis = &|w: WindowId| shown(w) && !hide.contains(&w);
842
        let tiled = out
843
            .tree
844
            .arrange(area, self.gaps.inner, vis)
845
            .into_iter()
846
            .map(|(window, rect)| Placed {
847
                window,
848
                rect,
849
                visible: vis(window),
850
            })
851
            .collect();
852
        let mut floating: Vec<(WindowId, Rect)> = out
853
            .floating
854
            .iter()
855
            .copied()
856
            .filter(|&w| vis(w))
857
            .filter_map(|w| Some((w, self.windows[w].float_rect?)))
858
            .collect();
859
        for sp in &self.scratchpads {
860
            if let Some(i) = sp.shown
861
                && sp.output == Some(o)
862
                && !self.windows[sp.windows[i]].hidden
863
                && let Some(r) = self.windows[sp.windows[i]].float_rect
864
            {
865
                floating.push((sp.windows[i], centre_in(out.usable(), r.w, r.h)));
866
            }
867
        }
868
        let is_fullscreen = |w: WindowId| self.windows[w].fullscreen && vis(w);
869
        let fullscreen = self
870
            .history
871
            .iter()
872
            .rev()
873
            .copied()
874
            .find(|&w| is_fullscreen(w))
875
            .or_else(|| self.windows.keys().find(|&w| is_fullscreen(w)));
876
        let over = fullscreen
877
            .map(|f| {
878
                floating
879
                    .iter()
880
                    .map(|&(w, _)| w)
881
                    .filter(|&w| {
882
                        w != f && (self.descends(w, f) || self.windows[w].scratchpad.is_some())
883
                    })
884
                    .collect()
885
            })
886
            .unwrap_or_default();
887
        Arrangement {
888
            tiled,
889
            floating,
890
            fullscreen,
891
            over,
892
        }
893
    }
894
895
    /// Records that `w` is a transient of `parent`.
896
    pub fn set_parent(&mut self, w: WindowId, parent: Option<WindowId>) {
897
        if parent.is_some_and(|p| p == w || self.descends(p, w)) {
898
            return;
899
        }
900
        if let Some(win) = self.windows.get_mut(w) {
901
            win.parent = parent;
902
        }
903
    }
904
905
    fn descends(&self, mut w: WindowId, of: WindowId) -> bool {
906
        for _ in 0..self.windows.len() {
907
            match self.windows.get(w).and_then(|x| x.parent) {
908
                Some(p) if p == of => return true,
909
                Some(p) => w = p,
910
                None => return false,
911
            }
912
        }
913
        false
914
    }
915
916
    /// Moves focus to a fullscreen `w` when it covers the focused window,
917
    /// unless that is one of its own transients.
918
    pub fn focus_if_covering(&mut self, w: WindowId) {
919
        let Some(win) = self.windows.get(w).filter(|win| win.fullscreen) else {
920
            return;
921
        };
922
        let covers = self.focused().is_some_and(|f| {
923
            f != w && self.windows[f].output == win.output && !self.descends(f, w)
924
        });
925
        if covers && self.visible(w) {
926
            self.focus(w);
927
        }
928
    }
929
930
    /// Focuses `w` unless it is out of sight or a fullscreen window hides it,
931
    /// flagging it urgent then. Returns whether it took the focus.
932
    pub fn focus_unless_covered(&mut self, w: WindowId) -> bool {
933
        if self.visible(w) && !self.covered(w) {
934
            self.focus(w);
935
            return true;
936
        }
937
        self.mark_urgent(w);
938
        false
939
    }
940
941
    /// Whether a fullscreen window on `w`'s output hides it. The fullscreen
942
    /// window's transients and shown scratchpads are not hidden, and a window
943
    /// that is itself fullscreen takes over.
944
    pub fn covered(&self, w: WindowId) -> bool {
945
        let Some(win) = self.windows.get(w) else {
946
            return false;
947
        };
948
        let Some(o) = win.output else {
949
            return false;
950
        };
951
        let arr = self.arrange(o);
952
        !win.fullscreen && arr.fullscreen.is_some_and(|f| f != w) && !arr.over.contains(&w)
953
    }
954
955
    #[cfg(test)]
956
    pub(crate) fn check(&self) {
957
        for (o, out) in &self.outputs {
958
            out.tree.check();
959
            for w in out.tree.windows() {
960
                let win = &self.windows[w];
961
                assert_eq!(win.output, Some(o));
962
                assert!(!win.floating && win.scratchpad.is_none());
963
            }
964
            for &w in &out.floating {
965
                assert_eq!(self.windows[w].output, Some(o));
966
                assert!(self.windows[w].floating);
967
            }
968
        }
969
        for (w, win) in &self.windows {
970
            let homes = self
971
                .outputs
972
                .values()
973
                .filter(|out| out.tree.contains(w) || out.floating.contains(&w))
974
                .count();
975
            let expected = usize::from(win.output.is_some() && win.scratchpad.is_none());
976
            assert_eq!(homes, expected, "window placed {homes} times");
977
        }
978
    }
979
}
980
981
fn nearest<K: Copy>(
982
    from: Rect,
983
    dir: Dir,
984
    candidates: impl Iterator<Item = (K, Rect)>,
985
) -> Option<K> {
986
    const TOL: f64 = 0.5;
987
    let score = |r: Rect| -> Option<(bool, f64, f64)> {
988
        let (gap, overlap, offset) = match dir {
989
            Dir::Right => (
990
                r.x - from.right(),
991
                span_overlap(from.y, from.h, r.y, r.h),
992
                r.center_y() - from.center_y(),
993
            ),
994
            Dir::Left => (
995
                from.x - r.right(),
996
                span_overlap(from.y, from.h, r.y, r.h),
997
                r.center_y() - from.center_y(),
998
            ),
999
            Dir::Down => (
1000
                r.y - from.bottom(),
1001
                span_overlap(from.x, from.w, r.x, r.w),
1002
                r.center_x() - from.center_x(),
1003
            ),
1004
            Dir::Up => (
1005
                from.y - r.bottom(),
1006
                span_overlap(from.x, from.w, r.x, r.w),
1007
                r.center_x() - from.center_x(),
1008
            ),
1009
        };
1010
        (gap > -TOL).then_some((overlap <= 0.0, gap.max(0.0), offset.abs()))
1011
    };
1012
    candidates
1013
        .filter_map(|(k, r)| score(r).map(|s| (k, s)))
1014
        .min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(std::cmp::Ordering::Equal))
1015
        .map(|(k, _)| k)
1016
}
1017
1018
fn span_overlap(a: f64, al: f64, b: f64, bl: f64) -> f64 {
1019
    (a + al).min(b + bl) - a.max(b)
1020
}
1021
1022
fn inset(r: Rect, by: f64) -> Rect {
1023
    Rect::new(
1024
        r.x + by,
1025
        r.y + by,
1026
        (r.w - 2.0 * by).max(0.0),
1027
        (r.h - 2.0 * by).max(0.0),
1028
    )
1029
}
1030
1031
fn centred(area: Rect, frac: f64) -> Rect {
1032
    centre_in(area, area.w * frac, area.h * frac)
1033
}
1034
1035
/// A w by h rect centred in area, shrunk to fit it.
1036
pub(crate) fn centre_in(area: Rect, w: f64, h: f64) -> Rect {
1037
    let (w, h) = (w.min(area.w), h.min(area.h));
1038
    Rect::new(
1039
        area.x + (area.w - w) / 2.0,
1040
        area.y + (area.h - h) / 2.0,
1041
        w,
1042
        h,
1043
    )
1044
}
1045
1046
/// The smallest a floating window gets when dragged or rescaled.
1047
pub const MIN_FLOAT_SIZE: f64 = 32.0;
1048
1049
/// How much of a floating window stays reachable when it is larger than
1050
/// the area it lives in.
1051
const STRIP: f64 = 64.0;
1052
1053
/// Moves a floating rect to keep it reachable inside bounds. A window that
1054
/// fits stays whole inside, a larger one keeps its top edge and a strip.
1055
pub fn clamp_float(r: Rect, bounds: Rect) -> Rect {
1056
    let x = if r.w <= bounds.w {
1057
        r.x.clamp(bounds.x, bounds.right() - r.w)
1058
    } else {
1059
        let strip = STRIP.min(bounds.w);
1060
        r.x.clamp(bounds.x + strip - r.w, bounds.right() - strip)
1061
    };
1062
    let y = if r.h <= bounds.h {
1063
        r.y.clamp(bounds.y, bounds.bottom() - r.h)
1064
    } else {
1065
        r.y.clamp(bounds.y, bounds.bottom() - STRIP.min(bounds.h))
1066
    };
1067
    Rect::new(x, y, r.w, r.h)
1068
}
1069
1070
/// Keeps a floating rect at the same relative spot and size when the area
1071
/// it lives in changes.
1072
fn translate(r: Rect, from: Rect, to: Rect) -> Rect {
1073
    if to.w <= 0.0 || to.h <= 0.0 {
1074
        return r;
1075
    }
1076
    let sx = if from.w > 0.0 { to.w / from.w } else { 1.0 };
1077
    let sy = if from.h > 0.0 { to.h / from.h } else { 1.0 };
1078
    let scaled = Rect::new(
1079
        to.x + (r.x - from.x) * sx,
1080
        to.y + (r.y - from.y) * sy,
1081
        (r.w * sx).max(MIN_FLOAT_SIZE),
1082
        (r.h * sy).max(MIN_FLOAT_SIZE),
1083
    );
1084
    clamp_float(scaled, to)
1085
}