atagen

monolith

public
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9d1128e3c22797988dafcb931e07cd2a3ea9ad2f
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ssh://brewery@pls.lobotomise.me:33/atagen/monolith.git
crates/layout/src/lib.rsRust1160 lines36.6 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.windows.iter().any(|(x, v)| {
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            x != w && v.output == Some(o) && v.tag == tag && v.scratchpad.is_none() && !v.hidden
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        });
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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 or else
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    /// homeless.
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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)
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            .map_or(self.homeless, |w| w.tag)
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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 {
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            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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        };
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        match win.scratchpad {
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            Some(s) => {
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                let sp = &self.scratchpads[s];
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                sp.output == Some(o) && sp.shown.map(|i| sp.windows[i]) == Some(w)
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            }
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            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
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            .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,
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            modal: false,
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            sticky: false,
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            scratchpad: None,
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            urgent: false,
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            hidden: false,
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            evicted_from: None,
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        });
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        if let Some(o) = output {
367
            if !self.is_viewed(o, tag) {
368
                self.tags[tag].urgent = true;
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            }
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            self.place(w);
371
        }
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        w
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    }
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    pub fn remove_window(&mut self, w: WindowId) {
376
        if !self.windows.contains_key(w) {
377
            return;
378
        }
379
        self.unplace(w);
380
        self.history.retain(|&h| h != w);
381
        self.modals -= usize::from(self.windows[w].modal);
382
        if let Some(s) = self.windows[w].scratchpad {
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            self.leave_scratchpad(s, w);
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        }
385
        for win in self.windows.values_mut() {
386
            if win.parent == Some(w) {
387
                win.parent = None;
388
            }
389
        }
390
        self.windows.remove(w);
391
    }
392
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    /// Puts a window into its output's tree or floating stack. Tiled windows
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    /// go next to the focused window if both are visible, else next to the
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    /// latest window of their tag, else into a new row.
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    fn place(&mut self, w: WindowId) {
397
        let win = &self.windows[w];
398
        let Some(o) = win.output else { return };
399
        if win.scratchpad.is_some() {
400
            return;
401
        }
402
        if win.floating {
403
            let usable = self.outputs[o].usable();
404
            let win = &mut self.windows[w];
405
            match win.float_rect {
406
                Some(rect) => win.float_rect = Some(clamp_float(rect, usable)),
407
                None => {
408
                    win.float_rect = Some(centred(usable, 0.6));
409
                    win.float_default = true;
410
                }
411
            }
412
            self.outputs[o].floating.push(w);
413
            return;
414
        }
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        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
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                .iter()
423
                .rev()
424
                .copied()
425
                .find(|&h| tree.contains(h) && self.windows[h].tag == tag)
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        });
427
        let split = anchor
428
            .filter(|_| self.autotile)
429
            .and_then(|a| self.split_axis(o, a));
430
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
431
        let vis = self.vis_on(o);
432
        match (anchor, split) {
433
            (Some(a), Some(axis)) => tree.insert_split(w, a, axis, vis),
434
            (Some(a), None) => tree.insert_after(w, a, vis),
435
            (None, _) => tree.insert_row(w, vis),
436
        }
437
        self.outputs[o].tree = tree;
438
    }
439
440
    /// The axis a window opening beside `anchor` should split it along, the
441
    /// way the anchor is laid out right now. Hidden anchors have no shape.
442
    fn split_axis(&self, o: OutputId, anchor: WindowId) -> Option<Axis> {
443
        let rect = self
444
            .arrange(o)
445
            .tiled
446
            .iter()
447
            .find(|p| p.window == anchor && p.visible)?
448
            .rect;
449
        let axis = if rect.w > rect.h {
450
            Axis::Horizontal
451
        } else {
452
            Axis::Vertical
453
        };
454
        (rect.w > 0.0 && rect.h > 0.0).then_some(axis)
455
    }
456
457
    fn unplace(&mut self, w: WindowId) {
458
        let Some(o) = self.windows[w].output else {
459
            return;
460
        };
461
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
462
        tree.remove(w, self.vis_on(o));
463
        let out = &mut self.outputs[o];
464
        out.tree = tree;
465
        out.floating.retain(|&f| f != w);
466
    }
467
468
    /// Focuses `w`, or the deepest modal dialog over it, which is returned.
469
    /// The windows between stay below it in the history, and a modal dialog
470
    /// focused on its own brings its parent up beneath it, so closing the
471
    /// dialog hands focus back to its parent.
472
    pub fn focus(&mut self, mut w: WindowId) -> Option<WindowId> {
473
        if self.eclipsed(w) {
474
            return None;
475
        }
476
        loop {
477
            let win = self.windows.get(w)?;
478
            self.active = win.output.or(self.active);
479
            if let Some(o) = win.output {
480
                let stack = &mut self.outputs[o].floating;
481
                if let Some(i) = stack.iter().position(|&f| f == w) {
482
                    stack.remove(i);
483
                    stack.push(w);
484
                }
485
            }
486
            let parent = win.parent.filter(|_| win.modal);
487
            self.history.retain(|&h| h != w);
488
            self.history.push(w);
489
            if let Some(p) = parent {
490
                self.history.retain(|&h| h != p);
491
                self.history.insert(self.history.len() - 1, p);
492
            }
493
            self.windows[w].urgent = false;
494
            match self.modal_child(w) {
495
                Some(child) => w = child,
496
                None => return Some(w),
497
            }
498
        }
499
    }
500
501
    /// Marks `w` as a modal dialog of its parent, or not.
502
    pub fn set_modal(&mut self, w: WindowId, modal: bool) {
503
        if let Some(win) = self.windows.get_mut(w)
504
            && std::mem::replace(&mut win.modal, modal) != modal
505
        {
506
            self.modals = if modal {
507
                self.modals + 1
508
            } else {
509
                self.modals - 1
510
            };
511
        }
512
    }
513
514
    /// The visible modal dialog of `w` on its output, the most recently
515
    /// focused if it has several.
516
    pub fn modal_child(&self, w: WindowId) -> Option<WindowId> {
517
        if self.modals == 0 {
518
            return None;
519
        }
520
        let output = self.windows.get(w)?.output;
521
        self.windows
522
            .iter()
523
            .filter(|&(c, win)| {
524
                win.modal && win.parent == Some(w) && win.output == output && self.visible(c)
525
            })
526
            .max_by_key(|&(c, _)| self.history.iter().rposition(|&h| h == c))
527
            .map(|(c, _)| c)
528
    }
529
530
    /// The window that takes focus aimed at `w`, the deepest modal dialog
531
    /// over it or `w` itself.
532
    pub fn modal_leaf(&self, mut w: WindowId) -> WindowId {
533
        while let Some(child) = self.modal_child(w) {
534
            w = child;
535
        }
536
        w
537
    }
538
539
    /// Whether focus aimed at `w` would change nothing.
540
    pub fn is_focused(&self, w: WindowId) -> bool {
541
        self.focused() == Some(self.modal_leaf(w))
542
    }
543
544
    /// The most recently focused visible window on the active output. Focus
545
    /// falling back to another output would leave keybinds acting on one
546
    /// output while the keyboard and pointer sit on another.
547
    pub fn focused(&self) -> Option<WindowId> {
548
        self.focused_on(self.active?)
549
    }
550
551
    /// The most recently focused visible window on `o`.
552
    pub fn focused_on(&self, o: OutputId) -> Option<WindowId> {
553
        self.history
554
            .iter()
555
            .rev()
556
            .copied()
557
            .find(|&w| self.windows[w].output == Some(o) && self.visible(w) && !self.eclipsed(w))
558
            .map(|w| self.modal_leaf(w))
559
    }
560
561
    /// Focuses the nearest visible window in `dir`, crossing to the next
562
    /// output when there is none on this one.
563
    pub fn focus_dir(&mut self, dir: Dir) -> Option<WindowId> {
564
        let o = self.active?;
565
        let current = self.focused_on(o);
566
        let from = current.and_then(|f| self.rect_of(f));
567
        let target = from.and_then(|from| {
568
            let arr = self.arrange(o);
569
            let reachable = |w| {
570
                arr.fullscreen
571
                    .is_none_or(|f| w == f || arr.over.contains(&w))
572
            };
573
            let candidates = arr
574
                .tiled
575
                .iter()
576
                .filter(|p| p.visible && !self.eclipsed(p.window))
577
                .map(|p| (p.window, p.rect))
578
                .chain(arr.floating.iter().copied())
579
                .filter(|&(w, _)| Some(self.modal_leaf(w)) != current && reachable(w));
580
            nearest(from, dir, candidates)
581
        });
582
        if let Some(w) = target {
583
            return self.focus(w);
584
        }
585
        let next = self.output_towards(o, dir)?;
586
        self.active = Some(next);
587
        let w = self.focused_on(next);
588
        if let Some(w) = w {
589
            self.focus(w);
590
        }
591
        w
592
    }
593
594
    pub fn output_towards(&self, from: OutputId, dir: Dir) -> Option<OutputId> {
595
        let here = self.outputs.get(from)?.area;
596
        let others = self
597
            .outputs
598
            .iter()
599
            .filter(|&(id, _)| id != from)
600
            .map(|(id, out)| (id, out.area));
601
        nearest(here, dir, others)
602
    }
603
604
    fn rect_of(&self, w: WindowId) -> Option<Rect> {
605
        let o = self.windows.get(w)?.output?;
606
        let arr = self.arrange(o);
607
        arr.tiled
608
            .iter()
609
            .find(|p| p.window == w)
610
            .map(|p| p.rect)
611
            .or_else(|| arr.floating.iter().find(|f| f.0 == w).map(|f| f.1))
612
    }
613
614
    fn vis_on(&self, o: OutputId) -> impl Fn(WindowId) -> bool + '_ {
615
        move |w| self.windows[w].output == Some(o) && self.visible(w)
616
    }
617
618
    fn focused_tiled(&self) -> Option<(WindowId, OutputId)> {
619
        let w = self.focused()?;
620
        let o = self.windows[w].output?;
621
        self.outputs[o].tree.contains(w).then_some((w, o))
622
    }
623
624
    pub fn move_window(&mut self, dir: Dir) -> bool {
625
        let Some((w, o)) = self.focused_tiled() else {
626
            return false;
627
        };
628
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
629
        let moved = tree.move_window(w, dir, self.vis_on(o));
630
        self.outputs[o].tree = tree;
631
        moved
632
    }
633
634
    pub fn move_container(&mut self, dir: Dir, merge: bool) -> bool {
635
        let Some((w, o)) = self.focused_tiled() else {
636
            return false;
637
        };
638
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
639
        let moved = tree.move_container(w, dir, merge, self.vis_on(o));
640
        self.outputs[o].tree = tree;
641
        moved
642
    }
643
644
    pub fn merge_window(&mut self, dir: Dir) -> bool {
645
        let Some((w, o)) = self.focused_tiled() else {
646
            return false;
647
        };
648
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
649
        let merged = tree.merge_window(w, dir, self.vis_on(o));
650
        self.outputs[o].tree = tree;
651
        merged
652
    }
653
654
    /// Whether a tiled window is extended over others sharing its container.
655
    pub fn grouped(&self, w: WindowId) -> bool {
656
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
657
            return false;
658
        };
659
        self.outputs[o].tree.grouped(w, self.vis_on(o))
660
    }
661
662
    /// Whether another window is extended over the tiled window `w`, which
663
    /// leaves it no room and takes it out of reach of focus.
664
    pub fn eclipsed(&self, w: WindowId) -> bool {
665
        let Some(o) = self
666
            .windows
667
            .get(w)
668
            .filter(|w| !w.fullscreen)
669
            .and_then(|w| w.output)
670
        else {
671
            return false;
672
        };
673
        self.outputs[o].tree.eclipsed(w, self.vis_on(o))
674
    }
675
676
    /// Whether a tiled window fills its output through expansion.
677
    pub fn maximized(&self, w: WindowId) -> bool {
678
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
679
            return false;
680
        };
681
        self.outputs[o].tree.maximized(w, self.vis_on(o))
682
    }
683
684
    pub fn resize(&mut self, axis: Axis, delta: f64) -> bool {
685
        let Some((w, o)) = self.focused_tiled() else {
686
            return false;
687
        };
688
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
689
        let done = tree.resize(w, axis, delta, self.vis_on(o));
690
        self.outputs[o].tree = tree;
691
        done
692
    }
693
694
    pub fn balance(&mut self) -> bool {
695
        let Some((w, o)) = self.focused_tiled() else {
696
            return false;
697
        };
698
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
699
        let done = tree.balance(w, self.vis_on(o));
700
        self.outputs[o].tree = tree;
701
        done
702
    }
703
704
    /// Whether `w` is tiled with a visible window across the split on side `dir`.
705
    pub fn has_split(&self, w: WindowId, dir: Dir) -> bool {
706
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
707
            return false;
708
        };
709
        self.outputs[o].tree.has_split(w, dir, self.vis_on(o))
710
    }
711
712
    /// Moves the split on side `dir` of the tiled window `w` by `px`, positive
713
    /// toward the right or bottom.
714
    pub fn move_split(&mut self, w: WindowId, dir: Dir, px: f64) -> bool {
715
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
716
            return false;
717
        };
718
        let area = inset(self.outputs[o].usable(), self.gaps.outer);
719
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
720
        let moved = tree.move_split(w, dir, px, area, self.gaps.inner, self.vis_on(o));
721
        self.outputs[o].tree = tree;
722
        moved
723
    }
724
725
    pub fn expand(&mut self, scope: ExpandScope) -> bool {
726
        let Some((w, o)) = self.focused_tiled() else {
727
            return false;
728
        };
729
        let (skip, count) = match scope {
730
            ExpandScope::Window => (0, 1),
731
            ExpandScope::Container => (1, 1),
732
            ExpandScope::All => (0, usize::MAX),
733
        };
734
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
735
        let expanded = tree.toggle_expand(w, skip, count, self.vis_on(o));
736
        self.outputs[o].tree = tree;
737
        expanded
738
    }
739
740
    pub fn flip(&mut self, o: OutputId) {
741
        if let Some(out) = self.outputs.get_mut(o) {
742
            out.tree.flip();
743
        }
744
    }
745
746
    /// Retags a window along with the windows it is extended over. They keep
747
    /// their slots and disappear if the new tag is not viewed.
748
    pub fn set_tag(&mut self, w: WindowId, tag: TagId) {
749
        let Some(win) = self.windows.get(w) else {
750
            return;
751
        };
752
        if !self.tags.contains_key(tag) {
753
            return;
754
        }
755
        let group = match win.output {
756
            Some(o) => self.outputs[o].tree.group_windows(w, self.vis_on(o)),
757
            None => vec![w],
758
        };
759
        for g in group {
760
            self.windows[g].tag = tag;
761
        }
762
    }
763
764
    /// Moves a window to `tag` on `o`, marking the tag urgent when the window
765
    /// ends up out of sight.
766
    pub fn relocate(&mut self, w: WindowId, o: Option<OutputId>, tag: TagId) {
767
        if let Some(o) = o {
768
            self.send_to_output(w, o);
769
        }
770
        self.set_tag(w, tag);
771
        self.mark_urgent(w);
772
    }
773
774
    /// Flags a window that wants attention unless it already has the focus,
775
    /// and its tag too when the window is out of sight.
776
    pub fn mark_urgent(&mut self, w: WindowId) {
777
        if self.windows.get(w).is_none_or(|win| win.hidden) {
778
            return;
779
        }
780
        if self.focused() != Some(w) {
781
            self.windows[w].urgent = true;
782
        }
783
        if !self.visible(w) {
784
            let tag = self.windows[w].tag;
785
            self.tags[tag].urgent = true;
786
        }
787
    }
788
789
    /// Drops the flag of the window holding the focus, which can reach it
790
    /// without `focus`, when the window before it closes or its tag is viewed.
791
    pub fn clear_focused_urgent(&mut self) {
792
        if let Some(w) = self.focused() {
793
            self.windows[w].urgent = false;
794
        }
795
    }
796
797
    pub fn send_to_output(&mut self, w: WindowId, o: OutputId) {
798
        let Some(win) = self.windows.get(w) else {
799
            return;
800
        };
801
        if !self.outputs.contains_key(o) || win.output == Some(o) || win.scratchpad.is_some() {
802
            return;
803
        }
804
        let from = win.output.map(|f| self.outputs[f].usable());
805
        self.unplace(w);
806
        let win = &mut self.windows[w];
807
        if let (Some(from), Some(rect)) = (from, win.float_rect) {
808
            win.float_rect = Some(translate(rect, from, self.outputs[o].usable()));
809
        }
810
        win.output = Some(o);
811
        win.evicted_from = None;
812
        self.place(w);
813
    }
814
815
    /// Switches a window between tiled and floating. A scratchpad window
816
    /// leaves its scratchpad and tiles on the tag being viewed, since its own
817
    /// tag may well be hidden.
818
    pub fn toggle_floating(&mut self, w: WindowId) {
819
        let Some(win) = self.windows.get(w) else {
820
            return;
821
        };
822
        if let Some(s) = win.scratchpad {
823
            let o = win.output.or(self.active);
824
            let tag = o
825
                .and_then(|o| self.outputs.get(o)?.viewed.first().copied())
826
                .unwrap_or(self.homeless);
827
            self.leave_scratchpad(s, w);
828
            let win = &mut self.windows[w];
829
            win.output = o;
830
            win.tag = tag;
831
            win.floating = false;
832
            self.place(w);
833
            return;
834
        }
835
        self.unplace(w);
836
        let win = &mut self.windows[w];
837
        win.floating = !win.floating;
838
        self.place(w);
839
    }
840
841
    pub fn set_float_rect(&mut self, w: WindowId, rect: Rect) {
842
        if let Some(win) = self.windows.get_mut(w) {
843
            win.float_rect = Some(rect);
844
            win.float_default = false;
845
        }
846
    }
847
848
    /// Places a float without settling its size, so a window still deciding
849
    /// on one is asked again after being tiled.
850
    pub fn hold_float_rect(&mut self, w: WindowId, rect: Rect) {
851
        if let Some(win) = self.windows.get_mut(w) {
852
            win.float_rect = Some(rect);
853
        }
854
    }
855
856
    pub fn toggle_fullscreen(&mut self, w: WindowId) {
857
        if let Some(win) = self.windows.get_mut(w) {
858
            win.fullscreen = !win.fullscreen;
859
        }
860
    }
861
862
    pub fn toggle_sticky(&mut self, w: WindowId) {
863
        if let Some(win) = self.windows.get_mut(w) {
864
            win.sticky = !win.sticky;
865
        }
866
    }
867
868
    /// Hides `w` or shows it again, keeping everything else about it.
869
    pub fn set_hidden(&mut self, w: WindowId, hidden: bool) {
870
        if let Some(win) = self.windows.get_mut(w) {
871
            win.hidden = hidden;
872
            win.urgent &= !hidden;
873
        }
874
    }
875
876
    /// Target geometry for everything on `o`, in output-local logical
877
    /// coordinates offset by the output's area.
878
    pub fn arrange(&self, o: OutputId) -> Arrangement {
879
        self.arrange_hiding(o, &[])
880
    }
881
882
    /// Like `arrange` with `hide` treated as hidden, which places them on the
883
    /// seeds they would grow from.
884
    pub fn arrange_hiding(&self, o: OutputId, hide: &[WindowId]) -> Arrangement {
885
        let Some(out) = self.outputs.get(o) else {
886
            return Arrangement::default();
887
        };
888
        let area = inset(out.usable(), self.gaps.outer);
889
        let shown = self.vis_on(o);
890
        let vis = &|w: WindowId| shown(w) && !hide.contains(&w);
891
        let tiled = out
892
            .tree
893
            .arrange(area, self.gaps.inner, vis)
894
            .into_iter()
895
            .map(|(window, rect)| Placed {
896
                window,
897
                rect,
898
                visible: vis(window),
899
            })
900
            .collect();
901
        let floating = self.floating_on(o, out, vis);
902
        let fullscreen = self.fullscreen_in(vis);
903
        let over = fullscreen.map_or_else(Vec::new, |f| self.above_fullscreen(f, &floating));
904
        Arrangement {
905
            tiled,
906
            floating,
907
            fullscreen,
908
            over,
909
        }
910
    }
911
912
    fn floating_on(
913
        &self,
914
        o: OutputId,
915
        out: &Output,
916
        vis: &dyn Fn(WindowId) -> bool,
917
    ) -> Vec<(WindowId, Rect)> {
918
        let mut floating: Vec<(WindowId, Rect)> = out
919
            .floating
920
            .iter()
921
            .copied()
922
            .filter(|&w| vis(w))
923
            .filter_map(|w| Some((w, self.windows[w].float_rect?)))
924
            .collect();
925
        for sp in &self.scratchpads {
926
            if let Some(i) = sp.shown
927
                && sp.output == Some(o)
928
                && !self.windows[sp.windows[i]].hidden
929
                && let Some(r) = self.windows[sp.windows[i]].float_rect
930
            {
931
                floating.push((sp.windows[i], centre_in(out.usable(), r.w, r.h)));
932
            }
933
        }
934
        floating
935
    }
936
937
    fn fullscreen_in(&self, vis: &dyn Fn(WindowId) -> bool) -> Option<WindowId> {
938
        let is_fullscreen = |w: WindowId| self.windows[w].fullscreen && vis(w);
939
        self.history
940
            .iter()
941
            .rev()
942
            .copied()
943
            .find(|&w| is_fullscreen(w))
944
            .or_else(|| self.windows.keys().find(|&w| is_fullscreen(w)))
945
    }
946
947
    fn above_fullscreen(&self, f: WindowId, floating: &[(WindowId, Rect)]) -> Vec<WindowId> {
948
        floating
949
            .iter()
950
            .map(|&(w, _)| w)
951
            .filter(|&w| w != f && (self.descends(w, f) || self.windows[w].scratchpad.is_some()))
952
            .collect()
953
    }
954
955
    /// The fullscreen window of the output under (x, y), with the floating
956
    /// transients that stay above it. Cheaper than arranging the output.
957
    pub fn fullscreen_at(&self, x: f64, y: f64) -> Option<(WindowId, Vec<WindowId>)> {
958
        let (o, out) = self
959
            .outputs
960
            .iter()
961
            .find(|(_, out)| out.area.contains(x, y))?;
962
        let vis = self.vis_on(o);
963
        let f = self.fullscreen_in(&vis)?;
964
        Some((f, self.above_fullscreen(f, &self.floating_on(o, out, &vis))))
965
    }
966
967
    /// Records that `w` is a transient of `parent`.
968
    pub fn set_parent(&mut self, w: WindowId, parent: Option<WindowId>) {
969
        if parent.is_some_and(|p| p == w || self.descends(p, w)) {
970
            return;
971
        }
972
        if let Some(win) = self.windows.get_mut(w) {
973
            win.parent = parent;
974
        }
975
    }
976
977
    fn descends(&self, mut w: WindowId, of: WindowId) -> bool {
978
        for _ in 0..self.windows.len() {
979
            match self.windows.get(w).and_then(|x| x.parent) {
980
                Some(p) if p == of => return true,
981
                Some(p) => w = p,
982
                None => return false,
983
            }
984
        }
985
        false
986
    }
987
988
    /// Moves focus to a fullscreen `w` when it covers the focused window,
989
    /// unless that is one of its own transients.
990
    pub fn focus_if_covering(&mut self, w: WindowId) {
991
        let Some(win) = self.windows.get(w).filter(|win| win.fullscreen) else {
992
            return;
993
        };
994
        let covers = self.focused().is_some_and(|f| {
995
            f != w && self.windows[f].output == win.output && !self.descends(f, w)
996
        });
997
        if covers && self.visible(w) {
998
            self.focus(w);
999
        }
1000
    }
1001
1002
    /// Focuses `w` unless it is out of sight or a fullscreen window hides it,
1003
    /// flagging it urgent then. Returns whether it took the focus.
1004
    pub fn focus_unless_covered(&mut self, w: WindowId) -> bool {
1005
        if self.visible(w) && !self.covered(w) {
1006
            self.focus(w);
1007
            return true;
1008
        }
1009
        self.mark_urgent(w);
1010
        false
1011
    }
1012
1013
    /// Whether a fullscreen or extended window on `w`'s output hides it. The
1014
    /// fullscreen window's transients and shown scratchpads are not hidden,
1015
    /// and a window that is itself fullscreen takes over.
1016
    pub fn covered(&self, w: WindowId) -> bool {
1017
        if self.eclipsed(w) {
1018
            return true;
1019
        }
1020
        let Some(win) = self.windows.get(w) else {
1021
            return false;
1022
        };
1023
        let Some(o) = win.output else {
1024
            return false;
1025
        };
1026
        let arr = self.arrange(o);
1027
        !win.fullscreen && arr.fullscreen.is_some_and(|f| f != w) && !arr.over.contains(&w)
1028
    }
1029
1030
    #[cfg(test)]
1031
    pub(crate) fn check(&self) {
1032
        for (o, out) in &self.outputs {
1033
            out.tree.check();
1034
            for w in out.tree.windows() {
1035
                let win = &self.windows[w];
1036
                assert_eq!(win.output, Some(o));
1037
                assert!(!win.floating && win.scratchpad.is_none());
1038
            }
1039
            for &w in &out.floating {
1040
                assert_eq!(self.windows[w].output, Some(o));
1041
                assert!(self.windows[w].floating);
1042
            }
1043
        }
1044
        for (w, win) in &self.windows {
1045
            let homes = self
1046
                .outputs
1047
                .values()
1048
                .filter(|out| out.tree.contains(w) || out.floating.contains(&w))
1049
                .count();
1050
            let expected = usize::from(win.output.is_some() && win.scratchpad.is_none());
1051
            assert_eq!(homes, expected, "window placed {homes} times");
1052
        }
1053
    }
1054
}
1055
1056
fn nearest<K: Copy>(
1057
    from: Rect,
1058
    dir: Dir,
1059
    candidates: impl Iterator<Item = (K, Rect)>,
1060
) -> Option<K> {
1061
    const TOL: f64 = 0.5;
1062
    let score = |r: Rect| -> Option<(bool, f64, f64)> {
1063
        let (gap, overlap, offset) = match dir {
1064
            Dir::Right => (
1065
                r.x - from.right(),
1066
                span_overlap(from.y, from.h, r.y, r.h),
1067
                r.center_y() - from.center_y(),
1068
            ),
1069
            Dir::Left => (
1070
                from.x - r.right(),
1071
                span_overlap(from.y, from.h, r.y, r.h),
1072
                r.center_y() - from.center_y(),
1073
            ),
1074
            Dir::Down => (
1075
                r.y - from.bottom(),
1076
                span_overlap(from.x, from.w, r.x, r.w),
1077
                r.center_x() - from.center_x(),
1078
            ),
1079
            Dir::Up => (
1080
                from.y - r.bottom(),
1081
                span_overlap(from.x, from.w, r.x, r.w),
1082
                r.center_x() - from.center_x(),
1083
            ),
1084
        };
1085
        (gap > -TOL).then_some((overlap <= 0.0, gap.max(0.0), offset.abs()))
1086
    };
1087
    candidates
1088
        .filter_map(|(k, r)| score(r).map(|s| (k, s)))
1089
        .min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(std::cmp::Ordering::Equal))
1090
        .map(|(k, _)| k)
1091
}
1092
1093
fn span_overlap(a: f64, al: f64, b: f64, bl: f64) -> f64 {
1094
    (a + al).min(b + bl) - a.max(b)
1095
}
1096
1097
fn inset(r: Rect, by: f64) -> Rect {
1098
    Rect::new(
1099
        r.x + by,
1100
        r.y + by,
1101
        (r.w - 2.0 * by).max(0.0),
1102
        (r.h - 2.0 * by).max(0.0),
1103
    )
1104
}
1105
1106
fn centred(area: Rect, frac: f64) -> Rect {
1107
    centre_in(area, area.w * frac, area.h * frac)
1108
}
1109
1110
/// A w by h rect centred in area, shrunk to fit it.
1111
pub(crate) fn centre_in(area: Rect, w: f64, h: f64) -> Rect {
1112
    let (w, h) = (w.min(area.w), h.min(area.h));
1113
    Rect::new(
1114
        area.x + (area.w - w) / 2.0,
1115
        area.y + (area.h - h) / 2.0,
1116
        w,
1117
        h,
1118
    )
1119
}
1120
1121
/// The smallest a floating window gets when dragged or rescaled.
1122
pub const MIN_FLOAT_SIZE: f64 = 32.0;
1123
1124
/// How much of a floating window stays reachable when it is larger than
1125
/// the area it lives in.
1126
const STRIP: f64 = 64.0;
1127
1128
/// Moves a floating rect to keep it reachable inside bounds. A window that
1129
/// fits stays whole inside, a larger one keeps its top edge and a strip.
1130
pub fn clamp_float(r: Rect, bounds: Rect) -> Rect {
1131
    let x = if r.w <= bounds.w {
1132
        r.x.clamp(bounds.x, bounds.right() - r.w)
1133
    } else {
1134
        let strip = STRIP.min(bounds.w);
1135
        r.x.clamp(bounds.x + strip - r.w, bounds.right() - strip)
1136
    };
1137
    let y = if r.h <= bounds.h {
1138
        r.y.clamp(bounds.y, bounds.bottom() - r.h)
1139
    } else {
1140
        r.y.clamp(bounds.y, bounds.bottom() - STRIP.min(bounds.h))
1141
    };
1142
    Rect::new(x, y, r.w, r.h)
1143
}
1144
1145
/// Keeps a floating rect at the same relative spot and size when the area
1146
/// it lives in changes.
1147
fn translate(r: Rect, from: Rect, to: Rect) -> Rect {
1148
    if to.w <= 0.0 || to.h <= 0.0 {
1149
        return r;
1150
    }
1151
    let sx = if from.w > 0.0 { to.w / from.w } else { 1.0 };
1152
    let sy = if from.h > 0.0 { to.h / from.h } else { 1.0 };
1153
    let scaled = Rect::new(
1154
        to.x + (r.x - from.x) * sx,
1155
        to.y + (r.y - from.y) * sy,
1156
        (r.w * sx).max(MIN_FLOAT_SIZE),
1157
        (r.h * sy).max(MIN_FLOAT_SIZE),
1158
    );
1159
    clamp_float(scaled, to)
1160
}