atagen

monolith

public
Star0
Watch0
bbe43ba0672cbfcedfad26dfaad96b449f09970d
1
ssh://brewery@pls.lobotomise.me:33/atagen/monolith.git
crates/layout/src/lib.rsRust1111 lines35.0 KB
1
//! Window organisation without smithay. Tags with per-output views, one
2
//! tiling tree per output filtered by those views, floating windows,
3
//! scratchpads, focus, and restoring windows when an output comes back.
4
5
mod outputs;
6
mod scratchpad;
7
mod tree;
8
9
#[cfg(test)]
10
mod tests;
11
12
pub use monolith_planner::Rect;
13
pub use tree::{Axis, Dir, Tree};
14
15
use outputs::Parked;
16
use slotmap::{SlotMap, new_key_type};
17
use std::collections::HashMap;
18
19
new_key_type! {
20
    pub struct WindowId;
21
    pub struct TagId;
22
    pub struct OutputId;
23
}
24
25
pub const HOMELESS: &str = "homeless";
26
27
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
28
pub enum ExpandScope {
29
    Window,
30
    Container,
31
    All,
32
}
33
34
/// Space taken from an output's edges by bars and other panels.
35
#[derive(Clone, Copy, Debug, PartialEq, Default)]
36
pub struct Insets {
37
    pub top: f64,
38
    pub right: f64,
39
    pub bottom: f64,
40
    pub left: f64,
41
}
42
43
#[derive(Clone, Copy, Debug, PartialEq)]
44
pub struct Gaps {
45
    pub inner: f64,
46
    pub outer: f64,
47
}
48
49
impl Default for Gaps {
50
    fn default() -> Self {
51
        Self {
52
            inner: 8.0,
53
            outer: 8.0,
54
        }
55
    }
56
}
57
58
#[derive(Clone, Debug)]
59
pub struct Window {
60
    pub output: Option<OutputId>,
61
    pub tag: TagId,
62
    pub floating: bool,
63
    pub float_rect: Option<Rect>,
64
    /// `float_rect` is the layout's default, not a size the window or the
65
    /// user chose.
66
    pub float_default: bool,
67
    pub fullscreen: bool,
68
    /// The window this one is a dialog or other transient of.
69
    pub parent: Option<WindowId>,
70
    /// Focus aimed at the parent goes to this window while it is mapped.
71
    pub modal: bool,
72
    pub sticky: bool,
73
    pub scratchpad: Option<usize>,
74
    pub urgent: bool,
75
    /// Its client took the buffer away, as when hiding to a tray. The entry
76
    /// stays for when the client maps it again, but nothing shows or focuses it.
77
    pub hidden: bool,
78
    evicted_from: Option<String>,
79
}
80
81
#[derive(Clone, Debug)]
82
pub struct Tag {
83
    pub name: String,
84
    pub urgent: bool,
85
}
86
87
#[derive(Clone, Debug)]
88
pub struct Output {
89
    pub name: String,
90
    pub area: Rect,
91
    pub reserved: Insets,
92
    pub tree: Tree<WindowId>,
93
    /// Viewed tags besides the homeless tag, which is always viewed.
94
    pub viewed: Vec<TagId>,
95
    /// Floating windows, bottom to top.
96
    pub floating: Vec<WindowId>,
97
}
98
99
impl Output {
100
    /// The area left once bars and panels have taken their edges.
101
    pub fn usable(&self) -> Rect {
102
        let (a, r) = (self.area, self.reserved);
103
        Rect::new(
104
            a.x + r.left,
105
            a.y + r.top,
106
            (a.w - r.left - r.right).max(0.0),
107
            (a.h - r.top - r.bottom).max(0.0),
108
        )
109
    }
110
}
111
112
#[derive(Clone, Debug)]
113
pub struct Scratchpad {
114
    pub name: String,
115
    pub windows: Vec<WindowId>,
116
    pub shown: Option<usize>,
117
    pub output: Option<OutputId>,
118
}
119
120
#[derive(Clone, Debug, Default)]
121
pub struct Arrangement {
122
    /// Every tiled window on the output. Hidden ones are zero-size seeds.
123
    pub tiled: Vec<Placed>,
124
    /// Visible floating windows and shown scratchpads, bottom to top.
125
    pub floating: Vec<(WindowId, Rect)>,
126
    pub fullscreen: Option<WindowId>,
127
    /// Floating transients of the fullscreen window and shown scratchpads,
128
    /// which stay above it.
129
    pub over: Vec<WindowId>,
130
}
131
132
#[derive(Clone, Copy, Debug)]
133
pub struct Placed {
134
    pub window: WindowId,
135
    pub rect: Rect,
136
    pub visible: bool,
137
}
138
139
#[derive(Clone, Debug)]
140
pub struct Layout {
141
    windows: SlotMap<WindowId, Window>,
142
    tags: SlotMap<TagId, Tag>,
143
    tag_order: Vec<TagId>,
144
    homeless: TagId,
145
    outputs: SlotMap<OutputId, Output>,
146
    active: Option<OutputId>,
147
    /// Focus history, most recent last.
148
    history: Vec<WindowId>,
149
    /// How many windows are modal, so focus lookups skip the scan for one.
150
    modals: usize,
151
    scratchpads: Vec<Scratchpad>,
152
    last_scratchpad: Option<usize>,
153
    parked: HashMap<String, Parked>,
154
    pub gaps: Gaps,
155
    pub autotile: bool,
156
}
157
158
impl Default for Layout {
159
    fn default() -> Self {
160
        let mut tags = SlotMap::with_key();
161
        let homeless = tags.insert(Tag {
162
            name: HOMELESS.into(),
163
            urgent: false,
164
        });
165
        Self {
166
            windows: SlotMap::with_key(),
167
            tags,
168
            tag_order: vec![homeless],
169
            homeless,
170
            outputs: SlotMap::with_key(),
171
            active: None,
172
            history: Vec::new(),
173
            modals: 0,
174
            scratchpads: Vec::new(),
175
            last_scratchpad: None,
176
            parked: HashMap::new(),
177
            gaps: Gaps::default(),
178
            autotile: false,
179
        }
180
    }
181
}
182
183
impl Layout {
184
    pub fn homeless(&self) -> TagId {
185
        self.homeless
186
    }
187
188
    /// Looks a tag up by name, creating it at the end of the order.
189
    pub fn tag(&mut self, name: &str) -> TagId {
190
        if let Some(id) = self.tag_id(name) {
191
            return id;
192
        }
193
        let id = self.tags.insert(Tag {
194
            name: name.into(),
195
            urgent: false,
196
        });
197
        self.tag_order.push(id);
198
        id
199
    }
200
201
    pub fn tag_id(&self, name: &str) -> Option<TagId> {
202
        self.tag_order
203
            .iter()
204
            .copied()
205
            .find(|&t| self.tags[t].name == name)
206
    }
207
208
    pub fn tags(&self) -> impl Iterator<Item = (TagId, &Tag)> {
209
        self.tag_order.iter().map(|&t| (t, &self.tags[t]))
210
    }
211
212
    pub fn reorder_tag(&mut self, tag: TagId, index: usize) {
213
        if let Some(i) = self.tag_order.iter().position(|&t| t == tag) {
214
            self.tag_order.remove(i);
215
            let index = index.min(self.tag_order.len());
216
            self.tag_order.insert(index, tag);
217
        }
218
    }
219
220
    pub fn window(&self, w: WindowId) -> Option<&Window> {
221
        self.windows.get(w)
222
    }
223
224
    pub fn windows(&self) -> impl Iterator<Item = (WindowId, &Window)> {
225
        self.windows.iter()
226
    }
227
228
    pub fn output(&self, o: OutputId) -> Option<&Output> {
229
        self.outputs.get(o)
230
    }
231
232
    pub fn outputs(&self) -> impl Iterator<Item = (OutputId, &Output)> {
233
        self.outputs.iter()
234
    }
235
236
    pub fn scratchpads(&self) -> &[Scratchpad] {
237
        &self.scratchpads
238
    }
239
240
    pub fn active_output(&self) -> Option<OutputId> {
241
        self.active
242
    }
243
244
    pub fn set_active_output(&mut self, o: OutputId) {
245
        if self.outputs.contains_key(o) {
246
            self.active = Some(o);
247
        }
248
    }
249
250
    pub fn is_viewed(&self, o: OutputId, tag: TagId) -> bool {
251
        tag == self.homeless
252
            || self
253
                .outputs
254
                .get(o)
255
                .is_some_and(|out| out.viewed.contains(&tag))
256
    }
257
258
    /// Views `tag` alone, besides the homeless tag.
259
    pub fn view(&mut self, o: OutputId, tag: TagId) {
260
        let Some(out) = self.outputs.get_mut(o) else {
261
            return;
262
        };
263
        out.viewed.clear();
264
        if tag != self.homeless {
265
            out.viewed.push(tag);
266
        }
267
        self.tags[tag].urgent = false;
268
    }
269
270
    pub fn toggle_view(&mut self, o: OutputId, tag: TagId) {
271
        if tag == self.homeless {
272
            return;
273
        }
274
        let Some(out) = self.outputs.get_mut(o) else {
275
            return;
276
        };
277
        if let Some(i) = out.viewed.iter().position(|&t| t == tag) {
278
            out.viewed.remove(i);
279
        } else {
280
            out.viewed.push(tag);
281
            self.tags[tag].urgent = false;
282
        }
283
    }
284
285
    /// Brings `w`'s tag into view beside the others when `w` is the only
286
    /// window on it there.
287
    pub fn view_if_alone(&mut self, w: WindowId) {
288
        let Some(win) = self.windows.get(w) else {
289
            return;
290
        };
291
        let (Some(o), tag) = (win.output, win.tag) else {
292
            return;
293
        };
294
        if win.scratchpad.is_some() || self.is_viewed(o, tag) {
295
            return;
296
        }
297
        let alone = !self.windows.iter().any(|(x, v)| {
298
            x != w && v.output == Some(o) && v.tag == tag && v.scratchpad.is_none() && !v.hidden
299
        });
300
        if alone {
301
            self.toggle_view(o, tag);
302
        }
303
    }
304
305
    /// The tag a launch from `o` belongs to. The focused window's tag, else
306
    /// the first viewed tag, else homeless. Homeless is always on screen, so
307
    /// focusing one of its windows does not mean the user left their tag.
308
    pub fn launch_tag(&self, o: OutputId) -> TagId {
309
        self.focused_on(o)
310
            .map(|w| &self.windows[w])
311
            .filter(|w| w.scratchpad.is_none() && !w.sticky && w.tag != self.homeless)
312
            .map(|w| w.tag)
313
            .or_else(|| self.outputs.get(o)?.viewed.first().copied())
314
            .unwrap_or(self.homeless)
315
    }
316
317
    pub fn view_everywhere(&mut self, tag: TagId) {
318
        for o in self.outputs.keys().collect::<Vec<_>>() {
319
            self.view(o, tag);
320
        }
321
    }
322
323
    pub fn visible(&self, w: WindowId) -> bool {
324
        let Some(win) = self.windows.get(w) else {
325
            return false;
326
        };
327
        let Some(o) = win.output.filter(|_| !win.hidden) else {
328
            return false;
329
        };
330
        match win.scratchpad {
331
            Some(s) => {
332
                let sp = &self.scratchpads[s];
333
                sp.output == Some(o) && sp.shown.map(|i| sp.windows[i]) == Some(w)
334
            }
335
            None => win.sticky || self.is_viewed(o, win.tag),
336
        }
337
    }
338
339
    /// Adds a window on `output` (default the active one) and `tag` (default
340
    /// homeless). A window landing on a tag its output is not viewing marks
341
    /// the tag urgent.
342
    pub fn add_window(
343
        &mut self,
344
        output: Option<OutputId>,
345
        tag: Option<TagId>,
346
        floating: Option<Rect>,
347
    ) -> WindowId {
348
        let output = output
349
            .filter(|&o| self.outputs.contains_key(o))
350
            .or(self.active);
351
        let tag = tag
352
            .filter(|&t| self.tags.contains_key(t))
353
            .unwrap_or(self.homeless);
354
        let w = self.windows.insert(Window {
355
            output,
356
            tag,
357
            floating: floating.is_some(),
358
            float_rect: floating,
359
            float_default: false,
360
            fullscreen: false,
361
            parent: None,
362
            modal: false,
363
            sticky: false,
364
            scratchpad: None,
365
            urgent: false,
366
            hidden: false,
367
            evicted_from: None,
368
        });
369
        if let Some(o) = output {
370
            if !self.is_viewed(o, tag) {
371
                self.tags[tag].urgent = true;
372
            }
373
            self.place(w);
374
        }
375
        w
376
    }
377
378
    pub fn remove_window(&mut self, w: WindowId) {
379
        if !self.windows.contains_key(w) {
380
            return;
381
        }
382
        self.unplace(w);
383
        self.history.retain(|&h| h != w);
384
        self.modals -= usize::from(self.windows[w].modal);
385
        if let Some(s) = self.windows[w].scratchpad {
386
            self.leave_scratchpad(s, w);
387
        }
388
        for win in self.windows.values_mut() {
389
            if win.parent == Some(w) {
390
                win.parent = None;
391
            }
392
        }
393
        self.windows.remove(w);
394
    }
395
396
    /// Puts a window into its output's tree or floating stack. Tiled windows
397
    /// go next to the focused window if both are visible, else next to the
398
    /// latest window of their tag, else into a new row.
399
    fn place(&mut self, w: WindowId) {
400
        let win = &self.windows[w];
401
        let Some(o) = win.output else { return };
402
        if win.scratchpad.is_some() {
403
            return;
404
        }
405
        if win.floating {
406
            let usable = self.outputs[o].usable();
407
            let win = &mut self.windows[w];
408
            match win.float_rect {
409
                Some(rect) => win.float_rect = Some(clamp_float(rect, usable)),
410
                None => {
411
                    win.float_rect = Some(centred(usable, 0.6));
412
                    win.float_default = true;
413
                }
414
            }
415
            self.outputs[o].floating.push(w);
416
            return;
417
        }
418
        let tag = win.tag;
419
        let tree = &self.outputs[o].tree;
420
        let focused = self
421
            .focused()
422
            .filter(|&f| tree.contains(f) && self.is_viewed(o, tag));
423
        let anchor = focused.or_else(|| {
424
            self.history
425
                .iter()
426
                .rev()
427
                .copied()
428
                .find(|&h| tree.contains(h) && self.windows[h].tag == tag)
429
        });
430
        let split = anchor
431
            .filter(|_| self.autotile)
432
            .and_then(|a| self.split_axis(o, a));
433
        let tree = &mut self.outputs[o].tree;
434
        match (anchor, split) {
435
            (Some(a), Some(axis)) => tree.insert_split(w, a, axis),
436
            (Some(a), None) => tree.insert_after(w, a),
437
            (None, _) => tree.insert_row(w),
438
        }
439
    }
440
441
    /// The axis a window opening beside `anchor` should split it along, the
442
    /// way the anchor is laid out right now. Hidden anchors have no shape.
443
    fn split_axis(&self, o: OutputId, anchor: WindowId) -> Option<Axis> {
444
        let rect = self
445
            .arrange(o)
446
            .tiled
447
            .iter()
448
            .find(|p| p.window == anchor && p.visible)?
449
            .rect;
450
        let axis = if rect.w > rect.h {
451
            Axis::Horizontal
452
        } else {
453
            Axis::Vertical
454
        };
455
        (rect.w > 0.0 && rect.h > 0.0).then_some(axis)
456
    }
457
458
    fn unplace(&mut self, w: WindowId) {
459
        let Some(o) = self.windows[w].output else {
460
            return;
461
        };
462
        let out = &mut self.outputs[o];
463
        out.tree.remove(w);
464
        out.floating.retain(|&f| f != w);
465
    }
466
467
    /// Focuses `w`, or the deepest modal dialog over it, which is returned.
468
    /// The windows between stay below it in the history, and a modal dialog
469
    /// focused on its own brings its parent up beneath it, so closing the
470
    /// dialog hands focus back to its parent.
471
    pub fn focus(&mut self, mut w: WindowId) -> Option<WindowId> {
472
        loop {
473
            let win = self.windows.get(w)?;
474
            self.active = win.output.or(self.active);
475
            if let Some(o) = win.output {
476
                let stack = &mut self.outputs[o].floating;
477
                if let Some(i) = stack.iter().position(|&f| f == w) {
478
                    stack.remove(i);
479
                    stack.push(w);
480
                }
481
            }
482
            let parent = win.parent.filter(|_| win.modal);
483
            self.history.retain(|&h| h != w);
484
            self.history.push(w);
485
            if let Some(p) = parent {
486
                self.history.retain(|&h| h != p);
487
                self.history.insert(self.history.len() - 1, p);
488
            }
489
            self.windows[w].urgent = false;
490
            match self.modal_child(w) {
491
                Some(child) => w = child,
492
                None => return Some(w),
493
            }
494
        }
495
    }
496
497
    /// Marks `w` as a modal dialog of its parent, or not.
498
    pub fn set_modal(&mut self, w: WindowId, modal: bool) {
499
        if let Some(win) = self.windows.get_mut(w)
500
            && std::mem::replace(&mut win.modal, modal) != modal
501
        {
502
            self.modals = if modal {
503
                self.modals + 1
504
            } else {
505
                self.modals - 1
506
            };
507
        }
508
    }
509
510
    /// The visible modal dialog of `w` on its output, the most recently
511
    /// focused if it has several.
512
    pub fn modal_child(&self, w: WindowId) -> Option<WindowId> {
513
        if self.modals == 0 {
514
            return None;
515
        }
516
        let output = self.windows.get(w)?.output;
517
        self.windows
518
            .iter()
519
            .filter(|&(c, win)| {
520
                win.modal && win.parent == Some(w) && win.output == output && self.visible(c)
521
            })
522
            .max_by_key(|&(c, _)| self.history.iter().rposition(|&h| h == c))
523
            .map(|(c, _)| c)
524
    }
525
526
    /// The window that takes focus aimed at `w`, the deepest modal dialog
527
    /// over it or `w` itself.
528
    pub fn modal_leaf(&self, mut w: WindowId) -> WindowId {
529
        while let Some(child) = self.modal_child(w) {
530
            w = child;
531
        }
532
        w
533
    }
534
535
    /// Whether focus aimed at `w` would change nothing.
536
    pub fn is_focused(&self, w: WindowId) -> bool {
537
        self.focused() == Some(self.modal_leaf(w))
538
    }
539
540
    /// The most recently focused visible window on the active output. Focus
541
    /// falling back to another output would leave keybinds acting on one
542
    /// output while the keyboard and pointer sit on another.
543
    pub fn focused(&self) -> Option<WindowId> {
544
        self.focused_on(self.active?)
545
    }
546
547
    /// The most recently focused visible window on `o`.
548
    pub fn focused_on(&self, o: OutputId) -> Option<WindowId> {
549
        self.history
550
            .iter()
551
            .rev()
552
            .copied()
553
            .find(|&w| self.windows[w].output == Some(o) && self.visible(w))
554
            .map(|w| self.modal_leaf(w))
555
    }
556
557
    /// Focuses the nearest visible window in `dir`, crossing to the next
558
    /// output when there is none on this one.
559
    pub fn focus_dir(&mut self, dir: Dir) -> Option<WindowId> {
560
        let o = self.active?;
561
        let current = self.focused_on(o);
562
        let from = current.and_then(|f| self.rect_of(f));
563
        let target = from.and_then(|from| {
564
            let arr = self.arrange(o);
565
            let reachable = |w| {
566
                arr.fullscreen
567
                    .is_none_or(|f| w == f || arr.over.contains(&w))
568
            };
569
            let candidates = arr
570
                .tiled
571
                .iter()
572
                .filter(|p| p.visible)
573
                .map(|p| (p.window, p.rect))
574
                .chain(arr.floating.iter().copied())
575
                .filter(|&(w, _)| Some(self.modal_leaf(w)) != current && reachable(w));
576
            nearest(from, dir, candidates)
577
        });
578
        if let Some(w) = target {
579
            return self.focus(w);
580
        }
581
        let next = self.output_towards(o, dir)?;
582
        self.active = Some(next);
583
        let w = self.focused_on(next);
584
        if let Some(w) = w {
585
            self.focus(w);
586
        }
587
        w
588
    }
589
590
    pub fn output_towards(&self, from: OutputId, dir: Dir) -> Option<OutputId> {
591
        let here = self.outputs.get(from)?.area;
592
        let others = self
593
            .outputs
594
            .iter()
595
            .filter(|&(id, _)| id != from)
596
            .map(|(id, out)| (id, out.area));
597
        nearest(here, dir, others)
598
    }
599
600
    fn rect_of(&self, w: WindowId) -> Option<Rect> {
601
        let o = self.windows.get(w)?.output?;
602
        let arr = self.arrange(o);
603
        arr.tiled
604
            .iter()
605
            .find(|p| p.window == w)
606
            .map(|p| p.rect)
607
            .or_else(|| arr.floating.iter().find(|f| f.0 == w).map(|f| f.1))
608
    }
609
610
    fn vis_on(&self, o: OutputId) -> impl Fn(WindowId) -> bool + '_ {
611
        move |w| self.windows[w].output == Some(o) && self.visible(w)
612
    }
613
614
    fn focused_tiled(&self) -> Option<(WindowId, OutputId)> {
615
        let w = self.focused()?;
616
        let o = self.windows[w].output?;
617
        self.outputs[o].tree.contains(w).then_some((w, o))
618
    }
619
620
    pub fn move_window(&mut self, dir: Dir) -> bool {
621
        let Some((w, o)) = self.focused_tiled() else {
622
            return false;
623
        };
624
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
625
        let moved = tree.move_window(w, dir, self.vis_on(o));
626
        self.outputs[o].tree = tree;
627
        moved
628
    }
629
630
    pub fn move_container(&mut self, dir: Dir) -> bool {
631
        let Some((w, o)) = self.focused_tiled() else {
632
            return false;
633
        };
634
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
635
        let moved = tree.move_container(w, dir, self.vis_on(o));
636
        self.outputs[o].tree = tree;
637
        moved
638
    }
639
640
    pub fn merge_window(&mut self, dir: Dir) -> bool {
641
        let Some((w, o)) = self.focused_tiled() else {
642
            return false;
643
        };
644
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
645
        let merged = tree.merge_window(w, dir, self.vis_on(o));
646
        self.outputs[o].tree = tree;
647
        merged
648
    }
649
650
    /// Whether a tiled window fills its output through expansion.
651
    pub fn maximized(&self, w: WindowId) -> bool {
652
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
653
            return false;
654
        };
655
        self.outputs[o].tree.maximized(w, self.vis_on(o))
656
    }
657
658
    pub fn resize(&mut self, axis: Axis, delta: f64) -> bool {
659
        let Some((w, o)) = self.focused_tiled() else {
660
            return false;
661
        };
662
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
663
        let done = tree.resize(w, axis, delta, self.vis_on(o));
664
        self.outputs[o].tree = tree;
665
        done
666
    }
667
668
    /// Whether `w` is tiled with a visible window across the split on side `dir`.
669
    pub fn has_split(&self, w: WindowId, dir: Dir) -> bool {
670
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
671
            return false;
672
        };
673
        self.outputs[o].tree.has_split(w, dir, self.vis_on(o))
674
    }
675
676
    /// Moves the split on side `dir` of the tiled window `w` by `px`, positive
677
    /// toward the right or bottom.
678
    pub fn move_split(&mut self, w: WindowId, dir: Dir, px: f64) -> bool {
679
        let Some(o) = self.windows.get(w).and_then(|w| w.output) else {
680
            return false;
681
        };
682
        let area = inset(self.outputs[o].usable(), self.gaps.outer);
683
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
684
        let moved = tree.move_split(w, dir, px, area, self.gaps.inner, self.vis_on(o));
685
        self.outputs[o].tree = tree;
686
        moved
687
    }
688
689
    pub fn expand(&mut self, scope: ExpandScope) -> bool {
690
        let Some((w, o)) = self.focused_tiled() else {
691
            return false;
692
        };
693
        let (skip, count) = match scope {
694
            ExpandScope::Window => (0, 1),
695
            ExpandScope::Container => (1, 1),
696
            ExpandScope::All => (0, usize::MAX),
697
        };
698
        let mut tree = std::mem::take(&mut self.outputs[o].tree);
699
        let expanded = tree.toggle_expand(w, skip, count, self.vis_on(o));
700
        self.outputs[o].tree = tree;
701
        expanded
702
    }
703
704
    pub fn flip(&mut self, o: OutputId) {
705
        if let Some(out) = self.outputs.get_mut(o) {
706
            out.tree.flip();
707
        }
708
    }
709
710
    /// Retags a window. It keeps its slot and disappears if the new tag is
711
    /// not viewed.
712
    pub fn set_tag(&mut self, w: WindowId, tag: TagId) {
713
        if self.tags.contains_key(tag)
714
            && let Some(win) = self.windows.get_mut(w)
715
        {
716
            win.tag = tag;
717
        }
718
    }
719
720
    /// Moves a window to `tag` on `o`, marking the tag urgent when the window
721
    /// ends up out of sight.
722
    pub fn relocate(&mut self, w: WindowId, o: Option<OutputId>, tag: TagId) {
723
        if let Some(o) = o {
724
            self.send_to_output(w, o);
725
        }
726
        self.set_tag(w, tag);
727
        self.mark_urgent(w);
728
    }
729
730
    /// Flags a window that wants attention unless it already has the focus,
731
    /// and its tag too when the window is out of sight.
732
    pub fn mark_urgent(&mut self, w: WindowId) {
733
        if self.windows.get(w).is_none_or(|win| win.hidden) {
734
            return;
735
        }
736
        if self.focused() != Some(w) {
737
            self.windows[w].urgent = true;
738
        }
739
        if !self.visible(w) {
740
            let tag = self.windows[w].tag;
741
            self.tags[tag].urgent = true;
742
        }
743
    }
744
745
    /// Drops the flag of the window holding the focus, which can reach it
746
    /// without `focus`, when the window before it closes or its tag is viewed.
747
    pub fn clear_focused_urgent(&mut self) {
748
        if let Some(w) = self.focused() {
749
            self.windows[w].urgent = false;
750
        }
751
    }
752
753
    pub fn send_to_output(&mut self, w: WindowId, o: OutputId) {
754
        let Some(win) = self.windows.get(w) else {
755
            return;
756
        };
757
        if !self.outputs.contains_key(o) || win.output == Some(o) || win.scratchpad.is_some() {
758
            return;
759
        }
760
        let from = win.output.map(|f| self.outputs[f].usable());
761
        self.unplace(w);
762
        let win = &mut self.windows[w];
763
        if let (Some(from), Some(rect)) = (from, win.float_rect) {
764
            win.float_rect = Some(translate(rect, from, self.outputs[o].usable()));
765
        }
766
        win.output = Some(o);
767
        win.evicted_from = None;
768
        self.place(w);
769
    }
770
771
    /// Switches a window between tiled and floating. A scratchpad window
772
    /// leaves its scratchpad and tiles on the tag being viewed, since its own
773
    /// tag may well be hidden.
774
    pub fn toggle_floating(&mut self, w: WindowId) {
775
        let Some(win) = self.windows.get(w) else {
776
            return;
777
        };
778
        if let Some(s) = win.scratchpad {
779
            let o = win.output.or(self.active);
780
            let tag = o.map_or(self.homeless, |o| self.launch_tag(o));
781
            self.leave_scratchpad(s, w);
782
            let win = &mut self.windows[w];
783
            win.output = o;
784
            win.tag = tag;
785
            win.floating = false;
786
            self.place(w);
787
            return;
788
        }
789
        self.unplace(w);
790
        let win = &mut self.windows[w];
791
        win.floating = !win.floating;
792
        self.place(w);
793
    }
794
795
    pub fn set_float_rect(&mut self, w: WindowId, rect: Rect) {
796
        if let Some(win) = self.windows.get_mut(w) {
797
            win.float_rect = Some(rect);
798
            win.float_default = false;
799
        }
800
    }
801
802
    /// Places a float without settling its size, so a window still deciding
803
    /// on one is asked again after being tiled.
804
    pub fn hold_float_rect(&mut self, w: WindowId, rect: Rect) {
805
        if let Some(win) = self.windows.get_mut(w) {
806
            win.float_rect = Some(rect);
807
        }
808
    }
809
810
    pub fn toggle_fullscreen(&mut self, w: WindowId) {
811
        if let Some(win) = self.windows.get_mut(w) {
812
            win.fullscreen = !win.fullscreen;
813
        }
814
    }
815
816
    pub fn toggle_sticky(&mut self, w: WindowId) {
817
        if let Some(win) = self.windows.get_mut(w) {
818
            win.sticky = !win.sticky;
819
        }
820
    }
821
822
    /// Hides `w` or shows it again, keeping everything else about it.
823
    pub fn set_hidden(&mut self, w: WindowId, hidden: bool) {
824
        if let Some(win) = self.windows.get_mut(w) {
825
            win.hidden = hidden;
826
            win.urgent &= !hidden;
827
        }
828
    }
829
830
    /// Target geometry for everything on `o`, in output-local logical
831
    /// coordinates offset by the output's area.
832
    pub fn arrange(&self, o: OutputId) -> Arrangement {
833
        self.arrange_hiding(o, &[])
834
    }
835
836
    /// Like `arrange` with `hide` treated as hidden, which places them on the
837
    /// seeds they would grow from.
838
    pub fn arrange_hiding(&self, o: OutputId, hide: &[WindowId]) -> Arrangement {
839
        let Some(out) = self.outputs.get(o) else {
840
            return Arrangement::default();
841
        };
842
        let area = inset(out.usable(), self.gaps.outer);
843
        let shown = self.vis_on(o);
844
        let vis = &|w: WindowId| shown(w) && !hide.contains(&w);
845
        let tiled = out
846
            .tree
847
            .arrange(area, self.gaps.inner, vis)
848
            .into_iter()
849
            .map(|(window, rect)| Placed {
850
                window,
851
                rect,
852
                visible: vis(window),
853
            })
854
            .collect();
855
        let floating = self.floating_on(o, out, vis);
856
        let fullscreen = self.fullscreen_in(vis);
857
        let over = fullscreen.map_or_else(Vec::new, |f| self.above_fullscreen(f, &floating));
858
        Arrangement {
859
            tiled,
860
            floating,
861
            fullscreen,
862
            over,
863
        }
864
    }
865
866
    fn floating_on(
867
        &self,
868
        o: OutputId,
869
        out: &Output,
870
        vis: &dyn Fn(WindowId) -> bool,
871
    ) -> Vec<(WindowId, Rect)> {
872
        let mut floating: Vec<(WindowId, Rect)> = out
873
            .floating
874
            .iter()
875
            .copied()
876
            .filter(|&w| vis(w))
877
            .filter_map(|w| Some((w, self.windows[w].float_rect?)))
878
            .collect();
879
        for sp in &self.scratchpads {
880
            if let Some(i) = sp.shown
881
                && sp.output == Some(o)
882
                && !self.windows[sp.windows[i]].hidden
883
                && let Some(r) = self.windows[sp.windows[i]].float_rect
884
            {
885
                floating.push((sp.windows[i], centre_in(out.usable(), r.w, r.h)));
886
            }
887
        }
888
        floating
889
    }
890
891
    fn fullscreen_in(&self, vis: &dyn Fn(WindowId) -> bool) -> Option<WindowId> {
892
        let is_fullscreen = |w: WindowId| self.windows[w].fullscreen && vis(w);
893
        self.history
894
            .iter()
895
            .rev()
896
            .copied()
897
            .find(|&w| is_fullscreen(w))
898
            .or_else(|| self.windows.keys().find(|&w| is_fullscreen(w)))
899
    }
900
901
    fn above_fullscreen(&self, f: WindowId, floating: &[(WindowId, Rect)]) -> Vec<WindowId> {
902
        floating
903
            .iter()
904
            .map(|&(w, _)| w)
905
            .filter(|&w| w != f && (self.descends(w, f) || self.windows[w].scratchpad.is_some()))
906
            .collect()
907
    }
908
909
    /// The fullscreen window of the output under (x, y), with the floating
910
    /// transients that stay above it. Cheaper than arranging the output.
911
    pub fn fullscreen_at(&self, x: f64, y: f64) -> Option<(WindowId, Vec<WindowId>)> {
912
        let (o, out) = self
913
            .outputs
914
            .iter()
915
            .find(|(_, out)| out.area.contains(x, y))?;
916
        let vis = self.vis_on(o);
917
        let f = self.fullscreen_in(&vis)?;
918
        Some((f, self.above_fullscreen(f, &self.floating_on(o, out, &vis))))
919
    }
920
921
    /// Records that `w` is a transient of `parent`.
922
    pub fn set_parent(&mut self, w: WindowId, parent: Option<WindowId>) {
923
        if parent.is_some_and(|p| p == w || self.descends(p, w)) {
924
            return;
925
        }
926
        if let Some(win) = self.windows.get_mut(w) {
927
            win.parent = parent;
928
        }
929
    }
930
931
    fn descends(&self, mut w: WindowId, of: WindowId) -> bool {
932
        for _ in 0..self.windows.len() {
933
            match self.windows.get(w).and_then(|x| x.parent) {
934
                Some(p) if p == of => return true,
935
                Some(p) => w = p,
936
                None => return false,
937
            }
938
        }
939
        false
940
    }
941
942
    /// Moves focus to a fullscreen `w` when it covers the focused window,
943
    /// unless that is one of its own transients.
944
    pub fn focus_if_covering(&mut self, w: WindowId) {
945
        let Some(win) = self.windows.get(w).filter(|win| win.fullscreen) else {
946
            return;
947
        };
948
        let covers = self.focused().is_some_and(|f| {
949
            f != w && self.windows[f].output == win.output && !self.descends(f, w)
950
        });
951
        if covers && self.visible(w) {
952
            self.focus(w);
953
        }
954
    }
955
956
    /// Focuses `w` unless it is out of sight or a fullscreen window hides it,
957
    /// flagging it urgent then. Returns whether it took the focus.
958
    pub fn focus_unless_covered(&mut self, w: WindowId) -> bool {
959
        if self.visible(w) && !self.covered(w) {
960
            self.focus(w);
961
            return true;
962
        }
963
        self.mark_urgent(w);
964
        false
965
    }
966
967
    /// Whether a fullscreen window on `w`'s output hides it. The fullscreen
968
    /// window's transients and shown scratchpads are not hidden, and a window
969
    /// that is itself fullscreen takes over.
970
    pub fn covered(&self, w: WindowId) -> bool {
971
        let Some(win) = self.windows.get(w) else {
972
            return false;
973
        };
974
        let Some(o) = win.output else {
975
            return false;
976
        };
977
        let arr = self.arrange(o);
978
        !win.fullscreen && arr.fullscreen.is_some_and(|f| f != w) && !arr.over.contains(&w)
979
    }
980
981
    #[cfg(test)]
982
    pub(crate) fn check(&self) {
983
        for (o, out) in &self.outputs {
984
            out.tree.check();
985
            for w in out.tree.windows() {
986
                let win = &self.windows[w];
987
                assert_eq!(win.output, Some(o));
988
                assert!(!win.floating && win.scratchpad.is_none());
989
            }
990
            for &w in &out.floating {
991
                assert_eq!(self.windows[w].output, Some(o));
992
                assert!(self.windows[w].floating);
993
            }
994
        }
995
        for (w, win) in &self.windows {
996
            let homes = self
997
                .outputs
998
                .values()
999
                .filter(|out| out.tree.contains(w) || out.floating.contains(&w))
1000
                .count();
1001
            let expected = usize::from(win.output.is_some() && win.scratchpad.is_none());
1002
            assert_eq!(homes, expected, "window placed {homes} times");
1003
        }
1004
    }
1005
}
1006
1007
fn nearest<K: Copy>(
1008
    from: Rect,
1009
    dir: Dir,
1010
    candidates: impl Iterator<Item = (K, Rect)>,
1011
) -> Option<K> {
1012
    const TOL: f64 = 0.5;
1013
    let score = |r: Rect| -> Option<(bool, f64, f64)> {
1014
        let (gap, overlap, offset) = match dir {
1015
            Dir::Right => (
1016
                r.x - from.right(),
1017
                span_overlap(from.y, from.h, r.y, r.h),
1018
                r.center_y() - from.center_y(),
1019
            ),
1020
            Dir::Left => (
1021
                from.x - r.right(),
1022
                span_overlap(from.y, from.h, r.y, r.h),
1023
                r.center_y() - from.center_y(),
1024
            ),
1025
            Dir::Down => (
1026
                r.y - from.bottom(),
1027
                span_overlap(from.x, from.w, r.x, r.w),
1028
                r.center_x() - from.center_x(),
1029
            ),
1030
            Dir::Up => (
1031
                from.y - r.bottom(),
1032
                span_overlap(from.x, from.w, r.x, r.w),
1033
                r.center_x() - from.center_x(),
1034
            ),
1035
        };
1036
        (gap > -TOL).then_some((overlap <= 0.0, gap.max(0.0), offset.abs()))
1037
    };
1038
    candidates
1039
        .filter_map(|(k, r)| score(r).map(|s| (k, s)))
1040
        .min_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(std::cmp::Ordering::Equal))
1041
        .map(|(k, _)| k)
1042
}
1043
1044
fn span_overlap(a: f64, al: f64, b: f64, bl: f64) -> f64 {
1045
    (a + al).min(b + bl) - a.max(b)
1046
}
1047
1048
fn inset(r: Rect, by: f64) -> Rect {
1049
    Rect::new(
1050
        r.x + by,
1051
        r.y + by,
1052
        (r.w - 2.0 * by).max(0.0),
1053
        (r.h - 2.0 * by).max(0.0),
1054
    )
1055
}
1056
1057
fn centred(area: Rect, frac: f64) -> Rect {
1058
    centre_in(area, area.w * frac, area.h * frac)
1059
}
1060
1061
/// A w by h rect centred in area, shrunk to fit it.
1062
pub(crate) fn centre_in(area: Rect, w: f64, h: f64) -> Rect {
1063
    let (w, h) = (w.min(area.w), h.min(area.h));
1064
    Rect::new(
1065
        area.x + (area.w - w) / 2.0,
1066
        area.y + (area.h - h) / 2.0,
1067
        w,
1068
        h,
1069
    )
1070
}
1071
1072
/// The smallest a floating window gets when dragged or rescaled.
1073
pub const MIN_FLOAT_SIZE: f64 = 32.0;
1074
1075
/// How much of a floating window stays reachable when it is larger than
1076
/// the area it lives in.
1077
const STRIP: f64 = 64.0;
1078
1079
/// Moves a floating rect to keep it reachable inside bounds. A window that
1080
/// fits stays whole inside, a larger one keeps its top edge and a strip.
1081
pub fn clamp_float(r: Rect, bounds: Rect) -> Rect {
1082
    let x = if r.w <= bounds.w {
1083
        r.x.clamp(bounds.x, bounds.right() - r.w)
1084
    } else {
1085
        let strip = STRIP.min(bounds.w);
1086
        r.x.clamp(bounds.x + strip - r.w, bounds.right() - strip)
1087
    };
1088
    let y = if r.h <= bounds.h {
1089
        r.y.clamp(bounds.y, bounds.bottom() - r.h)
1090
    } else {
1091
        r.y.clamp(bounds.y, bounds.bottom() - STRIP.min(bounds.h))
1092
    };
1093
    Rect::new(x, y, r.w, r.h)
1094
}
1095
1096
/// Keeps a floating rect at the same relative spot and size when the area
1097
/// it lives in changes.
1098
fn translate(r: Rect, from: Rect, to: Rect) -> Rect {
1099
    if to.w <= 0.0 || to.h <= 0.0 {
1100
        return r;
1101
    }
1102
    let sx = if from.w > 0.0 { to.w / from.w } else { 1.0 };
1103
    let sy = if from.h > 0.0 { to.h / from.h } else { 1.0 };
1104
    let scaled = Rect::new(
1105
        to.x + (r.x - from.x) * sx,
1106
        to.y + (r.y - from.y) * sy,
1107
        (r.w * sx).max(MIN_FLOAT_SIZE),
1108
        (r.h * sy).max(MIN_FLOAT_SIZE),
1109
    );
1110
    clamp_float(scaled, to)
1111
}