Add layer shell support and fix floating windows

Now, I actually save the river-layer-shell-v1 and keep track of the
non-exclusive area. The layout calculation uses the usable area instead
of the entire output's geometry.

I removed boundary clamping for the floating windows because it was a
bit janky when hitting the edges. I'll probably add it back at some
point. I also made windows default to 75% of the usable area instead of
keeping their tiled size so that maximized windows look decent when
floating for the first time. Finally, since I removed the clamping, I
added a center_float keybind to center a floating window. If you're
cycling through focused windows and one isn't on the screen, you can use
the center_float bind to get the window visible again.

Replaced all divTrunc with divFloor to be consistent. I think they
should all be positive, anyways, so they'd be the same, but I like just
having one.
This commit is contained in:
Ben Buhse 2026-02-14 11:29:00 -06:00
commit 5c427234d7
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9 changed files with 108 additions and 71 deletions

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@ -159,8 +159,8 @@ pub fn manage(seat: *Seat) void {
// Warp pointer to center of focused window;
// because the x and y coords are set during render, we need to check if
// there are new coordinates in window.pending_render.
const pointer_x: i32 = (window.pending_render.x orelse window.x) + @divTrunc(window.width, 2);
const pointer_y: i32 = (window.pending_render.y orelse window.y) + @divTrunc(window.height, 2);
const pointer_x: i32 = (window.pending_render.x orelse window.x) + @divFloor(window.width, 2);
const pointer_y: i32 = (window.pending_render.y orelse window.y) + @divFloor(window.height, 2);
seat.river_seat_v1.pointerWarp(pointer_x, pointer_y);
}
}
@ -204,17 +204,8 @@ pub fn manage(seat: *Seat) void {
switch (seat.pointer_op) {
.none => {},
.move => |op| {
const output = op.window.output orelse {
log.err("window has no output during move operation", .{});
return;
};
const min_x = output.x;
const max_x = output.x + output.width - @as(i32, op.window.float_width);
const min_y = output.y;
const max_y = output.y + output.height - @as(i32, op.window.float_height);
op.window.float_x = std.math.clamp(op.start_x + delta.dx, min_x, @max(min_x, max_x));
op.window.float_y = std.math.clamp(op.start_y + delta.dy, min_y, @max(min_y, max_y));
op.window.float_x = op.start_x + delta.dx;
op.window.float_y = op.start_y + delta.dy;
op.window.pending_render.x = op.window.float_x;
op.window.pending_render.y = op.window.float_y;
},
@ -238,22 +229,10 @@ pub fn manage(seat: *Seat) void {
// Clamp to minimum size
const min_size: i32 = 50;
if (new_width < min_size) {
if (op.edges.left) new_x -= min_size - new_width;
new_width = min_size;
}
if (new_height < min_size) {
if (op.edges.top) new_y -= min_size - new_height;
new_height = min_size;
}
// Clamp position to output bounds
const output = op.window.output orelse {
log.err("window has no output during resize operation", .{});
return;
};
new_x = std.math.clamp(new_x, output.x, @max(output.x, output.x + output.width - new_width));
new_y = std.math.clamp(new_y, output.y, @max(output.y, output.y + output.height - new_height));
if (op.edges.left) new_x = @min(new_x, op.start_x + @as(i32, op.start_width) - min_size);
if (op.edges.top) new_y = @min(new_y, op.start_y + @as(i32, op.start_height) - min_size);
new_width = @max(new_width, min_size);
new_height = @max(new_height, min_size);
op.window.float_width = @intCast(new_width);
op.window.float_height = @intCast(new_height);