Implement fullscreening
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3 changed files with 101 additions and 46 deletions
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@ -14,15 +14,31 @@ height: u31 = 0,
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x: i32 = 0,
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y: i32 = 0,
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new_width: u31 = 0,
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new_height: u31 = 0,
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new_x: i32 = 0,
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new_y: i32 = 0,
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fullscreen: bool = false,
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maximized: bool = false,
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is_maximized: bool = false,
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initialized: bool = false,
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/// Used to manage updates to various aspect of Window's state
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/// Gets reset at the end of every Window.manage() call.
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///
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/// It might be a good idea to have two separate versions of this so one
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/// can be used in renders, but I think it's okay for now.
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pending_state: PendingState = .{},
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link: wl.list.Link,
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/// Used to manage updates to various aspect of Window's state
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pub const PendingState = struct {
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width: ?u31 = null,
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height: ?u31 = null,
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x: ?i32 = null,
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y: ?i32 = null,
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fullscreen: ?bool = null,
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maximized: ?bool = null,
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};
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pub fn init(window: *Window, context: *Context, river_window_v1: *river.WindowV1) void {
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window.* = .{
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.context = context,
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@ -70,32 +86,62 @@ fn windowListener(river_window_v1: *river.WindowV1, event: river.WindowV1.Event,
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pub fn manage(window: *Window) void {
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// Use server-side decoration (no client-drawn title bars)
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// TODO: Probably shouldn't send this for every manage(?)
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window.window_v1.useSsd();
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if (!window.initialized) {
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@branchHint(.unlikely);
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window.initialized = true;
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// Layout has been pre-computed by WindowManager.calculatePrimaryStackLayout()
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// Apply the computed dimensions
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if (window.new_width > 0 and window.new_height > 0) {
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window.window_v1.proposeDimensions(window.new_width, window.new_height);
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window.window_v1.useSsd();
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// Inform the window about its tiled/fullscreen state
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if (window.context.wm.window_count == 1) {
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// Single window is fullscreen
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window.window_v1.setTiled(.{ .top = false, .bottom = false, .left = false, .right = false });
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window.window_v1.setCapabilities(.{ .fullscreen = true, .maximize = true });
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window.window_v1.setTiled(.{ .top = true, .bottom = true, .left = true, .right = true });
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}
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// Any new state since the last manage event
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defer window.pending_state = .{};
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const pending_state = window.pending_state;
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// Layout (pre-computed by WindowManager.calculatePrimaryStackLayout())
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if (pending_state.width) |new_width| {
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if (pending_state.height) |new_height| {
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window.width = new_width;
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window.height = new_height;
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window.window_v1.proposeDimensions(new_width, new_height);
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}
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}
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if (pending_state.x) |new_x| {
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window.x = new_x;
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}
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if (pending_state.y) |new_y| {
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window.y = new_y;
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}
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// Fullscreen and maximize operations
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if (pending_state.fullscreen) |fullscreen| {
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window.fullscreen = fullscreen;
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if (fullscreen) {
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const output = window.context.wm.outputs.first() orelse @panic("failed to get output");
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window.window_v1.fullscreen(output.output_v1);
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window.window_v1.informFullscreen();
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} else {
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// Tiled windows - set tiled edges
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window.window_v1.setTiled(.{ .top = true, .bottom = true, .left = true, .right = true });
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window.window_v1.exitFullscreen();
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window.window_v1.informNotFullscreen();
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}
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}
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if (pending_state.maximized) |maximized| {
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window.maximized = maximized;
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if (maximized) {
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window.window_v1.informMaximized();
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} else {
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window.window_v1.informUnmaximized();
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}
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}
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}
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pub fn render(window: *Window) void {
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// Set the window position using the pre-computed layout
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window.node_v1.setPosition(window.new_x, window.new_y);
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window.node_v1.setPosition(window.x, window.y);
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// Set borders
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if (!window.is_maximized) {
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if (!window.fullscreen) {
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const border_width = window.context.config.border_width;
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if (window.isFocused()) {
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const border_color_focused = window.context.config.border_color_focused;
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@ -107,6 +153,8 @@ pub fn render(window: *Window) void {
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}
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}
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// TODO: Should probably make this better. Shouldn't be too bad since we only have one seat
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// but there's no reason to do it like this
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fn isFocused(window: *Window) bool {
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var it = window.context.wm.seats.iterator(.forward);
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while (it.next()) |seat| {
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@ -75,50 +75,50 @@ fn calculatePrimaryStackLayout(wm: *WindowManager) void {
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var it = wm.windows.iterator(.forward);
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while (it.next()) |window| {
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if (count == 1) {
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// Single window: fullscreen
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// TODO: Disable borders when maximized
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window.new_x = output_x;
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window.new_y = output_y;
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window.new_width = output_width;
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window.new_height = output_height;
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window.is_maximized = true;
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// Single window: maximize
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window.pending_state.x = output_x;
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window.pending_state.y = output_y;
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window.pending_state.width = output_width;
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window.pending_state.height = output_height;
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window.pending_state.maximized = true;
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} else {
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// Multiple windows: primary/stack layout
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// TODO: Support multiple primaries
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// TODO: Support multiple windows in primary stack
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const primary_width: u31 = @intFromFloat(@as(f32, @floatFromInt(output_width)) * PRIMARY_RATIO);
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const stack_width: u31 = output_width - primary_width;
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const stack_count = count - 1;
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const stack_height: u31 = @divFloor(output_height, stack_count);
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window.is_maximized = false;
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window.pending_state.maximized = false;
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if (index == 0) {
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// Primary window (first window) - right side
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window.new_x = output_x + @as(i32, stack_width);
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window.new_y = output_y;
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window.new_width = primary_width;
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window.new_height = output_height;
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window.pending_state.x = output_x + @as(i32, stack_width);
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window.pending_state.y = output_y;
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window.pending_state.width = primary_width;
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window.pending_state.height = output_height;
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} else {
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// Stack window(s) - left side
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const stack_index = index - 1;
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window.new_x = output_x;
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window.new_y = output_y + @as(i32, stack_index) * @as(i32, stack_height);
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window.new_width = stack_width;
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window.pending_state.x = output_x;
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window.pending_state.y = output_y + @as(i32, stack_index) * @as(i32, stack_height);
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window.pending_state.width = stack_width;
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// Last stack window gets remaining height to avoid gaps from integer division
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if (index == count - 1) {
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window.new_height = output_height - stack_index * stack_height;
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window.pending_state.height = output_height - stack_index * stack_height;
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} else {
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window.new_height = stack_height;
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window.pending_state.height = stack_height;
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}
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}
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// Make space for borders; this is the same for all windows
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// (unless we disable borders when maximized?)
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const border_width = wm.context.config.border_width;
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window.new_height -= 2 * border_width;
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window.new_width -= 2 * border_width;
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window.new_x += border_width;
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window.new_y += border_width;
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}
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// Make space for borders; this is the same for all windows.
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// Borders are automatically disabled when a window is fullscreened so we don't
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// have to worry about that.
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const border_width = wm.context.config.border_width;
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window.pending_state.height.? -= 2 * border_width;
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window.pending_state.width.? -= 2 * border_width;
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window.pending_state.x.? += border_width;
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window.pending_state.y.? += border_width;
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index += 1;
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}
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}
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@ -140,8 +140,9 @@ fn windowManagerV1Listener(window_manager_v1: *river.WindowManagerV1, event: riv
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context.xkb_bindings.addBinding(xkbcommon.Keysym.t, .{ .mod4 = true }, .{ .spawn = &.{"foot"} });
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context.xkb_bindings.addBinding(xkbcommon.Keysym.j, .{ .mod4 = true }, .focus_next);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.k, .{ .mod4 = true }, .focus_prev);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.q, .{ .mod4 = true, .shift = true }, XkbBindings.Command.close_window);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.e, .{ .mod4 = true, .shift = true }, XkbBindings.Command.exit);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.f, .{ .mod4 = true }, .fullscreen);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.q, .{ .mod4 = true, .shift = true }, .close_window);
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context.xkb_bindings.addBinding(xkbcommon.Keysym.e, .{ .mod4 = true, .shift = true }, .exit);
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}
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{
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@ -8,6 +8,7 @@ pub const Command = union(enum) {
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spawn: []const []const u8,
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focus_next,
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focus_prev,
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fullscreen,
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close_window,
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exit,
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};
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@ -71,6 +72,11 @@ const XkbBinding = struct {
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}
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context.wm.window_manager_v1.manageDirty();
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},
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.fullscreen => {
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const seat = context.wm.seats.first() orelse return;
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const window = seat.focused orelse return;
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window.pending_state.fullscreen = !window.fullscreen;
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},
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.close_window => {
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const seat = context.wm.seats.first() orelse return;
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if (seat.focused) |window| {
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