We had to fix a couple of compile errors that weren't showing while it
wasn't wired up (since I never just tried to compile TagOverlay.zig on
its own). We also changed the lifecycle to re-create/destroy the surface
to show/hide it, similar to the way that river-tag-overlay actually did
it.
Finally, I added @branchHint(.cold) to a few places in the event loop
where, if we're in the branch, the wm is definitely exiting, so it's
fine if they're cold (should almost never happen).
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.
By default, each tag mask will use the default count and ratio. If the
mask gets modified by any of the commands, it gets added to a hash map.
When changing tag masks, the current count and ratio are stored, and
they're used again later if you switch back to that mask.
This commit also adds primary_count and primary_ratio to the general
settings for the config, so users can set a default count/ratio to use.