See diff.

This commit is contained in:
Kris Maglione 2008-05-23 11:32:01 -04:00
parent 33b0d89da3
commit a76ebd191a
6 changed files with 534 additions and 511 deletions

View File

@ -23,6 +23,7 @@ OBJ = area \
fs \ fs \
geom \ geom \
key \ key \
layout \
main \ main \
map \ map \
message \ message \

View File

@ -396,6 +396,7 @@ column_scale(Area *a) {
} }
} }
if(def.incmode == ISqueeze)
column_squeeze(a); column_squeeze(a);
column_settle(a); column_settle(a);
} }

View File

@ -31,6 +31,12 @@ enum {
CRight = 1<<2, CRight = 1<<2,
}; };
enum IncMode {
ISqueeze,
IShow,
IIgnore,
};
enum { enum {
GInvert = 1<<0, GInvert = 1<<0,
}; };
@ -304,6 +310,7 @@ EXTERN struct {
uint border; uint border;
uint snap; uint snap;
int colmode; int colmode;
int incmode;
} def; } def;
enum { enum {

View File

@ -202,10 +202,12 @@ bool setdebug(int);
void vdebug(int, const char*, va_list); void vdebug(int, const char*, va_list);
/* mouse.c */ /* mouse.c */
void grab_button(XWindow, uint button, ulong mod);
void mouse_movegrabbox(Client*); void mouse_movegrabbox(Client*);
void mouse_resize(Client*, Align); void mouse_resize(Client*, Align);
void mouse_resizecol(Divide*); void mouse_resizecol(Divide*);
void grab_button(XWindow, uint button, ulong mod); bool readmotion(Point*);
int readmouse(Point*, uint*);
Align snap_rect(Rectangle *rects, int num, Rectangle *current, Align *mask, int snapw); Align snap_rect(Rectangle *rects, int num, Rectangle *current, Align *mask, int snapw);
/* printevent.c */ /* printevent.c */

519
cmd/wmii/layout.c Normal file
View File

@ -0,0 +1,519 @@
/* Copyright ©2006-2008 Kris Maglione <fbsdaemon@gmail.com>
* See LICENSE file for license details.
*/
#include "dat.h"
#include "fns.h"
/* Here be dragons. */
enum {
ButtonMask =
ButtonPressMask | ButtonReleaseMask,
MouseMask =
ButtonMask | PointerMotionMask
};
static Handlers handlers;
enum { OHoriz, OVert };
typedef struct Framewin Framewin;
struct Framewin {
/* Todo... give these better names. */
Window* w;
Rectangle grabbox;
Rectangle fprev_r;
Frame* fprev;
Frame* f;
Area* ra;
Point pt;
int orientation;
int xy;
};
static Rectangle
framerect(Framewin *f) {
Rectangle r;
Point p;
r.min = ZP;
if(f->orientation == OHoriz) {
r.max.x = f->xy;
r.max.y = f->grabbox.max.y + f->grabbox.min.y;
r = rectsubpt(r, Pt(0, Dy(r)/2));
}else {
r.max.x = f->grabbox.max.x + f->grabbox.min.x;
r.max.y = f->xy;
r = rectsubpt(r, Pt(Dx(r)/2, 0));
}
r = rectaddpt(r, f->pt);
/* Keep onscreen */
p = ZP;
p.x -= min(0, r.min.x);
p.x -= max(0, r.max.x - screen->r.max.x);
p.y -= max(0, r.max.y - screen->brect.min.y - Dy(r)/2);
return rectaddpt(r, p);
}
static void
frameadjust(Framewin *f, Point pt, int orientation, int xy) {
f->orientation = orientation;
f->xy = xy;
f->pt = pt;
}
static Framewin*
framewin(Frame *f, Point pt, int orientation, int n) {
WinAttr wa;
Framewin *fw;
fw = emallocz(sizeof *fw);
wa.override_redirect = true;
wa.event_mask = ExposureMask;
fw->w = createwindow(&scr.root, Rect(0, 0, 1, 1),
scr.depth, InputOutput,
&wa, CWEventMask);
fw->w->aux = fw;
sethandler(fw->w, &handlers);
fw->f = f;
fw->grabbox = f->grabbox;
frameadjust(fw, pt, orientation, n);
reshapewin(fw->w, framerect(fw));
mapwin(fw->w);
raisewin(fw->w);
return fw;
}
static void
framedestroy(Framewin *f) {
destroywindow(f->w);
free(f);
}
static void
expose_event(Window *w, XExposeEvent *e) {
Rectangle r;
Framewin *f;
Image *buf;
CTuple *c;
USED(e);
f = w->aux;
c = &def.focuscolor;
buf = screen->ibuf;
r = rectsubpt(w->r, w->r.min);
fill(buf, r, c->bg);
border(buf, r, 1, c->border);
border(buf, f->grabbox, 1, c->border);
border(buf, insetrect(f->grabbox, -f->grabbox.min.x), 1, c->border);
copyimage(w, r, buf, ZP);
}
static Handlers handlers = {
.expose = expose_event,
};
static int
_vsnap(Framewin *f, int y) {
if(abs(f->xy - y) < Dy(f->w->r)) {
f->xy = y;
return 1;
}
return 0;
}
static void
vplace(Framewin *fw, Point pt) {
Rectangle r;
Frame *f;
Area *a;
View *v;
int hr;
v = screen->sel;
for(a = v->area->next; a->next; a = a->next)
if(pt.x < a->r.max.x)
break;
fw->ra = a;
pt.x = a->r.min.x;
frameadjust(fw, pt, OHoriz, Dx(a->r));
r = fw->w->r;
hr = Dy(r)/2;
fw->xy = pt.y;
if(a->frame == nil)
goto done;
for(f = a->frame; f->anext; f = f->anext)
if(f->r.max.y > pt.y)
break;
if(!f->collapsed) {
fw->fprev = f;
fw->fprev_r = f->r;
if(f == fw->f) {
fw->fprev = f->aprev;
fw->fprev_r.min.y = pt.y - hr;
//if(_vsnap(fw, f->r.min.y+hr))
goto done;
}
if(_vsnap(fw, f->r.max.y - hr)) {
if(f == fw->f->aprev)
fw->xy = pt.y;
else {
fw->fprev_r.min.y = f->r.max.y - labelh(def.font);
goto done;
}
}
if(_vsnap(fw, f->r.min.y+Dy(r)+hr)) {
fw->fprev_r.min.y = f->r.min.y + labelh(def.font);
goto done;
}
if(f->aprev == nil || f->aprev->collapsed)
_vsnap(fw, f->r.min.y);
else if(_vsnap(fw, f->r.min.y-hr))
fw->fprev = f->aprev;
fw->fprev_r.min.y = pt.y - hr;
if(fw->fprev && fw->fprev->anext == fw->f)
fw->fprev_r.max = fw->f->r.max;
goto done;
}
if(pt.y < f->r.min.y + hr) {
pt.y = f->r.min.y;
if(f->aprev && !f->aprev->collapsed)
pt.y -= hr;
}else {
pt.y = f->r.max.y;
if(f->anext == fw->f)
pt.y += hr;
}
done:
pt.x = a->r.min.x;
pt.y = fw->xy;
frameadjust(fw, pt, OHoriz, Dx(a->r));
reshapewin(fw->w, framerect(fw));
}
static void
hplace(Framewin *fw, Point pt) {
Area *a;
View *v;
int minw;
v = screen->sel;
minw = Dx(v->r)/NCOL;
for(a = v->area->next; a->next; a = a->next)
if(pt.x < a->r.max.x)
break;
fw->ra = nil;
if(abs(pt.x - a->r.min.x) < minw/2) {
pt.x = a->r.min.x;
fw->ra = a->prev;
}
else if(abs(pt.x - a->r.max.x) < minw/2) {
pt.x = a->r.max.x;
fw->ra = a;
}
pt.y = a->r.min.y;
frameadjust(fw, pt, OVert, Dy(a->r));
reshapewin(fw->w, framerect(fw));
}
static Point
grabboxcenter(Frame *f) {
Point p;
p = addpt(f->r.min, f->grabbox.min);
p.x += Dx(f->grabbox)/2;
p.y += Dy(f->grabbox)/2;
return p;
}
static int tvcol(Frame*);
static int thcol(Frame*);
static int tfloat(Frame*);
enum {
TDone,
TVCol,
THCol,
TFloat,
};
static int (*tramp[])(Frame*) = {
0,
tvcol,
thcol,
tfloat,
};
/* Trampoline to allow properly tail recursive move/resize routines.
* We could probably get away with plain tail calls, but I don't
* like the idea.
*/
static void
trampoline(int fn, Frame *f) {
while(fn > 0) {
f->collapsed = false;
fn = tramp[fn](f);
}
ungrabpointer();
warppointer(grabboxcenter(f));
}
void
mouse_movegrabbox(Client *c) {
Frame *f;
int incmode;
f = c->sel;
incmode = def.incmode;
def.incmode = IShow;
view_update(f->view);
if(f->area->floating)
trampoline(TFloat, f);
else
trampoline(THCol, f);
def.incmode = incmode;
view_update(f->view);
}
static int
thcol(Frame *f) {
Framewin *fw;
Frame *fprev, *fnext;
Area *a;
Rectangle r;
Point pt, pt2;
uint button;
int ret;
focus(f->client, false);
pt = querypointer(&scr.root);
pt2.x = f->area->r.min.x;
pt2.y = pt.y;
fw = framewin(f, pt2, OHoriz, Dx(f->area->r));
ret = TDone;
if(!grabpointer(&scr.root, nil, cursor[CurIcon], MouseMask))
goto done;
warppointer(pt);
vplace(fw, pt);
for(;;)
switch (readmouse(&pt, &button)) {
case MotionNotify:
vplace(fw, pt);
break;
case ButtonRelease:
if(button != 1)
continue;
/* TODO: Fix... I think that this should be
* simpler, at least clearer, and should be
* elsewhere. But the expected behavior
* turns out to be more complex than one
* would suspect. The simpler algorithms
* tend not to do what you want.
*/
a = f->area;
if(a->floating)
area_detach(f);
else {
fprev = f->aprev;
fnext = f->anext;
column_remove(f);
if(fnext
&& (!fprev || (fw->fprev != fprev)
&& (fw->fprev != fprev->aprev))) {
fnext->colr.min.y = f->colr.min.y;
frame_resize(fnext, fnext->colr);
}
else if(fprev) {
if(fw->fprev == fprev->aprev) {
fw->fprev = fprev->aprev;
fprev->colr = f->r;
}else
fprev->colr.max.y = f->r.max.y;
frame_resize(fprev, fprev->colr);
}
}
column_insert(fw->ra, f, fw->fprev);
r = fw->fprev_r;
if(f->aprev) {
f->aprev->colr.max.y = r.min.y;
frame_resize(f->aprev, f->aprev->colr);
}else
r.min.y = f->area->r.min.y;
if(f->anext)
r.max.y = f->anext->r.min.y;
else
r.max.y = f->area->r.max.y;
Dprint(DGeneric, "fw->fprev: %C fprev: %C f: %C f->r: %R fprev_r: %R\n",
(fw->fprev?fw->fprev->client:nil), (fprev?fprev->client:nil),
f->client, f->r, fw->fprev_r);
f->colr = fw->fprev_r;
frame_resize(f, f->colr);
if(!a->frame && !a->floating)
area_destroy(a);
goto done;
case ButtonPress:
if(button == 2)
ret = TVCol;
else if(button == 3)
ret = TFloat;
else
continue;
goto done;
}
done:
framedestroy(fw);
return ret;
}
static int
tvcol(Frame *f) {
Framewin *fw;
Window *cwin;
WinAttr wa;
Rectangle r;
Point pt, pt2;
uint button;
int ret;
focus(f->client, false);
pt = querypointer(&scr.root);
pt2.x = pt.x;
pt2.y = f->area->r.min.y;
fw = framewin(f, pt2, OVert, Dy(f->view->r));
r = f->view->r;
r.min.y += fw->grabbox.min.y + Dy(fw->grabbox)/2;
r.max.y = r.min.y + 1;
cwin = createwindow(&scr.root, r, 0, InputOnly, &wa, 0);
mapwin(cwin);
ret = TDone;
if(!grabpointer(&scr.root, cwin, cursor[CurIcon], MouseMask))
goto done;
hplace(fw, pt);
for(;;)
switch (readmouse(&pt, &button)) {
case MotionNotify:
hplace(fw, pt);
continue;
case ButtonPress:
if(button == 2)
ret = THCol;
else if(button == 3)
ret = TFloat;
else
continue;
goto done;
case ButtonRelease:
if(button != 1)
continue;
if(fw->ra) {
fw->ra = column_new(f->view, fw->ra, 0);
area_moveto(fw->ra, f);
}
goto done;
}
done:
framedestroy(fw);
destroywindow(cwin);
return ret;
}
static int
tfloat(Frame *f) {
Rectangle *rects;
Rectangle frect, origin;
Point pt, pt1;
Client *c;
Align align;
uint nrect, button;
int ret;
c = f->client;
if(!f->area->floating) {
if(f->anext)
f->anext->colr.min.y = f->colr.min.y;
else if(f->aprev)
f->aprev->colr.max.y = f->colr.max.y;
area_moveto(f->view->area, f);
}
map_frame(f->client);
focus(f->client, false);
ret = TDone;
if(!grabpointer(c->framewin, nil, cursor[CurMove], MouseMask))
return TDone;
rects = view_rects(f->view, &nrect, f);
origin = f->r;
frect = f->r;
pt = querypointer(&scr.root);
pt1 = grabboxcenter(f);
goto casmotion;
label:
for(;;pt1=pt)
switch (readmouse(&pt, &button)) {
default: goto label; /* shut up ken */
case MotionNotify:
casmotion:
origin = rectaddpt(origin, subpt(pt, pt1));
origin = constrain(origin);
frect = origin;
align = Center;
snap_rect(rects, nrect, &frect, &align, def.snap);
frect = frame_hints(f, frect, Center);
frect = constrain(frect);
client_resize(c, frect);
continue;
case ButtonRelease:
if(button != 1)
continue;
goto done;
case ButtonPress:
if(button != 3)
continue;
unmap_frame(f->client);
ret = THCol;
goto done;
}
done:
free(rects);
return ret;
}

View File

@ -13,229 +13,6 @@ enum {
ButtonMask | PointerMotionMask ButtonMask | PointerMotionMask
}; };
static Handlers handlers;
enum { OHoriz, OVert };
typedef struct Framewin Framewin;
struct Framewin {
/* Todo... give these better names. */
Window* w;
Rectangle grabbox;
Rectangle fprev_r;
Frame* fprev;
Frame* f;
Area* ra;
Point pt;
int orientation;
int xy;
};
static Rectangle
framerect(Framewin *f) {
Rectangle r;
Point p;
r.min = ZP;
if(f->orientation == OHoriz) {
r.max.x = f->xy;
r.max.y = f->grabbox.max.y + f->grabbox.min.y;
r = rectsubpt(r, Pt(0, Dy(r)/2));
}else {
r.max.x = f->grabbox.max.x + f->grabbox.min.x;
r.max.y = f->xy;
r = rectsubpt(r, Pt(Dx(r)/2, 0));
}
r = rectaddpt(r, f->pt);
/* Keep onscreen */
p = ZP;
p.x -= min(0, r.min.x);
p.x -= max(0, r.max.x - screen->r.max.x);
p.y -= max(0, r.max.y - screen->brect.min.y - Dy(r)/2);
return rectaddpt(r, p);
}
static void
frameadjust(Framewin *f, Point pt, int orientation, int xy) {
f->orientation = orientation;
f->xy = xy;
f->pt = pt;
}
static Framewin*
framewin(Frame *f, Point pt, int orientation, int n) {
WinAttr wa;
Framewin *fw;
fw = emallocz(sizeof *fw);
wa.override_redirect = true;
wa.event_mask = ExposureMask;
fw->w = createwindow(&scr.root, Rect(0, 0, 1, 1),
scr.depth, InputOutput,
&wa, CWEventMask);
fw->w->aux = fw;
sethandler(fw->w, &handlers);
fw->f = f;
fw->grabbox = f->grabbox;
frameadjust(fw, pt, orientation, n);
reshapewin(fw->w, framerect(fw));
mapwin(fw->w);
raisewin(fw->w);
return fw;
}
static void
framedestroy(Framewin *f) {
destroywindow(f->w);
free(f);
}
static void
expose_event(Window *w, XExposeEvent *e) {
Rectangle r;
Framewin *f;
Image *buf;
CTuple *c;
USED(e);
f = w->aux;
c = &def.focuscolor;
buf = screen->ibuf;
r = rectsubpt(w->r, w->r.min);
fill(buf, r, c->bg);
border(buf, r, 1, c->border);
border(buf, f->grabbox, 1, c->border);
border(buf, insetrect(f->grabbox, -f->grabbox.min.x), 1, c->border);
copyimage(w, r, buf, ZP);
}
static Handlers handlers = {
.expose = expose_event,
};
static int
_vsnap(Framewin *f, int y) {
if(abs(f->xy - y) < Dy(f->w->r)) {
f->xy = y;
return 1;
}
return 0;
}
static void
vplace(Framewin *fw, Point pt) {
Rectangle r;
Frame *f;
Area *a;
View *v;
int hr;
v = screen->sel;
for(a = v->area->next; a->next; a = a->next)
if(pt.x < a->r.max.x)
break;
fw->ra = a;
pt.x = a->r.min.x;
frameadjust(fw, pt, OHoriz, Dx(a->r));
r = fw->w->r;
hr = Dy(r)/2;
fw->xy = pt.y;
if(a->frame == nil)
goto done;
for(f = a->frame; f->anext; f = f->anext)
if(f->r.max.y > pt.y)
break;
if(!f->collapsed) {
fw->fprev = f;
fw->fprev_r = f->r;
if(f == fw->f) {
fw->fprev = f->aprev;
fw->fprev_r.min.y = pt.y - hr;
//if(_vsnap(fw, f->r.min.y+hr))
goto done;
}
if(_vsnap(fw, f->r.max.y - hr)) {
if(f == fw->f->aprev)
fw->xy = pt.y;
else {
fw->fprev_r.min.y = f->r.max.y - labelh(def.font);
goto done;
}
}
if(_vsnap(fw, f->r.min.y+Dy(r)+hr)) {
fw->fprev_r.min.y = f->r.min.y + labelh(def.font);
goto done;
}
if(f->aprev == nil || f->aprev->collapsed)
_vsnap(fw, f->r.min.y);
else if(_vsnap(fw, f->r.min.y-hr))
fw->fprev = f->aprev;
fw->fprev_r.min.y = pt.y - hr;
if(fw->fprev && fw->fprev->anext == fw->f)
fw->fprev_r.max = fw->f->r.max;
goto done;
}
if(pt.y < f->r.min.y + hr) {
pt.y = f->r.min.y;
if(f->aprev && !f->aprev->collapsed)
pt.y -= hr;
}else {
pt.y = f->r.max.y;
if(f->anext == fw->f)
pt.y += hr;
}
done:
pt.x = a->r.min.x;
pt.y = fw->xy;
frameadjust(fw, pt, OHoriz, Dx(a->r));
reshapewin(fw->w, framerect(fw));
}
static void
hplace(Framewin *fw, Point pt) {
Area *a;
View *v;
int minw;
v = screen->sel;
minw = Dx(v->r)/NCOL;
for(a = v->area->next; a->next; a = a->next)
if(pt.x < a->r.max.x)
break;
fw->ra = nil;
if(abs(pt.x - a->r.min.x) < minw/2) {
pt.x = a->r.min.x;
fw->ra = a->prev;
}
else if(abs(pt.x - a->r.max.x) < minw/2) {
pt.x = a->r.max.x;
fw->ra = a;
}
pt.y = a->r.min.y;
frameadjust(fw, pt, OVert, Dy(a->r));
reshapewin(fw->w, framerect(fw));
}
static Window* static Window*
gethsep(Rectangle r) { gethsep(Rectangle r) {
Window *w; Window *w;
@ -352,22 +129,7 @@ snap_rect(Rectangle *rects, int num, Rectangle *r, Align *mask, int snap) {
return ret ^ *mask; return ret ^ *mask;
} }
static Point int
grabboxcenter(Frame *f) {
Point p;
p = addpt(f->r.min, f->grabbox.min);
p.x += Dx(f->grabbox)/2;
p.y += Dy(f->grabbox)/2;
return p;
/* Pretty, but not clear.
pt = addpt(pt, divpt(subpt(f->grabbox.max,
f->grabbox.min),
Pt(2, 2)))
*/
}
static int
readmouse(Point *p, uint *button) { readmouse(Point *p, uint *button) {
XEvent ev; XEvent ev;
@ -390,7 +152,7 @@ readmouse(Point *p, uint *button) {
} }
} }
static bool bool
readmotion(Point *p) { readmotion(Point *p) {
uint button; uint button;
@ -658,275 +420,6 @@ mouse_resize(Client *c, Align align) {
ungrabpointer(); ungrabpointer();
} }
#if 1
static int tvcol(Frame*);
static int thcol(Frame*);
static int tfloat(Frame*);
enum {
TDone,
TVCol,
THCol,
TFloat,
};
static int (*tramp[])(Frame*) = {
0,
tvcol,
thcol,
tfloat,
};
/* Trampoline to allow properly tail recursive move/resize routines.
* We could probably get away with plain tail calls, but I don't
* like the idea.
*/
static void
trampoline(int fn, Frame *f) {
while(fn > 0) {
f->collapsed = false;
fn = tramp[fn](f);
}
ungrabpointer();
warppointer(grabboxcenter(f));
}
# if 1
void
mouse_movegrabbox(Client *c) {
Frame *f;
f = c->sel;
for(Area *a=f->view->area->next; a; a=a->next)
column_frob(a);
if(f->area->floating)
trampoline(TFloat, f);
else
trampoline(THCol, f);
}
# endif
static int
thcol(Frame *f) {
Framewin *fw;
Frame *fprev, *fnext;
Area *a;
Rectangle r;
Point pt, pt2;
uint button;
int ret;
focus(f->client, false);
pt = querypointer(&scr.root);
pt2.x = f->area->r.min.x;
pt2.y = pt.y;
fw = framewin(f, pt2, OHoriz, Dx(f->area->r));
ret = TDone;
if(!grabpointer(&scr.root, nil, cursor[CurIcon], MouseMask))
goto done;
warppointer(pt);
vplace(fw, pt);
for(;;)
switch (readmouse(&pt, &button)) {
case MotionNotify:
vplace(fw, pt);
break;
case ButtonRelease:
if(button != 1)
continue;
/* TODO: Fix... I think that this should be
* simpler, at least clearer, and should be
* elsewhere. But the expected behavior
* turns out to be more complex than one
* would suspect. The simpler algorithms
* tend not to do what you want.
*/
a = f->area;
if(a->floating)
area_detach(f);
else {
fprev = f->aprev;
fnext = f->anext;
column_remove(f);
if(fnext
&& (!fprev || (fw->fprev != fprev)
&& (fw->fprev != fprev->aprev))) {
fnext->colr.min.y = f->colr.min.y;
frame_resize(fnext, fnext->colr);
}
else if(fprev) {
if(fw->fprev == fprev->aprev) {
fw->fprev = fprev->aprev;
fprev->colr = f->r;
}else
fprev->colr.max.y = f->r.max.y;
frame_resize(fprev, fprev->colr);
}
}
column_insert(fw->ra, f, fw->fprev);
r = fw->fprev_r;
if(f->aprev) {
f->aprev->colr.max.y = r.min.y;
frame_resize(f->aprev, f->aprev->colr);
}else
r.min.y = f->area->r.min.y;
if(f->anext)
r.max.y = f->anext->r.min.y;
else
r.max.y = f->area->r.max.y;
Dprint(DGeneric, "fw->fprev: %C fprev: %C f: %C f->r: %R fprev_r: %R\n",
(fw->fprev?fw->fprev->client:nil), (fprev?fprev->client:nil),
f->client, f->r, fw->fprev_r);
f->colr = fw->fprev_r;
frame_resize(f, f->colr);
if(!a->frame && !a->floating)
area_destroy(a);
view_arrange(f->view);
goto done;
case ButtonPress:
if(button == 2)
ret = TVCol;
else if(button == 3)
ret = TFloat;
else
continue;
goto done;
}
done:
framedestroy(fw);
return ret;
}
static int
tvcol(Frame *f) {
Framewin *fw;
Window *cwin;
WinAttr wa;
Rectangle r;
Point pt, pt2;
uint button;
int ret;
focus(f->client, false);
pt = querypointer(&scr.root);
pt2.x = pt.x;
pt2.y = f->area->r.min.y;
fw = framewin(f, pt2, OVert, Dy(f->view->r));
r = f->view->r;
r.min.y += fw->grabbox.min.y + Dy(fw->grabbox)/2;
r.max.y = r.min.y + 1;
cwin = createwindow(&scr.root, r, 0, InputOnly, &wa, 0);
mapwin(cwin);
ret = TDone;
if(!grabpointer(&scr.root, cwin, cursor[CurIcon], MouseMask))
goto done;
hplace(fw, pt);
for(;;)
switch (readmouse(&pt, &button)) {
case MotionNotify:
hplace(fw, pt);
continue;
case ButtonPress:
if(button == 2)
ret = THCol;
else if(button == 3)
ret = TFloat;
else
continue;
goto done;
case ButtonRelease:
if(button != 1)
continue;
if(fw->ra) {
fw->ra = column_new(f->view, fw->ra, 0);
area_moveto(fw->ra, f);
view_arrange(f->view); /* I hate this. */
}
goto done;
}
done:
framedestroy(fw);
destroywindow(cwin);
return ret;
}
static int
tfloat(Frame *f) {
Rectangle *rects;
Rectangle frect, origin;
Point pt, pt1;
Client *c;
Align align;
uint nrect, button;
int ret;
c = f->client;
if(!f->area->floating)
area_moveto(f->view->area, f);
map_frame(f->client);
focus(f->client, false);
ret = TDone;
if(!grabpointer(c->framewin, nil, cursor[CurMove], MouseMask))
return TDone;
rects = view_rects(f->view, &nrect, f);
origin = f->r;
frect = f->r;
pt = querypointer(&scr.root);
pt1 = grabboxcenter(f);
goto casmotion;
label:
for(;;pt1=pt)
switch (readmouse(&pt, &button)) {
default: goto label; /* shut up ken */
case MotionNotify:
casmotion:
origin = rectaddpt(origin, subpt(pt, pt1));
origin = constrain(origin);
frect = origin;
align = Center;
snap_rect(rects, nrect, &frect, &align, def.snap);
frect = frame_hints(f, frect, Center);
frect = constrain(frect);
client_resize(c, frect);
continue;
case ButtonRelease:
if(button != 1)
continue;
goto done;
case ButtonPress:
if(button != 3)
continue;
unmap_frame(f->client);
ret = THCol;
goto done;
}
done:
free(rects);
return ret;
}
#endif
static void static void
_grab(XWindow w, uint button, ulong mod) { _grab(XWindow w, uint button, ulong mod) {
XGrabButton(display, button, mod, w, false, ButtonMask, XGrabButton(display, button, mod, w, false, ButtonMask,