wmii/column.c

313 lines
7.1 KiB
C

/* (C)opyright MMIV-MMVI Anselm R. Garbe <garbeam at gmail dot com>
* See LICENSE file for license details.
*/
#include "wmii.h"
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
char *
str_of_column_mode(int mode) {
switch(mode) {
case Coldefault: return "default"; break;
case Colstack: return "stack"; break;
case Colmax: return "max"; break;
default: break;
}
return nil;
}
int
column_mode_of_str(char *arg) {
if(!strncmp("default", arg, 8))
return Coldefault;
if(!strncmp("stack", arg, 6))
return Colstack;
if(!strncmp("max", arg, 4))
return Colmax;
return -1;
}
static void
scale_column(Area *a) {
Frame *f, **fp;
uint min_height, yoff, dy;
uint num_col, num_uncol;
uint col_h, uncol_h;
int surplus, i, j;
if(!a->frame)
return;
/* This works by comparing heights based on a surplus of their
* minimum size. We start by subtracting the minimum size, then
* scale the surplus, and add back the minimum size later. This
* is based on the size of the client, rather than the frame, so
* increment gaps can be equalized later */
/* Frames that can't be accomodated are pushed to the floating layer */
min_height = labelh(&def.font);
col_h = labelh(&def.font);
uncol_h = min_height + frame_delta_h();
num_col = 0;
num_uncol = 0;
dy = 0;
for(f=a->frame; f; f=f->anext)
if(f->collapsed)
num_col++;
else
num_uncol++;
surplus = a->rect.height;
surplus -= num_col * col_h;
surplus -= num_uncol * uncol_h;
if(surplus < 0) {
i = ceil((float)(-surplus)/(uncol_h - col_h));
if(i >= num_uncol)
i = num_uncol - 1;
num_uncol -= i;
num_col += i;
surplus += i * (uncol_h - col_h);
}
if(surplus < 0) {
i = ceil((float)(-surplus)/col_h);
if(i > num_col)
i = num_col;
num_col -= i;
surplus += i * col_h;
}
i = num_col - 1;
j = num_uncol - 1;
for(f=a->frame; f; f=f->anext) {
if(f == a->sel)
j++;
if(!f->collapsed) {
if(j < 0 && f != a->sel)
f->collapsed = True;
else {
if(f->crect.height <= min_height)
f->crect.height = 1;
else
f->crect.height -= min_height;
dy += f->crect.height;
}
j--;
}
}
for(fp=&a->frame; *fp;) {
f = *fp;
if(f == a->sel)
i++;
if(f->collapsed) {
if(i < 0 && f != a->sel) {
f->collapsed = False;
send_to_area(f->view->area, f);
continue;
}
i--;
}
fp=&f->anext;
}
i = num_uncol;
for(f=a->frame; f; f=f->anext) {
f->rect.x = a->rect.x;
f->rect.width = a->rect.width;
if(!f->collapsed) {
i--;
f->rect.height = (float)f->crect.height / dy * surplus;
if(!i)
f->rect.height = surplus;
f->rect.height += min_height + frame_delta_h();
match_sizehints(f->client, &f->rect, False, NWEST);
dy -= f->crect.height;
surplus -= f->rect.height - frame_delta_h() - min_height;
}else
f->rect.height = labelh(&def.font);
}
yoff = a->rect.y;
i = num_uncol;
for(f=a->frame; f; f=f->anext) {
f->rect.y = yoff;
f->rect.x = a->rect.x;
f->rect.width = a->rect.width;
if(f->collapsed)
yoff += f->rect.height;
else{
i--;
f->rect.height += surplus / num_uncol;
if(!i)
f->rect.height += surplus % num_uncol;
yoff += f->rect.height;
}
}
}
void
arrange_column(Area *a, Bool dirty) {
Frame *f;
if(a->floating || !a->frame)
return;
switch(a->mode) {
case Coldefault:
for(f=a->frame; f; f=f->anext) {
f->collapsed = False;
if(dirty)
f->crect.height = 100;
}
break;
case Colstack:
for(f=a->frame; f; f=f->anext)
f->collapsed = (f != a->sel);
break;
case Colmax:
for(f=a->frame; f; f=f->anext) {
f->collapsed = False;
f->rect = a->rect;
}
goto resize;
default:
break;
}
scale_column(a);
resize:
if(a->view == screen->sel)
for(f=a->frame; f; f=f->anext)
resize_client(f->client, &f->rect);
flush_masked_events(EnterWindowMask);
}
static void
match_horiz(Area *a, XRectangle *r) {
Frame *f;
for(f=a->frame; f; f=f->anext) {
f->rect.x = r->x;
f->rect.width = r->width;
resize_frame(f, &f->rect);
}
}
void
resize_column(Client *c, XRectangle *new) {
Area *west, *east, *a;
Frame *north, *south, *f;
View *v;
BlitzAlign sticky;
uint min_height;
uint min_width;
f = c->sel;
a = f->area;
v = a->view;
min_height = 2 * labelh(&def.font);
min_width = screen->rect.width/NCOL;
for(west=v->area->next; west; west=west->next)
if(west->next == a) break;
east = a->next;
for(north=a->frame; north; north=north->anext)
if(north->anext == f) break;
south = f->anext;
/* validate (and trim if necessary) horizontal resize */
sticky = get_sticky(&f->rect, new);
if(new->width < min_width) {
if(sticky & EAST)
new->x = r_east(&a->rect) - min_width;
new->width = min_width;
}
if(west && !(sticky & WEST)) {
if(new->x < 0 || new->x < (west->rect.x + min_width)) {
new->width -= (west->rect.x + min_width) - new->x;
new->x = west->rect.x + min_width;
}
} else {
new->width += new->x - a->rect.x;
new->x = a->rect.x;
}
if(east && !(sticky & EAST)) {
if(r_east(new) > r_east(&east->rect) - min_width)
new->width = r_east(&east->rect) - min_width - new->x;
} else
new->width = r_east(&a->rect) - new->x;
if(new->width < min_width)
goto AfterHorizontal;
/* horizontal resize */
sticky = get_sticky(&a->rect, new);
if(west && !(sticky & WEST)) {
west->rect.width = new->x - west->rect.x;
a->rect.width += a->rect.x - new->x;
a->rect.x = new->x;
match_horiz(a, &a->rect);
match_horiz(west, &west->rect);
//relax_column(west);
}
if(east && !(sticky & EAST)) {
east->rect.width -= r_east(new) - east->rect.x;
east->rect.x = r_east(new);
a->rect.width = r_east(new) - a->rect.x;
match_horiz(a, &a->rect);
match_horiz(east, &east->rect);
//relax_column(east);
}
AfterHorizontal:
/* skip vertical resize unless the column is in equal mode */
if(a->mode != Coldefault)
goto AfterVertical;
/* validate (and trim if necessary) vertical resize */
sticky = get_sticky(&f->rect, new);
if(new->height < min_height) {
if((f->rect.height < min_height) && sticky & (NORTH|SOUTH))
goto AfterVertical;
if(sticky & SOUTH)
new->y = r_south(&f->rect) - min_height;
new->height = min_height;
}
if(north && !(sticky & NORTH))
if(new->y < 0 || new->y < (north->rect.y + min_height)) {
new->height -= (north->rect.y + min_height) - new->y;
new->y = north->rect.y + min_height;
}
if(south && !(sticky & SOUTH)) {
if(r_south(new) > r_south(&south->rect) - min_height)
new->height = r_south(&south->rect) - min_height - new->y;
}
if(new->height < min_height)
goto AfterVertical;
/* vertical resize */
if(north && !(sticky & NORTH)) {
north->rect.height = new->y - north->rect.y;
f->rect.height += f->rect.y - new->y;
f->rect.y = new->y;
resize_frame(north, &north->rect);
resize_frame(f, &f->rect);
}
if(south && !(sticky & SOUTH)) {
south->rect.height -= r_south(new) - south->rect.y;
south->rect.y = r_south(new);
f->rect.y = new->y;
f->rect.height = new->height;
resize_frame(f, &f->rect);
resize_frame(south, &south->rect);
}
AfterVertical:
//relax_column(a);
focus_view(screen, v);
}
Area *
new_column(View *v, Area *pos, uint w) {
Area *a = create_area(v, pos, w);
if(!a)
return nil;
arrange_view(v);
return a;
}