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authorsrdusr <[email protected]>2024-07-11 14:17:00 +0200
committersrdusr <[email protected]>2024-07-11 14:17:00 +0200
commit86b557a6c0baa4146b30712d8b7633f1b9b46d43 (patch)
tree96ab749c728ac11c2851ea361c6fda63990e588f /crates/core/src/manager/focus.rs
parent68b645b43e19330474ff106ce5c88dab520d7417 (diff)
downloadsrdwm-86b557a6c0baa4146b30712d8b7633f1b9b46d43.tar.gz
srdwm-86b557a6c0baa4146b30712d8b7633f1b9b46d43.zip
Split crates/core/src/manager.rs (2048 lines) into manager/
Pure reorganization, no behavior change - verified by diffing the function-name set before/after (identical 130 functions) plus a full cargo test pass. WindowManager's struct/field definitions, Default, new(), and the three trivial constructors (add_rule/register_layout/ available_layouts) stay in mod.rs; the rest of the single ~950-line impl block is split into one file per the section comments the file already had (monitors, windows, focus, winops, hittest, dragresize, workspaces, layout). Three methods called across section boundaries (monitor_for, windows_on_workspace, cycle_focus) went from private to pub(super) - Rust's privacy model doesn't let sibling submodules see each other's private items, only a defining module's own descendants. The ~1000-line test module moves to manager/tests.rs unsplit: its helpers (wm_with_monitor, two_monitors, monitor_with_dock) are shared across tests for every section, so splitting further would mean duplicating them or adding another shared-support file for little benefit.
Diffstat (limited to 'crates/core/src/manager/focus.rs')
-rw-r--r--crates/core/src/manager/focus.rs144
1 files changed, 144 insertions, 0 deletions
diff --git a/crates/core/src/manager/focus.rs b/crates/core/src/manager/focus.rs
new file mode 100644
index 0000000..c281d7c
--- /dev/null
+++ b/crates/core/src/manager/focus.rs
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+//! Focus queries and directional/cyclic focus movement.
+//! Split out of the original single `manager.rs` - see `super` (`mod.rs`) for
+//! `WindowManager`'s field definitions; everything here is plain `impl WindowManager`
+//! methods, unchanged from before the split.
+
+use super::*;
+
+impl WindowManager {
+ // ---- Focus ----------------------------------------------------------
+
+ pub fn focused_window(&self) -> Option<&Window> {
+ self.focused.and_then(|id| self.windows.get(&id))
+ }
+
+ pub fn focused_id(&self) -> Option<WindowId> {
+ self.focused
+ }
+
+ pub fn focus_window(&mut self, id: WindowId) {
+ if self.windows.contains_key(&id) {
+ self.focused = Some(id);
+ self.raise_window(id);
+ }
+ }
+
+ pub(super) fn cycle_focus(&mut self, forward: bool) {
+ let ids: Vec<WindowId> = self.windows_on_workspace(self.current_workspace).filter(|w| !w.minimized).map(|w| w.id).collect();
+ if ids.is_empty() {
+ self.focused = None;
+ return;
+ }
+ let cur_pos = self.focused.and_then(|f| ids.iter().position(|&i| i == f));
+ let next = match cur_pos {
+ None => 0,
+ Some(p) if forward => (p + 1) % ids.len(),
+ Some(p) => (p + ids.len() - 1) % ids.len(),
+ };
+ self.focus_window(ids[next]);
+ }
+
+ pub fn focus_next(&mut self) {
+ self.cycle_focus(true);
+ }
+
+ pub fn focus_previous(&mut self) {
+ self.cycle_focus(false);
+ }
+
+ /// Vim-style directional focus: picks the nearest window whose center
+ /// lies in `dir` relative to the focused window's center, on the same
+ /// workspace. Returns the newly focused window, if any.
+ /// Nearest window to the focused one in `dir`, by a distance biased
+ /// toward the requested axis so a window that's mostly to the left
+ /// (small |dy|) beats a diagonally-placed one - matching how
+ /// i3/sway-style directional focus feels.
+ ///
+ /// Shared by [`Self::focus_direction`] and [`Self::move_window_direction`]
+ /// so "the window to the left" means the same thing whether you're
+ /// focusing it or swapping with it.
+ pub fn neighbour_in(&self, dir: Direction) -> Option<WindowId> {
+ let (fx, fy, fid) = {
+ let focused = self.focused_window()?;
+ let (fx, fy) = focused.geometry.center();
+ (fx, fy, focused.id)
+ };
+ let workspace = self.current_workspace;
+ let mut best: Option<(WindowId, i64)> = None;
+ for w in self.windows_on_workspace(workspace).filter(|w| w.id != fid && !w.minimized) {
+ let (cx, cy) = w.geometry.center();
+ let (dx, dy) = ((cx - fx) as i64, (cy - fy) as i64);
+ let matches = match dir {
+ Direction::Left => dx < 0,
+ Direction::Right => dx > 0,
+ Direction::Up => dy < 0,
+ Direction::Down => dy > 0,
+ };
+ if !matches {
+ continue;
+ }
+ let (primary, secondary) = match dir {
+ Direction::Left | Direction::Right => (dx, dy),
+ Direction::Up | Direction::Down => (dy, dx),
+ };
+ let dist = primary * primary + secondary * secondary * 4;
+ if best.is_none_or(|(_, d)| dist < d) {
+ best = Some((w.id, dist));
+ }
+ }
+ best.map(|(id, _)| id)
+ }
+
+ pub fn focus_direction(&mut self, dir: Direction) -> Option<WindowId> {
+ let target = self.neighbour_in(dir);
+ if let Some(id) = target {
+ self.focus_window(id);
+ }
+ target
+ }
+
+ /// Moves the focused window in `dir` by swapping places with its
+ /// neighbour there - the `movewindow l/r/u/d` gesture.
+ ///
+ /// Swapping (rather than nudging by a fixed step) is what makes this
+ /// useful in both of srdwm's modes: under tiling it reorders the layout,
+ /// and in dynamic/floating mode two windows trade positions, which is
+ /// predictable either way. With no neighbour in that direction the
+ /// window is pushed to the corresponding edge of its monitor instead, so
+ /// the key still does something sensible.
+ pub fn move_window_direction(&mut self, dir: Direction) -> Option<WindowId> {
+ let focused = self.focused_id()?;
+ match self.neighbour_in(dir) {
+ Some(other) => {
+ let a = self.windows.get(&focused)?.geometry;
+ let b = self.windows.get(&other)?.geometry;
+ if let Some(w) = self.windows.get_mut(&focused) {
+ w.geometry = b;
+ }
+ if let Some(w) = self.windows.get_mut(&other) {
+ w.geometry = a;
+ }
+ // Keep stacking order in step so a tiling layout, which
+ // assigns slots from `order`, actually reflects the swap.
+ let (ia, ib) = (
+ self.order.iter().position(|&id| id == focused)?,
+ self.order.iter().position(|&id| id == other)?,
+ );
+ self.order.swap(ia, ib);
+ Some(other)
+ }
+ None => {
+ let mon = self.windows.get(&focused).and_then(|w| self.monitor_for(w.monitor))?.geometry;
+ let w = self.windows.get_mut(&focused)?;
+ match dir {
+ Direction::Left => w.geometry.x = mon.x,
+ Direction::Right => w.geometry.x = mon.right() - w.geometry.width as i32,
+ Direction::Up => w.geometry.y = mon.y,
+ Direction::Down => w.geometry.y = mon.bottom() - w.geometry.height as i32,
+ }
+ None
+ }
+ }
+ }
+
+}