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| author | srdusr <[email protected]> | 2024-04-02 00:58:00 +0200 |
|---|---|---|
| committer | srdusr <[email protected]> | 2024-04-02 00:58:00 +0200 |
| commit | 8110bb2773b6c841029a51eca7971f42a36f480c (patch) | |
| tree | b3b364a6c0231fe408229e94dc9e25ce4562ad02 /legacy-cpp/src/layouts/layout.h | |
| parent | d1f856edc516047575cf46f12fad2b59006363c8 (diff) | |
| download | srdwm-8110bb2773b6c841029a51eca7971f42a36f480c.tar.gz srdwm-8110bb2773b6c841029a51eca7971f42a36f480c.zip | |
Rewrite srdwm in Rust: working X11 and Wayland backends, Lua config
The C++ prototype (moved to legacy-cpp/) was mostly a design skeleton:
X11 and Windows backends were partially real, Wayland created the
wlroots object graph but never wired a single event listener, macOS
was stub except monitor enumeration, and the Lua engine's srd.bind()
stored a key-combo string but never the actual closure. See
docs/PRIOR_ART.md for the full audit.
This replaces it with a Cargo workspace:
- srdwm-core: platform-independent window/workspace/monitor state,
a real master-stack tiling layout, and SmartPlacement grid/cascade/
snap-to-edge placement - fixing several bugs in the C++ version
(hardcoded 2-column grid, cascade that never cascaded, snap-to-edge
that always returned a fixed rect). 35 unit tests.
- srdwm-config: the srd Lua API via mlua, implementing the surface
docs/DEFAULTS.md always documented but the C++ engine never actually
built (srd.window.close()/focus(direction), srd.workspace.next(),
real keybinding closures, require("srd") support). 10 unit tests.
- srdwm-x11: a real reparenting WM with a drawn title bar (buttons,
drag, resize), verified live under Xephyr - frame placement and
client offset match srdwm-core's computed geometry exactly, and the
decoration renders correctly on screen.
- srdwm-wayland: a from-scratch smithay compositor (the C++ version
had nothing working to port from) - runs via the winit backend,
tracks xdg-shell toplevels through the same WindowManager and
hit-testing code X11 uses, verified to start/render/run without
crashing. Decorations are solid-color (no text yet); see
docs/IMPLEMENTATION_STATUS.md for exact scope.
- srdwm-windows / srdwm-macos: structured, cfg-gated designs informed
by komorebi/glazewm and yabai/AeroSpace respectively (see
docs/PRIOR_ART.md), honestly marked as unbuilt/unverified since this
sandbox has no Windows or macOS target.
Diffstat (limited to 'legacy-cpp/src/layouts/layout.h')
| -rw-r--r-- | legacy-cpp/src/layouts/layout.h | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/legacy-cpp/src/layouts/layout.h b/legacy-cpp/src/layouts/layout.h new file mode 100644 index 0000000..00c002f --- /dev/null +++ b/legacy-cpp/src/layouts/layout.h @@ -0,0 +1,33 @@ +#ifndef SRDWM_LAYOUT_H +#define SRDWM_LAYOUT_H + +#include <vector> +#include "../core/window.h" + +struct Monitor { + int id; + int x; + int y; + int width; + int height; + std::string name; + int refresh_rate; + + Monitor() : id(0), x(0), y(0), width(0), height(0), refresh_rate(60) {} + Monitor(int id, int x, int y, int width, int height, const std::string& name = "", int refresh = 60) + : id(id), x(x), y(y), width(width), height(height), name(name), refresh_rate(refresh) {} +}; + +class Layout { +public: + virtual ~Layout() = default; + + // Pure virtual method to arrange windows on a given monitor + virtual void arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) = 0; + + // You might add other common layout methods here later, e.g.: + // virtual void add_window(SRDWindow* window) = 0; + // virtual void remove_window(SRDWindow* window) = 0; +}; + +#endif // SRDWM_LAYOUT_H |