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authorsrdusr <[email protected]>2024-04-02 00:58:00 +0200
committersrdusr <[email protected]>2024-04-02 00:58:00 +0200
commit8110bb2773b6c841029a51eca7971f42a36f480c (patch)
treeb3b364a6c0231fe408229e94dc9e25ce4562ad02 /legacy-cpp/src/layouts/layout_engine.h
parentd1f856edc516047575cf46f12fad2b59006363c8 (diff)
downloadsrdwm-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_engine.h')
-rw-r--r--legacy-cpp/src/layouts/layout_engine.h70
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diff --git a/legacy-cpp/src/layouts/layout_engine.h b/legacy-cpp/src/layouts/layout_engine.h
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+#ifndef SRDWM_LAYOUT_ENGINE_H
+#define SRDWM_LAYOUT_ENGINE_H
+
+#include "layout.h"
+#include "tiling_layout.h"
+#include "dynamic_layout.h"
+#include <vector>
+#include <map>
+#include <string>
+#include <functional>
+
+class SRDWindow; // Forward declaration to avoid circular dependency
+
+enum class LayoutType {
+ TILING,
+ DYNAMIC,
+ FLOATING
+ // Add other layout types here later
+};
+
+class LayoutEngine {
+public:
+ LayoutEngine();
+ ~LayoutEngine();
+
+ // Layout management
+ bool set_layout(int monitor_id, LayoutType layout_type);
+ bool set_layout(int monitor_id, const std::string& layout_name);
+ LayoutType get_layout(int monitor_id) const;
+ std::string get_layout_name(int monitor_id) const;
+
+ // Layout configuration
+ bool configure_layout(const std::string& layout_name, const std::map<std::string, std::string>& config);
+ bool register_custom_layout(const std::string& name, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)> layout_func);
+
+ // SRDWindow management
+ void add_window(SRDWindow* window);
+ void remove_window(SRDWindow* window);
+ void update_window(SRDWindow* window);
+
+ // Monitor management
+ void add_monitor(const Monitor& monitor);
+ void remove_monitor(int monitor_id);
+ void update_monitor(const Monitor& monitor);
+
+ // Arrangement
+ void arrange_on_monitor(const Monitor& monitor);
+ void arrange_all_monitors();
+
+ // Utility
+ std::vector<std::string> get_available_layouts() const;
+ std::vector<SRDWindow*> get_windows_on_monitor(int monitor_id) const;
+
+private:
+ // Member variables for layout state
+ std::vector<Monitor> monitors_;
+ std::vector<SRDWindow*> windows_;
+ TilingLayout tiling_layout_;
+ DynamicLayout dynamic_layout_;
+ std::map<int, LayoutType> active_layouts_; // Map monitor ID to active layout type
+ std::map<std::string, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)>> custom_layouts_;
+ std::map<std::string, std::map<std::string, std::string>> layout_configs_;
+
+ // Helper methods
+ LayoutType string_to_layout_type(const std::string& name) const;
+ std::string layout_type_to_string(LayoutType type) const;
+ bool is_window_on_monitor(const SRDWindow* window, const Monitor& monitor) const;
+};
+
+#endif // SRDWM_LAYOUT_ENGINE_H