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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/tiling_layout.cc | |
| 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/tiling_layout.cc')
| -rw-r--r-- | legacy-cpp/src/layouts/tiling_layout.cc | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/legacy-cpp/src/layouts/tiling_layout.cc b/legacy-cpp/src/layouts/tiling_layout.cc new file mode 100644 index 0000000..440c95a --- /dev/null +++ b/legacy-cpp/src/layouts/tiling_layout.cc @@ -0,0 +1,38 @@ +#include "tiling_layout.h" +#include <iostream> + +TilingLayout::TilingLayout() { + // Constructor implementation +} + +TilingLayout::~TilingLayout() { + // Destructor implementation +} + +void TilingLayout::arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) { + std::cout << "TilingLayout::arrange_windows called for monitor:" << std::endl; + std::cout << " Position: (" << monitor.x << ", " << monitor.y << "), Dimensions: (" << monitor.width << ", " << monitor.height << ")" << std::endl; + std::cout << " Number of windows: " << windows.size() << std::endl; + + // Basic placeholder tiling logic (e.g., splitting the screen vertically) + if (!windows.empty()) { + int window_width = monitor.width / windows.size(); + int current_x = monitor.x; + + for (size_t i = 0; i < windows.size(); ++i) { + SRDWindow* window = windows[i]; + // In a real implementation, you would calculate the desired + // position and size for the window based on the tiling algorithm + // and then call a method on the window object (which would + // internally use the platform backend) to apply these changes. + std::cout << " SRDWindow " << window->getId() << ": Placeholder position (" << current_x << ", " << monitor.y << "), size (" << window_width << ", " << monitor.height << ")" << std::endl; + + // Update the window's properties in the SRDWindow object + window->setPosition(current_x, monitor.y); + window->setDimensions(current_x, monitor.y, window_width, monitor.height); + + + current_x += window_width; + } + } +} |