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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 /src/core/window_manager.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 'src/core/window_manager.h')
| -rw-r--r-- | src/core/window_manager.h | 156 |
1 files changed, 0 insertions, 156 deletions
diff --git a/src/core/window_manager.h b/src/core/window_manager.h deleted file mode 100644 index 2da999a..0000000 --- a/src/core/window_manager.h +++ /dev/null @@ -1,156 +0,0 @@ -#ifndef SRDWM_WINDOW_MANAGER_H -#define SRDWM_WINDOW_MANAGER_H - -#include <vector> -#include <algorithm> // Required for std::remove_if -#include <memory> // Required for std::unique_ptr -#include <map> -#include <string> -#include <functional> -#include <set> // Required for std::set - -#include "../input/input_handler.h" -#include "../layouts/layout_engine.h" -#include "../platform/platform.h" // For Event type -#include "../layouts/layout.h" // For Monitor type - -class SRDWindow; // Forward declaration -class InputHandler; // Forward declaration -class LuaManager; // Forward declaration - -// Workspace structure -struct Workspace { - int id; - std::string name; - std::vector<SRDWindow*> windows; - std::string layout; - bool visible; - - Workspace(int id, const std::string& name = "") - : id(id), name(name), layout("tiling"), visible(false) {} -}; - -class SRDWindowManager { -public: - SRDWindowManager(); - ~SRDWindowManager(); - - void run(); // Main loop - - // SRDWindow management - void add_window(std::unique_ptr<SRDWindow> window); - void remove_window(SRDWindow* window); - void focus_window(SRDWindow* window); - SRDWindow* get_focused_window() const; - std::vector<SRDWindow*> get_windows() const; - void manage_windows(); // Added missing method - void focus_next_window(); - void focus_previous_window(); - - // SRDWindow operations - void close_window(SRDWindow* window); - void minimize_window(SRDWindow* window); - void maximize_window(SRDWindow* window); - void move_window(SRDWindow* window, int x, int y); - void resize_window(SRDWindow* window, int width, int height); - void toggle_window_floating(SRDWindow* window); - bool is_window_floating(SRDWindow* window) const; - - // Window dragging and resizing - void start_window_drag(SRDWindow* window, int start_x, int start_y); - void start_window_resize(SRDWindow* window, int start_x, int start_y, int edge); - void update_window_drag(int x, int y); - void update_window_resize(int x, int y); - void end_window_drag(); - void end_window_resize(); - bool is_dragging() const { return dragging_window_ != nullptr; } - bool is_resizing() const { return resizing_window_ != nullptr; } - - // Workspace management - void add_workspace(const std::string& name = ""); - void remove_workspace(int workspace_id); - void switch_to_workspace(int workspace_id); - void move_window_to_workspace(SRDWindow* window, int workspace_id); - int get_current_workspace() const; - std::vector<Workspace> get_workspaces() const; - Workspace* get_workspace(int workspace_id); - - // Layout management - void set_layout(int monitor_id, const std::string& layout_name); - std::string get_layout(int monitor_id) const; - void arrange_windows(); - void tile_windows(); - void arrange_windows_dynamic(); - - // Key binding system - void bind_key(const std::string& key_combination, std::function<void()> action); - void unbind_key(const std::string& key_combination); - void handle_key_press(int key_code, int modifiers); - void handle_key_release(int key_code, int modifiers); - - // Input event handling (called by InputHandler) - void handle_key_press(int key_code); - void handle_key_release(int key_code); - void handle_mouse_button_press(int button, int x, int y); - void handle_mouse_button_release(int button, int x, int y); - void handle_mouse_motion(int x, int y); - void handle_event(const Event& event); // Added missing method - - // Integration - void set_layout_engine(LayoutEngine* engine); - void set_lua_manager(LuaManager* manager); - void set_platform(Platform* platform); - -private: - // Window tracking - std::vector<SRDWindow*> windows_; // Added missing member variable - SRDWindow* focused_window_ = nullptr; - std::set<SRDWindow*> floating_windows_; // Track floating windows - InputHandler* input_handler_ = nullptr; - LayoutEngine* layout_engine_ = nullptr; - LuaManager* lua_manager_ = nullptr; - Platform* platform_ = nullptr; - - // Workspace management - std::vector<Workspace> workspaces_; - int current_workspace_ = 0; - int next_workspace_id_ = 1; - - // Window dragging and resizing state - SRDWindow* dragging_window_ = nullptr; - SRDWindow* resizing_window_ = nullptr; - int drag_start_x_ = 0; - int drag_start_y_ = 0; - int drag_start_window_x_ = 0; - int drag_start_window_y_ = 0; - int resize_start_x_ = 0; - int resize_start_y_ = 0; - int resize_start_width_ = 0; - int resize_start_height_ = 0; - int resize_edge_ = 0; // 0=none, 1=left, 2=right, 3=top, 4=bottom, 5=corner - - // Key binding system - std::map<std::string, std::function<void()>> key_bindings_; - std::map<int, int> pressed_keys_; // key_code -> modifiers - - // Platform-specific data (placeholder) - void* platform_data_ = nullptr; - - // Monitor information - std::vector<Monitor> monitors_; - - // Helper methods - std::string key_code_to_string(int key_code, int modifiers) const; - void execute_key_binding(const std::string& key_combination); - void update_layout_for_window(SRDWindow* window); - void arrange_workspace_windows(int workspace_id); - void update_workspace_visibility(); - - // Window interaction helpers - SRDWindow* find_window_at_position(int x, int y) const; - bool is_in_titlebar_area(SRDWindow* window, int x, int y) const; - bool is_in_resize_area(SRDWindow* window, int x, int y) const; - int get_resize_edge(SRDWindow* window, int x, int y) const; -}; - -#endif // SRDWM_WINDOW_MANAGER_H |