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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 /src/layouts/layout.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 'src/layouts/layout.h')
-rw-r--r--src/layouts/layout.h33
1 files changed, 0 insertions, 33 deletions
diff --git a/src/layouts/layout.h b/src/layouts/layout.h
deleted file mode 100644
index 00c002f..0000000
--- a/src/layouts/layout.h
+++ /dev/null
@@ -1,33 +0,0 @@
-#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