srdusr
aboutsummaryrefslogtreecommitdiffstats
path: root/src/layouts/layout_engine.cc
diff options
context:
space:
mode:
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_engine.cc
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_engine.cc')
-rw-r--r--src/layouts/layout_engine.cc188
1 files changed, 0 insertions, 188 deletions
diff --git a/src/layouts/layout_engine.cc b/src/layouts/layout_engine.cc
deleted file mode 100644
index f6bc20f..0000000
--- a/src/layouts/layout_engine.cc
+++ /dev/null
@@ -1,188 +0,0 @@
-#include "layout_engine.h"
-#include <iostream>
-#include <algorithm>
-
-LayoutEngine::LayoutEngine() {
- std::cout << "LayoutEngine: Initializing..." << std::endl;
-}
-
-LayoutEngine::~LayoutEngine() {
- std::cout << "LayoutEngine: Shutting down..." << std::endl;
-}
-
-// Layout management
-bool LayoutEngine::set_layout(int monitor_id, LayoutType layout_type) {
- active_layouts_[monitor_id] = layout_type;
- std::cout << "LayoutEngine: Set layout " << layout_type_to_string(layout_type)
- << " for monitor " << monitor_id << std::endl;
- return true;
-}
-
-bool LayoutEngine::set_layout(int monitor_id, const std::string& layout_name) {
- LayoutType layout_type = string_to_layout_type(layout_name);
- if (layout_type != LayoutType::TILING && layout_type != LayoutType::DYNAMIC && layout_type != LayoutType::FLOATING) {
- std::cerr << "LayoutEngine: Unknown layout type: " << layout_name << std::endl;
- return false;
- }
- return set_layout(monitor_id, layout_type);
-}
-
-LayoutType LayoutEngine::get_layout(int monitor_id) const {
- auto it = active_layouts_.find(monitor_id);
- if (it != active_layouts_.end()) {
- return it->second;
- }
- return LayoutType::DYNAMIC; // Default layout
-}
-
-std::string LayoutEngine::get_layout_name(int monitor_id) const {
- return layout_type_to_string(get_layout(monitor_id));
-}
-
-// Layout configuration
-bool LayoutEngine::configure_layout(const std::string& layout_name, const std::map<std::string, std::string>& config) {
- layout_configs_[layout_name] = config;
- std::cout << "LayoutEngine: Configured layout '" << layout_name << "' with "
- << config.size() << " parameters" << std::endl;
- return true;
-}
-
-bool LayoutEngine::register_custom_layout(const std::string& name, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)> layout_func) {
- custom_layouts_[name] = layout_func;
- std::cout << "LayoutEngine: Registered custom layout '" << name << "'" << std::endl;
- return true;
-}
-
-// SRDWindow management
-void LayoutEngine::add_window(SRDWindow* window) {
- if (window && std::find(windows_.begin(), windows_.end(), window) == windows_.end()) {
- windows_.push_back(window);
- std::cout << "LayoutEngine: Added window " << window->getId() << std::endl;
- }
-}
-
-void LayoutEngine::remove_window(SRDWindow* window) {
- auto it = std::find(windows_.begin(), windows_.end(), window);
- if (it != windows_.end()) {
- windows_.erase(it);
- std::cout << "LayoutEngine: Removed window " << window->getId() << std::endl;
- }
-}
-
-void LayoutEngine::update_window(SRDWindow* window) {
- // Trigger rearrangement for the monitor this window is on
- // For now, just log the update
- std::cout << "LayoutEngine: Updated window " << window->getId() << std::endl;
-}
-
-// Monitor management
-void LayoutEngine::add_monitor(const Monitor& monitor) {
- // Check if monitor already exists
- auto it = std::find_if(monitors_.begin(), monitors_.end(),
- [&](const Monitor& m) { return m.id == monitor.id; });
- if (it == monitors_.end()) {
- monitors_.push_back(monitor);
- // Set default layout for new monitor
- active_layouts_[monitor.id] = LayoutType::DYNAMIC;
- std::cout << "LayoutEngine: Added monitor " << monitor.id << std::endl;
- }
-}
-
-void LayoutEngine::remove_monitor(int monitor_id) {
- auto it = std::find_if(monitors_.begin(), monitors_.end(),
- [monitor_id](const Monitor& m) { return m.id == monitor_id; });
- if (it != monitors_.end()) {
- monitors_.erase(it);
- active_layouts_.erase(monitor_id);
- std::cout << "LayoutEngine: Removed monitor " << monitor_id << std::endl;
- }
-}
-
-void LayoutEngine::update_monitor(const Monitor& monitor) {
- auto it = std::find_if(monitors_.begin(), monitors_.end(),
- [&](const Monitor& m) { return m.id == monitor.id; });
- if (it != monitors_.end()) {
- *it = monitor;
- std::cout << "LayoutEngine: Updated monitor " << monitor.id << std::endl;
- }
-}
-
-// Arrangement
-void LayoutEngine::arrange_on_monitor(const Monitor& monitor) {
- if (active_layouts_.count(monitor.id)) {
- LayoutType current_layout_type = active_layouts_[monitor.id];
- std::vector<SRDWindow*> windows_on_monitor = get_windows_on_monitor(monitor.id);
-
- std::cout << "LayoutEngine: Arranging " << windows_on_monitor.size()
- << " windows on monitor " << monitor.id
- << " with layout " << layout_type_to_string(current_layout_type) << std::endl;
-
- if (current_layout_type == LayoutType::TILING) {
- tiling_layout_.arrange_windows(windows_on_monitor, monitor);
- } else if (current_layout_type == LayoutType::DYNAMIC) {
- dynamic_layout_.arrange_windows(windows_on_monitor, monitor);
- } else if (current_layout_type == LayoutType::FLOATING) {
- // Floating layout - windows keep their current positions
- std::cout << "LayoutEngine: Floating layout - no arrangement needed" << std::endl;
- }
- }
-}
-
-void LayoutEngine::arrange_all_monitors() {
- for (const auto& monitor : monitors_) {
- arrange_on_monitor(monitor);
- }
-}
-
-// Utility
-std::vector<std::string> LayoutEngine::get_available_layouts() const {
- return {"tiling", "dynamic", "floating"};
-}
-
-std::vector<SRDWindow*> LayoutEngine::get_windows_on_monitor(int monitor_id) const {
- std::vector<SRDWindow*> windows_on_monitor;
-
- // Find the monitor
- auto monitor_it = std::find_if(monitors_.begin(), monitors_.end(),
- [monitor_id](const Monitor& m) { return m.id == monitor_id; });
- if (monitor_it == monitors_.end()) {
- return windows_on_monitor;
- }
-
- // Get windows that are on this monitor
- for (SRDWindow* window : windows_) {
- if (is_window_on_monitor(window, *monitor_it)) {
- windows_on_monitor.push_back(window);
- }
- }
-
- return windows_on_monitor;
-}
-
-// Helper methods
-LayoutType LayoutEngine::string_to_layout_type(const std::string& name) const {
- if (name == "tiling") return LayoutType::TILING;
- if (name == "dynamic") return LayoutType::DYNAMIC;
- if (name == "floating") return LayoutType::FLOATING;
- return LayoutType::DYNAMIC; // Default
-}
-
-std::string LayoutEngine::layout_type_to_string(LayoutType type) const {
- switch (type) {
- case LayoutType::TILING: return "tiling";
- case LayoutType::DYNAMIC: return "dynamic";
- case LayoutType::FLOATING: return "floating";
- default: return "dynamic";
- }
-}
-
-bool LayoutEngine::is_window_on_monitor(const SRDWindow* window, const Monitor& monitor) const {
- if (!window) return false;
-
- // Simple check: window center is within monitor bounds
- int window_center_x = window->getX() + window->getWidth() / 2;
- int window_center_y = window->getY() + window->getHeight() / 2;
-
- return window_center_x >= monitor.x && window_center_x < monitor.x + monitor.width &&
- window_center_y >= monitor.y && window_center_y < monitor.y + monitor.height;
-}