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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/layouts/smart_placement.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 'src/layouts/smart_placement.cc')
| -rw-r--r-- | src/layouts/smart_placement.cc | 278 |
1 files changed, 0 insertions, 278 deletions
diff --git a/src/layouts/smart_placement.cc b/src/layouts/smart_placement.cc deleted file mode 100644 index b23844c..0000000 --- a/src/layouts/smart_placement.cc +++ /dev/null @@ -1,278 +0,0 @@ -#include "smart_placement.h" -#include <algorithm> -#include <cmath> -#include <iostream> - -// Constants -constexpr int SmartPlacement::MIN_WINDOW_WIDTH; -constexpr int SmartPlacement::MIN_WINDOW_HEIGHT; -constexpr int SmartPlacement::GRID_MARGIN; -constexpr int SmartPlacement::CASCADE_OFFSET; - -SmartPlacement::PlacementResult SmartPlacement::place_window( - const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - - // Try grid placement first (SRDWindows 11 style) - auto grid_result = place_in_grid(window, monitor, existing_windows); - if (grid_result.success) { - return grid_result; - } - - // Fall back to cascade placement - return cascade_place(window, monitor, existing_windows); -} - -SmartPlacement::PlacementResult SmartPlacement::place_in_grid( - const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - - PlacementResult result = {0, 0, 0, 0, false, "Grid placement failed"}; - - // Calculate optimal grid size based on monitor and window count - int window_count = existing_windows.size() + 1; - int grid_size = calculate_optimal_grid_size(monitor, window_count); - - if (grid_size <= 0) { - result.reason = "Invalid grid size"; - return result; - } - - // Calculate grid position for this window - auto [grid_x, grid_y] = calculate_grid_position(window, monitor); - - // Calculate cell dimensions - int cell_width = (monitor.width - (grid_size + 1) * GRID_MARGIN) / grid_size; - int cell_height = (monitor.height - (grid_size + 1) * GRID_MARGIN) / grid_size; - - // Ensure minimum cell size - cell_width = std::max(cell_width, MIN_WINDOW_WIDTH); - cell_height = std::max(cell_height, MIN_WINDOW_HEIGHT); - - // Calculate window position - int x = monitor.x + GRID_MARGIN + grid_x * (cell_width + GRID_MARGIN); - int y = monitor.y + GRID_MARGIN + grid_y * (cell_height + GRID_MARGIN); - - // Check if position is valid - if (is_position_valid(x, y, cell_width, cell_height, monitor)) { - result.x = x; - result.y = y; - result.width = cell_width; - result.height = cell_height; - result.success = true; - result.reason = "Grid placement successful"; - } - - return result; -} - -SmartPlacement::PlacementResult SmartPlacement::snap_to_edge( - const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - - PlacementResult result = {0, 0, 0, 0, false, "Snap placement failed"}; - - // For now, implement simple edge snapping - // In a full implementation, this would detect when windows are dragged near edges - - int x = monitor.x + monitor.width / 4; - int y = monitor.y + monitor.height / 4; - int width = monitor.width / 2; - int height = monitor.height / 2; - - if (is_position_valid(x, y, width, height, monitor)) { - result.x = x; - result.y = y; - result.width = width; - result.height = height; - result.success = true; - result.reason = "Snap placement successful"; - } - - return result; -} - -SmartPlacement::PlacementResult SmartPlacement::cascade_place( - const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - - PlacementResult result = {0, 0, 0, 0, false, "Cascade placement failed"}; - - // Find a free space for cascading - auto free_spaces = find_free_spaces(monitor, existing_windows); - - if (free_spaces.empty()) { - // No free spaces, use default position - int x = monitor.x + CASCADE_OFFSET; - int y = monitor.y + CASCADE_OFFSET; - int width = std::min(800, monitor.width - 2 * CASCADE_OFFSET); - int height = std::min(600, monitor.height - 2 * CASCADE_OFFSET); - - if (is_position_valid(x, y, width, height, monitor)) { - result.x = x; - result.y = y; - result.width = width; - result.height = height; - result.success = true; - result.reason = "Default cascade placement"; - } - } else { - // Use the first free space - auto [x, y] = free_spaces[0]; - int width = std::min(800, monitor.width - x - CASCADE_OFFSET); - int height = std::min(600, monitor.height - y - CASCADE_OFFSET); - - if (is_position_valid(x, y, width, height, monitor)) { - result.x = x; - result.y = y; - result.width = width; - result.height = height; - result.success = true; - result.reason = "Cascade placement in free space"; - } - } - - return result; -} - -SmartPlacement::PlacementResult SmartPlacement::smart_tile( - const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - - PlacementResult result = {0, 0, 0, 0, false, "Smart tile placement failed"}; - - // Calculate overlap score to find best position - int best_score = -1; - int best_x = monitor.x; - int best_y = monitor.y; - int best_width = monitor.width / 2; - int best_height = monitor.height / 2; - - // Try different positions and find the one with least overlap - for (int x = monitor.x; x < monitor.x + monitor.width - MIN_WINDOW_WIDTH; x += 50) { - for (int y = monitor.y; y < monitor.y + monitor.height - MIN_WINDOW_HEIGHT; y += 50) { - int width = std::min(800, monitor.width - x); - int height = std::min(600, monitor.height - y); - - if (is_position_valid(x, y, width, height, monitor)) { - int score = calculate_overlap_score(window, monitor, existing_windows); - if (score > best_score) { - best_score = score; - best_x = x; - best_y = y; - best_width = width; - best_height = height; - } - } - } - } - - if (best_score >= 0) { - result.x = best_x; - result.y = best_y; - result.width = best_width; - result.height = best_height; - result.success = true; - result.reason = "Smart tile placement successful"; - } - - return result; -} - -bool SmartPlacement::windows_overlap(const SRDWindow* w1, const SRDWindow* w2) { - // Simple AABB overlap detection - int x1 = w1->getX(); - int y1 = w1->getY(); - int w1_width = w1->getWidth(); - int w1_height = w1->getHeight(); - - int x2 = w2->getX(); - int y2 = w2->getY(); - int w2_width = w2->getWidth(); - int w2_height = w2->getHeight(); - - return !(x1 + w1_width <= x2 || x2 + w2_width <= x1 || - y1 + w1_height <= y2 || y2 + w2_height <= y1); -} - -int SmartPlacement::calculate_overlap_score(const SRDWindow* window, const Monitor& monitor, - const std::vector<SRDWindow*>& existing_windows) { - int score = 0; - - // Calculate how much this position overlaps with existing windows - for (const auto* existing : existing_windows) { - if (windows_overlap(window, existing)) { - score -= 10; // Penalty for overlap - } else { - score += 1; // Bonus for no overlap - } - } - - return score; -} - -std::vector<std::pair<int, int>> SmartPlacement::find_free_spaces( - const Monitor& monitor, const std::vector<SRDWindow*>& existing_windows) { - - std::vector<std::pair<int, int>> free_spaces; - - // Simple algorithm: try positions in a grid pattern - for (int x = monitor.x; x < monitor.x + monitor.width - MIN_WINDOW_WIDTH; x += 100) { - for (int y = monitor.y; y < monitor.y + monitor.height - MIN_WINDOW_HEIGHT; y += 100) { - bool is_free = true; - - // Check if this position overlaps with any existing window - for (const auto* existing : existing_windows) { - int ex = existing->getX(); - int ey = existing->getY(); - int ew = existing->getWidth(); - int eh = existing->getHeight(); - - if (x < ex + ew && x + MIN_WINDOW_WIDTH > ex && - y < ey + eh && y + MIN_WINDOW_HEIGHT > ey) { - is_free = false; - break; - } - } - - if (is_free) { - free_spaces.emplace_back(x, y); - } - } - } - - return free_spaces; -} - -bool SmartPlacement::is_position_valid(int x, int y, int width, int height, const Monitor& monitor) { - return x >= monitor.x && y >= monitor.y && - x + width <= monitor.x + monitor.width && - y + height <= monitor.y + monitor.height && - width >= MIN_WINDOW_WIDTH && height >= MIN_WINDOW_HEIGHT; -} - -std::pair<int, int> SmartPlacement::calculate_grid_position(const SRDWindow* window, const Monitor& monitor) { - // Simple grid position calculation - // In a real implementation, this might consider window properties or user preferences - - // For now, use a simple pattern: first window top-left, second top-right, etc. - static int window_counter = 0; - int grid_x = window_counter % 2; - int grid_y = window_counter / 2; - window_counter++; - - return {grid_x, grid_y}; -} - -int SmartPlacement::calculate_optimal_grid_size(const Monitor& monitor, int window_count) { - // Calculate optimal grid size based on monitor dimensions and window count - if (window_count <= 0) return 1; - - // Simple heuristic: try to create a roughly square grid - int grid_size = static_cast<int>(std::ceil(std::sqrt(window_count))); - - // Ensure grid size is reasonable - grid_size = std::max(1, std::min(grid_size, 4)); - - return grid_size; -} |