use crate::geometry::Rect; use crate::layout::{Layout, MasterStackLayout, NoOpLayout, TilingConfig}; use crate::monitor::{Monitor, MonitorId}; use crate::placement::{PlacementConfig, SmartPlacement, MIN_WINDOW_HEIGHT, MIN_WINDOW_WIDTH}; use crate::rules::WindowRule; use crate::window::{ResizeEdge, TitlebarHit, Window, WindowId}; use crate::workspace::{Workspace, WorkspaceId}; use std::collections::HashMap; #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum Direction { Left, Right, Up, Down, } struct DragState { window: WindowId, start_x: i32, start_y: i32, orig: Rect, } struct ResizeState { window: WindowId, edge: ResizeEdge, start_x: i32, start_y: i32, orig: Rect, } /// The platform-independent core of srdwm: owns window/workspace/monitor /// state and layout policy. Backends (X11, Wayland, ...) drive this via /// `add_window`/`remove_window`/input events, and apply the `Rect`s it /// computes back onto real surfaces. pub struct WindowManager { windows: HashMap, order: Vec, focused: Option, monitors: Vec, workspaces: Vec, current_workspace: WorkspaceId, next_workspace_id: WorkspaceId, next_window_id: WindowId, layouts: HashMap>, pub tiling: TilingConfig, pub placement: PlacementConfig, drag: Option, resize: Option, rules: Vec, } impl Default for WindowManager { fn default() -> Self { Self::new() } } impl WindowManager { pub fn new() -> Self { let mut layouts: HashMap> = HashMap::new(); layouts.insert("tiling".into(), Box::new(MasterStackLayout)); layouts.insert("dynamic".into(), Box::new(NoOpLayout("dynamic"))); layouts.insert("floating".into(), Box::new(NoOpLayout("floating"))); Self { windows: HashMap::new(), order: Vec::new(), focused: None, monitors: Vec::new(), workspaces: vec![Workspace::new(0, "1", "dynamic")], current_workspace: 0, next_workspace_id: 1, next_window_id: 1, layouts, tiling: TilingConfig::default(), placement: PlacementConfig::default(), drag: None, resize: None, rules: Vec::new(), } } /// Registers a window rule; on every subsequent `add_window`, the first /// rule whose matcher matches the new window has its actions applied. pub fn add_rule(&mut self, rule: WindowRule) { self.rules.push(rule); } pub fn register_layout(&mut self, name: impl Into, layout: Box) { self.layouts.insert(name.into(), layout); } pub fn available_layouts(&self) -> Vec<&str> { self.layouts.keys().map(String::as_str).collect() } // ---- Monitors ---------------------------------------------------- /// Replaces the monitor list, rehoming any window left stranded. /// /// Called at startup and again on every hotplug. Unplugging a monitor /// would otherwise leave its windows pointing at a `monitor` id that no /// longer exists: `arrange_workspace` skips those (it looks the monitor /// up to get a rectangle), so they would stop being tiled, and a /// floating window would sit at coordinates that are no longer on any /// screen - unreachable, with no way to drag it back. /// /// Stranded windows are moved to the primary monitor and, if their /// geometry falls outside it, nudged back inside. /// /// This keys off **geometry**, not just the `monitor` field. That field /// records which monitor a window was *assigned* at creation and does /// not track where the window actually is: a floating window dragged -- /// or placed by a rule - onto a second monitor keeps `monitor` /// pointing at the first. Trusting the field alone left such a window /// at coordinates that no longer existed once its real monitor was /// unplugged: off-screen and unreachable, with no way to drag it back. /// Found by unplugging a monitor out from under a window in the QEMU VM /// and watching it vanish; the field-only check had passed its unit /// tests because those set `monitor` explicitly. pub fn set_monitors(&mut self, monitors: Vec) { self.monitors = monitors; let Some(primary) = self.primary_monitor().cloned() else { // No monitors at all (every output unplugged): leave windows // as-is rather than collapsing them onto nothing, so they are // restored intact when an output comes back. return; }; let live = self.monitors.clone(); for window in self.windows.values_mut() { let visible_on = live.iter().find(|m| m.geometry.overlaps(&window.geometry)); match visible_on { // Still on screen: just make sure its monitor id points at a // monitor that exists, so tiling keeps working. Some(monitor) => { if !live.iter().any(|m| m.id == window.monitor) { window.monitor = monitor.id; } } // Nothing on screen shows this window any more. None => { window.geometry = window.geometry.clamped_into(primary.geometry); window.monitor = primary.id; } } } } pub fn monitors(&self) -> &[Monitor] { &self.monitors } pub fn primary_monitor(&self) -> Option<&Monitor> { self.monitors.iter().find(|m| m.primary).or_else(|| self.monitors.first()) } fn monitor_for(&self, id: MonitorId) -> Option<&Monitor> { self.monitors.iter().find(|m| m.id == id).or_else(|| self.primary_monitor()) } // ---- Windows ------------------------------------------------------- pub fn alloc_window_id(&mut self) -> WindowId { let id = self.next_window_id; self.next_window_id += 1; id } /// Registers a window that a backend has already created. If the current /// workspace's layout doesn't auto-tile ("dynamic"/"floating"), the /// window's initial geometry is chosen via [`SmartPlacement`]; otherwise /// it's left for the next `arrange_workspace` call to place. pub fn add_window(&mut self, mut window: Window) -> WindowId { let id = window.id; let actions = self.rules.iter().find(|r| r.matcher.matches(&window)).map(|r| r.actions.clone()); let workspace = actions.as_ref().and_then(|a| a.workspace).unwrap_or(self.current_workspace); window.workspace = workspace; if let Some(a) = &actions { if let Some(floating) = a.floating { window.floating = floating; } if let Some(decorated) = a.decorated { window.decorated = decorated; } if let Some(color) = a.border_color { window.border_color = color; } if let Some(width) = a.border_width { window.border_width = width; } if let Some(pinned) = a.pinned { window.always_on_top = pinned; } } if let Some(monitor) = self.primary_monitor() { window.monitor = monitor.id; let layout_name = self.workspace(workspace).map(|w| w.layout.clone()).unwrap_or_default(); if layout_name != "tiling" { let existing: Vec = self.windows_on_workspace(workspace).map(|w| w.geometry).collect(); let size = (window.geometry.width, window.geometry.height); window.geometry = SmartPlacement::place(monitor, &existing, size, &self.placement); } } if let Some(geometry) = actions.as_ref().and_then(|a| a.geometry) { window.geometry = geometry; } let maximize = actions.as_ref().and_then(|a| a.maximized).unwrap_or(false); self.windows.insert(id, window); self.order.push(id); self.focused = Some(id); // A new window goes on top, but must not cover a pinned one. self.restack_pinned(); if maximize { self.toggle_maximize(id); } id } pub fn remove_window(&mut self, id: WindowId) -> Option { self.order.retain(|&w| w != id); if self.focused == Some(id) { self.focused = self.order.last().copied(); } self.windows.remove(&id) } pub fn window(&self, id: WindowId) -> Option<&Window> { self.windows.get(&id) } pub fn window_mut(&mut self, id: WindowId) -> Option<&mut Window> { self.windows.get_mut(&id) } pub fn windows(&self) -> impl Iterator { self.windows.values() } /// Windows in stacking order, topmost (most recently raised) last. pub fn stacking_order(&self) -> impl Iterator { self.order.iter().filter_map(|id| self.windows.get(id)) } fn windows_on_workspace(&self, workspace: WorkspaceId) -> impl Iterator { self.windows.values().filter(move |w| w.workspace == workspace) } pub fn raise_window(&mut self, id: WindowId) { if let Some(pos) = self.order.iter().position(|&w| w == id) { let id = self.order.remove(pos); self.order.push(id); } self.restack_pinned(); } /// Toggles "always on top" for a window (Hyprland's `pin`), used for /// picture-in-picture and small HUD overlays that must stay visible /// while you work in something else. pub fn toggle_always_on_top(&mut self, id: WindowId) { if let Some(w) = self.windows.get_mut(&id) { w.always_on_top = !w.always_on_top; } self.restack_pinned(); } pub fn is_always_on_top(&self, id: WindowId) -> bool { self.windows.get(&id).map(|w| w.always_on_top).unwrap_or(false) } /// Moves every always-on-top window to the top of the stack, keeping /// their relative order. /// /// `order` is the stacking order (last = topmost), so pinning is not a /// property the renderer checks - it is maintained here, which means /// every existing consumer of `stacking_order` gets it for free and /// cannot forget to honour it. fn restack_pinned(&mut self) { if !self.windows.values().any(|w| w.always_on_top) { return; } let (pinned, rest): (Vec<_>, Vec<_>) = self .order .iter() .partition(|id| self.windows.get(id).is_some_and(|w| w.always_on_top)); self.order = rest.into_iter().chain(pinned).collect(); } // ---- Focus ---------------------------------------------------------- pub fn focused_window(&self) -> Option<&Window> { self.focused.and_then(|id| self.windows.get(&id)) } pub fn focused_id(&self) -> Option { self.focused } pub fn focus_window(&mut self, id: WindowId) { if self.windows.contains_key(&id) { self.focused = Some(id); self.raise_window(id); } } fn cycle_focus(&mut self, forward: bool) { let ids: Vec = self.windows_on_workspace(self.current_workspace).filter(|w| !w.minimized).map(|w| w.id).collect(); if ids.is_empty() { self.focused = None; return; } let cur_pos = self.focused.and_then(|f| ids.iter().position(|&i| i == f)); let next = match cur_pos { None => 0, Some(p) if forward => (p + 1) % ids.len(), Some(p) => (p + ids.len() - 1) % ids.len(), }; self.focus_window(ids[next]); } pub fn focus_next(&mut self) { self.cycle_focus(true); } pub fn focus_previous(&mut self) { self.cycle_focus(false); } /// Vim-style directional focus: picks the nearest window whose center /// lies in `dir` relative to the focused window's center, on the same /// workspace. Returns the newly focused window, if any. /// Nearest window to the focused one in `dir`, by a distance biased /// toward the requested axis so a window that's mostly to the left /// (small |dy|) beats a diagonally-placed one - matching how /// i3/sway-style directional focus feels. /// /// Shared by [`Self::focus_direction`] and [`Self::move_window_direction`] /// so "the window to the left" means the same thing whether you're /// focusing it or swapping with it. pub fn neighbour_in(&self, dir: Direction) -> Option { let (fx, fy, fid) = { let focused = self.focused_window()?; let (fx, fy) = focused.geometry.center(); (fx, fy, focused.id) }; let workspace = self.current_workspace; let mut best: Option<(WindowId, i64)> = None; for w in self.windows_on_workspace(workspace).filter(|w| w.id != fid && !w.minimized) { let (cx, cy) = w.geometry.center(); let (dx, dy) = ((cx - fx) as i64, (cy - fy) as i64); let matches = match dir { Direction::Left => dx < 0, Direction::Right => dx > 0, Direction::Up => dy < 0, Direction::Down => dy > 0, }; if !matches { continue; } let (primary, secondary) = match dir { Direction::Left | Direction::Right => (dx, dy), Direction::Up | Direction::Down => (dy, dx), }; let dist = primary * primary + secondary * secondary * 4; if best.is_none_or(|(_, d)| dist < d) { best = Some((w.id, dist)); } } best.map(|(id, _)| id) } pub fn focus_direction(&mut self, dir: Direction) -> Option { let target = self.neighbour_in(dir); if let Some(id) = target { self.focus_window(id); } target } /// Moves the focused window in `dir` by swapping places with its /// neighbour there - the `movewindow l/r/u/d` gesture. /// /// Swapping (rather than nudging by a fixed step) is what makes this /// useful in both of srdwm's modes: under tiling it reorders the layout, /// and in dynamic/floating mode two windows trade positions, which is /// predictable either way. With no neighbour in that direction the /// window is pushed to the corresponding edge of its monitor instead, so /// the key still does something sensible. pub fn move_window_direction(&mut self, dir: Direction) -> Option { let focused = self.focused_id()?; match self.neighbour_in(dir) { Some(other) => { let a = self.windows.get(&focused)?.geometry; let b = self.windows.get(&other)?.geometry; if let Some(w) = self.windows.get_mut(&focused) { w.geometry = b; } if let Some(w) = self.windows.get_mut(&other) { w.geometry = a; } // Keep stacking order in step so a tiling layout, which // assigns slots from `order`, actually reflects the swap. let (ia, ib) = ( self.order.iter().position(|&id| id == focused)?, self.order.iter().position(|&id| id == other)?, ); self.order.swap(ia, ib); Some(other) } None => { let mon = self.windows.get(&focused).and_then(|w| self.monitor_for(w.monitor))?.geometry; let w = self.windows.get_mut(&focused)?; match dir { Direction::Left => w.geometry.x = mon.x, Direction::Right => w.geometry.x = mon.right() - w.geometry.width as i32, Direction::Up => w.geometry.y = mon.y, Direction::Down => w.geometry.y = mon.bottom() - w.geometry.height as i32, } None } } } // ---- Window operations ---------------------------------------------- pub fn close_window(&mut self, id: WindowId) { log::info!("close_window({id})"); } pub fn minimize_window(&mut self, id: WindowId) { if let Some(w) = self.windows.get_mut(&id) { w.minimized = true; } if self.focused == Some(id) { self.cycle_focus(true); } } pub fn restore_window(&mut self, id: WindowId) { if let Some(w) = self.windows.get_mut(&id) { w.minimized = false; } } pub fn toggle_maximize(&mut self, id: WindowId) { let monitor_geom = self.windows.get(&id).and_then(|w| self.monitor_for(w.monitor)).map(|m| m.geometry); let Some(w) = self.windows.get_mut(&id) else { return }; if w.maximized { if let Some(restore) = w.restore_geometry.take() { w.geometry = restore; } w.maximized = false; } else if let Some(geom) = monitor_geom { w.restore_geometry = Some(w.geometry); w.geometry = geom; w.maximized = true; } } /// Fullscreen: the window covers its whole monitor with no decoration. /// /// Distinct from [`Self::toggle_maximize`], which keeps the titlebar (and /// is what a maximise button does). Both share `restore_geometry`, so /// they are mutually exclusive - toggling one off restores whatever the /// window's geometry was before *either* was applied, and entering /// fullscreen from a maximised window doesn't lose the original size. pub fn toggle_fullscreen(&mut self, id: WindowId) { let monitor_geom = self.windows.get(&id).and_then(|w| self.monitor_for(w.monitor)).map(|m| m.geometry); let Some(w) = self.windows.get_mut(&id) else { return }; if w.fullscreen { if let Some(restore) = w.restore_geometry.take() { w.geometry = restore; } w.fullscreen = false; w.decorated = true; } else if let Some(geom) = monitor_geom { // Only remember the pre-fullscreen geometry if we aren't already // maximised, otherwise the monitor rect would overwrite the real // restore point and the window could never get its size back. if !w.maximized { w.restore_geometry = Some(w.geometry); } w.maximized = false; w.geometry = geom; w.fullscreen = true; w.decorated = false; } } pub fn is_fullscreen(&self, id: WindowId) -> bool { self.windows.get(&id).map(|w| w.fullscreen).unwrap_or(false) } pub fn toggle_floating(&mut self, id: WindowId) { if let Some(w) = self.windows.get_mut(&id) { w.floating = !w.floating; } } pub fn is_floating(&self, id: WindowId) -> bool { self.windows.get(&id).map(|w| w.floating).unwrap_or(false) } pub fn move_window(&mut self, id: WindowId, x: i32, y: i32) { if let Some(w) = self.windows.get_mut(&id) { w.geometry.x = x; w.geometry.y = y; } } pub fn resize_window(&mut self, id: WindowId, width: u32, height: u32) { if let Some(w) = self.windows.get_mut(&id) { w.geometry.width = width.max(MIN_WINDOW_WIDTH); w.geometry.height = height.max(MIN_WINDOW_HEIGHT); } } // ---- Hit testing ------------------------------------------------------ /// Topmost window whose frame contains `(x, y)`, along with what part of /// its titlebar/border was hit (button, drag area, resize edge). pub fn hit_test(&self, x: i32, y: i32) -> Option<(WindowId, TitlebarHit)> { for w in self.order.iter().rev().filter_map(|id| self.windows.get(id)) { if w.minimized { continue; } if let Some(hit) = ResizeEdge::hit_test(w.geometry, x, y) { return Some((w.id, hit)); } } None } /// Topmost non-minimised window containing a point, ignoring /// decorations. Used for modifier+drag, where the grab applies anywhere /// in the window rather than only on the titlebar (`hit_test`). pub fn window_at(&self, x: i32, y: i32) -> Option { self.order .iter() .rev() .filter_map(|id| self.windows.get(id)) .find(|w| !w.minimized && w.geometry.contains_point(x, y)) .map(|w| w.id) } /// The corner of `id` nearest a point, for modifier+right-drag resize: /// grabbing the closest corner is what makes the gesture feel like it /// pulls the edge you aimed at (matching Hyprland's `resizewindow`). pub fn nearest_corner(&self, id: WindowId, x: i32, y: i32) -> ResizeEdge { let Some(w) = self.windows.get(&id) else { return ResizeEdge::BottomRight }; let (cx, cy) = w.geometry.center(); match (x < cx, y < cy) { (true, true) => ResizeEdge::TopLeft, (false, true) => ResizeEdge::TopRight, (true, false) => ResizeEdge::BottomLeft, (false, false) => ResizeEdge::BottomRight, } } // ---- Drag / resize ------------------------------------------------------ pub fn start_drag(&mut self, id: WindowId, x: i32, y: i32) { if let Some(w) = self.windows.get(&id) { self.drag = Some(DragState { window: id, start_x: x, start_y: y, orig: w.geometry }); self.focus_window(id); } } pub fn update_drag(&mut self, x: i32, y: i32) { let Some(drag) = &self.drag else { return }; let (dx, dy) = (x - drag.start_x, y - drag.start_y); let mut new_geom = drag.orig; new_geom.x += dx; new_geom.y += dy; let monitor_bounds = self.windows.get(&drag.window).and_then(|w| self.monitor_for(w.monitor)).map(|m| m.geometry); if let Some(bounds) = monitor_bounds { new_geom.x = new_geom.x.clamp(bounds.x - new_geom.width as i32 + 40, bounds.right() - 40); new_geom.y = new_geom.y.clamp(bounds.y, bounds.bottom() - 40); } if let Some(w) = self.windows.get_mut(&drag.window) { w.geometry = new_geom; } } /// Ends a drag, snapping into a Windows-Snap zone if the pointer ended up /// near a monitor edge. pub fn end_drag(&mut self) { if let Some(drag) = self.drag.take() { let snapped = self.windows.get(&drag.window).and_then(|w| { self.monitor_for(w.monitor).and_then(|m| SmartPlacement::snap_zone(w.geometry, m, &self.placement)) }); if let (Some(zone), Some(w)) = (snapped, self.windows.get_mut(&drag.window)) { w.geometry = zone; } } } pub fn is_dragging(&self) -> bool { self.drag.is_some() } pub fn start_resize(&mut self, id: WindowId, edge: ResizeEdge, x: i32, y: i32) { if let Some(w) = self.windows.get(&id) { self.resize = Some(ResizeState { window: id, edge, start_x: x, start_y: y, orig: w.geometry }); self.focus_window(id); } } pub fn update_resize(&mut self, x: i32, y: i32) { let Some(r) = &self.resize else { return }; let (dx, dy) = (x - r.start_x, y - r.start_y); let new_geom = r.edge.apply_delta(r.orig, dx, dy, MIN_WINDOW_WIDTH, MIN_WINDOW_HEIGHT); if let Some(w) = self.windows.get_mut(&r.window) { w.geometry = new_geom; } } pub fn end_resize(&mut self) { self.resize = None; } pub fn is_resizing(&self) -> bool { self.resize.is_some() } // ---- Workspaces ----------------------------------------------------- pub fn add_workspace(&mut self, name: impl Into, layout: impl Into) -> WorkspaceId { let id = self.next_workspace_id; self.next_workspace_id += 1; self.workspaces.push(Workspace::new(id, name, layout)); id } pub fn remove_workspace(&mut self, id: WorkspaceId) { if self.workspaces.len() <= 1 { return; } let fallback = self.workspaces.iter().map(|w| w.id).find(|&w| w != id).unwrap_or(0); for w in self.windows.values_mut().filter(|w| w.workspace == id) { w.workspace = fallback; } self.workspaces.retain(|w| w.id != id); if self.current_workspace == id { self.current_workspace = fallback; } } pub fn switch_workspace(&mut self, id: WorkspaceId) { if self.workspaces.iter().any(|w| w.id == id) { self.current_workspace = id; } } pub fn current_workspace(&self) -> WorkspaceId { self.current_workspace } pub fn workspace(&self, id: WorkspaceId) -> Option<&Workspace> { self.workspaces.iter().find(|w| w.id == id) } pub fn workspaces(&self) -> &[Workspace] { &self.workspaces } pub fn move_window_to_workspace(&mut self, id: WindowId, workspace: WorkspaceId) { if let Some(w) = self.windows.get_mut(&id) { w.workspace = workspace; } } /// Windows that should currently be shown to the user: those on the /// active workspace of whichever monitor they're assigned to, and not minimized. pub fn visible_windows(&self) -> impl Iterator { self.windows.values().filter(|w| w.workspace == self.current_workspace && !w.minimized) } // ---- Layout ----------------------------------------------------------- pub fn set_layout(&mut self, workspace: WorkspaceId, layout_name: impl Into) { let layout_name = layout_name.into(); if let Some(w) = self.workspaces.iter_mut().find(|w| w.id == workspace) { w.layout = layout_name; } } pub fn layout_name(&self, workspace: WorkspaceId) -> Option<&str> { self.workspace(workspace).map(|w| w.layout.as_str()) } /// Recomputes geometry for all non-floating, non-minimized windows on /// `workspace`, grouped by the monitor each window is assigned to, and /// applies the results in place. Returns the changed `(id, Rect)` pairs /// so a backend can push them to real surfaces. pub fn arrange_workspace(&mut self, workspace: WorkspaceId) -> Vec<(WindowId, Rect)> { let Some(layout_name) = self.workspace(workspace).map(|w| w.layout.clone()) else { return Vec::new(); }; let Some(layout) = self.layouts.get(&layout_name) else { log::warn!("unknown layout '{layout_name}' for workspace {workspace}"); return Vec::new(); }; // Grouped via `self.order` (insertion/stacking order), not // `self.windows.values()`: HashMap iteration order is randomized // per-process, which would make master/stack assignment reshuffle // unpredictably every time this runs (it runs on every window // create/destroy/keybinding). let mut by_monitor: HashMap> = HashMap::new(); for &id in &self.order { let Some(w) = self.windows.get(&id) else { continue }; // Fullscreen windows own their whole monitor, so tiling must // leave them alone, exactly as it does floating ones. if w.workspace == workspace && !w.minimized && !w.floating && !w.fullscreen { by_monitor.entry(w.monitor).or_default().push(id); } } let mut monitor_ids: Vec = by_monitor.keys().copied().collect(); monitor_ids.sort_unstable(); let mut changes = Vec::new(); for monitor_id in monitor_ids { let ids = &by_monitor[&monitor_id]; let Some(monitor) = self.monitor_for(monitor_id).cloned() else { continue }; let placements = layout.arrange(ids, &monitor, &self.tiling); for (id, rect) in placements { if let Some(w) = self.windows.get_mut(&id) { w.geometry = rect; } changes.push((id, rect)); } } changes } } #[cfg(test)] mod tests { use super::*; fn wm_with_monitor() -> WindowManager { let mut wm = WindowManager::new(); wm.set_monitors(vec![{ let mut m = Monitor::new(0, "primary", Rect::new(0, 0, 1920, 1080)); m.primary = true; m }]); wm } #[test] fn new_window_on_dynamic_workspace_uses_smart_placement() { let mut wm = wm_with_monitor(); let id = wm.alloc_window_id(); let mut w = Window::new(id, "first"); w.geometry = Rect::new(0, 0, 400, 300); wm.add_window(w); let placed = wm.window(id).unwrap().geometry; // Grid placement starts at grid_margin, not (0,0). assert_eq!(placed.x, wm.placement.grid_margin as i32); } #[test] fn tiling_workspace_arranges_two_windows_side_by_side() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "b")); wm.arrange_workspace(wm.current_workspace()); let ra = wm.window(a).unwrap().geometry; let rb = wm.window(b).unwrap().geometry; assert!(!ra.overlaps(&rb)); assert_eq!(ra.y, rb.y); assert!(ra.x < rb.x); } #[test] fn floating_window_is_skipped_by_tiling_arrange() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); wm.toggle_floating(a); let before = wm.window(a).unwrap().geometry; wm.arrange_workspace(wm.current_workspace()); assert_eq!(wm.window(a).unwrap().geometry, before); } #[test] fn focus_cycles_forward_and_wraps() { let mut wm = wm_with_monitor(); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "b")); // `b` was added last, so it's focused. assert_eq!(wm.focused_id(), Some(b)); wm.focus_next(); assert_eq!(wm.focused_id(), Some(a)); wm.focus_next(); assert_eq!(wm.focused_id(), Some(b)); } #[test] fn minimized_window_is_skipped_by_focus_cycling() { let mut wm = wm_with_monitor(); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "b")); wm.minimize_window(a); wm.focus_window(b); wm.focus_next(); assert_eq!(wm.focused_id(), Some(b), "only unminimized window should ever be focused"); } #[test] fn drag_moves_window_by_pointer_delta() { let mut wm = wm_with_monitor(); // "tiling" layout leaves add_window's requested geometry alone; // "dynamic"/"floating" would override it via SmartPlacement, which // these tests aren't exercising. wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); let mut w = Window::new(a, "a"); w.geometry = Rect::new(300, 300, 400, 300); wm.add_window(w); wm.start_drag(a, 310, 310); wm.update_drag(360, 340); let g = wm.window(a).unwrap().geometry; assert_eq!((g.x, g.y), (350, 330)); wm.end_drag(); assert!(!wm.is_dragging()); } #[test] fn drag_ending_near_edge_snaps_to_half_screen() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); let mut w = Window::new(a, "a"); w.geometry = Rect::new(500, 500, 400, 300); wm.add_window(w); wm.start_drag(a, 510, 510); wm.update_drag(20, 510); // drag far left, within snap threshold of edge 0 wm.end_drag(); let g = wm.window(a).unwrap().geometry; assert_eq!(g, Rect::new(0, 0, 960, 1080)); } #[test] fn resize_from_bottom_right_grows_size_only() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); let mut w = Window::new(a, "a"); w.geometry = Rect::new(100, 100, 300, 200); wm.add_window(w); wm.start_resize(a, ResizeEdge::BottomRight, 400, 300); wm.update_resize(450, 340); let g = wm.window(a).unwrap().geometry; assert_eq!(g, Rect::new(100, 100, 350, 240)); wm.end_resize(); assert!(!wm.is_resizing()); } #[test] fn toggle_maximize_restores_original_geometry() { let mut wm = wm_with_monitor(); let a = wm.alloc_window_id(); let mut w = Window::new(a, "a"); w.geometry = Rect::new(50, 50, 300, 200); wm.add_window(w); let original = wm.window(a).unwrap().geometry; wm.toggle_maximize(a); assert_eq!(wm.window(a).unwrap().geometry, Rect::new(0, 0, 1920, 1080)); wm.toggle_maximize(a); assert_eq!(wm.window(a).unwrap().geometry, original); } #[test] fn directional_focus_picks_nearest_window_in_that_direction() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let center = wm.alloc_window_id(); let mut wc = Window::new(center, "center"); wc.geometry = Rect::new(500, 500, 100, 100); wm.add_window(wc); let left = wm.alloc_window_id(); let mut wl = Window::new(left, "left"); wl.geometry = Rect::new(0, 500, 100, 100); wm.add_window(wl); let right = wm.alloc_window_id(); let mut wr = Window::new(right, "right"); wr.geometry = Rect::new(1000, 500, 100, 100); wm.add_window(wr); wm.focus_window(center); assert_eq!(wm.focus_direction(Direction::Left), Some(left)); assert_eq!(wm.focused_id(), Some(left)); wm.focus_window(center); assert_eq!(wm.focus_direction(Direction::Right), Some(right)); } #[test] fn hit_test_prefers_topmost_window() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); let mut wa = Window::new(a, "a"); wa.geometry = Rect::new(0, 0, 400, 300); wm.add_window(wa); let b = wm.alloc_window_id(); let mut wb = Window::new(b, "b"); wb.geometry = Rect::new(0, 0, 400, 300); // fully overlapping, added later -> on top wm.add_window(wb); let (hit_id, hit) = wm.hit_test(200, 10).unwrap(); assert_eq!(hit_id, b); assert_eq!(hit, TitlebarHit::Drag); } #[test] fn moving_window_to_another_workspace_removes_it_from_current() { let mut wm = wm_with_monitor(); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let ws2 = wm.add_workspace("2", "dynamic"); wm.move_window_to_workspace(a, ws2); assert_eq!(wm.visible_windows().count(), 0); wm.switch_workspace(ws2); assert_eq!(wm.visible_windows().count(), 1); } #[test] fn matching_rule_floats_new_window_on_add() { let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); wm.add_rule(WindowRule { matcher: crate::rules::WindowMatch { title_contains: Some("calculator".into()), class: None }, actions: crate::rules::WindowRuleActions { floating: Some(true), ..Default::default() }, }); let id = wm.alloc_window_id(); wm.add_window(Window::new(id, "Calculator")); assert!(wm.is_floating(id)); } #[test] fn non_matching_rule_leaves_window_untouched() { let mut wm = wm_with_monitor(); wm.add_rule(WindowRule { matcher: crate::rules::WindowMatch { title_contains: Some("calculator".into()), class: None }, actions: crate::rules::WindowRuleActions { floating: Some(true), ..Default::default() }, }); let id = wm.alloc_window_id(); wm.add_window(Window::new(id, "Terminal")); assert!(!wm.is_floating(id)); } #[test] fn rule_assigns_window_to_target_workspace() { let mut wm = wm_with_monitor(); let target = wm.add_workspace("scratch", "dynamic"); wm.add_rule(WindowRule { matcher: crate::rules::WindowMatch { title_contains: None, class: Some("scratchpad".into()) }, actions: crate::rules::WindowRuleActions { workspace: Some(target), ..Default::default() }, }); let id = wm.alloc_window_id(); let mut w = Window::new(id, "notes"); w.app_id = "scratchpad".into(); wm.add_window(w); assert_eq!(wm.window(id).unwrap().workspace, target); } #[test] fn removing_a_workspace_reassigns_its_windows() { let mut wm = wm_with_monitor(); let ws2 = wm.add_workspace("2", "dynamic"); wm.switch_workspace(ws2); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); wm.remove_workspace(ws2); assert_ne!(wm.window(a).unwrap().workspace, ws2); assert!(wm.workspace(ws2).is_none()); } // ---- Monitor hotplug ------------------------------------------------- fn two_monitors() -> Vec { let mut a = Monitor::new(0, "primary", Rect::new(0, 0, 1280, 800)); a.primary = true; let b = Monitor::new(1, "secondary", Rect::new(1280, 0, 1920, 1080)); vec![a, b] } #[test] fn unplugging_a_monitor_rehomes_its_windows_to_the_primary() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "on-second-monitor"); w.geometry = Rect::new(1500, 200, 600, 400); // inside monitor 1 only wm.add_window(w); wm.window_mut(id).unwrap().monitor = 1; // Monitor 1 goes away. wm.set_monitors(vec![two_monitors().remove(0)]); let w = wm.window(id).unwrap(); assert_eq!(w.monitor, 0, "window should be rehomed to the primary monitor"); assert!( Rect::new(0, 0, 1280, 800).overlaps(&w.geometry), "rehomed window should be on-screen, got {:?}", w.geometry ); } #[test] fn windows_already_on_a_surviving_monitor_are_left_alone() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "on-primary"); w.geometry = Rect::new(10, 20, 300, 200); wm.add_window(w); wm.window_mut(id).unwrap().monitor = 0; wm.window_mut(id).unwrap().geometry = Rect::new(10, 20, 300, 200); wm.set_monitors(vec![two_monitors().remove(0)]); let w = wm.window(id).unwrap(); assert_eq!(w.monitor, 0); assert_eq!(w.geometry, Rect::new(10, 20, 300, 200), "untouched window must not move"); } #[test] fn a_window_still_overlapping_the_primary_keeps_its_geometry() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "straddling"); wm.add_window(w.clone()); // Straddles the boundary, so it still overlaps the primary. w.geometry = Rect::new(1200, 100, 400, 300); wm.window_mut(id).unwrap().monitor = 1; wm.window_mut(id).unwrap().geometry = w.geometry; wm.set_monitors(vec![two_monitors().remove(0)]); let got = wm.window(id).unwrap(); assert_eq!(got.monitor, 0, "monitor id must still be remapped"); assert_eq!(got.geometry, Rect::new(1200, 100, 400, 300), "already-visible geometry should be kept"); } #[test] fn losing_every_monitor_leaves_windows_intact_for_when_one_returns() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "orphan"); w.geometry = Rect::new(1500, 200, 600, 400); wm.add_window(w); wm.window_mut(id).unwrap().monitor = 1; wm.window_mut(id).unwrap().geometry = Rect::new(1500, 200, 600, 400); wm.set_monitors(Vec::new()); let got = wm.window(id).unwrap(); assert_eq!(got.geometry, Rect::new(1500, 200, 600, 400)); assert_eq!(got.monitor, 1); } #[test] fn a_window_whose_monitor_field_is_stale_is_still_rescued() { // Regression: `add_window` assigns `monitor` from the *primary* // monitor, so a window placed on the second monitor by a rule (or // dragged there) keeps `monitor == 0`. Rehoming that keyed off the // field alone skipped this window entirely and left it off-screen. // Reproduced live by unplugging a monitor out from under an xterm. let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let w = Window::new(id, "placed-by-rule"); wm.add_window(w); // Geometry on monitor 1, but `monitor` still says 0 - exactly what // add_window + a geometry rule produce. wm.window_mut(id).unwrap().geometry = Rect::new(1500, 200, 600, 400); assert_eq!(wm.window(id).unwrap().monitor, 0, "precondition: stale field"); wm.set_monitors(vec![two_monitors().remove(0)]); let got = wm.window(id).unwrap(); assert!( Rect::new(0, 0, 1280, 800).overlaps(&got.geometry), "window must be pulled back on-screen, got {:?}", got.geometry ); } // ---- Fullscreen ------------------------------------------------------ #[test] fn fullscreen_covers_the_monitor_and_restores_the_original_geometry() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "app"); w.geometry = Rect::new(100, 100, 400, 300); wm.add_window(w); wm.window_mut(id).unwrap().geometry = Rect::new(100, 100, 400, 300); wm.toggle_fullscreen(id); let got = wm.window(id).unwrap(); assert!(got.fullscreen); assert_eq!(got.geometry, Rect::new(0, 0, 1280, 800), "should cover the whole monitor"); assert!(!got.decorated, "fullscreen must drop the titlebar"); wm.toggle_fullscreen(id); let got = wm.window(id).unwrap(); assert!(!got.fullscreen); assert_eq!(got.geometry, Rect::new(100, 100, 400, 300)); assert!(got.decorated); } #[test] fn fullscreen_from_maximized_still_restores_the_pre_maximize_size() { // Both share `restore_geometry`; entering fullscreen from a // maximised window must not overwrite it with the monitor rect, or // the window could never get its real size back. let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); let id = wm.alloc_window_id(); let mut w = Window::new(id, "app"); w.geometry = Rect::new(50, 60, 300, 200); wm.add_window(w); wm.window_mut(id).unwrap().geometry = Rect::new(50, 60, 300, 200); wm.toggle_maximize(id); wm.toggle_fullscreen(id); assert!(wm.is_fullscreen(id)); assert!(!wm.window(id).unwrap().maximized, "the two states are mutually exclusive"); wm.toggle_fullscreen(id); assert_eq!( wm.window(id).unwrap().geometry, Rect::new(50, 60, 300, 200), "must restore the size from before maximise, not the monitor rect" ); } #[test] fn tiling_leaves_fullscreen_windows_alone() { let mut wm = WindowManager::new(); wm.set_monitors(two_monitors()); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "tiled")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "full")); wm.toggle_fullscreen(b); let changes = wm.arrange_workspace(wm.current_workspace()); assert!( !changes.iter().any(|(id, _)| *id == b), "a fullscreen window must not be re-tiled" ); assert_eq!(wm.window(b).unwrap().geometry, Rect::new(0, 0, 1280, 800)); } // ---- Directional move ------------------------------------------------ #[test] fn moving_a_window_swaps_it_with_its_neighbour() { let mut wm = wm_with_monitor(); let left = wm.alloc_window_id(); let mut a = Window::new(left, "left"); a.geometry = Rect::new(0, 0, 400, 400); wm.add_window(a); wm.window_mut(left).unwrap().geometry = Rect::new(0, 0, 400, 400); let right = wm.alloc_window_id(); let mut b = Window::new(right, "right"); b.geometry = Rect::new(600, 0, 400, 400); wm.add_window(b); wm.window_mut(right).unwrap().geometry = Rect::new(600, 0, 400, 400); wm.focus_window(left); let swapped = wm.move_window_direction(Direction::Right); assert_eq!(swapped, Some(right)); assert_eq!(wm.window(left).unwrap().geometry, Rect::new(600, 0, 400, 400)); assert_eq!(wm.window(right).unwrap().geometry, Rect::new(0, 0, 400, 400)); } #[test] fn moving_with_no_neighbour_pushes_to_the_monitor_edge() { let mut wm = wm_with_monitor(); let id = wm.alloc_window_id(); let mut w = Window::new(id, "only"); w.geometry = Rect::new(500, 300, 200, 150); wm.add_window(w); wm.window_mut(id).unwrap().geometry = Rect::new(500, 300, 200, 150); wm.focus_window(id); assert_eq!(wm.move_window_direction(Direction::Left), None); assert_eq!(wm.window(id).unwrap().geometry.x, 0, "should hug the left edge"); wm.move_window_direction(Direction::Down); let g = wm.window(id).unwrap().geometry; let mon = wm.primary_monitor().unwrap().geometry; assert_eq!(g.bottom(), mon.bottom(), "should hug the bottom edge"); } #[test] fn swapping_also_reorders_the_stack_so_tiling_follows() { // Under tiling the layout assigns slots from `order`, so a swap that // only exchanged geometry would be undone by the next arrange. let mut wm = wm_with_monitor(); wm.set_layout(wm.current_workspace(), "tiling"); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "b")); wm.arrange_workspace(wm.current_workspace()); // Snapshot *after* focusing: `focus_window` raises, which reorders // on its own and would otherwise mask what the move did. wm.focus_window(a); let order_before: Vec<_> = wm.stacking_order().map(|w| w.id).collect(); wm.move_window_direction(Direction::Right); let order_after: Vec<_> = wm.stacking_order().map(|w| w.id).collect(); assert_ne!(order_before, order_after, "stacking order must reflect the swap"); assert_eq!( order_after, order_before.iter().rev().copied().collect::>(), "the two windows should have traded places in the stack" ); } // ---- Always on top --------------------------------------------------- #[test] fn pinned_windows_stay_above_newly_raised_ones() { let mut wm = wm_with_monitor(); let pinned = wm.alloc_window_id(); wm.add_window(Window::new(pinned, "pip")); let other = wm.alloc_window_id(); wm.add_window(Window::new(other, "normal")); wm.toggle_always_on_top(pinned); assert!(wm.is_always_on_top(pinned)); assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(pinned)); // Raising a normal window must not bury the pinned one. wm.raise_window(other); assert_eq!( wm.stacking_order().last().map(|w| w.id), Some(pinned), "pinned window must remain topmost after another is raised" ); } #[test] fn a_new_window_does_not_cover_a_pinned_one() { let mut wm = wm_with_monitor(); let pinned = wm.alloc_window_id(); wm.add_window(Window::new(pinned, "pip")); wm.toggle_always_on_top(pinned); let fresh = wm.alloc_window_id(); wm.add_window(Window::new(fresh, "just opened")); assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(pinned)); } #[test] fn unpinning_lets_a_window_fall_back_into_the_normal_stack() { let mut wm = wm_with_monitor(); let a = wm.alloc_window_id(); wm.add_window(Window::new(a, "a")); let b = wm.alloc_window_id(); wm.add_window(Window::new(b, "b")); wm.toggle_always_on_top(a); assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(a)); wm.toggle_always_on_top(a); wm.raise_window(b); assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(b)); } }