//! Pointer hit-testing against a window's titlebar/border/content. //! Split out of the original single `manager.rs` - see `super` (`mod.rs`) for //! `WindowManager`'s field definitions; everything here is plain `impl WindowManager` //! methods, unchanged from before the split. use super::*; impl WindowManager { // ---- Hit testing ------------------------------------------------------ /// Topmost window whose frame contains `(x, y)`, along with what part of /// its titlebar/border was hit (button, drag area, resize edge). /// /// Restricted to the current workspace, same as `visible_windows`/ /// `visible_windows_front_to_back` - a window on another workspace is /// never minimized (that's a separate flag from "not currently shown"), /// so without this a click landing on its old on-screen geometry hit /// *that* window instead of whatever the user could actually see. /// Reported live: clicking a window while a differently-workspaced one /// happened to occupy the same screen coordinates sent the click to the /// invisible one. 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 || w.workspace != self.current_workspace { continue; } if let Some(hit) = ResizeEdge::hit_test(w.geometry, x, y, w.decorated, w.border_width, self.resize_margin) { return Some((w.id, hit)); } } None } /// Topmost non-minimised window on the current workspace 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`). See `hit_test`'s doc comment for why the workspace /// check is load-bearing, not redundant with `minimized`. 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.workspace == self.current_workspace && 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, } } }