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|
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::theme::ThemeConfig;
use crate::window::{ResizeEdge, TitlebarHit, Window, WindowId, RESIZE_MARGIN};
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<WindowId, Window>,
order: Vec<WindowId>,
focused: Option<WindowId>,
monitors: Vec<Monitor>,
workspaces: Vec<Workspace>,
current_workspace: WorkspaceId,
/// Whichever workspace was current immediately before the current one
/// became current - see `switch_workspace`'s doc comment.
previous_workspace: WorkspaceId,
/// Read from `workspace.auto_back_and_forth`. When set, switching to
/// the workspace that's already active switches to `previous_workspace`
/// instead - sway's `workspace_auto_back_and_forth` behavior, a quick
/// "jump back to whatever I was just on" toggle on a single keybinding.
pub auto_back_and_forth: bool,
next_workspace_id: WorkspaceId,
next_window_id: WindowId,
layouts: HashMap<String, Box<dyn Layout>>,
pub tiling: TilingConfig,
pub placement: PlacementConfig,
/// Whether geometry changes made via `toggle_maximize`/`toggle_fullscreen`
/// should be animated. Read from `general.animations`; a backend's open
/// animation is gated on this too, since core has no notion of "open".
pub animations_enabled: bool,
/// Tween duration in milliseconds, read from `general.animation_duration`.
pub animation_duration_ms: u32,
/// Whether windows get a drop shadow. Read from `general.shadows`. A
/// maximized or fullscreen window never gets one regardless of this --
/// see the Wayland backend's shadow render call site - so this only
/// ever turns it off entirely, not on for those.
pub shadows_enabled: bool,
/// Width, in pixels, of the resize grab band along a window's edges,
/// read from `general.resize_margin`. See [`crate::window::RESIZE_MARGIN`]'s
/// doc comment for the default and why it's what it is.
pub resize_margin: i32,
/// Default decoration colours and border width, read from `theme.colors.*`/
/// `theme.decorations.*`. See `ThemeConfig`'s own doc comment.
pub theme: ThemeConfig,
drag: Option<DragState>,
resize: Option<ResizeState>,
rules: Vec<WindowRule>,
/// Windows a client-close was requested for, drained once per tick by
/// `main.rs`'s event loop and forwarded to `Platform::close`. Needed
/// because `WindowManager` is platform-agnostic and has no way to send
/// a client its close request directly - see `close_window`.
close_requests: Vec<WindowId>,
}
impl Default for WindowManager {
fn default() -> Self {
Self::new()
}
}
impl WindowManager {
pub fn new() -> Self {
let mut layouts: HashMap<String, Box<dyn Layout>> = 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,
previous_workspace: 0,
auto_back_and_forth: false,
next_workspace_id: 1,
next_window_id: 1,
layouts,
tiling: TilingConfig::default(),
placement: PlacementConfig::default(),
animations_enabled: true,
animation_duration_ms: 200,
shadows_enabled: true,
resize_margin: RESIZE_MARGIN,
theme: ThemeConfig::default(),
drag: None,
resize: None,
rules: Vec::new(),
close_requests: 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<String>, layout: Box<dyn Layout>) {
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<Monitor>) {
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;
}
}
}
// A maximized/fullscreen window's geometry was set to a snapshot of
// its monitor's usable/full rect at the moment it was toggled on --
// it is not live-bound to that rect afterward. Without this, a bar
// or dock changing its exclusive zone while a window is maximized
// (the live case: a dock dropping its reservation to 0 so a
// maximized window can cover its area) grows or shrinks `Monitor::
// geometry`/`full_geometry` here, but the already-maximized window
// keeps its stale pre-change size until manually un-maximized and
// re-maximized - reported as "maximize does not extend past the
// dock" even though the dock's own zone change took effect
// immediately in every other respect (new windows placed correctly,
// `Monitor::geometry` itself correct if queried fresh).
for window in self.windows.values_mut() {
if !window.maximized && !window.fullscreen {
continue;
}
let Some(monitor) = live.iter().find(|m| m.id == window.monitor) else { continue };
let target = if window.fullscreen { monitor.full_geometry } else { monitor.geometry };
if window.geometry != target {
window.geometry = target;
}
}
}
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;
// Applied before rule matching below, which still wins when a rule
// sets its own `border_color`/`border_width` - this only replaces
// whatever a backend's `Window::new` happened to hardcode.
window.border_color = self.theme.default_border_color;
window.border_width = self.theme.default_border_width;
let actions = self.rules.iter().find(|r| r.matcher.matches(&window)).map(|r| r.actions.clone());
// See `Window::rules_applied`'s doc comment: a native Wayland window
// still has empty title/app_id at this point, so a real (if
// inconclusive) match attempt needs to wait for `reapply_rules_if_pending`.
window.rules_applied = actions.is_some() || !(window.title.is_empty() && window.app_id.is_empty());
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(opacity) = a.opacity {
window.opacity = opacity.clamp(0.0, 1.0);
}
}
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<Rect> = 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
}
/// Retries rule matching for a window `add_window` couldn't conclusively
/// match yet (see `Window::rules_applied`'s doc comment) - a backend
/// calls this once a native Wayland window's real `title`/`app_id`
/// become known, typically on its first real commit. A no-op once
/// `rules_applied` is already `true`, so this is safe to call on every
/// subsequent metadata change without rules re-applying repeatedly.
///
/// Returns whether a rule actually matched and was applied - distinct
/// from simply "ran" (this is a no-op past the first call regardless).
/// A backend uses this to decide whether a follow-up geometry/decoration
/// sync is warranted: `sync_geometry` re-stacks the window to the top
/// via smithay's `Space::map_element` as a side effect of updating its
/// tracked position (`map_element` always does this, `activate` or
/// not - there is no "move without restacking" in this smithay
/// version), so calling it on *every* title/app_id change - which
/// happens constantly for perfectly ordinary reasons (a browser tab
/// finishing a page load) long after the window's own creation - would
/// silently yank an unfocused, unrelated window back to the front any
/// time its title happened to update. Reported live as exactly that:
/// an older window jumping in front of a newer, focused one with no
/// user action to explain it.
pub fn reapply_rules_if_pending(&mut self, id: WindowId) -> bool {
let Some(window) = self.windows.get(&id) else { return false };
if window.rules_applied || (window.title.is_empty() && window.app_id.is_empty()) {
return false;
}
let actions = self.rules.iter().find(|r| r.matcher.matches(window)).map(|r| r.actions.clone());
let Some(window) = self.windows.get_mut(&id) else { return false };
window.rules_applied = true;
let Some(actions) = actions else { return false };
if let Some(floating) = actions.floating {
window.floating = floating;
}
if let Some(decorated) = actions.decorated {
window.decorated = decorated;
}
if let Some(color) = actions.border_color {
window.border_color = color;
}
if let Some(width) = actions.border_width {
window.border_width = width;
}
if let Some(pinned) = actions.pinned {
window.always_on_top = pinned;
}
if let Some(opacity) = actions.opacity {
window.opacity = opacity.clamp(0.0, 1.0);
}
if let Some(geometry) = actions.geometry {
window.geometry = geometry;
}
if let Some(workspace) = actions.workspace {
self.move_window_to_workspace(id, workspace);
}
if actions.maximized.unwrap_or(false) {
self.toggle_maximize(id);
}
true
}
pub fn remove_window(&mut self, id: WindowId) -> Option<Window> {
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<Item = &Window> {
self.windows.values()
}
/// Windows in stacking order, topmost (most recently raised) last.
pub fn stacking_order(&self) -> impl Iterator<Item = &Window> {
self.order.iter().filter_map(|id| self.windows.get(id))
}
fn windows_on_workspace(&self, workspace: WorkspaceId) -> impl Iterator<Item = &Window> {
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();
}
/// Sends a window to the back of the stack - the middle-click-titlebar
/// convention most X11 WMs (twm, fvwm, IceWM) have always had and this
/// one never did. Doesn't touch focus: lowering the window you're
/// currently looking at out from under the pointer without also moving
/// keyboard focus elsewhere would leave input going to a window that's
/// no longer visible under the cursor, which is more surprising than
/// useful. `restack_pinned` still runs afterward so a pinned window
/// can't accidentally end up buried by this either.
pub fn lower_window(&mut self, id: WindowId) {
if let Some(pos) = self.order.iter().position(|&w| w == id) {
let id = self.order.remove(pos);
self.order.insert(0, 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<WindowId> {
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<WindowId> = 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<WindowId> {
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<WindowId> {
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<WindowId> {
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})");
self.close_requests.push(id);
}
/// Drains windows queued by `close_window` since the last call. Core
/// has no way to reach a client itself - the caller (`main.rs`) is
/// expected to forward each id to `Platform::close`.
pub fn take_close_requests(&mut self) -> Vec<WindowId> {
std::mem::take(&mut self.close_requests)
}
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;
}
}
/// Moves a window into the scratchpad pool, hiding it immediately --
/// sway's `move scratchpad`. The single most-used "quick terminal"
/// pattern in tiling window managers, and srdwm had no equivalent at
/// all before this.
///
/// Also floats the window: tiling something that's meant to pop in and
/// out on demand doesn't make sense, and would otherwise fight
/// `arrange_workspace` every time it's shown. Reuses `minimized` for
/// the actual show/hide gating rather than introducing a second
/// visibility flag - `scratchpad` here is purely a marker of *pool
/// membership*, kept separate so `scratchpad_show` knows which hidden
/// windows are its own to bring back, as opposed to an ordinarily
/// minimized one.
pub fn scratchpad_add(&mut self, id: WindowId) {
if let Some(w) = self.windows.get_mut(&id) {
w.scratchpad = true;
w.floating = true;
}
self.minimize_window(id);
}
/// Removes a window from the scratchpad pool without changing its
/// current visibility - for a rule or script that wants to opt a
/// window back into ordinary window management.
pub fn scratchpad_remove(&mut self, id: WindowId) {
if let Some(w) = self.windows.get_mut(&id) {
w.scratchpad = false;
}
}
/// Toggles the scratchpad - sway's `scratchpad show`, meant for one
/// keybinding a user presses repeatedly. If the focused window is
/// itself a currently-shown scratchpad window, hides it; otherwise
/// shows (and focuses) the most recently added hidden scratchpad
/// window, if any, moving it onto whichever workspace is current so it
/// follows the user rather than staying pinned to wherever it was
/// added from - sway's own behavior. "Most recently added" is `id`
/// order, since ids are allocated monotonically and no separate
/// timestamp is tracked; only ever one window is shown/hidden per
/// call, deliberately not sway's full multi-window cycling, which
/// needs its own remembered order and is a rarer need than a single
/// scratchpad window covers.
pub fn scratchpad_show(&mut self) {
if let Some(id) = self.focused {
if self.windows.get(&id).is_some_and(|w| w.scratchpad && !w.minimized) {
self.minimize_window(id);
return;
}
}
let Some(id) = self.windows.values().filter(|w| w.scratchpad && w.minimized).map(|w| w.id).max() else { return };
if let Some(w) = self.windows.get_mut(&id) {
w.workspace = self.current_workspace;
}
self.restore_window(id);
self.focus_window(id);
}
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 animations_enabled = self.animations_enabled;
let Some(w) = self.windows.get_mut(&id) else { return };
let from = w.geometry;
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;
}
if animations_enabled && w.geometry != from {
w.anim_from = Some(from);
}
}
/// 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.
///
/// `decorated` is saved and restored the same way, via
/// `restore_decorated` - exiting used to hardcode `w.decorated = true`
/// unconditionally, which is only correct for a window that was
/// decorated to begin with. Any window a rule sets `decorated = false`
/// for (client-side-decorated apps like Firefox, matched via
/// `srd.rule({ class = "firefox" }, { decorated = false })`) that ever
/// goes fullscreen - an HTML5 video, a PDF presentation, plain F11 --
/// came back from it permanently `decorated = true`, with no further
/// event to ever set it back. Since border/titlebar redraw fresh from
/// live `Window.decorated` every frame but the *hit-testing* band this
/// wrongly turned on doesn't correspond to anything the client is
/// actually drawing there, every click in what srdwm now (incorrectly)
/// treats as the titlebar band got swallowed as a drag/button hit
/// instead of ever reaching the client - reported live as a click on
/// Firefox's back button minimizing the window instead.
pub fn toggle_fullscreen(&mut self, id: WindowId) {
// Unlike `toggle_maximize`, fullscreen uses the monitor's true
// full rect, not the exclusive-zone-shrunk usable area - a
// fullscreen window should cover (or go under) a bar/dock like
// everywhere else, not stop short of it. See `Monitor::
// full_geometry`'s doc comment.
let monitor_geom = self.windows.get(&id).and_then(|w| self.monitor_for(w.monitor)).map(|m| m.full_geometry);
let animations_enabled = self.animations_enabled;
let Some(w) = self.windows.get_mut(&id) else { return };
let from = w.geometry;
if w.fullscreen {
if let Some(restore) = w.restore_geometry.take() {
w.geometry = restore;
}
w.fullscreen = false;
w.decorated = w.restore_decorated.take().unwrap_or(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.restore_decorated = Some(w.decorated);
w.decorated = false;
}
if animations_enabled && w.geometry != from {
w.anim_from = Some(from);
}
}
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, w.decorated, w.border_width, self.resize_margin) {
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<WindowId> {
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;
// `full_geometry`, not `geometry`: a floating window being dragged
// must be able to cross into (or land under/over) the strip a
// bar/dock reserves - only *placement* of a brand-new window and
// maximize avoid it. Clamping a drag to the shrunk usable area
// made it physically impossible to ever drag a window past a
// dock, at any speed or angle.
let monitor_bounds = self.windows.get(&drag.window).and_then(|w| self.monitor_for(w.monitor)).map(|m| m.full_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()
}
/// The edge currently being dragged, if a resize is in progress - so a
/// backend can keep showing the matching resize cursor for the whole
/// drag, not just while the pointer happens to still be hovering that
/// exact edge (which it usually isn't, once the drag is actually
/// underway).
pub fn resize_edge(&self) -> Option<ResizeEdge> {
self.resize.as_ref().map(|r| r.edge)
}
// ---- Workspaces -----------------------------------------------------
pub fn add_workspace(&mut self, name: impl Into<String>, layout: impl Into<String>) -> WorkspaceId {
let id = self.next_workspace_id;
self.next_workspace_id += 1;
self.workspaces.push(Workspace::new(id, name, layout));
id
}
/// Sets a workspace's display name - used to apply `workspace.names`
/// at startup (`crates/srdwm/src/main.rs`'s `apply_workspace_count`),
/// since `WindowManager::new`/`add_workspace` otherwise leave every
/// workspace named after its own 1-based index regardless of what a
/// config asked for. A no-op if `id` doesn't exist.
pub fn rename_workspace(&mut self, id: WorkspaceId, name: impl Into<String>) {
if let Some(w) = self.workspaces.iter_mut().find(|w| w.id == id) {
w.name = name.into();
}
}
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;
}
}
/// Switches to `id`, unless `auto_back_and_forth` is set and `id` is
/// already the current workspace - in which case this jumps to
/// `previous_workspace` instead, sway's `workspace_auto_back_and_forth`
/// behavior. `previous_workspace` itself always tracks "whatever was
/// current right before this call changed it", updated on every real
/// switch regardless of the setting, so turning the setting on later
/// (or a client-driven switch, e.g. `ext_workspace_v1`'s `activate`)
/// doesn't need its own separate bookkeeping.
pub fn switch_workspace(&mut self, id: WorkspaceId) {
let target = if self.auto_back_and_forth && id == self.current_workspace { self.previous_workspace } else { id };
if self.workspaces.iter().any(|w| w.id == target) && target != self.current_workspace {
self.previous_workspace = self.current_workspace;
self.current_workspace = target;
}
}
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<Item = &Window> {
self.windows.values().filter(|w| w.workspace == self.current_workspace && !w.minimized)
}
/// Same windows as [`Self::visible_windows`], but in real front-to-back
/// stacking order (topmost first) instead of arbitrary `HashMap`
/// iteration order. Needed anywhere a backend composites more than one
/// window's elements (content, decoration, border) together and their
/// relative order across *different* windows actually matters - unlike
/// `visible_windows`, which is fine for anything per-window in
/// isolation (border color, geometry) where order never came up.
/// `self.order` reversed is the same "topmost first" convention
/// `hit_test`/`window_at` already use.
pub fn visible_windows_front_to_back(&self) -> impl Iterator<Item = &Window> {
self.order.iter().rev().filter_map(|id| self.windows.get(id)).filter(|w| w.workspace == self.current_workspace && !w.minimized)
}
// ---- Layout -----------------------------------------------------------
pub fn set_layout(&mut self, workspace: WorkspaceId, layout_name: impl Into<String>) {
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<MonitorId, Vec<WindowId>> = 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<MonitorId> = 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(15, 510); // drag far left, landing within snap_threshold (8px) 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 maximize_records_anim_from_when_animations_enabled() {
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 placed = wm.window(a).unwrap().geometry;
wm.toggle_maximize(a);
assert_eq!(wm.window(a).unwrap().anim_from, Some(placed));
}
#[test]
fn maximize_does_not_record_anim_from_when_animations_disabled() {
let mut wm = wm_with_monitor();
wm.animations_enabled = false;
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);
wm.toggle_maximize(a);
assert_eq!(wm.window(a).unwrap().anim_from, None);
}
#[test]
fn fullscreen_records_anim_from_covering_the_full_monitor() {
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 placed = wm.window(a).unwrap().geometry;
wm.toggle_fullscreen(a);
assert_eq!(wm.window(a).unwrap().anim_from, Some(placed));
}
#[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()), ..Default::default() },
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()), ..Default::default() },
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 { class: Some("scratchpad".into()), ..Default::default() },
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());
}
#[test]
fn rename_workspace_changes_the_display_name() {
let mut wm = wm_with_monitor();
let ws2 = wm.add_workspace("2", "dynamic");
wm.rename_workspace(ws2, "code");
assert_eq!(wm.workspace(ws2).unwrap().name, "code");
}
#[test]
fn auto_back_and_forth_jumps_to_the_previous_workspace_when_reselecting_the_active_one() {
let mut wm = wm_with_monitor();
wm.auto_back_and_forth = true;
let ws2 = wm.add_workspace("2", "dynamic");
wm.switch_workspace(ws2);
assert_eq!(wm.current_workspace(), ws2);
// Re-selecting the already-active workspace jumps back to 0, the
// one that was active right before.
wm.switch_workspace(ws2);
assert_eq!(wm.current_workspace(), 0);
}
#[test]
fn without_auto_back_and_forth_reselecting_the_active_workspace_is_a_plain_no_op() {
let mut wm = wm_with_monitor();
let ws2 = wm.add_workspace("2", "dynamic");
wm.switch_workspace(ws2);
wm.switch_workspace(ws2);
assert_eq!(wm.current_workspace(), ws2);
}
#[test]
fn switching_to_a_nonexistent_workspace_does_not_move_or_touch_previous() {
let mut wm = wm_with_monitor();
let ws2 = wm.add_workspace("2", "dynamic");
wm.switch_workspace(ws2);
wm.switch_workspace(9999);
assert_eq!(wm.current_workspace(), ws2);
// The failed switch must not have overwritten `previous_workspace`
// either - auto_back_and_forth would otherwise jump to a
// workspace id that was never really visited.
wm.auto_back_and_forth = true;
wm.switch_workspace(ws2);
assert_eq!(wm.current_workspace(), 0);
}
#[test]
fn rename_workspace_is_a_no_op_for_an_id_that_does_not_exist() {
let mut wm = wm_with_monitor();
wm.rename_workspace(9999, "ghost");
assert!(wm.workspaces().iter().all(|w| w.name != "ghost"));
}
// ---- Scratchpad --------------------------------------------------------
#[test]
fn scratchpad_add_hides_the_window_and_marks_pool_membership() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "term"));
wm.scratchpad_add(a);
let w = wm.window(a).unwrap();
assert!(w.scratchpad);
assert!(w.minimized);
assert!(w.floating);
assert!(!wm.visible_windows().any(|w| w.id == a));
}
#[test]
fn scratchpad_show_brings_back_the_hidden_window_and_focuses_it() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "term"));
wm.scratchpad_add(a);
wm.scratchpad_show();
let w = wm.window(a).unwrap();
assert!(!w.minimized);
assert_eq!(wm.focused_id(), Some(a));
assert!(wm.visible_windows().any(|w| w.id == a));
}
#[test]
fn scratchpad_show_hides_again_when_the_shown_scratchpad_window_is_focused() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "term"));
wm.scratchpad_add(a);
wm.scratchpad_show(); // shows + focuses
wm.scratchpad_show(); // toggles back off
assert!(wm.window(a).unwrap().minimized);
assert!(!wm.visible_windows().any(|w| w.id == a));
}
#[test]
fn scratchpad_show_moves_the_window_onto_the_current_workspace() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "term"));
wm.scratchpad_add(a);
let ws2 = wm.add_workspace("2", "dynamic");
wm.switch_workspace(ws2);
wm.scratchpad_show();
assert_eq!(wm.window(a).unwrap().workspace, ws2);
assert!(wm.visible_windows().any(|w| w.id == a));
}
#[test]
fn scratchpad_show_with_no_scratchpad_windows_is_a_no_op() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "normal"));
wm.scratchpad_show();
assert_eq!(wm.focused_id(), Some(a));
assert!(!wm.window(a).unwrap().minimized);
}
#[test]
fn scratchpad_show_picks_the_most_recently_added_hidden_window() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "old"));
wm.scratchpad_add(a);
let b = wm.alloc_window_id();
wm.add_window(Window::new(b, "new"));
wm.scratchpad_add(b);
wm.scratchpad_show();
assert_eq!(wm.focused_id(), Some(b));
assert!(wm.window(a).unwrap().minimized);
}
#[test]
fn scratchpad_remove_leaves_current_visibility_untouched_but_drops_pool_membership() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "term"));
wm.scratchpad_add(a);
wm.scratchpad_remove(a);
assert!(!wm.window(a).unwrap().scratchpad);
assert!(wm.window(a).unwrap().minimized);
// No longer scratchpad-managed, so a later `scratchpad_show` must
// not touch it.
wm.scratchpad_show();
assert!(wm.window(a).unwrap().minimized);
}
// ---- Monitor hotplug -------------------------------------------------
fn two_monitors() -> Vec<Monitor> {
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_round_trip_restores_a_client_side_decorated_window_to_undecorated() {
// Regression test: exiting fullscreen used to hardcode
// `decorated = true` unconditionally, which is only correct for a
// window that was decorated to begin with. A window a rule sets
// `decorated = false` for (client-side-decorated apps like
// Firefox) that goes fullscreen and back used to come back
// permanently `decorated = true` - with nothing to ever set it
// back, since the client only negotiates its decoration mode once.
// Since border/titlebar hit-testing is keyed off `Window.decorated`
// directly, this made srdwm swallow every click near the top of
// the window as a fake titlebar hit instead of forwarding it to
// the client.
let mut wm = WindowManager::new();
wm.set_monitors(two_monitors());
let id = wm.alloc_window_id();
let mut w = Window::new(id, "firefox");
w.geometry = Rect::new(100, 100, 400, 300);
w.decorated = false;
wm.add_window(w);
wm.toggle_fullscreen(id);
assert!(!wm.window(id).unwrap().decorated, "fullscreen itself must still drop the titlebar");
wm.toggle_fullscreen(id);
assert!(!wm.window(id).unwrap().decorated, "must restore the pre-fullscreen decorated=false, not default to true");
}
/// A monitor whose usable `geometry` is shrunk by a bottom dock's
/// exclusive zone, distinct from its true `full_geometry` - the shape
/// every real backend reports once a bar/dock has claimed space (see
/// `Monitor::full_geometry`'s doc comment).
fn monitor_with_dock() -> Monitor {
let mut m = Monitor::new(0, "primary", Rect::new(0, 0, 1920, 1020));
m.full_geometry = Rect::new(0, 0, 1920, 1080);
m.primary = true;
m
}
#[test]
fn fullscreen_covers_the_full_monitor_ignoring_a_dock_reservation() {
// Regression test: fullscreen used to target `Monitor::geometry`
// (the usable, exclusive-zone-shrunk area), the same field maximize
// correctly uses - so a fullscreened window stopped short of a
// dock's reserved strip instead of covering (or going under) it
// like fullscreen does everywhere else. `full_geometry` is what
// fixes that; `geometry` must stay untouched so maximize keeps
// respecting the dock.
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
wm.add_window(Window::new(id, "a"));
wm.toggle_fullscreen(id);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(0, 0, 1920, 1080), "fullscreen must reach the true monitor edge, past the dock");
}
#[test]
fn maximize_still_respects_the_dock_reservation() {
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
wm.add_window(Window::new(id, "a"));
wm.toggle_maximize(id);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(0, 0, 1920, 1020), "maximize must still stop at the dock, unlike fullscreen");
}
#[test]
fn maximized_window_grows_when_the_dock_drops_its_reservation_live() {
// Regression test: a dock that hides/reduces its exclusive zone
// while a window is already maximized (an auto-hide dock reacting
// to monocle/maximize, exactly the scenario an AGS peer session hit
// live) used to leave that window stuck at its stale, dock-shrunk
// size - `set_monitors` updated `Monitor::geometry` correctly but
// never touched already-maximized/fullscreen windows' `geometry`,
// so nothing re-grew until the window was manually un-maximized and
// re-maximized.
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
wm.add_window(Window::new(id, "a"));
wm.toggle_maximize(id);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(0, 0, 1920, 1020));
// The dock drops its exclusive zone to 0.
let mut freed = Monitor::new(0, "primary", Rect::new(0, 0, 1920, 1080));
freed.full_geometry = Rect::new(0, 0, 1920, 1080);
freed.primary = true;
wm.set_monitors(vec![freed]);
assert_eq!(
wm.window(id).unwrap().geometry,
Rect::new(0, 0, 1920, 1080),
"an already-maximized window must live-track a monitor geometry change, not just windows placed afterward"
);
}
#[test]
fn fullscreen_window_also_live_tracks_a_monitor_geometry_change() {
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
wm.add_window(Window::new(id, "a"));
wm.toggle_fullscreen(id);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(0, 0, 1920, 1080));
let mut resized = Monitor::new(0, "primary", Rect::new(0, 0, 2560, 1420));
resized.full_geometry = Rect::new(0, 0, 2560, 1440);
resized.primary = true;
wm.set_monitors(vec![resized]);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(0, 0, 2560, 1440), "fullscreen must live-track the true full rect, not the usable one");
}
#[test]
fn a_non_maximized_window_is_left_alone_by_a_monitor_geometry_change() {
// set_monitors' new re-sync pass is gated on maximized/fullscreen --
// must not clobber an ordinary floating/tiled window's geometry just
// because the monitor rect changed underneath it.
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
let mut w = Window::new(id, "a");
w.geometry = Rect::new(100, 100, 400, 300);
wm.add_window(w);
wm.window_mut(id).unwrap().geometry = Rect::new(100, 100, 400, 300);
let mut freed = Monitor::new(0, "primary", Rect::new(0, 0, 1920, 1080));
freed.full_geometry = Rect::new(0, 0, 1920, 1080);
freed.primary = true;
wm.set_monitors(vec![freed]);
assert_eq!(wm.window(id).unwrap().geometry, Rect::new(100, 100, 400, 300));
}
#[test]
fn dragging_a_window_can_cross_into_the_dock_reserved_strip() {
// Regression test: `update_drag`'s clamp used to also use
// `Monitor::geometry` (the shrunk usable area), which made it
// physically impossible to ever drag a floating window into the
// strip a dock reserves - not just discouraged, genuinely
// unreachable at any drag speed or angle. `full_geometry` is what
// makes that space reachable again; the dock still renders on top
// as an overlay, same as it does everywhere else.
let mut wm = WindowManager::new();
wm.set_monitors(vec![monitor_with_dock()]);
let id = wm.alloc_window_id();
let mut w = Window::new(id, "a");
w.geometry = Rect::new(500, 500, 200, 200);
wm.add_window(w);
wm.start_drag(id, 600, 600);
// Drag far down - past the old usable-area bottom (1020) and
// toward the true monitor bottom (1080).
wm.update_drag(600, 5000);
let g = wm.window(id).unwrap().geometry;
// Old behavior (clamped to `geometry`, bottom 1020) would stop at
// y=980; clamped to `full_geometry` (bottom 1080), it reaches 1040.
assert_eq!(g.y, 1040, "must clamp against the true monitor bottom, not the dock-shrunk usable area");
}
#[test]
fn class_rule_applies_once_app_id_is_known_after_creation() {
// Regression test: `add_window` matches rules against whatever
// `app_id`/`title` the window already has - for a native Wayland
// client those are still empty at that moment (the real values
// only arrive on a later commit, well after `new_toplevel`), so
// every class-based rule - including `srd.rule({ class =
// "firefox" }, { decorated = false })`, meant to stop srdwm
// drawing a second titlebar over Firefox's own - silently never
// matched. `reapply_rules_if_pending` is the retry a backend calls
// once the real app_id is known.
let mut wm = wm_with_monitor();
wm.add_rule(WindowRule {
matcher: crate::rules::WindowMatch { class: Some("firefox".into()), ..Default::default() },
actions: crate::rules::WindowRuleActions { decorated: Some(false), ..Default::default() },
});
let id = wm.alloc_window_id();
// Empty app_id, exactly as a fresh native Wayland toplevel has it.
wm.add_window(Window::new(id, ""));
assert!(wm.window(id).unwrap().decorated, "no app_id yet, so no match - must not have flipped early");
let w = wm.window_mut(id).unwrap();
w.app_id = "firefox".into();
wm.reapply_rules_if_pending(id);
assert!(!wm.window(id).unwrap().decorated, "app_id now known - the rule must apply on retry");
// A later, unrelated title change (e.g. a browser tab switching)
// must not re-match and re-apply - rule actions apply once.
let w = wm.window_mut(id).unwrap();
w.decorated = true;
w.title = "a new tab title".into();
wm.reapply_rules_if_pending(id);
assert!(wm.window(id).unwrap().decorated, "rules_applied is already true - must not re-run the match");
}
#[test]
fn opacity_rule_applies_on_the_deferred_retry_same_as_other_actions() {
// Regression test: `opacity` was added to `add_window`'s own rule
// application but missed here, in the deferred retry
// `reapply_rules_if_pending` - confirmed live: a rule like
// `srd.rule({ class = "Alacritty" }, { opacity = 0.4 })` never took
// effect for any real native Wayland client, since (per the test
// above) that's the *only* path a class-based rule actually
// matches through for one of those - `add_window`'s own match
// attempt always fails first, against an as-yet-empty `app_id`.
let mut wm = wm_with_monitor();
wm.add_rule(WindowRule {
matcher: crate::rules::WindowMatch { class: Some("alacritty".into()), ..Default::default() },
actions: crate::rules::WindowRuleActions { opacity: Some(0.4), ..Default::default() },
});
let id = wm.alloc_window_id();
wm.add_window(Window::new(id, ""));
assert_eq!(wm.window(id).unwrap().opacity, 1.0, "no app_id yet, so no match - must not have applied early");
let w = wm.window_mut(id).unwrap();
w.app_id = "Alacritty".into();
wm.reapply_rules_if_pending(id);
assert_eq!(wm.window(id).unwrap().opacity, 0.4, "app_id now known - the rule must apply on retry");
}
#[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::<Vec<_>>(),
"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));
}
#[test]
fn lower_window_sends_it_to_the_back_of_the_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"));
let c = wm.alloc_window_id();
wm.add_window(Window::new(c, "c"));
assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(c), "precondition: c is on top after being added last");
wm.lower_window(c);
let order: Vec<_> = wm.stacking_order().map(|w| w.id).collect();
assert_eq!(order, vec![c, a, b], "c must be at the very back, a/b unchanged relative to each other");
}
#[test]
fn lower_window_never_buries_a_pinned_window() {
let mut wm = wm_with_monitor();
let a = wm.alloc_window_id();
wm.add_window(Window::new(a, "a"));
let pinned = wm.alloc_window_id();
wm.add_window(Window::new(pinned, "pinned"));
wm.toggle_always_on_top(pinned);
assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(pinned));
wm.lower_window(a);
assert_eq!(wm.stacking_order().last().map(|w| w.id), Some(pinned), "a pinned window must stay on top even after an unrelated lower_window call");
}
}
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