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|
//! Interactive drag and resize session state.
//! 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 {
// ---- 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, last_x: x, last_y: y });
self.focus_window(id);
}
}
pub fn update_drag(&mut self, x: i32, y: i32) {
if let Some(drag) = &mut self.drag {
drag.last_x = x;
drag.last_y = y;
}
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.
//
// `all_monitors_bounds`, not `monitor_for(w.monitor)` (the window's
// own *starting* monitor, looked up once and never updated as the
// drag moves) - see that function's own doc comment for the real
// multi-monitor bug this fixes: the old single-monitor clamp made
// it mathematically impossible to ever drag a window from one
// monitor onto another, confirmed live with two real monitors
// connected, one of them otherwise fully working at the
// compositor/DRM level.
let monitor_bounds = self.all_monitors_bounds();
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);
}
// Live, every motion tick - not just once at `end_drag`, which
// used to be the only place this got corrected (see its own doc
// comment on why `w.monitor` goes stale at all). Between here and
// there, `state/geometry.rs::sync_geometry` - called on every one
// of these same motion ticks while a drag is active - reads this
// exact field to pick which monitor's `scale` converts the
// client's real physical size into the logical points `xdg_
// toplevel::configure` sends it. Two real monitors at genuinely
// different scales (confirmed live: `1.0` and `~0.84`), a window
// dragged from one onto the other kept computing every mid-drag
// configure against the *origin* monitor's scale for the drag's
// entire remaining duration - the client resizing itself to a
// logical size that doesn't match the physical footprint the
// border/decoration are actually drawing around it, only self-
// correcting the instant the button came up. Reported live as a
// dragged window "looking very messed up" on the other monitor.
let now_on = self.monitors.iter().find(|m| m.geometry.overlaps(&new_geom)).map(|m| m.id);
if let Some(w) = self.windows.get_mut(&drag.window) {
w.geometry = new_geom;
if let Some(now_on_id) = now_on {
w.monitor = now_on_id;
}
}
}
/// 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() {
// `update_drag` above already keeps `w.monitor` live on every
// motion tick now, so this is normally just confirming what's
// already current - kept anyway as the final word before
// computing the snap zone below (a drag that starts and ends
// between two motion ticks, however unlikely, would otherwise
// check the *wrong* monitor's snap zones), the same bug this
// was originally fixing for maximize/fullscreen one level up.
if let Some(w) = self.windows.get(&drag.window) {
if let Some(now_on) = self.monitors.iter().find(|m| m.geometry.overlaps(&w.geometry)) {
let now_on_id = now_on.id;
if let Some(w) = self.windows.get_mut(&drag.window) {
w.monitor = now_on_id;
}
}
}
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;
}
// Remembers this app's new position (not just `end_resize`'s
// size) for its *next* window - see `remembered_geometry`'s
// own doc comment. Deliberately reads geometry *after* the
// snap-zone check just above: a drag that ends in a snap
// remembers the snapped position/size, matching what the user
// actually sees settle, not the raw pre-snap drop point.
if let Some(w) = self.windows.get(&drag.window) {
if !w.app_id.is_empty() {
self.remembered_geometry.insert(w.app_id.clone(), (w.geometry.x, w.geometry.y, w.geometry.width, w.geometry.height));
}
}
}
}
/// Where the currently-dragged window would land if the button came up
/// right now, or `None` when the drag is not in a snap zone.
///
/// Deliberately calls the very same `SmartPlacement::snap_zone` that
/// `end_drag` does, on the same inputs, rather than re-deriving the
/// zones: a preview that can disagree with what release actually does
/// is worse than no preview, and any future change to the zone
/// geometry updates both at once by construction.
///
/// Reported twice as missing: "if you move the window to absolute
/// north it show you layout options" and "why do i still not see the
/// windows layout or windows change layout when moved to areas of
/// screen like in windows". Edge snapping itself already worked - it
/// just committed silently on release with nothing shown beforehand,
/// so there was no way to tell it was going to happen, or where.
pub fn drag_snap_preview(&self) -> Option<Rect> {
let drag = self.drag.as_ref()?;
let w = self.windows.get(&drag.window)?;
let m = self.monitor_for(w.monitor)?;
SmartPlacement::snap_zone(w.geometry, m, &self.placement)
}
/// The monitor whose top edge the drag pointer is currently within
/// [`SNAP_FLYOUT_EDGE`] of, or `None`.
///
/// Measured against `full_geometry`, not `geometry`: the trigger band
/// is the physical top of the screen, which is exactly where a bar
/// usually sits. Using the exclusive-zone-shrunk rect would put the
/// band *below* the bar, so on a machine with a top bar the gesture
/// would only fire after the pointer had already travelled past it.
///
/// The pointer, not the window's own top edge, because the two differ
/// by however far down the titlebar the drag grabbed - and it is the
/// pointer the user is actually aiming.
///
/// Not `Rect::contains_point`: that would also reject a pointer *above*
/// the monitor's top edge, which is the one direction this gesture is
/// aimed in. A real seat clamps the cursor to the output, so `y < 0`
/// should not arise on hardware - but `update_drag` clamps only the
/// window, so nothing in this type's own API guarantees it, and
/// "thrown past the edge" is the strongest possible form of the intent
/// this is trying to detect. Horizontal containment is still required,
/// as is being above the monitor's bottom, so a pointer on a different
/// output never matches.
pub fn drag_top_edge_monitor(&self) -> Option<&Monitor> {
let drag = self.drag.as_ref()?;
let (x, y) = (drag.last_x, drag.last_y);
self.monitors.iter().find(|m| {
let g = m.full_geometry;
x >= g.x && x < g.right() && y < g.bottom() && y - g.y <= SNAP_FLYOUT_EDGE
})
}
pub fn is_dragging(&self) -> bool {
self.drag.is_some()
}
/// The active resize as `(window, dragged edge, the window's rect when
/// the drag began)`, or `None`.
///
/// The caller needs all three to keep the *opposite* edge still. A
/// resize from the left or top has to hold the right or bottom edge
/// exactly where it was: the compositor moves the window's origin the
/// instant the pointer moves, but the client only commits a new buffer
/// some frames later, so positioning its still-old content at the new
/// origin drags the whole window sideways instead of growing it.
/// Reported as content resizing "from the right side even when i resize
/// from left".
pub fn resize_anchor(&self) -> Option<(WindowId, ResizeEdge, Rect)> {
self.resize.as_ref().map(|r| (r.window, r.edge, r.orig))
}
/// The window the current drag is moving, if any.
pub fn dragged_window(&self) -> Option<WindowId> {
self.drag.as_ref().map(|d| d.window)
}
pub fn start_resize(&mut self, id: WindowId, edge: ResizeEdge, x: i32, y: i32) {
if let Some(w) = self.windows.get(&id) {
// Decided *before* `focus_window` below re-stacks `id` --
// see `tiling_ratio_drag`'s own doc comment for why that
// order is load-bearing, not stylistic.
let ratio_drag_ids = self.tiling_ratio_drag(id, edge);
let orig = w.geometry;
self.resize = Some(ResizeState { window: id, edge, start_x: x, start_y: y, orig, orig_master_ratio: self.tiling.master_ratio, ratio_drag_ids });
self.focus_window(id);
}
}
pub fn update_resize(&mut self, x: i32, y: i32) {
// Copied/cloned out rather than kept as a live `&self.resize`
// borrow - the tiling branch below needs `&mut self`, which
// can't coexist with a borrow of the field it's reading.
let Some((window, edge, start_x, start_y, orig, orig_master_ratio, ratio_drag_ids)) =
self.resize.as_ref().map(|r| (r.window, r.edge, r.start_x, r.start_y, r.orig, r.orig_master_ratio, r.ratio_drag_ids.clone()))
else {
return;
};
let (dx, dy) = (x - start_x, y - start_y);
// Tiling's master/stack boundary is a live *ratio* the whole
// column split is computed from, not one window's own rect - see
// `adjust_master_ratio_for_drag`'s own doc comment for why a plain
// geometry write here would just be silently discarded by the very
// next `arrange_workspace` call anyway (reported live as "tiling
// needs a lot of work": dragging a tiled window's border looked
// like it resized, then snapped back the moment anything else
// triggered a re-arrange). `ratio_drag_ids` was decided once, at
// `start_resize` time, against the pre-focus membership - see
// `tiling_ratio_drag`'s own doc comment for why that snapshot
// (not a live re-derivation) is what has to be used here.
if let Some(ids) = ratio_drag_ids {
self.adjust_master_ratio_for_drag(window, &ids, dx, orig_master_ratio);
return;
}
// This window's own minimum, not the one global floor - see
// `Window::min_size`.
let (min_w, min_h) = self.windows.get(&window).map(|w| w.min_size).unwrap_or((MIN_WINDOW_WIDTH, MIN_WINDOW_HEIGHT));
let mut new_geom = edge.apply_delta(orig, dx, dy, min_w, min_h);
// `Window::aspect_ratio`'s own doc comment: a locked-ratio window
// (the "phone monitor" case, concretely) re-derives one dimension
// from the other here, on top of the ordinary delta above, rather
// than needing a second, separate resize code path.
if let Some(ratio) = self.windows.get(&window).and_then(|w| w.aspect_ratio) {
new_geom = edge.apply_aspect_ratio(new_geom, ratio, min_w, min_h);
}
// Same live `w.monitor` correction as `update_drag`'s own doc
// comment explains - a resize can cross a monitor boundary at
// the edge being dragged just as easily as a drag can carry the
// whole window across one, and `sync_geometry`'s per-tick scale
// lookup doesn't care which kind of geometry change put the
// window there.
let now_on = self.monitors.iter().find(|m| m.geometry.overlaps(&new_geom)).map(|m| m.id);
if let Some(w) = self.windows.get_mut(&window) {
w.geometry = new_geom;
if let Some(now_on_id) = now_on {
w.monitor = now_on_id;
}
}
}
/// Whether resizing `id` along `edge` should live-adjust `self.tiling.
/// master_ratio` instead of writing raw window geometry: `id` must be
/// a non-floating, non-fullscreen member of a `"tiling"`-layout
/// workspace's own master/stack arrangement, there must actually be a
/// stack column to trade width with (a lone master-only window has
/// nothing on the other side of the drag), and `edge` must be the
/// shared boundary line between the two columns - the master
/// column's own right edge, or any stack column window's own left
/// edge, since both name the same physical boundary approached from
/// either side. Anything else (a vertical edge, a floating window, a
/// window under `dynamic`) falls through to the ordinary geometry
/// resize unchanged.
///
/// **Must be called before `focus_window` runs for this same
/// interaction** - `start_resize`'s own call site is the only correct
/// place, and the returned membership snapshot is what `start_resize`
/// caches into `ResizeState` for `adjust_master_ratio_for_drag` to
/// apply the layout against later, rather than that method re-deriving
/// membership itself from `self.order` at *its* own, later point in
/// time. `focus_window` raises its target to the *end* of `self.order`
/// (`raise_window`), the exact list this membership is read from - so
/// merely grabbing a master window to resize it re-stacks it into what
/// looks like the stack's own last slot an instant later, and anything
/// that re-derives membership after that point (including a first
/// version of this whole feature that called `WindowManager::
/// arrange_workspace` from inside the drag, which reads `self.order`
/// itself fresh every time) silently applies the resulting ratio
/// change to the *wrong* column: the window that's actually being
/// dragged shrinks while its neighbour grows, backwards from what the
/// mouse is doing. Caught by this method's own test coverage's fuller
/// assertion (checking the *other* window's width too, not just the
/// grabbed one), not by inspection.
fn tiling_ratio_drag(&self, id: WindowId, edge: ResizeEdge) -> Option<Vec<WindowId>> {
if !(edge.has_left() || edge.has_right()) {
return None;
}
let w = self.windows.get(&id)?;
if w.floating || w.fullscreen {
return None;
}
if self.workspace(w.workspace).map(|ws| ws.layout.as_str()) != Some("tiling") {
return None;
}
// Mirrors `arrange_workspace`'s own grouping exactly - the same
// window set, same order, is what decides which windows are
// "master" vs "stack" there, so this has to agree with it or the
// ratio drag would trigger (or fail to) inconsistently with what
// is actually on screen.
let ids: Vec<WindowId> = self
.order
.iter()
.copied()
.filter(|&oid| self.windows.get(&oid).is_some_and(|ow| ow.workspace == w.workspace && ow.monitor == w.monitor && !ow.minimized && !ow.floating && !ow.fullscreen))
.collect();
let pos = ids.iter().position(|&oid| oid == id)?;
let master_count = self.tiling.master_count.max(1).min(ids.len());
if ids.len() <= master_count {
return None;
}
((pos < master_count && edge.has_right()) || (pos >= master_count && edge.has_left())).then_some(ids)
}
/// Applies a tiling ratio-drag's raw pixel delta `dx` (positive =
/// dragged right = master column grows) against `orig_ratio` --
/// `ResizeState::orig_master_ratio`, the ratio as it was when this
/// resize *started*, not `self.tiling.master_ratio`'s own live value --
/// the same "cumulative delta against a fixed starting snapshot"
/// shape `update_drag`/`update_resize`'s own geometry math already
/// uses for `orig`. Using the live value instead would compound: every
/// tick would add the *whole* cumulative `dx` on top of whatever the
/// previous tick already added, not just that tick's own incremental
/// motion.
///
/// Re-arranges every window in `ids` immediately against the new
/// ratio, not just the grabbed one - the entire point of this being a
/// *ratio* rather than one window's own rect is that every master and
/// every stack window visibly resizes together, the same live
/// feedback dwm/i3/Hyprland all give while dragging this exact
/// boundary.
///
/// Applies `MasterStackLayout` directly against `ids` - the frozen
/// pre-focus snapshot `tiling_ratio_drag` returned - rather than
/// calling `arrange_workspace`, which re-derives its own window list
/// from `self.order` fresh every time it runs. By the time this method
/// runs, `start_resize`'s own `focus_window` call has already raised
/// `id` to the end of `self.order`; re-deriving membership from that
/// live order here would silently apply the ratio change to
/// whichever window *now* occupies the position `id` used to be in,
/// not to `id` and its real neighbours - the exact bug this
/// snapshot-based approach exists to avoid (see `tiling_ratio_drag`'s
/// own doc comment for the full story, including how a first,
/// `arrange_workspace`-based version of this method got caught by
/// this file's own tests).
fn adjust_master_ratio_for_drag(&mut self, id: WindowId, ids: &[WindowId], dx: i32, orig_ratio: f32) {
let Some(w) = self.windows.get(&id) else { return };
let Some(monitor) = self.monitor_for(w.monitor).cloned() else { return };
let area_width = monitor.geometry.inset(self.tiling.gap_outer).width.max(1);
let delta_ratio = dx as f32 / area_width as f32;
// Clamped well short of 0.0/1.0 - either extreme would hand one
// column all (or none) of the width, which `MasterStackLayout`
// itself never guards against (a `0`-width stack column is a
// degenerate, not-actually-tiled state, not a valid extreme of
// the slider).
self.tiling.master_ratio = (orig_ratio + delta_ratio).clamp(0.1, 0.9);
for (placed_id, rect) in MasterStackLayout.arrange(ids, &monitor, &self.tiling) {
if let Some(w) = self.windows.get_mut(&placed_id) {
w.geometry = rect;
}
}
}
pub fn end_resize(&mut self) {
// Remembers this app's new size for its *next* window - see
// `remembered_sizes`' own doc comment for why this is the one
// resize-ending path that updates it (not maximize/fullscreen, not
// a drag-to-edge snap). Keyed by `app_id`, so a window that never
// got one (a backend/client that hasn't reported it yet) simply
// isn't remembered - no worse than today, and consistent with how
// window rules already treat an empty `app_id` as unmatchable.
if let Some(r) = &self.resize {
if let Some(w) = self.windows.get(&r.window) {
if !w.app_id.is_empty() {
self.remembered_geometry.insert(w.app_id.clone(), (w.geometry.x, w.geometry.y, w.geometry.width, w.geometry.height));
}
}
}
self.resize = None;
}
/// The remembered position+size for `app_id`, if any - read by
/// `add_window` when placing a fresh window, and by `crates/wayland/
/// src/window_memory.rs` to decide what still needs persisting after a
/// live update. See `remembered_geometry`'s own doc comment.
pub fn remembered_geometry(&self, app_id: &str) -> Option<(i32, i32, u32, u32)> {
self.remembered_geometry.get(app_id).copied()
}
/// Seeds (or overwrites) the remembered position+size for `app_id`
/// directly, bypassing the normal "only an interactive drag/resize
/// updates this" rule - the one legitimate reason to do that is
/// `crates/wayland/src/window_memory.rs` restoring what was persisted
/// from a *previous* session at startup, before any real drag/resize
/// has happened this run.
/// Applies a remembered geometry to a window whose `app_id` was not
/// known when it was placed.
///
/// `add_window` looks the store up by `app_id`, but a Wayland toplevel
/// role exists before its client has sent `set_app_id` - so at placement
/// time the id is usually the empty string, the lookup misses, and every
/// window falls through to a fresh cascade. That is why "windows do not
/// remember their size and position" and "windows spawn on top of each
/// other" were the same bug: the store was written correctly and read at
/// the one moment it could not match.
///
/// Called again from the backend the moment a real `app_id` arrives,
/// which is still before the client's first buffer, so nothing has been
/// drawn at the wrong place yet.
///
/// Only touches a window that is still sitting where the cascade put it
/// (`size_is_provisional`). A rule's explicit `geometry`, a maximize, a
/// dialog's centring and a client's own chosen size all clear that flag,
/// and each of them is a more specific decision than "wherever I last
/// left this app". Returns whether anything moved.
pub fn apply_remembered_geometry(&mut self, id: WindowId) -> bool {
let Some(w) = self.windows.get(&id) else { return false };
if !w.size_is_provisional || w.is_dialog || w.maximized || w.fullscreen || w.app_id.is_empty() {
return false;
}
let Some((x, y, width, height)) = self.remembered_geometry.get(&w.app_id).copied() else { return false };
let (min_w, min_h) = w.min_size;
let (width, height) = (width.max(min_w), height.max(min_h));
// Same two-step as `add_window`: whichever monitor the remembered
// point actually lands on - checked against full geometry, so a
// spot under a bar still counts as on-screen - else the monitor the
// window is already on. Then clamped into that monitor's *usable*
// area, which is what keeps a window from reopening beneath a bar.
let monitor = self
.monitors
.iter()
.find(|m| m.full_geometry.contains_point(x, y))
.or_else(|| self.monitors.iter().find(|m| m.id == w.monitor))
.map(|m| (m.id, m.geometry));
let Some((monitor_id, area)) = monitor else { return false };
let Some(w) = self.windows.get_mut(&id) else { return false };
w.monitor = monitor_id;
w.geometry.width = width;
w.geometry.height = height;
w.geometry.x = x.clamp(area.x, (area.right() - width as i32).max(area.x));
w.geometry.y = y.clamp(area.y, (area.bottom() - height as i32).max(area.y));
// A remembered size is a real preference, not the placeholder the
// cascade handed out, so the client no longer gets to replace it
// (`adopt_provisional_size`).
w.size_is_provisional = false;
true
}
pub fn set_remembered_geometry(&mut self, app_id: String, geometry: (i32, i32, u32, u32)) {
self.remembered_geometry.insert(app_id, geometry);
}
/// Every remembered `app_id` and its geometry - what `window_memory.rs`
/// iterates to persist the full table (e.g. on a clean shutdown), not
/// just whatever changed most recently.
/// This app's remembered geometry, if any. `None` means nothing has
/// been recorded for it - which is what a window that closed while its
/// size was still a placeholder deliberately leaves behind, so its next
/// launch gets to pick its own size again.
pub fn remembered_geometry_for(&self, app_id: &str) -> Option<(i32, i32, u32, u32)> {
self.remembered_geometry.get(app_id).copied()
}
pub fn all_remembered_geometry(&self) -> impl Iterator<Item = (&str, (i32, i32, u32, u32))> {
self.remembered_geometry.iter().map(|(k, &v)| (k.as_str(), v))
}
pub fn is_resizing(&self) -> bool {
self.resize.is_some()
}
/// Which window is currently being interactively resized, if any - so
/// a backend can skip an expensive-but-cosmetic per-window effect
/// (content corner-masking, concretely - see its own call site's
/// comment) for just that one window while its content is reflowing
/// on every single frame, without touching every *other* window's own
/// masking.
pub fn resizing_window(&self) -> Option<WindowId> {
self.resize.as_ref().map(|r| r.window)
}
/// 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)
}
}
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