A new logic to calculate the percentages.
It's slower, but this way we make sure that the resulting percentages *ALWAYS* sum up to 1.0 (or as close to that as we get with double math).
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parent
a93f4643ec
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39
src/con.c
39
src/con.c
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@ -385,17 +385,38 @@ int con_num_children(Con *con) {
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void con_fix_percent(Con *con, int action) {
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Con *child;
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int children = con_num_children(con);
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/* TODO: better document why this math works */
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double fix;
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if (action == WINDOW_ADD)
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fix = (1.0 - (1.0 / (children+1)));
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else
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fix = 1.0 / (1.0 - (1.0 / (children+1)));
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// calculate how much we have distributed and how many containers
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// with a percentage set we have
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double total = 0.0;
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int children_with_percent = 0;
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TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
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if (child->percent <= 0.0)
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continue;
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child->percent *= fix;
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if (child->percent > 0.0) {
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total += child->percent;
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++children_with_percent;
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}
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}
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// if there were children without a percentage set, set to a value that
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// will make those children proportional to all others
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if (children_with_percent != children) {
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TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
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if (child->percent <= 0.0) {
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if (children_with_percent == 0)
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total += (child->percent = 1.0);
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else total += (child->percent = total / children_with_percent);
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}
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}
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}
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// if we got a zero, just distribute the space equally, otherwise
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// distribute according to the proportions we got
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if (total == 0.0) {
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TAILQ_FOREACH(child, &(con->nodes_head), nodes)
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child->percent = 1.0 / children;
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} else if (total != 1.0) {
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TAILQ_FOREACH(child, &(con->nodes_head), nodes)
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child->percent /= total;
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}
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}
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