* clang-format: bring back ForeachMacros
ForeachMacros was disabled in 4211274fcd
due to the breakage of include/queue.h. The currently used version,
clang-format-6.0 doesn't break it.
* Add curly braces
Co-authored-by: Orestis Floros <orestisflo@gmail.com>
- ICCCM says: > If a base size is not provided, the minimum size is to
be used in its place and vice versa.
i3 didn't obey the "vice versa" part. Min size and base size are both
saved without replacements in window_update_normal_hints,
floating_check_size makes the needed replacements if either was not
provided.
- Aspect ratio is now saved correctly in manage_window because
window_update_normal_hints is called.
- i3 didn't save the aspect ratio if the window conformed the given
aspect ratio range when handle_normal_hints was called. If the window
was resized to a size outside of the given bounds, i3 didn't correct it.
- Aspect ratio now affects only tiling windows, like the rest of the
normal size hints
- The aspect ratio calculation is now done without a loop
A real life example of how these changes affect the workflow:
An mpv window, when playing a video, sets its min == max aspect ratio
during mapping. i3 ignored these hints. When resized, the window's
aspect ratio was not preserved. With this commit, resizing floating mpv
windows will always preserve the aspect ratio.
Previously, it first calculated one of the containers' next percentage, and then subtracted the previous percentage to find the actual change.
Now it directly calculates the change, and subtracts and adds the change to the two affected containers.
Added util function con_rect_size_in_orientation.
Removed px_resize_to_percent; inlined, using con_rect_size_in_orientation.
Also, prematurely return when pixel diff is 0, as no action is necessary.
This is related to [this issue on i3-gaps](https://github.com/Airblader/i3/issues/247).
This commit will also fix the following bugs:
1. click.c: Users could drag global fullscreen floating containers.
2. render.c: Floating containers would get rendered with a global fullscreen container in another
workspace.
The first issue is that there seems to be a typo: fullscreen->window
should have been child->window. The corrected check is redundant since
the while loop checks if the transient_con has a window.
The second issue is that popup_during_fullscreen is never checked even
though the behaviour should be exclusive to the "smart" option.
Including config.h is necessary to get e.g. the _GNU_SOURCE define and
any other definitions that autoconf declares. Hence, config.h needs to
be included as the first header in each file.
This is done either via:
1. Including "common.h" (i3bar)
2. Including "libi3.h"
3. Including "all.h" (i3)
4. Including <config.h> directly
Also remove now-unused I3__FILE__, add copyright/license statement
where missing and switch include/all.h to #pragma once.
Not quite sure why there are so many differences. Perhaps we’ve gotten
out of the habit of running clang-format after every change.
I guess it’d be best to have a travis hook that runs clang-format for us
and reports any problems on pull requests.
This should be the last commit that formats a big bunch of files. From
here on, whenever I merge patches, I’ll run clang-format like described
in the title.
This has multiple effects:
1) The i3 codebase is now consistently formatted. clang-format uncovered
plenty of places where inconsistent code made it into our code base.
2) When writing code, you don’t need to think or worry about our coding
style. Write it in yours, then run clang-format-3.5
3) When submitting patches, we don’t need to argue about coding style.
The basic idea is that we don’t want to care about _how_ we write the
code, but _what_ it does :). The coding style that we use is defined in
the .clang-format config file and is based on the google style, but
adapted in such a way that the number of modifications to the i3 code
base is minimal.
I consider this behavior broken and not respecting the standard, but it
happens in real life, and it’s better for i3 to not busy-loop in such a
situation :).
fixes#1259
This reverts commit 0659a0d98c.
It was a fix for dzen2 setups, but broke several other use cases.
Because dzen2 is not really important since most people use i3bar
nowadays, let’s revert this.
fixes#1062fixes#1068fixes#1070
This commit only goes to “next” because I am not sure whether it
actually makes things better in all cases and want to give it some
testing first.
There was no documented reason behind using the
proportional_{width,height} variables, so I suppose that code was just
stupidity on my part (it was written merely a month after I started this
project in 2009).
fixes#1032
Note that this is ineffective for dunst’s notifications because dunst
re-raises them as soon as they get obscured. It does work for dzen2
however, which was the original use-case.
fixes#569
This is the only sane way I can think of to deal with the problem that
the screen size may not be dividable by the amount of tabbed children
(e.g. 1280 / 41 = 31.219512…).
fixes#645fixes#791
During smart popup fullscreen handling, display all transient popups
that belong to the respective fullscreen application. A popup window
belongs to another window if the latter is reachable via the path
induced by the WM_TRANSIENT_FOR hints.
fixes#881
With this commit, the default behavior is to display popups while there
is a fullscreen application only if the popup belongs to that
application (as determined by the WM_TRANSIENT_FOR hint which
applications have to set properly).
fixes#663
The removed code was add by commit 61b8a62 to fix#564. That bug is cause
by rendering the mplayer window again as a floating window (even if it
has been rendered before as a fullscreen window, at line 202). So simply
checking for fullscreen window is enough to solve this problem. Treating
floating/tiling fullscreen window differently is not needed.
In tabbed mode, the available width (say 1280) is divided by the amount
of child containers (say 3). Before this commit, we just truncated the
result and would end up with 426 + 426 + 426 = 1278 pixels that we
render to. Now we render a bit too much, but that’ll at least not give
us graphics corruption on any side :).
fixes#791