/* * vim:ts=4:sw=4:expandtab * * i3 - an improved dynamic tiling window manager * © 2009-2011 Michael Stapelberg and contributors (see also: LICENSE) * * render.c: Renders (determines position/sizes) the layout tree, updating the * various rects. Needs to be pushed to X11 (see x.c) to be visible. * */ #include "all.h" /* change this to 'true' if you want to have additional borders around every * container (for debugging purposes) */ static bool show_debug_borders = false; /* * Renders a container with layout L_OUTPUT. In this layout, all CT_DOCKAREAs * get the height of their content and the remaining CT_CON gets the rest. * */ static void render_l_output(Con *con) { Con *child, *dockchild; int x = con->rect.x; int y = con->rect.y; int height = con->rect.height; /* Find the content container and ensure that there is exactly one. Also * check for any non-CT_DOCKAREA clients. */ Con *content = NULL; TAILQ_FOREACH(child, &(con->nodes_head), nodes) { if (child->type == CT_CON) { if (content != NULL) { DLOG("More than one CT_CON on output container\n"); assert(false); } content = child; } else if (child->type != CT_DOCKAREA) { DLOG("Child %p of type %d is inside the OUTPUT con\n", child, child->type); assert(false); } } assert(content != NULL); /* We need to find out if there is a fullscreen con on the current workspace * and take the short-cut to render it directly (the user does not want to * see the dockareas in that case) */ Con *ws = con_get_fullscreen_con(content, CF_OUTPUT); Con *fullscreen = con_get_fullscreen_con(ws, CF_OUTPUT); if (fullscreen) { fullscreen->rect = con->rect; x_raise_con(fullscreen); render_con(fullscreen, true); return; } /* First pass: determine the height of all CT_DOCKAREAs (the sum of their * children) and figure out how many pixels we have left for the rest */ TAILQ_FOREACH(child, &(con->nodes_head), nodes) { if (child->type != CT_DOCKAREA) continue; child->rect.height = 0; TAILQ_FOREACH(dockchild, &(child->nodes_head), nodes) child->rect.height += dockchild->geometry.height; height -= child->rect.height; } /* Second pass: Set the widths/heights */ TAILQ_FOREACH(child, &(con->nodes_head), nodes) { if (child->type == CT_CON) { child->rect.x = x; child->rect.y = y; child->rect.width = con->rect.width; child->rect.height = height; } child->rect.x = x; child->rect.y = y; child->rect.width = con->rect.width; child->deco_rect.x = 0; child->deco_rect.y = 0; child->deco_rect.width = 0; child->deco_rect.height = 0; y += child->rect.height; DLOG("child at (%d, %d) with (%d x %d)\n", child->rect.x, child->rect.y, child->rect.width, child->rect.height); x_raise_con(child); render_con(child, false); } } /* * "Renders" the given container (and its children), meaning that all rects are * updated correctly. Note that this function does not call any xcb_* * functions, so the changes are completely done in memory only (and * side-effect free). As soon as you call x_push_changes(), the changes will be * updated in X11. * */ void render_con(Con *con, bool render_fullscreen) { int children = con_num_children(con); DLOG("Rendering %snode %p / %s / layout %d / children %d / orient %d\n", (render_fullscreen ? "fullscreen " : ""), con, con->name, con->layout, children, con->orientation); /* Copy container rect, subtract container border */ /* This is the actually usable space inside this container for clients */ Rect rect = con->rect; /* Display a border if this is a leaf node. For container nodes, we don’t * draw borders (except when in debug mode) */ if (show_debug_borders) { rect.x += 2; rect.y += 2; rect.width -= 2 * 2; rect.height -= 2 * 2; } int x = rect.x; int y = rect.y; int i = 0; con->mapped = true; /* if this container contains a window, set the coordinates */ if (con->window) { /* depending on the border style, the rect of the child window * needs to be smaller */ Rect *inset = &(con->window_rect); *inset = (Rect){0, 0, con->rect.width, con->rect.height}; if (!render_fullscreen) *inset = rect_add(*inset, con_border_style_rect(con)); /* Obey x11 border */ inset->width -= (2 * con->border_width); inset->height -= (2 * con->border_width); /* Obey the aspect ratio, if any */ if (con->proportional_height != 0 && con->proportional_width != 0) { double new_height = inset->height + 1; int new_width = inset->width; while (new_height > inset->height) { new_height = ((double)con->proportional_height / con->proportional_width) * new_width; if (new_height > inset->height) new_width--; } /* Center the window */ inset->y += ceil(inset->height / 2) - floor(new_height / 2); inset->x += ceil(inset->width / 2) - floor(new_width / 2); inset->height = new_height; inset->width = new_width; } if (con->height_increment > 1) { int old_height = inset->height; inset->height -= (inset->height - con->base_height) % con->height_increment; DLOG("Lost %d pixel due to client's height_increment (%d px, base_height = %d)\n", old_height - inset->height, con->height_increment, con->base_height); } if (con->width_increment > 1) { int old_width = inset->width; inset->width -= (inset->width - con->base_width) % con->width_increment; DLOG("Lost %d pixel due to client's width_increment (%d px, base_width = %d)\n", old_width - inset->width, con->width_increment, con->base_width); } DLOG("child will be at %dx%d with size %dx%d\n", inset->x, inset->y, inset->width, inset->height); } /* Check for fullscreen nodes */ Con *fullscreen = NULL; if (con->type != CT_OUTPUT) { fullscreen = con_get_fullscreen_con(con, (con->type == CT_ROOT ? CF_GLOBAL : CF_OUTPUT)); } if (fullscreen) { fullscreen->rect = rect; x_raise_con(fullscreen); render_con(fullscreen, true); return; } /* find the height for the decorations */ int deco_height = config.font.height + 5; /* precalculate the sizes to be able to correct rounding errors */ int sizes[children]; if (con->layout == L_DEFAULT && children > 0) { assert(!TAILQ_EMPTY(&con->nodes_head)); Con *child; int i = 0, assigned = 0; int total = con->orientation == HORIZ ? rect.width : rect.height; TAILQ_FOREACH(child, &(con->nodes_head), nodes) { double percentage = child->percent > 0.0 ? child->percent : 1.0 / children; assigned += sizes[i++] = percentage * total; } assert(assigned == total || (assigned > total && assigned - total <= children * 2) || (assigned < total && total - assigned <= children * 2)); int signal = assigned < total ? 1 : -1; while (assigned != total) { for (i = 0; i < children && assigned != total; ++i) { sizes[i] += signal; assigned += signal; } } } if (con->layout == L_OUTPUT) { render_l_output(con); } else if (con->type == CT_ROOT) { Con *output; TAILQ_FOREACH(output, &(con->nodes_head), nodes) { render_con(output, false); } /* We need to render floating windows after rendering all outputs’ * tiling windows because they need to be on top of *every* output at * all times. This is important when the user places floating * windows/containers so that they overlap on another output. */ DLOG("Rendering floating windows:\n"); TAILQ_FOREACH(output, &(con->nodes_head), nodes) { /* Get the active workspace of that output */ Con *content = output_get_content(output); Con *workspace = TAILQ_FIRST(&(content->focus_head)); /* Check for (floating!) fullscreen nodes */ /* XXX: This code duplication is unfortunate. Keep in mind to fix * this when we clean up the whole render.c */ Con *fullscreen = NULL; fullscreen = con_get_fullscreen_con(workspace, CF_OUTPUT); if (fullscreen) { /* Either the fullscreen window is inside the floating * container, then we need to render and raise it now… */ if (con_inside_floating(fullscreen)) { fullscreen->rect = output->rect; x_raise_con(fullscreen); render_con(fullscreen, true); continue; } else { /* …or it’s a tiling window, in which case the floating * windows should not overlap it, so we skip rendering this * output. */ continue; } } Con *child; TAILQ_FOREACH(child, &(workspace->floating_head), floating_windows) { DLOG("floating child at (%d,%d) with %d x %d\n", child->rect.x, child->rect.y, child->rect.width, child->rect.height); x_raise_con(child); render_con(child, false); } } } else { /* FIXME: refactor this into separate functions: */ Con *child; TAILQ_FOREACH(child, &(con->nodes_head), nodes) { assert(children > 0); /* default layout */ if (con->layout == L_DEFAULT) { if (con->orientation == HORIZ) { child->rect.x = x; child->rect.y = y; child->rect.width = sizes[i]; child->rect.height = rect.height; x += child->rect.width; } else { child->rect.x = x; child->rect.y = y; child->rect.width = rect.width; child->rect.height = sizes[i]; y += child->rect.height; } /* first we have the decoration, if this is a leaf node */ if (con_is_leaf(child) && child->border_style == BS_NORMAL) { /* TODO: make a function for relative coords? */ child->deco_rect.x = child->rect.x - con->rect.x; child->deco_rect.y = child->rect.y - con->rect.y; child->rect.y += deco_height; child->rect.height -= deco_height; child->deco_rect.width = child->rect.width; child->deco_rect.height = deco_height; } } /* stacked layout */ else if (con->layout == L_STACKED) { child->rect.x = x; child->rect.y = y; child->rect.width = rect.width; child->rect.height = rect.height; child->deco_rect.x = x - con->rect.x; child->deco_rect.y = y - con->rect.y + (i * deco_height); child->deco_rect.width = child->rect.width; child->deco_rect.height = deco_height; if (children > 1 || (child->border_style != BS_1PIXEL && child->border_style != BS_NONE)) { child->rect.y += (deco_height * children); child->rect.height -= (deco_height * children); } } /* tabbed layout */ else if (con->layout == L_TABBED) { child->rect.x = x; child->rect.y = y; child->rect.width = rect.width; child->rect.height = rect.height; child->deco_rect.width = child->rect.width / children; child->deco_rect.height = deco_height; child->deco_rect.x = x - con->rect.x + i * child->deco_rect.width; child->deco_rect.y = y - con->rect.y; if (children > 1 || (child->border_style != BS_1PIXEL && child->border_style != BS_NONE)) { child->rect.y += deco_height; child->rect.height -= deco_height; } } /* dockarea layout */ else if (con->layout == L_DOCKAREA) { child->rect.x = x; child->rect.y = y; child->rect.width = rect.width; child->rect.height = child->geometry.height; child->deco_rect.x = 0; child->deco_rect.y = 0; child->deco_rect.width = 0; child->deco_rect.height = 0; y += child->rect.height; } DLOG("child at (%d, %d) with (%d x %d)\n", child->rect.x, child->rect.y, child->rect.width, child->rect.height); x_raise_con(child); render_con(child, false); i++; } /* in a stacking or tabbed container, we ensure the focused client is raised */ if (con->layout == L_STACKED || con->layout == L_TABBED) { TAILQ_FOREACH_REVERSE(child, &(con->focus_head), focus_head, focused) x_raise_con(child); if ((child = TAILQ_FIRST(&(con->focus_head)))) { /* By rendering the stacked container again, we handle the case * that we have a non-leaf-container inside the stack. In that * case, the children of the non-leaf-container need to be raised * aswell. */ render_con(child, false); } if (children != 1) /* Raise the stack con itself. This will put the stack decoration on * top of every stack window. That way, when a new window is opened in * the stack, the old window will not obscure part of the decoration * (it’s unmapped afterwards). */ x_raise_con(con); } } }