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