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halflayout.js 11.56 KiB
/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 Fabian Homborg <FHomborg@gmail.com>
based on spirallayout.js by Matthias Gottschlag
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// FIXME: Neighbour stuff is bogus (just copied from spirallayout)
// FIXME: Crash on moving client to another desktop
/**
* Class which arranges the windows in a spiral with the largest window filling
* the left half of the screen.
*/
function HalfLayout(screenRectangle) {
print("Creating HalfLayout");
Layout.call(this, screenRectangle);
this.firstWidth = Math.floor(this.screenRectangle.width / 2);
// TODO
}
HalfLayout.name = "Half";
// TODO: Add an image for the layout switcher
HalfLayout.image = null;
HalfLayout.prototype = new Layout();
HalfLayout.prototype.constructor = HalfLayout;
HalfLayout.prototype.resetTileSizes = function() {
try {
// Simply erase all tiles and recreate them to recompute the initial sizes
var tileCount = this.tiles.length;
this.tiles.length = 0;
for (var i = 0; i < tileCount; i++) {
this.addTile();
}
} catch(err) {
print(err, "in HalfLayout.resetTileSizes");
}
}
HalfLayout.prototype.addTile = function() {
try {
if (this.tiles.length == 0) {
// The first tile fills the whole screen
var rect = Qt.rect(this.screenRectangle.x,
this.screenRectangle.y,
this.screenRectangle.width,
this.screenRectangle.height);
this._createTile(rect);
return;
}
if (this.tiles.length == 1) {
// The second tile fills the right half of the screen
// Also, javascript sucks
var firstRect = Qt.rect(this.tiles[0].rectangle.x,
this.tiles[0].rectangle.y,
this.firstWidth,
this.tiles[0].rectangle.height);
this.tiles[0].rectangle = firstRect;
var newRect = Qt.rect(firstRect.x + firstRect.width,
firstRect.y,
this.screenRectangle.width - firstRect.width,
firstRect.height)
this._createTile(newRect);
return;
}
if (this.tiles.length > 1) {
// Every other tile separates the right half
var lastRect = this.tiles[0].rectangle;
var newRect = Qt.rect(lastRect.x + lastRect.width,
lastRect.y,
this.screenRectangle.width - lastRect.width,
Math.floor(lastRect.height / (this.tiles.length)));
newRect.y = newRect.y + newRect.height * (this.tiles.length - 1);
// FIXME: Try to keep ratio
for (i = 1; i < this.tiles.length; i++) {
var rect = this.tiles[i].rectangle;
rect.x = newRect.x;
var offset = newRect.height * (i - 1);
rect.y = lastRect.y + offset;
rect.width = newRect.width;
rect.height = newRect.height;
this.tiles[i].rectangle = rect;
}
// Adjust lowest tile's height for rounding errors
//newRect.y = newRect.y + newRect.width * (this.tiles.length - 1);
newRect.height = (this.screenRectangle.y + this.screenRectangle.height) - newRect.y;
this._createTile(newRect);
}
} catch(err) {
print(err, "in HalfLayout.addTile");
}
}
HalfLayout.prototype.removeTile = function(tileIndex) {
try {
//FIXME: There is a crash here
// Remove the array entry
var oldrect = this.tiles[tileIndex].rectangle;
this.tiles.splice(tileIndex, 1);
// Update the other tiles
if (this.tiles.length == 1) {
this.tiles[0].rectangle = this.screenRectangle;
this.tiles[0].hasDirectNeighbour[Direction.Left] = false;
this.tiles[0].hasDirectNeighbour[Direction.Right] = false;
this.tiles[0].hasDirectNeighbour[Direction.Up] = false;
this.tiles[0].hasDirectNeighbour[Direction.Down] = false;
}
if (this.tiles.length > 1) {
if (tileIndex == 0) {
this.tiles[0].rectangle = oldrect;
this.tiles[0].hasDirectNeighbour[Direction.Left] = false;
this.tiles[0].hasDirectNeighbour[Direction.Right] = true;
this.tiles[0].hasDirectNeighbour[Direction.Up] = false;
this.tiles[0].hasDirectNeighbour[Direction.Down] = false;
this.tiles[0].neighbours[Direction.Right] = 1;
}
var tileCount = this.tiles.length - 1;
var lastRect = this.tiles[0].rectangle;
var newRect = Qt.rect(lastRect.width,
lastRect.y,
lastRect.width,
Math.floor(lastRect.height / tileCount));
var lowest = 1;
for (i = 1; i < this.tiles.length; i++) {
var rect = this.tiles[i].rectangle;
rect.y = newRect.y + newRect.height * (i - 1);
rect.height = newRect.height;
this.tiles[i].rectangle = rect;
if (this.tiles[lowest].rectangle.y < this.tiles[i].rectangle.y) {
lowest = i;
}
this.tiles[i].hasDirectNeighbour[Direction.Left] = true;
this.tiles[i].hasDirectNeighbour[Direction.Right] = false;
if (i == 1) {
this.tiles[i].hasDirectNeighbour[Direction.Up] = false;
} else {
this.tiles[i].hasDirectNeighbour[Direction.Up] = true;
}
if (i == this.tiles.length - 1) {
this.tiles[i].hasDirectNeighbour[Direction.Down] = false;
} else {
this.tiles[i].hasDirectNeighbour[Direction.Down] = true;
}
this.tiles[i].neighbours[Direction.Left] = 0;
this.tiles[i].neighbours[Direction.Up] = i - 1;
this.tiles[i].neighbours[Direction.Down] = i + 1;
}
// Adjust lowest tile's height for rounding errors
this.tiles[lowest].rectangle.height = (this.screenRectangle.y + this.screenRectangle.height) - this.tiles[lowest].rectangle.y;
}
} catch(err) {
print(err, "in HalfLayout.removeTile");
}
}
HalfLayout.prototype.resizeTile = function(tileIndex, rectangle) {
try {
// TODO: Mark tile as resized so it can keep its size on tileadd/remove
if (tileIndex < 0 || tileIndex > this.tiles.length) {
print("Tileindex invalid", tileIndex, "/", this.tiles.length);
return;
}
var tile = this.tiles[tileIndex];
if (tile == null) {
print("No tile");
return;
}
if (rectangle == null){
print("No rect");
return;
}
// Cap rectangle at screenedges
if (rectangle.x < this.screenRectangle.x) {
rectangle.x = this.screenRectangle.x;
}
if (rectangle.y < this.screenRectangle.y) {
rectangle.y = this.screenRectangle.y;
}
if (rectangle.y + rectangle.height > this.screenRectangle.y + this.screenRectangle.height) {
rectangle.height = this.screenRectangle.y + this.screenRectangle.height - rectangle.y;
}
if (rectangle.x + rectangle.width > this.screenRectangle.x + this.screenRectangle.width) {
rectangle.width = this.screenRectangle.x + this.screenRectangle.width - rectangle.x;
}
// Don't allow resizing away from the screenedges
// except when one client has squashed others
var oldRect = this.tiles[tileIndex].rectangle;
if (oldRect.x == this.screenRectangle.x) {
// The non-first clients can cover the entire screen (and let the first client be invisible)
// Allow moving them back
if (tileIndex == 0) {
// This assumes that the left and right window edge can't change at the same time
if (rectangle.x != oldRect.x) {
rectangle.x = this.screenRectangle.x;
rectangle.width = oldRect.width;
}
}
}
if (oldRect.y == this.screenRectangle.y) {
// Tile 0 and 1 are at the upper edge
// If another tile is, it moved it around
if (tileIndex < 2) {
rectangle.y = this.screenRectangle.y;
}
}
if (oldRect.y + oldRect.height == this.screenRectangle.y + this.screenRectangle.height) {
// First tile or bottom tile
if (tileIndex == this.tiles.length - 1 || tileIndex == 0) {
rectangle.height = (this.screenRectangle.y + this.screenRectangle.height) - rectangle.y;
}
}
if (oldRect.x + oldRect.width == this.screenRectangle.x + this.screenRectangle.width) {
// The first client can cover the entire screen even when there are other clients present
// Allow moving it back
if (tileIndex != 0 || this.tiles.length == 1) {
rectangle.width = (this.screenRectangle.x + this.screenRectangle.width) - rectangle.x;
}
}
if (tileIndex == 0) {
// Simply adjust width on everything else, no height adjustment
this.firstWidth = rectangle.width;
tile.rectangle = rectangle;
for (i = 1; i < this.tiles.length; i++) {
this.tiles[i].rectangle.width = this.screenRectangle.width - rectangle.width;
this.tiles[i].rectangle.x = this.screenRectangle.x + rectangle.width;
}
} else {
this.tiles[0].rectangle.width = rectangle.x - this.screenRectangle.x;
this.firstWidth = this.tiles[0].rectangle.width;
var belows = new Array();
var aboves = new Array();
for (i = 1; i < this.tiles.length; i++) {
if (this.tiles[i].rectangle.y < tile.rectangle.y){
aboves.push(i);
}
if (this.tiles[i].rectangle.y > tile.rectangle.y){
belows.push(i);
}
}
// Dividing by zero sucks
if (aboves.length == 0) {
var newHeightAbove = 0;
} else {
var newHeightAbove = Math.floor((rectangle.y - this.screenRectangle.y) / aboves.length);
}
if (belows.length == 0) {
var newHeightBelow = 0;
} else {
var newHeightBelow = Math.floor((this.screenRectangle.height - rectangle.height) / belows.length);
}
if (belows.length > 0) {
for (i = 0; i < belows.length; i++) {
this.tiles[belows[i]].rectangle.width = rectangle.width;
this.tiles[belows[i]].rectangle.x = rectangle.x;
this.tiles[belows[i]].rectangle.y = rectangle.y + rectangle.height + newHeightBelow * i;
this.tiles[belows[i]].rectangle.height = newHeightBelow;
}
}
if (aboves.length > 0) {
for (i = 0; i < aboves.length; i++) {
this.tiles[aboves[i]].rectangle.width = rectangle.width;
this.tiles[aboves[i]].rectangle.x = rectangle.x;
this.tiles[aboves[i]].rectangle.y = this.screenRectangle.y + newHeightAbove * i;
this.tiles[aboves[i]].rectangle.height = newHeightAbove;
}
}
tile.rectangle = rectangle;
}
} catch(err) {
print(err, "in HalfLayout.resizeTile");
}
}
HalfLayout.prototype._createTile = function(rect) {
try {
// Update the last tile in the list
if (this.tiles.length > 1) {
var lastTile = this.tiles[this.tiles.length - 1];
lastTile.neighbours[Direction.Down] = this.tiles.length;
lastTile.hasDirectNeighbour[Direction.Down] = true;
}
if (this.tiles.length == 1) {
var lastTile2 = this.tiles[0];
lastTile2.neighbours[Direction.Right] = 1;
lastTile2.hasDirectNeighbour[Direction.Right] = true;
}
// Create a new tile and add it to the list
var tile = {};
tile.rectangle = rect;
tile.neighbours = [];
tile.hasDirectNeighbour = [];
tile.neighbours[Direction.Left] = 0;
tile.hasDirectNeighbour[Direction.Left] = (this.tiles.length > 0);
tile.neighbours[Direction.Right] = - 1;
tile.hasDirectNeighbour[Direction.Right] = false;
if (this.tiles.length > 1) {
tile.hasDirectNeighbour[Direction.Up] = true;
tile.neighbours[Direction.Up] = this.tiles.length - 1;
} else {
if (this.tiles.length == 0) {
tile.hasDirectNeighbour[Direction.Up] = false;
tile.neighbours[Direction.Up] = - 1;
}
}
tile.neighbours[Direction.Down] = - 1;
tile.hasDirectNeighbour[Direction.Down] = false;
tile.index = this.tiles.length;
this.tiles.push(tile);
} catch(err) {
print(err, "in HalfLayout._createTile");
}
}