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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");
    	}
    }