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    /********************************************************************
     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: 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 BladeLayout(screenRectangle) {
    	print("Creating BladeLayout");
        Layout.call(this, screenRectangle);
        // TODO
    }
    
    BladeLayout.name = "Blade";
    // TODO: Add an image for the layout switcher
    BladeLayout.image = null;
    
    BladeLayout.prototype = new Layout();
    BladeLayout.prototype.constructor = BladeLayout;
    
    BladeLayout.prototype.resetTileSizes = function() {
        // 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();
        }
    }
    
    BladeLayout.prototype.addTile = function() {
        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;
        } else {
    		// Divide the screen width evenly between full-height tiles
    		// FIXME: Screenrectangle for struts is weird
            var lastRect = this.tiles[0].rectangle;
            var newRect = Qt.rect(this.screenRectangle.x,
                                  lastRect.y,
    							  Math.floor((this.screenRectangle.width + this.screenRectangle.x) / (this.tiles.length + 1)), 
                                  this.screenRectangle.height);
    		// FIXME: Try to keep ratio
    		for (i = 0; i < this.tiles.length; i++) { 
    			var rect = this.tiles[i].rectangle;
    			rect.x = newRect.x + newRect.width * i;
    			rect.width = newRect.width;
    			this.tiles[i].rectangle = rect;
    		}
    		// Adjust tile's width for rounding errors
    		newRect.x = newRect.x + newRect.width * this.tiles.length;
    
    		newRect.width = (this.screenRectangle.width + this.screenRectangle.x) - newRect.x;
    
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    		// TODO: Move this before setting ratio to simplify
            this._createTile(newRect);
        }
    }
    
    BladeLayout.prototype.removeTile = function(tileIndex) {
        // 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;
    	}
        if (this.tiles.length > 1) {
            var tileCount = this.tiles.length;
            var lastRect = this.tiles[0].rectangle;
            var newRect = Qt.rect(this.screenRectangle.x,
                                  this.screenRectangle.y,
                                  Math.floor(this.screenRectangle.width / tileCount),
                                  this.screenRectangle.height);
    		var lowest = 1;
    		for (i = 0; i < this.tiles.length; i++) {
    			var rect = this.tiles[i].rectangle;
    			rect.x = newRect.x + newRect.width * i;
    			rect.width = newRect.width;
    			this.tiles[i].rectangle = rect;
    			this.tiles[i].hasDirectNeighbour[Direction.Left] = (i > 0);
    			this.tiles[i].hasDirectNeighbour[Direction.Right] = (i < this.tiles.length - 1);
    			this.tiles[i].neighbours[Direction.Left] = i - 1;
    			this.tiles[i].neighbours[Direction.Right] = i + 1;
    		}
    		// Adjust rightmost tile's height for rounding errors
    
    		this.tiles[this.tiles.length - 1].rectangle.width = (this.screenRectangle.width + this.screenRectangle.x) - this.tiles[this.tiles.length - 1].rectangle.x;
    
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        }
    }
    
    BladeLayout.prototype.resizeTile = function(tileIndex, rectangle) {
    	// 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;
    	}
    	var newRect = Qt.Rect(this.screenRectangle.x,
    						  this.screenRectangle.y,
    						  Math.floor(rectangle.x / tileIndex),
    						  this.screenRectangle.height);
    	for(i = 0; i < tileIndex; i++) {
    		var rect = this.tiles[i].rectangle;
    		rect.x = newRect.x + newRect.width * i;
    		rect.width = newRect.width;
    		this.tiles[i].rectangle = rect;
    	}
    	newRect.width = Math.floor((this.screenRectangle.width - rectangle.x) / (this.tiles.length - tileIndex - 1));
    	for(i = tileIndex + 1; i < this.tiles.length; i++){
    		var rect = this.tiles[i].rectangle;
    		rect.x = newRect.x + newRect.width * i;
    		rect.width = newRect.width;
    		this.tiles[i].rectangle = rect;
    	}
    	rectangle.y = this.screenRectangle.y;
    	rectangle.height = this.screenRectangle.height;
    	this.tiles[tileIndex].rectangle = rectangle;
    }
    
    BladeLayout.prototype._createTile = function(rect) {
        // 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 {
    		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);
    }