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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: 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);
        // 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() {
        // 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();
        }
    }
    
    HalfLayout.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;
        } 
    	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.tiles[0].rectangle.width,
    								this.tiles[0].rectangle.height);
    		firstRect.width = Math.floor(this.screenRectangle.width / 2);
    		this.tiles[0].rectangle = firstRect;
    		var newRect = Qt.rect(firstRect.x + firstRect.width,
    							  firstRect.y,
    							  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);
        }
    }
    
    HalfLayout.prototype.removeTile = function(tileIndex) {
    	//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;
    
    
    		/*
    		this.tiles[1].hasDirectNeighbour[Direction.Up] = false;
    		this.tiles[this.tiles.length - 1].hasDirectNeighbour[Direction.Down] = false;
    		*/
    
        }
    }
    
    HalfLayout.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;
    	}
    	if (tileIndex == 0) {
    		// Simply adjust width on everything else, no height adjustment
    		rectangle.x = tile.rectangle.x;
    		rectangle.y = tile.rectangle.y;
    		rectangle.height = tile.rectangle.height;
    		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 = this.screenRectangle.width - 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;
    		// No reason to set height when we have the full screen
    		if (this.tiles.length == 2) {
    			tile.rectangle.height = this.screenRectangle.height;
    			tile.rectangle.y = this.screenRectangle.y;
    		}
    	}
    }
    
    HalfLayout.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);
    }