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use std::cmp::max;
use std::rc::Rc;
use std::time::Duration;
use smithay::backend::renderer::element::solid::{SolidColorBuffer, SolidColorRenderElement};
use smithay::backend::renderer::element::utils::{Relocate, RelocateRenderElement};
use smithay::backend::renderer::element::Kind;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size};
use super::focus_ring::FocusRing;
use super::{LayoutElement, LayoutElementRenderElement, Options};
use crate::niri_render_elements;
use crate::render_helpers::renderer::NiriRenderer;
/// Toplevel window with decorations.
#[derive(Debug)]
pub struct Tile<W: LayoutElement> {
/// The toplevel window itself.
window: W,
/// The border around the window.
border: FocusRing,
/// The focus ring around the window.
///
/// It's supposed to be on the Workspace, but for the sake of a nicer open animation it's
/// currently here.
focus_ring: FocusRing,
/// Whether this tile is fullscreen.
///
/// This will update only when the `window` actually goes fullscreen, rather than right away,
/// to avoid black backdrop flicker before the window has had a chance to resize.
is_fullscreen: bool,
/// The black backdrop for fullscreen windows.
fullscreen_backdrop: SolidColorBuffer,
/// The size we were requested to fullscreen into.
fullscreen_size: Size<i32, Logical>,
/// Configurable properties of the layout.
options: Rc<Options>,
}
niri_render_elements! {
TileRenderElement => {
LayoutElement = LayoutElementRenderElement<R>,
SolidColor = RelocateRenderElement<SolidColorRenderElement>,
}
}
impl<W: LayoutElement> Tile<W> {
pub fn new(window: W, options: Rc<Options>) -> Self {
Self {
window,
border: FocusRing::new(options.border),
focus_ring: FocusRing::new(options.focus_ring),
is_fullscreen: false, // FIXME: up-to-date fullscreen right away, but we need size.
fullscreen_backdrop: SolidColorBuffer::new((0, 0), [0., 0., 0., 1.]),
fullscreen_size: Default::default(),
options,
}
}
pub fn update_config(&mut self, options: Rc<Options>) {
self.border.update_config(options.border);
self.focus_ring.update_config(options.focus_ring);
self.options = options;
}
pub fn update_window(&mut self) {
// FIXME: remove when we can get a fullscreen size right away.
if self.fullscreen_size != Size::from((0, 0)) {
self.is_fullscreen = self.window.is_fullscreen();
}
}
pub fn advance_animations(&mut self, _current_time: Duration, is_active: bool) {
let width = self.border.width();
self.border.update(
(width, width).into(),
self.window.size(),
self.window.has_ssd(),
);
self.border.set_active(is_active);
self.focus_ring
.update((0, 0).into(), self.tile_size(), self.has_ssd());
self.focus_ring.set_active(is_active);
}
pub fn window(&self) -> &W {
&self.window
}
pub fn into_window(self) -> W {
self.window
}
/// Returns `None` if the border is hidden and `Some(width)` if it should be shown.
fn effective_border_width(&self) -> Option<i32> {
if self.is_fullscreen {
return None;
}
if self.border.is_off() {
return None;
}
Some(self.border.width())
}
/// Returns the location of the window's visual geometry within this Tile.
pub fn window_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
// In fullscreen, center the window in the given size.
if self.is_fullscreen {
let window_size = self.window.size();
let target_size = self.fullscreen_size;
// Windows aren't supposed to be larger than the fullscreen size, but in case we get
// one, leave it at the top-left as usual.
if window_size.w < target_size.w {
loc.x += (target_size.w - window_size.w) / 2;
}
if window_size.h < target_size.h {
loc.y += (target_size.h - window_size.h) / 2;
}
}
if let Some(width) = self.effective_border_width() {
loc += (width, width).into();
}
loc
}
pub fn tile_size(&self) -> Size<i32, Logical> {
let mut size = self.window.size();
if self.is_fullscreen {
// Normally we'd just return the fullscreen size here, but this makes things a bit
// nicer if a fullscreen window is bigger than the fullscreen size for some reason.
size.w = max(size.w, self.fullscreen_size.w);
size.h = max(size.h, self.fullscreen_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn window_size(&self) -> Size<i32, Logical> {
self.window.size()
}
pub fn buf_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
loc += self.window_loc();
loc += self.window.buf_loc();
loc
}
pub fn is_in_input_region(&self, mut point: Point<f64, Logical>) -> bool {
point -= self.window_loc().to_f64();
self.window.is_in_input_region(point)
}
pub fn is_in_activation_region(&self, point: Point<f64, Logical>) -> bool {
let activation_region = Rectangle::from_loc_and_size((0, 0), self.tile_size());
activation_region.to_f64().contains(point)
}
pub fn request_tile_size(&mut self, mut size: Size<i32, Logical>) {
// Can't go through effective_border_width() because we might be fullscreen.
if !self.border.is_off() {
let width = self.border.width();
size.w = max(1, size.w - width * 2);
size.h = max(1, size.h - width * 2);
}
self.window.request_size(size);
}
pub fn tile_width_for_window_width(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn tile_height_for_window_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn window_height_for_tile_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_sub(self.border.width() * 2)
}
}
pub fn request_fullscreen(&mut self, size: Size<i32, Logical>) {
self.fullscreen_backdrop.resize(size);
self.fullscreen_size = size;
self.window.request_fullscreen(size);
}
pub fn min_size(&self) -> Size<i32, Logical> {
let mut size = self.window.min_size();
if let Some(width) = self.effective_border_width() {
size.w = max(1, size.w);
size.h = max(1, size.h);
size.
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