1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
|
// MinOverlapPlacement.cc
// Copyright (c) 2007 Fluxbox Team (fluxgen at fluxbox dot org)
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR (*it)
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR (*it)WISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR (*it)
// DEALINGS IN THE SOFTWARE.
#include "MinOverlapPlacement.hh"
#include "FocusControl.hh"
#include "Window.hh"
#include "Screen.hh"
namespace {
inline void getWindowDimensions(const FluxboxWindow& win, int& left, int& top, int& right, int& bottom) {
const int bw = 2 * win.frame().window().borderWidth();
left = win.x() - win.xOffset();
top = win.y() - win.yOffset();
right = left + win.width() + bw + win.widthOffset();
bottom = top + win.height() + bw + win.heightOffset();
}
class Area {
public:
enum Corner {
TOPLEFT,
TOPRIGHT,
BOTTOMLEFT,
BOTTOMRIGHT
} corner; // indicates the corner of the window that will be placed
Area(Corner _corner, int _x, int _y):
corner(_corner), x(_x), y(_y) { };
// do all STL set implementations use this for sorting?
bool operator <(const Area &o) const {
switch (s_policy) {
case ROWMINOVERLAPPLACEMENT:
// if we're making rows, y-value is most important
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == BOTTOMTOPDIRECTION));
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == RIGHTLEFTDIRECTION));
return (corner < o.corner);
case COLMINOVERLAPPLACEMENT:
// if we're making columns, x-value is most important
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == RIGHTLEFTDIRECTION));
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == BOTTOMTOPDIRECTION));
return (corner < o.corner);
default:
return false;
}
}
// position where the top left corner of the window will be placed
int x, y;
static RowDirection s_row_dir;
static ColumnDirection s_col_dir;
static PlacementPolicy s_policy;
};
RowDirection Area::s_row_dir = LEFTRIGHTDIRECTION;
ColumnDirection Area::s_col_dir = TOPBOTTOMDIRECTION;
PlacementPolicy Area::s_policy = ROWMINOVERLAPPLACEMENT;
} // end of anonymous namespace
bool MinOverlapPlacement::placeWindow(const FluxboxWindow &win, int head,
int &place_x, int &place_y) {
int left;
int top;
int right;
int bottom;
std::list<FluxboxWindow *> windowlist;
const std::list<Focusable *> focusables =
win.screen().focusControl().focusedOrderWinList().clientList();
std::list<Focusable *>::const_iterator foc_it = focusables.begin(),
foc_it_end = focusables.end();
unsigned int workspace = win.workspaceNumber();
for (; foc_it != foc_it_end; ++foc_it) {
// make sure it's a FluxboxWindow
if (*foc_it == (*foc_it)->fbwindow() &&
(workspace == (*foc_it)->fbwindow()->workspaceNumber() ||
(*foc_it)->fbwindow()->isStuck()))
windowlist.push_back((*foc_it)->fbwindow());
}
// view (screen + head) constraints
int head_left = (signed) win.screen().maxLeft(head);
int head_right = (signed) win.screen().maxRight(head);
int head_top = (signed) win.screen().maxTop(head);
int head_bot = (signed) win.screen().maxBottom(head);
int win_w = win.normalWidth() + win.fbWindow().borderWidth()*2 +
win.widthOffset();
int win_h = win.normalHeight() + win.fbWindow().borderWidth()*2 +
win.heightOffset();
// we keep a set of open spaces on the desktop, sorted by size/location
std::set<Area> areas;
// setup stuff in order to make Area::operator< work
const ScreenPlacement& p = win.screen().placementStrategy();
Area::s_policy = p.placementPolicy();
Area::s_row_dir = p.rowDirection();
Area::s_col_dir = p.colDirection();
// initialize the set of areas to contain the entire head
areas.insert(Area(Area::TOPLEFT, head_left, head_top));
areas.insert(Area(Area::TOPRIGHT, head_right - win_w, head_top));
areas.insert(Area(Area::BOTTOMLEFT, head_left, head_bot - win_h));
areas.insert(Area(Area::BOTTOMRIGHT, head_right - win_w, head_bot - win_h));
// go through the list of windows, creating other reasonable placements
// at the end, we'll find the one with minimum overlap
// the size of this set is at most 2(n+2)(n+1) (n = number of windows)
// finding overlaps is therefore O(n^3), but it can probably be improved
const std::list<FluxboxWindow* >& const_windowlist = windowlist;
std::list<FluxboxWindow *>::const_reverse_iterator it = const_windowlist.rbegin(),
it_end = const_windowlist.rend();
for (; it != it_end; ++it) {
if (*it == &win) continue;
getWindowDimensions(*(*it), left, top, right, bottom);
// go through the list of regions
// if this window overlaps that region and the new window still fits,
// it will create new regions to test
std::set<Area>::iterator ar_it = areas.begin();
for (; ar_it != areas.end(); ++ar_it) {
switch (ar_it->corner) {
case Area::TOPLEFT:
if (right > ar_it->x && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
areas.insert(Area(Area::TOPLEFT, ar_it->x, bottom));
if (right + win_w <= head_right)
areas.insert(Area(Area::TOPLEFT, right, ar_it->y));
}
break;
case Area::TOPRIGHT:
if (left < ar_it->x + win_w && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
areas.insert(Area(Area::TOPRIGHT, ar_it->x, bottom));
if (left - win_w >= head_left)
areas.insert(Area(Area::TOPRIGHT, left - win_w, ar_it->y));
}
break;
case Area::BOTTOMRIGHT:
if (left < ar_it->x + win_w && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
areas.insert(Area(Area::BOTTOMRIGHT, ar_it->x, top - win_h));
if (left - win_w >= head_left)
areas.insert(Area(Area::BOTTOMRIGHT, left - win_w, ar_it->y));
}
break;
case Area::BOTTOMLEFT:
if (right > ar_it->x && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
areas.insert(Area(Area::BOTTOMLEFT, ar_it->x, top - win_h));
if (right + win_w <= head_right)
areas.insert(Area(Area::BOTTOMLEFT, right, ar_it->y));
}
break;
}
}
}
// choose the region with minimum overlap
int min_so_far = win_w * win_h * windowlist.size() + 1;
std::set<Area>::iterator min_reg = areas.end();
std::set<Area>::iterator ar_it = areas.begin();
for (; ar_it != areas.end(); ++ar_it) {
int overlap = 0;
it = const_windowlist.rbegin();
for (; it != it_end; ++it) {
getWindowDimensions(*(*it), left, top, right, bottom);
// get the coordinates of the overlap region
int min_right = std::min(right, ar_it->x + win_w);
int min_bottom = std::min(bottom, ar_it->y + win_h);
int max_left = std::max(left, ar_it->x);
int max_top = std::max(top, ar_it->y);
// now compute the overlap and add to running total
if (min_right > max_left && min_bottom > max_top)
overlap += (min_right - max_left) * (min_bottom - max_top);
}
// if this placement is better, use it
if (overlap < min_so_far) {
min_reg = ar_it;
min_so_far = overlap;
if (overlap == 0) // can't do better than this
break;
}
}
// place window
place_x = min_reg->x + win.xOffset();
place_y = min_reg->y + win.yOffset();
return true;
}
|