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// ScreenPlacement.cc
// Copyright (c) 2006 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 OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
#include "ScreenPlacement.hh"
#include "RowSmartPlacement.hh"
#include "MinOverlapPlacement.hh"
#include "UnderMousePlacement.hh"
#include "ColSmartPlacement.hh"
#include "CascadePlacement.hh"
#include "Screen.hh"
#include "Window.hh"
#include "FbTk/Menu.hh"
#include "FbTk/Luamm.hh"
#include <iostream>
#include <exception>
#ifdef HAVE_CSTRING
#include <cstring>
#else
#include <string.h>
#endif
using std::cerr;
using std::endl;
ScreenPlacement::ScreenPlacement(BScreen &screen):
m_row_direction(screen.resourceManager(), LEFTRIGHT,
screen.name()+".rowPlacementDirection"),
m_col_direction(screen.resourceManager(), TOPBOTTOM,
screen.name()+".colPlacementDirection"),
m_placement_policy(screen.resourceManager(), ROWMINOVERLAPPLACEMENT,
screen.name()+".windowPlacement"),
m_old_policy(ROWSMARTPLACEMENT),
m_strategy(0),
m_screen(screen)
{
}
bool ScreenPlacement::placeWindow(const FluxboxWindow &win, int head,
int &place_x, int &place_y) {
// check the resource placement and see if has changed
// and if so update the strategy
if (m_old_policy != *m_placement_policy || !m_strategy.get()) {
m_old_policy = *m_placement_policy;
switch (*m_placement_policy) {
case ROWSMARTPLACEMENT:
m_strategy.reset(new RowSmartPlacement());
break;
case COLSMARTPLACEMENT:
m_strategy.reset(new ColSmartPlacement());
break;
case ROWMINOVERLAPPLACEMENT:
case COLMINOVERLAPPLACEMENT:
m_strategy.reset(new MinOverlapPlacement());
break;
case CASCADEPLACEMENT:
m_strategy.reset(new CascadePlacement(win.screen()));
break;
case UNDERMOUSEPLACEMENT:
m_strategy.reset(new UnderMousePlacement());
break;
}
}
// 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);
// start placement, top left corner
place_x = head_left;
place_y = head_top;
bool placed = false;
try {
placed = m_strategy->placeWindow(win, head, place_x, place_y);
} catch (std::bad_cast & cast) {
// This should not happen.
// If for some reason we change the PlacementStrategy in Screen
// from ScreenPlacement to something else then we might get
// bad_cast from some placement strategies.
cerr<<"Failed to place window: "<<cast.what()<<endl;
}
if (!placed) {
// Create fallback strategy, when we need it the first time
// This strategy must succeed!
if (m_fallback_strategy.get() == 0)
m_fallback_strategy.reset(new CascadePlacement(win.screen()));
m_fallback_strategy->placeWindow(win, head, place_x, place_y);
}
int win_w = win.normalWidth() + win.fbWindow().borderWidth()*2 + win.widthOffset(),
win_h = win.normalHeight() + win.fbWindow().borderWidth()*2 + win.heightOffset();
// make sure the window is inside our screen(head) area
if (place_x + win_w - win.xOffset() > head_right)
place_x = head_left + (head_right - head_left - win_w) / 2 +
win.xOffset();
if (place_y + win_h - win.yOffset() > head_bot)
place_y = head_top + (head_bot - head_top - win_h) / 2 + win.yOffset();
return true;
}
void ScreenPlacement::placeAndShowMenu(FbTk::Menu& menu, int x, int y, bool respect_struts) {
int head = m_screen.getHead(x, y);
menu.setScreen(m_screen.getHeadX(head),
m_screen.getHeadY(head),
m_screen.getHeadWidth(head),
m_screen.getHeadHeight(head));
menu.updateMenu(); // recalculate the size
x = x - (menu.width() / 2);
if (menu.isTitleVisible())
y = y - (menu.titleWindow().height() / 2);
// adjust (x, y) to fit on the screen
if (!respect_struts) {
int bw = 2 * menu.fbwindow().borderWidth();
std::pair<int, int> pos = m_screen.clampToHead(head, x, y, menu.width() + bw, menu.height() + bw);
x = pos.first;
y = pos.second;
} else { // do not cover toolbar if no title
int top = static_cast<signed>(m_screen.maxTop(head));
int bottom = static_cast<signed>(m_screen.maxBottom(head));
int left = static_cast<signed>(m_screen.maxLeft(head));
int right = static_cast<signed>(m_screen.maxRight(head));
if (y < top)
y = top;
else if (y + static_cast<signed>(menu.height()) >= bottom)
y = bottom - menu.height() - 1 - menu.fbwindow().borderWidth();
if (x < left)
x = left;
else if (x + static_cast<signed>(menu.width()) >= right)
x = right - static_cast<int>(menu.width()) - 1;
}
menu.move(x, y);
menu.show();
menu.grabInputFocus();
}
////////////////////// Placement Resources
namespace FbTk {
template <>
const EnumTraits<ScreenPlacement::PlacementPolicy>::Pair EnumTraits<ScreenPlacement::PlacementPolicy>::s_map[] = {
{ "RowSmartPlacement", ScreenPlacement::ROWSMARTPLACEMENT },
{ "ColSmartPlacement", ScreenPlacement::COLSMARTPLACEMENT },
{ "RowMinOverlapPlacement", ScreenPlacement::ROWMINOVERLAPPLACEMENT },
{ "ColMinOverlapPlacement", ScreenPlacement::COLMINOVERLAPPLACEMENT },
{ "UnderMousePlacement", ScreenPlacement::UNDERMOUSEPLACEMENT },
{ "CascadePlacement", ScreenPlacement::CASCADEPLACEMENT },
{ NULL, ScreenPlacement::CASCADEPLACEMENT }
};
template <>
const EnumTraits<ScreenPlacement::RowDirection>::Pair EnumTraits<ScreenPlacement::RowDirection>::s_map[] = {
{ "LeftToRight", ScreenPlacement::LEFTRIGHT },
{ "RightToLeft", ScreenPlacement::RIGHTLEFT },
{ NULL, ScreenPlacement::RIGHTLEFT },
};
template <>
const EnumTraits<ScreenPlacement::ColumnDirection>::Pair EnumTraits<ScreenPlacement::ColumnDirection>::s_map[] = {
{ "TopToBottom", ScreenPlacement::TOPBOTTOM },
{ "BottomToTop", ScreenPlacement::BOTTOMTOP },
{ NULL, ScreenPlacement::BOTTOMTOP },
};
} // end namespace FbTk
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