i3/src/render.c

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/*
* vim:ts=4:sw=4:expandtab
*
* i3 - an improved dynamic tiling window manager
* © 2009-2011 Michael Stapelberg and contributors (see also: LICENSE)
*
* render.c: Renders (determines position/sizes) the layout tree, updating the
* various rects. Needs to be pushed to X11 (see x.c) to be visible.
*
*/
#include "all.h"
/* change this to 'true' if you want to have additional borders around every
* container (for debugging purposes) */
static bool show_debug_borders = false;
/*
* Renders a container with layout L_OUTPUT. In this layout, all CT_DOCKAREAs
* get the height of their content and the remaining CT_CON gets the rest.
*
*/
static void render_l_output(Con *con) {
Con *child, *dockchild;
int x = con->rect.x;
int y = con->rect.y;
int height = con->rect.height;
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/* Find the content container and ensure that there is exactly one. Also
* check for any non-CT_DOCKAREA clients. */
Con *content = NULL;
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
if (child->type == CT_CON) {
if (content != NULL) {
DLOG("More than one CT_CON on output container\n");
assert(false);
}
content = child;
} else if (child->type != CT_DOCKAREA) {
DLOG("Child %p of type %d is inside the OUTPUT con\n", child, child->type);
assert(false);
}
}
assert(content != NULL);
/* We need to find out if there is a fullscreen con on the current workspace
* and take the short-cut to render it directly (the user does not want to
* see the dockareas in that case) */
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Con *ws = con_get_fullscreen_con(content, CF_OUTPUT);
Con *fullscreen = con_get_fullscreen_con(ws, CF_OUTPUT);
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if (fullscreen) {
fullscreen->rect = con->rect;
x_raise_con(fullscreen);
render_con(fullscreen, true);
return;
}
/* First pass: determine the height of all CT_DOCKAREAs (the sum of their
* children) and figure out how many pixels we have left for the rest */
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
if (child->type != CT_DOCKAREA)
continue;
child->rect.height = 0;
TAILQ_FOREACH(dockchild, &(child->nodes_head), nodes)
child->rect.height += dockchild->geometry.height;
height -= child->rect.height;
}
/* Second pass: Set the widths/heights */
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
if (child->type == CT_CON) {
child->rect.x = x;
child->rect.y = y;
child->rect.width = con->rect.width;
child->rect.height = height;
}
child->rect.x = x;
child->rect.y = y;
child->rect.width = con->rect.width;
child->deco_rect.x = 0;
child->deco_rect.y = 0;
child->deco_rect.width = 0;
child->deco_rect.height = 0;
y += child->rect.height;
DLOG("child at (%d, %d) with (%d x %d)\n",
child->rect.x, child->rect.y, child->rect.width, child->rect.height);
x_raise_con(child);
render_con(child, false);
}
}
/*
* "Renders" the given container (and its children), meaning that all rects are
* updated correctly. Note that this function does not call any xcb_*
* functions, so the changes are completely done in memory only (and
* side-effect free). As soon as you call x_push_changes(), the changes will be
* updated in X11.
*
*/
void render_con(Con *con, bool render_fullscreen) {
int children = con_num_children(con);
DLOG("Rendering %snode %p / %s / layout %d / children %d / orient %d\n",
(render_fullscreen ? "fullscreen " : ""), con, con->name, con->layout,
children, con->orientation);
/* Copy container rect, subtract container border */
/* This is the actually usable space inside this container for clients */
Rect rect = con->rect;
/* Display a border if this is a leaf node. For container nodes, we dont
* draw borders (except when in debug mode) */
if (show_debug_borders) {
rect.x += 2;
rect.y += 2;
rect.width -= 2 * 2;
rect.height -= 2 * 2;
}
int x = rect.x;
int y = rect.y;
int i = 0;
con->mapped = true;
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/* if this container contains a window, set the coordinates */
if (con->window) {
/* depending on the border style, the rect of the child window
* needs to be smaller */
Rect *inset = &(con->window_rect);
*inset = (Rect){0, 0, con->rect.width, con->rect.height};
if (!render_fullscreen)
*inset = rect_add(*inset, con_border_style_rect(con));
/* Obey x11 border */
inset->width -= (2 * con->border_width);
inset->height -= (2 * con->border_width);
/* Obey the aspect ratio, if any */
if (con->proportional_height != 0 &&
con->proportional_width != 0) {
double new_height = inset->height + 1;
int new_width = inset->width;
while (new_height > inset->height) {
new_height = ((double)con->proportional_height / con->proportional_width) * new_width;
if (new_height > inset->height)
new_width--;
}
/* Center the window */
inset->y += ceil(inset->height / 2) - floor(new_height / 2);
inset->x += ceil(inset->width / 2) - floor(new_width / 2);
inset->height = new_height;
inset->width = new_width;
}
if (con->height_increment > 1) {
int old_height = inset->height;
inset->height -= (inset->height - con->base_height) % con->height_increment;
DLOG("Lost %d pixel due to client's height_increment (%d px, base_height = %d)\n",
old_height - inset->height, con->height_increment, con->base_height);
}
if (con->width_increment > 1) {
int old_width = inset->width;
inset->width -= (inset->width - con->base_width) % con->width_increment;
DLOG("Lost %d pixel due to client's width_increment (%d px, base_width = %d)\n",
old_width - inset->width, con->width_increment, con->base_width);
}
DLOG("child will be at %dx%d with size %dx%d\n", inset->x, inset->y, inset->width, inset->height);
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}
/* Check for fullscreen nodes */
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Con *fullscreen = NULL;
if (con->type != CT_OUTPUT) {
fullscreen = con_get_fullscreen_con(con, (con->type == CT_ROOT ? CF_GLOBAL : CF_OUTPUT));
}
if (fullscreen) {
fullscreen->rect = rect;
x_raise_con(fullscreen);
render_con(fullscreen, true);
return;
}
/* find the height for the decorations */
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int deco_height = config.font.height + 4;
if (config.font.height & 0x01)
++deco_height;
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/* precalculate the sizes to be able to correct rounding errors */
int sizes[children];
if (con->layout == L_DEFAULT && children > 0) {
assert(!TAILQ_EMPTY(&con->nodes_head));
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Con *child;
int i = 0, assigned = 0;
int total = con->orientation == HORIZ ? rect.width : rect.height;
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
double percentage = child->percent > 0.0 ? child->percent : 1.0 / children;
assigned += sizes[i++] = percentage * total;
}
assert(assigned == total ||
(assigned > total && assigned - total <= children * 2) ||
(assigned < total && total - assigned <= children * 2));
int signal = assigned < total ? 1 : -1;
while (assigned != total) {
for (i = 0; i < children && assigned != total; ++i) {
sizes[i] += signal;
assigned += signal;
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}
}
}
if (con->layout == L_OUTPUT) {
render_l_output(con);
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} else if (con->type == CT_ROOT) {
Con *output;
TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
render_con(output, false);
}
/* We need to render floating windows after rendering all outputs
* tiling windows because they need to be on top of *every* output at
* all times. This is important when the user places floating
* windows/containers so that they overlap on another output. */
DLOG("Rendering floating windows:\n");
TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
/* Get the active workspace of that output */
Con *content = output_get_content(output);
Con *workspace = TAILQ_FIRST(&(content->focus_head));
/* Check for (floating!) fullscreen nodes */
/* XXX: This code duplication is unfortunate. Keep in mind to fix
* this when we clean up the whole render.c */
Con *fullscreen = NULL;
fullscreen = con_get_fullscreen_con(workspace, CF_OUTPUT);
if (fullscreen) {
/* Either the fullscreen window is inside the floating
* container, then we need to render and raise it now */
if (con_inside_floating(fullscreen)) {
fullscreen->rect = output->rect;
x_raise_con(fullscreen);
render_con(fullscreen, true);
continue;
} else {
/* …or its a tiling window, in which case the floating
* windows should not overlap it, so we skip rendering this
* output. */
continue;
}
}
Con *child;
TAILQ_FOREACH(child, &(workspace->floating_head), floating_windows) {
DLOG("floating child at (%d,%d) with %d x %d\n", child->rect.x, child->rect.y, child->rect.width, child->rect.height);
x_raise_con(child);
render_con(child, false);
}
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}
} else {
/* FIXME: refactor this into separate functions: */
Con *child;
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
assert(children > 0);
/* default layout */
if (con->layout == L_DEFAULT) {
if (con->orientation == HORIZ) {
child->rect.x = x;
child->rect.y = y;
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child->rect.width = sizes[i];
child->rect.height = rect.height;
x += child->rect.width;
} else {
child->rect.x = x;
child->rect.y = y;
child->rect.width = rect.width;
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child->rect.height = sizes[i];
y += child->rect.height;
}
/* first we have the decoration, if this is a leaf node */
if (con_is_leaf(child) && child->border_style == BS_NORMAL) {
/* TODO: make a function for relative coords? */
child->deco_rect.x = child->rect.x - con->rect.x;
child->deco_rect.y = child->rect.y - con->rect.y;
child->rect.y += deco_height;
child->rect.height -= deco_height;
child->deco_rect.width = child->rect.width;
child->deco_rect.height = deco_height;
}
}
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/* stacked layout */
else if (con->layout == L_STACKED) {
child->rect.x = x;
child->rect.y = y;
child->rect.width = rect.width;
child->rect.height = rect.height;
child->deco_rect.x = x - con->rect.x;
child->deco_rect.y = y - con->rect.y + (i * deco_height);
child->deco_rect.width = child->rect.width;
child->deco_rect.height = deco_height;
if (children > 1 || (child->border_style != BS_1PIXEL && child->border_style != BS_NONE)) {
child->rect.y += (deco_height * children);
child->rect.height -= (deco_height * children);
}
}
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/* tabbed layout */
else if (con->layout == L_TABBED) {
child->rect.x = x;
child->rect.y = y;
child->rect.width = rect.width;
child->rect.height = rect.height;
child->deco_rect.width = child->rect.width / children;
child->deco_rect.height = deco_height;
child->deco_rect.x = x - con->rect.x + i * child->deco_rect.width;
child->deco_rect.y = y - con->rect.y;
if (children > 1 || (child->border_style != BS_1PIXEL && child->border_style != BS_NONE)) {
child->rect.y += deco_height;
child->rect.height -= deco_height;
}
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}
/* dockarea layout */
else if (con->layout == L_DOCKAREA) {
child->rect.x = x;
child->rect.y = y;
child->rect.width = rect.width;
child->rect.height = child->geometry.height;
child->deco_rect.x = 0;
child->deco_rect.y = 0;
child->deco_rect.width = 0;
child->deco_rect.height = 0;
y += child->rect.height;
}
DLOG("child at (%d, %d) with (%d x %d)\n",
child->rect.x, child->rect.y, child->rect.width, child->rect.height);
x_raise_con(child);
render_con(child, false);
i++;
}
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/* in a stacking or tabbed container, we ensure the focused client is raised */
if (con->layout == L_STACKED || con->layout == L_TABBED) {
TAILQ_FOREACH_REVERSE(child, &(con->focus_head), focus_head, focused)
x_raise_con(child);
if ((child = TAILQ_FIRST(&(con->focus_head)))) {
/* By rendering the stacked container again, we handle the case
* that we have a non-leaf-container inside the stack. In that
* case, the children of the non-leaf-container need to be raised
* aswell. */
render_con(child, false);
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}
if (children != 1)
/* Raise the stack con itself. This will put the stack decoration on
* top of every stack window. That way, when a new window is opened in
* the stack, the old window will not obscure part of the decoration
* (its unmapped afterwards). */
x_raise_con(con);
}
}
}