i3/src/render.c
Fernando Tarlá Cardoso Lemos 89917976c7 Crash when we get the percentages wrong.
Better to crash with an assertion than to get into an infinite loop.
We cold work around this, but there's a bug here and it's not a
rounding bug, so it's better not to conceal it.
2011-01-27 13:00:14 +01:00

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/*
* vim:ts=4:sw=4:expandtab
*/
#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" 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) {
DLOG("currently rendering node %p / %s / layout %d\n",
con, con->name, con->layout);
int children = con_num_children(con);
DLOG("children: %d, orientation = %d\n", 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;
/* 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) {
DLOG("proportional height = %d, width = %d\n", con->proportional_height, con->proportional_width);
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;
DLOG("new_height = %f, new_width = %d\n", new_height, 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);
}
/* Check for fullscreen nodes */
Con *fullscreen = con_get_fullscreen_con(con);
if (fullscreen) {
DLOG("got fs node: %p\n", fullscreen);
fullscreen->rect = rect;
x_raise_con(fullscreen);
render_con(fullscreen, true);
return;
}
/* find the height for the decorations */
i3Font *font = load_font(conn, config.font);
int deco_height = font->height + 5;
/* precalculate the sizes to be able to correct rounding errors */
int sizes[children];
if (con->layout == L_DEFAULT && children > 0) {
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;
}
}
}
Con *child;
TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
/* default layout */
if (con->layout == L_DEFAULT) {
if (con->orientation == HORIZ) {
child->rect.x = x;
child->rect.y = y;
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;
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) {
DLOG("that child is a leaf node, subtracting deco\n");
/* 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;
}
}
/* stacked layout */
else if (con->layout == L_STACKED) {
DLOG("stacked con\n");
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);
}
}
/* tabbed layout */
else if (con->layout == L_TABBED) {
DLOG("tabbed con\n");
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;
}
}
DLOG("child at (%d, %d) with (%d x %d)\n",
child->rect.x, child->rect.y, child->rect.width, child->rect.height);
DLOG("x now %d, y now %d\n", x, y);
x_raise_con(child);
render_con(child, false);
i++;
}
/* in a stacking or tabbed container, we ensure the focused client is raised */
if (con->layout == L_STACKED || con->layout == L_TABBED) {
Con *foc = TAILQ_FIRST(&(con->focus_head));
if (foc != TAILQ_END(&(con->focus_head))) {
DLOG("con %p is stacking, raising %p\n", con, foc);
x_raise_con(foc);
/* by rendering the stacked container again, we handle the case
* that we have a non-leaf-container inside the stack. */
render_con(foc, false);
}
}
TAILQ_FOREACH(child, &(con->floating_head), floating_windows) {
DLOG("render floating:\n");
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);
}
DLOG("-- level up\n");
}