code cleanup: moved code from public API to implementation

renamed 'Region' to 'Area' to avoid conflicts with 'Region' from Xlib.
This commit is contained in:
Mathias Gumz 2011-03-19 19:29:43 +01:00
parent 97e08c3853
commit 9f2c37341c
4 changed files with 108 additions and 115 deletions

View file

@ -25,17 +25,75 @@
#include "Window.hh"
#include "Screen.hh"
ScreenPlacement::PlacementPolicy MinOverlapPlacement::s_policy = ScreenPlacement::ROWMINOVERLAPPLACEMENT;
ScreenPlacement::RowDirection MinOverlapPlacement::s_row_dir = ScreenPlacement::LEFTRIGHT;
ScreenPlacement::ColumnDirection MinOverlapPlacement::s_col_dir = ScreenPlacement::TOPBOTTOM;
namespace {
MinOverlapPlacement::MinOverlapPlacement(ScreenPlacement::PlacementPolicy policy) {
s_policy = policy;
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 ScreenPlacement::ROWMINOVERLAPPLACEMENT:
// if we're making rows, y-value is most important
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == ScreenPlacement::BOTTOMTOP));
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == ScreenPlacement::RIGHTLEFT));
return (corner < o.corner);
case ScreenPlacement::COLMINOVERLAPPLACEMENT:
// if we're making columns, x-value is most important
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == ScreenPlacement::RIGHTLEFT));
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == ScreenPlacement::BOTTOMTOP));
return (corner < o.corner);
default:
return false;
}
}
// position where the top left corner of the window will be placed
int x, y;
static ScreenPlacement::RowDirection s_row_dir;
static ScreenPlacement::ColumnDirection s_col_dir;
static ScreenPlacement::PlacementPolicy s_policy;
};
ScreenPlacement::RowDirection Area::s_row_dir = ScreenPlacement::LEFTRIGHT;
ScreenPlacement::ColumnDirection Area::s_col_dir = ScreenPlacement::TOPBOTTOM;
ScreenPlacement::PlacementPolicy Area::s_policy = ScreenPlacement::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();
@ -56,24 +114,26 @@ bool MinOverlapPlacement::placeWindow(const FluxboxWindow &win, int head,
int head_top = (signed) win.screen().maxTop(head);
int head_bot = (signed) win.screen().maxBottom(head);
const ScreenPlacement &screen_placement = win.screen().placementStrategy();
s_row_dir = screen_placement.rowDirection();
s_col_dir = screen_placement.colDirection();
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<Region> region_set;
std::set<Area> areas;
// initialize the set of regions to contain the entire head
region_set.insert(Region(Region::TOPLEFT, head_left, head_top));
region_set.insert(Region(Region::TOPRIGHT, head_right - win_w, head_top));
region_set.insert(Region(Region::BOTTOMLEFT, head_left, head_bot - win_h));
region_set.insert(Region(Region::BOTTOMRIGHT, head_right - win_w,
head_bot - win_h));
// 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
@ -85,61 +145,45 @@ bool MinOverlapPlacement::placeWindow(const FluxboxWindow &win, int head,
for (; it != it_end; ++it) {
if (*it == &win) continue;
// get the dimensions of the window
int left = (*it)->x() - (*it)->xOffset();
int top = (*it)->y() - (*it)->yOffset();
int right = left + (*it)->width() +
2*(*it)->frame().window().borderWidth() +
(*it)->widthOffset();
int bottom = top + (*it)->height() +
2*(*it)->frame().window().borderWidth() +
(*it)->heightOffset();
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<Region>::iterator reg_it = region_set.begin();
for (; reg_it != region_set.end(); ++reg_it) {
std::set<Area>::iterator ar_it = areas.begin();
for (; ar_it != areas.end(); ++ar_it) {
switch (reg_it->corner) {
case Region::TOPLEFT:
if (right > reg_it->x && bottom > reg_it->y) {
switch (ar_it->corner) {
case Area::TOPLEFT:
if (right > ar_it->x && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
region_set.insert(Region(Region::TOPLEFT,
reg_it->x, bottom));
areas.insert(Area(Area::TOPLEFT, ar_it->x, bottom));
if (right + win_w <= head_right)
region_set.insert(Region(Region::TOPLEFT,
right, reg_it->y));
areas.insert(Area(Area::TOPLEFT, right, ar_it->y));
}
break;
case Region::TOPRIGHT:
if (left < reg_it->x + win_w && bottom > reg_it->y) {
case Area::TOPRIGHT:
if (left < ar_it->x + win_w && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
region_set.insert(Region(Region::TOPRIGHT,
reg_it->x, bottom));
areas.insert(Area(Area::TOPRIGHT, ar_it->x, bottom));
if (left - win_w >= head_left)
region_set.insert(Region(Region::TOPRIGHT,
left - win_w, reg_it->y));
areas.insert(Area(Area::TOPRIGHT, left - win_w, ar_it->y));
}
break;
case Region::BOTTOMRIGHT:
if (left < reg_it->x + win_w && top < reg_it->y + win_h) {
case Area::BOTTOMRIGHT:
if (left < ar_it->x + win_w && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
region_set.insert(Region(Region::BOTTOMRIGHT,
reg_it->x, top - win_h));
areas.insert(Area(Area::BOTTOMRIGHT, ar_it->x, top - win_h));
if (left - win_w >= head_left)
region_set.insert(Region(Region::BOTTOMRIGHT,
left - win_w, reg_it->y));
areas.insert(Area(Area::BOTTOMRIGHT, left - win_w, ar_it->y));
}
break;
case Region::BOTTOMLEFT:
if (right > reg_it->x && top < reg_it->y + win_h) {
case Area::BOTTOMLEFT:
if (right > ar_it->x && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
region_set.insert(Region(Region::BOTTOMLEFT,
reg_it->x, top - win_h));
areas.insert(Area(Area::BOTTOMLEFT, ar_it->x, top - win_h));
if (right + win_w <= head_right)
region_set.insert(Region(Region::BOTTOMLEFT,
right, reg_it->y));
areas.insert(Area(Area::BOTTOMLEFT, right, ar_it->y));
}
break;
}
@ -149,32 +193,22 @@ bool MinOverlapPlacement::placeWindow(const FluxboxWindow &win, int head,
// choose the region with minimum overlap
int min_so_far = win_w * win_h * windowlist.size() + 1;
std::set<Region>::iterator min_reg = region_set.end();
std::set<Area>::iterator min_reg = areas.end();
std::set<Region>::iterator reg_it = region_set.begin();
for (; reg_it != region_set.end(); ++reg_it) {
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) {
// get the dimensions of the window
int left = (*it)->x() - (*it)->xOffset();
int top = (*it)->y() - (*it)->yOffset();
int right = left + (*it)->width() +
2*(*it)->frame().window().borderWidth() +
(*it)->widthOffset();
int bottom = top + (*it)->height() +
2*(*it)->frame().window().borderWidth() +
(*it)->heightOffset();
getWindowDimensions(*(*it), left, top, right, bottom);
// get the coordinates of the overlap region
int min_right = (right > reg_it->x + win_w) ?
reg_it->x + win_w : right;
int min_bottom = (bottom > reg_it->y + win_h) ?
reg_it->y + win_h : bottom;
int max_left = (left > reg_it->x) ? left : reg_it->x;
int max_top = (top > reg_it->y) ? top : reg_it->y;
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)
@ -184,7 +218,7 @@ bool MinOverlapPlacement::placeWindow(const FluxboxWindow &win, int head,
// if this placement is better, use it
if (overlap < min_so_far) {
min_reg = reg_it;
min_reg = ar_it;
min_so_far = overlap;
if (overlap == 0) // can't do better than this
break;

View file

@ -26,54 +26,12 @@
class MinOverlapPlacement: public PlacementStrategy {
public:
MinOverlapPlacement(ScreenPlacement::PlacementPolicy policy);
MinOverlapPlacement() { };
bool placeWindow(const FluxboxWindow &win, int head,
int &place_x, int &place_y);
private:
class Region {
public:
enum Corner {
TOPLEFT,
TOPRIGHT,
BOTTOMLEFT,
BOTTOMRIGHT
} corner; // indicates the corner of the window that will be placed
Region(Corner _corner, int _x, int _y):
corner(_corner), x(_x), y(_y) { };
// do all STL set implementations use this for sorting?
bool operator <(const Region &o) const {
switch (MinOverlapPlacement::s_policy) {
case ScreenPlacement::ROWMINOVERLAPPLACEMENT:
// if we're making rows, y-value is most important
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == ScreenPlacement::BOTTOMTOP));
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == ScreenPlacement::RIGHTLEFT));
return (corner < o.corner);
case ScreenPlacement::COLMINOVERLAPPLACEMENT:
// if we're making columns, x-value is most important
if (x != o.x)
return ((x < o.x) ^ (s_row_dir == ScreenPlacement::RIGHTLEFT));
if (y != o.y)
return ((y < o.y) ^ (s_col_dir == ScreenPlacement::BOTTOMTOP));
return (corner < o.corner);
default:
return false;
}
}
// position where the top left corner of the window will be placed
int x, y;
};
static ScreenPlacement::PlacementPolicy s_policy;
static ScreenPlacement::RowDirection s_row_dir;
static ScreenPlacement::ColumnDirection s_col_dir;
};
#endif // MINOVERLAPPLACEMENT_HH

View file

@ -75,7 +75,7 @@ bool ScreenPlacement::placeWindow(const FluxboxWindow &win, int head,
break;
case ROWMINOVERLAPPLACEMENT:
case COLMINOVERLAPPLACEMENT:
m_strategy.reset(new MinOverlapPlacement(*m_placement_policy));
m_strategy.reset(new MinOverlapPlacement());
break;
case CASCADEPLACEMENT:
m_strategy.reset(new CascadePlacement(win.screen()));

View file

@ -71,6 +71,7 @@ public:
// places and show 'menu' at 'x','y'
void placeAndShowMenu(FbTk::Menu& menu, int x, int y, bool respect_struts);
PlacementPolicy placementPolicy() const { return *m_placement_policy; }
RowDirection rowDirection() const { return *m_row_direction; }
ColumnDirection colDirection() const { return *m_col_direction; }