Detecting very long window titles is done via FbTk::TextUtils::doAlignment().
Instead of removing one char from the title at a time to see if it fits into a
given 'max_width', we now use a binary-search like approach to get faster to
the right value. This massively improves the speed for windows with
(arbitrary) long window titles (see bug #1090, javascript
document.title = new Array(4999).join(".");
leads to massive waiting for fluxbox to detect that this window has a very
long title).
In addition to that Xft returns 'wrapped' shorts ('integer overflows') for
long texts: XGlpyhInfo.xOff is declared as signed short, it's able to hold
~32k pixels. A monospace font with font-size 10 produces an integer
overflow after 3276 chars / glyphs, thus rendering the check
if (text_width < max_width) { /* ... */ }
pointless and leading rendering the whole title. By calculating some kind of
upper limit for a pseudo-wide glyph ("WW") and strictly cutting off the input
string at that limit prevents this issue.
This patch took copy of config.rpath from gettext 0.18.2 to build-aux/
directory. Software projects usually does not need to do that, because
the file is copied by gettext autopoint in autogen.sh or bootstrap.
In Fluxbox case calling autopoint seems wrong, as it would generate po/
directory with necessary make automation, adn 'msgid' & 'msgstr' files,
but that is not how the translations are done in this project.
This commit alters XRANDR (X Resize And Rotate) extension dependency,
which is expected to have at least version 1.4. Earlier old versions of
xrandr were supported, at least to some extent.
Do not try to be too smart which compilations need config.h, as most of
them will simply because of the config.h has information about system
capabilities.
* a reasonable initial placement is important for later movements to
different heads and correct head detection (required by apps file)
* it did not work well in case when (0,0) was not near any head
* if you have e.g a 1920x1200 monitor and a small 800x600 monitor to the
right of the bigger one and a small window at the right side of the
big monitor (but still the whole window area at the big monitor) then
the original head detection would claim the window is on the small
monitor because (800/2+windowWidth/2 < 1920/2+windowWidth/2) is true
for small windows; but that is obviously wrong, the window is entirely
on the big monitor
* these incorrect head detections did lead to incorrect window
placements as they were required in the apps file
Commit 79fe2fca1d checks for pending
motion events and drops out of the FluxboxWindow::motionNotifyEvent() function
early if so. When the user does not use the opaque window movement method an
outline will be drawn to the screen. That outline was not cleaned correctly
with commit 79..
It's hard to hit right moment to update the clock correctly: Either we are a
bit too early and the 'old time' is the same as the 'new time' and the clock
looks 'a bit off' or we are too late and the clock is 'a bit off'. This is
especially the case for format strings which do not show the second and thus
are updated only at the full minute (see bug #1082): if fluxbox does not
update the clock 'now' it would do it one minute later and thus the clock
might show the wrong time for roughly 1 minute.
Instead of coming up with something immensely clever we just trigger the
ClockTool every second. If no update of the shown time is needed fluxbox won't
do anything.
Some minor code reordering as byproduct.
By removing FbTk/LogicCommands.o from LDADD in src/Makefile.am (commit
06655f6) I prevented the linker to pick up FbTk/LogicCommands.o and thus
rendered all logic-commands useless.
Using a small helper object to pull in the dependency fixes this problem
without relying on manually tweaking the build system.
First draft of feature request of #3602124: Having 2 buttons in the titlebar
which allow quick positioning of a Window into the left or right half of the
current monitor.
For odd 'widths' and 'heigths' the texture would not be filled completely:
Given a 'width' of 5 we would render only 4 instances of x (-2, 1, 0, 1)
instead of the needed 5. This results in a texture which looks a bit cut off
to the bottom right side.
std::set<Key, Comp> stores Key only if Comp(Key) yields a unique result (My
mistake: I was under the impression Comp is only used for the ordering). This
prevents FbTk::Timers with equal end-times from actually being started.
Escpecially in situation with multiple ClockTools this lead to stopped timers
(see bug #3600694).
Kudos to Adam Majer for enlightening discussions.
ClientPatterns might be tricky to get right. Instead of fiddling around in
either the keys-file or the apps-file and restarting fluxbox to see if the
changes had any effect / matched the right windows, 'ClientPatternTest' and
the fluxbox-remote should make this easier:
$> fluxbox-remote "clientpatterntest (title=.*vim*)"
This causes fluxbox to store the list of matched windows in the
_FLUXBOX_ACTION_RESULT property onto the rootwindow. This property might
then be read by:
$> xprop -root _FLUXBOX_ACTION_RESULT
or
$> fluxbox-remote result
The format of the list is:
win_id \t title_of_window \n
win_id is '-1' when fluxbox wasn't able to parse the given ClientPattern.
win_id is '0' when there are no windows matching the given ClientPattern.
Users expect time switches to happen upon system clock times. Calculating the
timeout for the next refresh of the shown time via the monotonic clock is
wrong: The monotonic clock yields values based upon some arbitrary point in
time which might be off a little bit to the system clock, a 'full' minute of
the monotonic clock might be in the midst of a system clock minute.
The old code did not brighten up "pure" colors like "red", "green" and "blue"
at all. The new code use a different precomputed LUT which is based upon
simplified vector math, see the comments in FbTk/ColorLUT.cc
* Calling Timer::setTimeout() from within Timer::start() might lead to ugly
behavior (as experienced in bugs #3590078, #3600143, etc; see commit
4d307dcd10, fixes the problem partially).
* Stop a timer first, then call the handler (via Timer::fireTimeout()). A
given handler might call Timer::start() again, which (re)adds the Timer
to the control list .. the following Timer::stop() would remove it again.
* Use 'm_start' as indicator if timer is running.
* Move the (now quite short) code of ::addTimer / ::removeTimer
into the Timer::start() and Timer::stop() functions.
Testing bits-per-pixel in the inner loop is suboptimal, especially since
that value does not change. A little helper macro helps to keep the code
readable, also improves the situation for StaticGray and PseudoColor.