310 lines
8.9 KiB
C++
310 lines
8.9 KiB
C++
// Layer.cc for FbTk - fluxbox toolkit
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// Copyright (c) 2003 - 2006 Henrik Kinnunen (fluxgen at fluxbox dot org)
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// and Simon Bowden (rathnor at users.sourceforge.net)
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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#include "Layer.hh"
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#include "LayerItem.hh"
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#include "App.hh"
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#include "FbWindow.hh"
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#include "MultLayers.hh"
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#include <iostream>
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#include <algorithm>
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#include <numeric>
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using namespace FbTk;
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#ifdef DEBUG
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using std::cerr;
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using std::endl;
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#endif // DEBUG
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namespace {
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int sum_windows(int nr, LayerItem* item) {
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return nr + item->numWindows();
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}
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int count_windows(const FbTk::Layer::ItemList& items) {
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return std::accumulate(items.begin(), items.end(), 0, sum_windows);
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}
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void extract_windows_to_stack(const LayerItem::Windows& windows, std::vector<Window>& stack) {
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LayerItem::Windows::const_iterator i = windows.begin();
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LayerItem::Windows::const_iterator end = windows.end();
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for (; i != end; ++i) {
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Window w = (*i)->window();
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if (w)
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stack.push_back(w);
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}
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}
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void extract_windows_to_stack(const FbTk::Layer::ItemList& items, LayerItem* temp_raised, std::vector<Window>& stack) {
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if (temp_raised) { // add windows that go on top
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extract_windows_to_stack(temp_raised->getWindows(), stack);
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}
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FbTk::Layer::ItemList::const_iterator it = items.begin();
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FbTk::Layer::ItemList::const_iterator it_end = items.end();
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for (; it != it_end; ++it) { // add all the windows from each other item
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if (*it == temp_raised) {
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continue;
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}
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extract_windows_to_stack((*it)->getWindows(), stack);
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}
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}
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void restack(const FbTk::Layer::ItemList& items, LayerItem* temp_raised) {
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std::vector<Window> stack;
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extract_windows_to_stack(items, temp_raised, stack);
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if (!stack.empty())
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XRestackWindows(FbTk::App::instance()->display(), &stack[0], stack.size());
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}
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} // end of anonymous namespace
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void Layer::restack(const std::vector<Layer*>& layers) {
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std::vector<Window> stack;
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std::vector<Layer*>::const_iterator l;
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for (l = layers.begin(); l != layers.end(); ++l) {
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extract_windows_to_stack((*l)->itemList(), 0, stack);
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}
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if (!stack.empty())
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XRestackWindows(FbTk::App::instance()->display(), &stack[0], stack.size());
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}
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Layer::Layer(MultLayers &manager, int layernum):
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m_manager(manager), m_layernum(layernum), m_needs_restack(false) {
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}
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Layer::~Layer() {
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}
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void Layer::restack() {
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if (m_manager.isUpdatable()) {
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::restack(itemList(), 0);
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m_needs_restack = false;
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}
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}
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void Layer::restackAndTempRaise(LayerItem &item) {
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::restack(itemList(), &item);
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}
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int Layer::countWindows() {
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return ::count_windows(itemList());
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}
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// Stack all windows associated with 'item' below the 'above' item
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void Layer::stackBelowItem(LayerItem &item, LayerItem *above) {
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if (!m_manager.isUpdatable())
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return;
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// if there are no windows provided for above us,
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// then we must restack the entire layer
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// we can't do XRaiseWindow because a restack then causes OverrideRedirect
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// windows to get pushed to the bottom
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if (!above || m_needs_restack) { // must need to go right to top
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restack();
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return;
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}
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std::vector<Window> stack;
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// We do have a window to stack below
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// so we put it on top, and fill the rest of the array with the ones to go below it.
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// assume that above's window exists
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stack.push_back(above->getWindows().back()->window());
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// fill the rest of the array
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extract_windows_to_stack(item.getWindows(), stack);
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XRestackWindows(FbTk::App::instance()->display(), &stack[0], stack.size());
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}
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// We can't just use Restack here, because it won't do anything if they're
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// already in the same relative order excluding other windows
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void Layer::alignItem(LayerItem &item) {
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if (itemList().front() == &item) {
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stackBelowItem(item, m_manager.getLowestItemAboveLayer(m_layernum));
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return;
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}
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// Note: some other things effectively assume that the window list is
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// sorted from highest to lowest
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// get our item
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iterator myit = std::find(itemList().begin(), itemList().end(), &item);
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iterator it = myit;
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// go to the one above it in our layer (top is front, so we decrement)
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--it;
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// keep going until we find one that is currently visible to the user
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while (it != itemList().begin() && !(*it)->visible())
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--it;
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if (it == itemList().begin() && !(*it)->visible())
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// reached front item, but it wasn't visible, therefore it was already raised
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stackBelowItem(item, m_manager.getLowestItemAboveLayer(m_layernum));
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else
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stackBelowItem(item, *it);
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}
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Layer::iterator Layer::insert(LayerItem &item, unsigned int pos) {
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#ifdef DEBUG
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// at this point we don't support insertions into a layer other than at the top
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if (pos != 0)
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cerr<<__FILE__<<"("<<__LINE__<<"): Insert using non-zero position not valid in Layer"<<endl;
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#endif // DEBUG
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itemList().push_front(&item);
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// restack below next window up
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stackBelowItem(item, m_manager.getLowestItemAboveLayer(m_layernum));
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return itemList().begin();
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}
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void Layer::remove(LayerItem &item) {
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iterator it = itemList().begin();
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iterator it_end = itemList().end();
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for (; it != it_end; ++it) {
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if (*it == &item) {
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itemList().erase(it);
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break;
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}
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}
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}
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void Layer::raise(LayerItem &item) {
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// assume it is already in this layer
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if (&item == itemList().front()) {
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if (m_needs_restack)
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restack();
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return; // nothing to do
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}
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iterator it = std::find(itemList().begin(), itemList().end(), &item);
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if (it != itemList().end())
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itemList().erase(it);
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else {
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#ifdef DEBUG
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cerr<<__FILE__<<"("<<__LINE__<<"): WARNING: raise on item not in layer["<<m_layernum<<"]"<<endl;
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#endif // DEBUG
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return;
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}
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itemList().push_front(&item);
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stackBelowItem(item, m_manager.getLowestItemAboveLayer(m_layernum));
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}
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void Layer::tempRaise(LayerItem &item) {
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// assume it is already in this layer
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if (!m_needs_restack && &item == itemList().front())
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return; // nothing to do
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iterator it = std::find(itemList().begin(), itemList().end(), &item);
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if (it == itemList().end()) {
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#ifdef DEBUG
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cerr<<__FILE__<<"("<<__LINE__<<"): WARNING: raise on item not in layer["<<m_layernum<<"]"<<endl;
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#endif // DEBUG
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return;
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}
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if (m_needs_restack)
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restackAndTempRaise(item);
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else
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stackBelowItem(item, m_manager.getLowestItemAboveLayer(m_layernum));
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m_needs_restack = true;
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}
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void Layer::lower(LayerItem &item) {
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// assume already in this layer
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// is it already the lowest?
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if (&item == itemList().back()) {
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if (m_needs_restack)
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restack();
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return; // nothing to do
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}
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iterator it = std::find(itemList().begin(), itemList().end(), &item);
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if (it != itemList().end())
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// remove this item
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itemList().erase(it);
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#ifdef DEBUG
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else {
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cerr<<__FILE__<<"("<<__LINE__<<"): WARNING: lower on item not in layer"<<endl;
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return;
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}
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#endif // DEBUG
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// add it to the bottom
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itemList().push_back(&item);
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// find the item we need to stack below
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// start at the end
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it = itemList().end();
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// go up one so we have an object (which must exist, since at least this item is in the layer)
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it--;
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// go down another one
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// must exist, otherwise our item must == itemList().back()
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it--;
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// and restack our window below that one.
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stackBelowItem(item, *it);
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}
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void Layer::raiseLayer(LayerItem &item) {
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m_manager.raiseLayer(item);
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}
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void Layer::lowerLayer(LayerItem &item) {
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m_manager.lowerLayer(item);
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}
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void Layer::moveToLayer(LayerItem &item, int layernum) {
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m_manager.moveToLayer(item, layernum);
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}
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LayerItem *Layer::getLowestItem() {
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if (itemList().empty())
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return 0;
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else
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return itemList().back();
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}
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