fluxbox/src/MinOverlapPlacement.cc
Mathias Gumz 9f2c37341c code cleanup: moved code from public API to implementation
renamed 'Region' to 'Area' to avoid conflicts with 'Region' from Xlib.
2011-03-19 19:29:43 +01:00

234 lines
9.3 KiB
C++

// MinOverlapPlacement.cc
// Copyright (c) 2007 Fluxbox Team (fluxgen at fluxbox dot org)
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR (*it)
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR (*it)WISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR (*it)
// DEALINGS IN THE SOFTWARE.
#include "MinOverlapPlacement.hh"
#include "FocusControl.hh"
#include "Window.hh"
#include "Screen.hh"
namespace {
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();
std::list<Focusable *>::const_iterator foc_it = focusables.begin(),
foc_it_end = focusables.end();
unsigned int workspace = win.workspaceNumber();
for (; foc_it != foc_it_end; ++foc_it) {
// make sure it's a FluxboxWindow
if (*foc_it == (*foc_it)->fbwindow() &&
(workspace == (*foc_it)->fbwindow()->workspaceNumber() ||
(*foc_it)->fbwindow()->isStuck()))
windowlist.push_back((*foc_it)->fbwindow());
}
// view (screen + head) constraints
int head_left = (signed) win.screen().maxLeft(head);
int head_right = (signed) win.screen().maxRight(head);
int head_top = (signed) win.screen().maxTop(head);
int head_bot = (signed) win.screen().maxBottom(head);
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<Area> areas;
// 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
// the size of this set is at most 2(n+2)(n+1) (n = number of windows)
// finding overlaps is therefore O(n^3), but it can probably be improved
const std::list<FluxboxWindow* >& const_windowlist = windowlist;
std::list<FluxboxWindow *>::const_reverse_iterator it = const_windowlist.rbegin(),
it_end = const_windowlist.rend();
for (; it != it_end; ++it) {
if (*it == &win) continue;
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<Area>::iterator ar_it = areas.begin();
for (; ar_it != areas.end(); ++ar_it) {
switch (ar_it->corner) {
case Area::TOPLEFT:
if (right > ar_it->x && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
areas.insert(Area(Area::TOPLEFT, ar_it->x, bottom));
if (right + win_w <= head_right)
areas.insert(Area(Area::TOPLEFT, right, ar_it->y));
}
break;
case Area::TOPRIGHT:
if (left < ar_it->x + win_w && bottom > ar_it->y) {
if (bottom + win_h <= head_bot)
areas.insert(Area(Area::TOPRIGHT, ar_it->x, bottom));
if (left - win_w >= head_left)
areas.insert(Area(Area::TOPRIGHT, left - win_w, ar_it->y));
}
break;
case Area::BOTTOMRIGHT:
if (left < ar_it->x + win_w && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
areas.insert(Area(Area::BOTTOMRIGHT, ar_it->x, top - win_h));
if (left - win_w >= head_left)
areas.insert(Area(Area::BOTTOMRIGHT, left - win_w, ar_it->y));
}
break;
case Area::BOTTOMLEFT:
if (right > ar_it->x && top < ar_it->y + win_h) {
if (top - win_h >= head_top)
areas.insert(Area(Area::BOTTOMLEFT, ar_it->x, top - win_h));
if (right + win_w <= head_right)
areas.insert(Area(Area::BOTTOMLEFT, right, ar_it->y));
}
break;
}
}
}
// choose the region with minimum overlap
int min_so_far = win_w * win_h * windowlist.size() + 1;
std::set<Area>::iterator min_reg = areas.end();
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) {
getWindowDimensions(*(*it), left, top, right, bottom);
// get the coordinates of the overlap region
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)
overlap += (min_right - max_left) * (min_bottom - max_top);
}
// if this placement is better, use it
if (overlap < min_so_far) {
min_reg = ar_it;
min_so_far = overlap;
if (overlap == 0) // can't do better than this
break;
}
}
// place window
place_x = min_reg->x + win.xOffset();
place_y = min_reg->y + win.yOffset();
return true;
}