dont resist to windows which we're not touching

This commit is contained in:
Dana Jansens 2003-03-31 21:06:20 +00:00
parent abbb454a29
commit 2b4a42e0fe

View file

@ -78,29 +78,33 @@ static void resist_move(Client *c, int *x, int *y)
bottom-to-top in the stacking list
*/
if (snapx == NULL) {
if (cl >= tr && l < tr && l >= tr - resist.integer)
*x = tr, snapx = target;
else if (cr <= tl && r > tl && r <= tl + resist.integer)
*x = tl - w + 1, snapx = target;
if (snapx != NULL) {
/* try to corner snap to the window */
if (ct > tt && t <= tt && t > tt - resist.integer)
*y = tt + 1, snapy = target;
else if (cb < tb && b >= tb && b < tb + resist.integer)
*y = tb - h, snapy = target;
if (ct < tb && cb > tt) {
if (cl >= tr && l < tr && l >= tr - resist.integer)
*x = tr, snapx = target;
else if (cr <= tl && r > tl && r <= tl + resist.integer)
*x = tl - w + 1, snapx = target;
if (snapx != NULL) {
/* try to corner snap to the window */
if (ct > tt && t <= tt && t > tt - resist.integer)
*y = tt + 1, snapy = target;
else if (cb < tb && b >= tb && b < tb + resist.integer)
*y = tb - h, snapy = target;
}
}
}
if (snapy == NULL) {
if (ct >= tb && t < tb && t >= tb - resist.integer)
*y = tb, snapy = target;
else if (cb <= tt && b > tt && b <= tt + resist.integer)
*y = tt - h + 1, snapy = target;
if (snapy != NULL) {
/* try to corner snap to the window */
if (cl > tl && l <= tl && l > tl - resist.integer)
*x = tl + 1, snapx = target;
else if (cr < tr && r >= tr && r < tr + resist.integer)
*x = tr - w, snapx = target;
if (cl < tr && cr > tl) {
if (ct >= tb && t < tb && t >= tb - resist.integer)
*y = tb, snapy = target;
else if (cb <= tt && b > tt && b <= tt + resist.integer)
*y = tt - h + 1, snapy = target;
if (snapy != NULL) {
/* try to corner snap to the window */
if (cl > tl && l <= tl && l > tl - resist.integer)
*x = tl + 1, snapx = target;
else if (cr < tr && r >= tr && r < tr + resist.integer)
*x = tr - w, snapx = target;
}
}
}
@ -128,10 +132,10 @@ static void resist_move(Client *c, int *x, int *y)
static void resist_size(Client *c, int *w, int *h, Corner corn)
{
GList *it;
Client *t; /* target */
int lt, rb; /* my left/top and right/bottom sides */
Client *target; /* target */
int l, t, r, b; /* my left, top, right and bottom sides */
int dlt, drb; /* my destination left/top and right/bottom sides */
int tlt, trb; /* target's left/top and right/bottom sides */
int tl, tt, tr, tb; /* target's left, top, right and bottom bottom sides */
Rect *area;
int al, at, ar, ab; /* screen boundaries */
Client *snapx = NULL, *snapy = NULL;
@ -145,6 +149,11 @@ static void resist_size(Client *c, int *w, int *h, Corner corn)
if (!config_get("resistance.windows", Config_Bool, &window_resist))
g_assert_not_reached();
l = c->frame->area.x;
r = l + c->frame->area.width - 1;
t = c->frame->area.y;
b = t + c->frame->area.height - 1;
/* get the screen boundaries */
area = screen_area(c->desktop);
al = area->x;
@ -152,107 +161,103 @@ static void resist_size(Client *c, int *w, int *h, Corner corn)
ar = al + area->width - 1;
ab = at + area->height - 1;
/* horizontal snapping */
lt = c->frame->area.x;
rb = lt + c->frame->area.width - 1;
/* snap to other windows */
if (window_resist.bool) {
for (it = stacking_list; !snapx && it != NULL; it = it->next) {
t = it->data;
for (it = stacking_list; it != NULL; it = it->next) {
target = it->data;
/* don't snap to invisibles or ourself */
if (!t->frame->visible || t == c) continue;
if (!target->frame->visible || target == c) continue;
switch (corn) {
case Corner_TopLeft:
case Corner_BottomLeft:
dlt = lt;
drb = rb + *w - c->frame->area.width;
tlt = t->frame->area.x;
if (rb < tlt && drb >= tlt && drb < tlt + resist.integer)
*w = tlt - lt, snapx = t;
break;
case Corner_TopRight:
case Corner_BottomRight:
dlt = lt - *w + c->frame->area.width;
drb = rb;
trb = t->frame->area.x + t->frame->area.width - 1;
if (lt > trb && dlt <= trb && dlt > trb - resist.integer)
*w = rb - trb, snapx = t;
break;
tl = target->frame->area.x;
tr = target->frame->area.x + target->frame->area.width - 1;
tt = target->frame->area.y;
tb = target->frame->area.y + target->frame->area.height - 1;
if (snapx == NULL) {
/* horizontal snapping */
if (t < tb && b > tt) {
switch (corn) {
case Corner_TopLeft:
case Corner_BottomLeft:
dlt = l;
drb = r + *w - c->frame->area.width;
if (r < tl && drb >= tl && drb < tl + resist.integer)
*w = tl - l, snapx = target;
break;
case Corner_TopRight:
case Corner_BottomRight:
dlt = l - *w + c->frame->area.width;
drb = r;
if (l > tr && dlt <= tr && dlt > tr - resist.integer)
*w = r - tr, snapx = target;
break;
}
}
}
if (snapy == NULL) {
/* vertical snapping */
if (l < tr && r > tl) {
switch (corn) {
case Corner_TopLeft:
case Corner_TopRight:
dlt = t;
drb = b + *h - c->frame->area.height;
if (b < tt && drb >= tt && drb < tt + resist.integer)
*h = tt - t, snapy = target;
break;
case Corner_BottomLeft:
case Corner_BottomRight:
dlt = t - *h + c->frame->area.height;
drb = b;
if (t > tb && dlt <= tb && dlt > tb - resist.integer)
*h = b - tb, snapy = target;
break;
}
}
}
/* snapped both ways */
if (snapx && snapy) break;
}
}
/* snap to screen edges */
/* horizontal snapping */
switch (corn) {
case Corner_TopLeft:
case Corner_BottomLeft:
dlt = lt;
drb = rb + *w - c->frame->area.width;
if (rb <= ar && drb > ar && drb <= ar + resist.integer)
*w = ar - lt + 1;
dlt = l;
drb = r + *w - c->frame->area.width;
if (r <= ar && drb > ar && drb <= ar + resist.integer)
*w = ar - l + 1;
break;
case Corner_TopRight:
case Corner_BottomRight:
dlt = lt - *w + c->frame->area.width;
drb = rb;
if (lt >= al && dlt < al && dlt >= al - resist.integer)
*w = rb - al + 1;
dlt = l - *w + c->frame->area.width;
drb = r;
if (l >= al && dlt < al && dlt >= al - resist.integer)
*w = r - al + 1;
break;
}
/* vertical snapping */
lt = c->frame->area.y;
rb = lt + c->frame->area.height - 1;
/* snap to other windows */
if (window_resist.bool) {
for (it = stacking_list; !snapy && it != NULL; it = it->next) {
t = it->data;
/* don't snap to invisibles or ourself */
if (!t->frame->visible || t == c) continue;
switch (corn) {
case Corner_TopLeft:
case Corner_TopRight:
dlt = lt;
drb = rb + *h - c->frame->area.height;
tlt = t->frame->area.y;
if (rb < tlt && drb >= tlt && drb < tlt + resist.integer)
*h = tlt - lt, snapy = t;
break;
case Corner_BottomLeft:
case Corner_BottomRight:
dlt = lt - *h + c->frame->area.height;
drb = rb;
trb = t->frame->area.y + t->frame->area.height - 1;
if (lt > trb && dlt <= trb && dlt > trb - resist.integer)
*h = rb - trb, snapy = t;
break;
}
}
}
/* snap to screen edges */
switch (corn) {
case Corner_TopLeft:
case Corner_TopRight:
dlt = lt;
drb = rb + *h - c->frame->area.height;
if (rb <= ab && drb > ab && drb <= ab + resist.integer)
*h = ab - lt + 1;
dlt = t;
drb = b + *h - c->frame->area.height;
if (b <= ab && drb > ab && drb <= ab + resist.integer)
*h = ab - t + 1;
break;
case Corner_BottomLeft:
case Corner_BottomRight:
dlt = lt - *h + c->frame->area.height;
drb = rb;
if (lt >= at && dlt < at && dlt >= at - resist.integer)
*h = rb - at + 1;
dlt = t - *h + c->frame->area.height;
drb = b;
if (t >= at && dlt < at && dlt >= at - resist.integer)
*h = b - at + 1;
break;
}