Files
hyprland/src/layout/IHyprLayout.hpp
Mike Will 4093b993a2 input: add snapping to floating windows (#8088)
* add snapping to floating windows

Works for both moving and resizing of windows.
It comes with 3 options:

`general:snap:enabled` - whether it's enabled, off by default

`general:snap:window_gap` - minimum gap in pixels between windows before
snapping. Setting to 0 effectively turns off this method of snapping.

`general:snap:monitor_gap` - minimum gap in pixels between window and
monitor edges before snapping. Again, setting it to 0 effectively turns
it off.

* snap: add more ignore criteria and change if clause into a guard

* snap: refactor code

* snap: new refactoring approach and account for border size

* snap: do corner snapping after all edge snapping is done

The approach of performing corner snaps after each individual edge snap
results in far fewer scenarios where snapping can occur.

After trying it out for a while, I found that I prefer an approach
that's more prone to snapping.

* snap: combine snapWindows and snapMonitor into a single function

* snap: add forced aspect ratio functionality

* snap: avoid directly referring to border_size config value

* snap: address vaxerski feedback

- add new line between functions
- use std::function typedef for SnapFn and make snap functions static
- avoid uninitialized variable declarations.
- change ignore condition m_bIsX11 to isX11OverrideRedirect()
- use braces for CBox and Vector2D declarations.
- add SNAP_INVALID to eSnapEdge enum
- use bitshift notation for eSnapEdge and eRectCorner
- make performSnap a non-member function.

* snap: add corner-snapping to forced aspect ratio mode
2024-10-21 16:08:25 +01:00

218 lines
6.5 KiB
C++

#pragma once
#include "../defines.hpp"
#include <any>
class CWindow;
class CGradientValueData;
struct SWindowRenderLayoutHints {
bool isBorderGradient = false;
CGradientValueData* borderGradient;
};
struct SLayoutMessageHeader {
PHLWINDOW pWindow;
};
enum eFullscreenMode : int8_t;
enum eRectCorner {
CORNER_NONE = 0,
CORNER_TOPLEFT = (1 << 0),
CORNER_TOPRIGHT = (1 << 1),
CORNER_BOTTOMRIGHT = (1 << 2),
CORNER_BOTTOMLEFT = (1 << 3),
};
enum eSnapEdge {
SNAP_INVALID = 0,
SNAP_UP = (1 << 0),
SNAP_DOWN = (1 << 1),
SNAP_LEFT = (1 << 2),
SNAP_RIGHT = (1 << 3),
};
enum eDirection {
DIRECTION_DEFAULT = -1,
DIRECTION_UP = 0,
DIRECTION_RIGHT,
DIRECTION_DOWN,
DIRECTION_LEFT
};
class IHyprLayout {
public:
virtual ~IHyprLayout() = 0;
virtual void onEnable() = 0;
virtual void onDisable() = 0;
/*
Called when a window is created (mapped)
The layout HAS TO set the goal pos and size (anim mgr will use it)
If !animationinprogress, then the anim mgr will not apply an anim.
*/
virtual void onWindowCreated(PHLWINDOW, eDirection direction = DIRECTION_DEFAULT);
virtual void onWindowCreatedTiling(PHLWINDOW, eDirection direction = DIRECTION_DEFAULT) = 0;
virtual void onWindowCreatedFloating(PHLWINDOW);
virtual bool onWindowCreatedAutoGroup(PHLWINDOW);
/*
Return tiled status
*/
virtual bool isWindowTiled(PHLWINDOW) = 0;
/*
Called when a window is removed (unmapped)
*/
virtual void onWindowRemoved(PHLWINDOW);
virtual void onWindowRemovedTiling(PHLWINDOW) = 0;
virtual void onWindowRemovedFloating(PHLWINDOW);
/*
Called when the monitor requires a layout recalculation
this usually means reserved area changes
*/
virtual void recalculateMonitor(const MONITORID&) = 0;
/*
Called when the compositor requests a window
to be recalculated, e.g. when pseudo is toggled.
*/
virtual void recalculateWindow(PHLWINDOW) = 0;
/*
Called when a window is requested to be floated
*/
virtual void changeWindowFloatingMode(PHLWINDOW);
/*
Called when a window is clicked on, beginning a drag
this might be a resize, move, whatever the layout defines it
as.
*/
virtual void onBeginDragWindow();
/*
Called when a user requests a resize of the current window by a vec
Vector2D holds pixel values
Optional pWindow for a specific window
*/
virtual void resizeActiveWindow(const Vector2D&, eRectCorner corner = CORNER_NONE, PHLWINDOW pWindow = nullptr) = 0;
/*
Called when a user requests a move of the current window by a vec
Vector2D holds pixel values
Optional pWindow for a specific window
*/
virtual void moveActiveWindow(const Vector2D&, PHLWINDOW pWindow = nullptr);
/*
Called when a window is ended being dragged
(mouse up)
*/
virtual void onEndDragWindow();
/*
Called whenever the mouse moves, should the layout want to
do anything with it.
Useful for dragging.
*/
virtual void onMouseMove(const Vector2D&);
/*
Called when a window / the user requests to toggle the fullscreen state of a window
The layout sets all the fullscreen flags.
It can either accept or ignore.
*/
virtual void fullscreenRequestForWindow(PHLWINDOW pWindow, const eFullscreenMode CURRENT_EFFECTIVE_MODE, const eFullscreenMode EFFECTIVE_MODE) = 0;
/*
Called when a dispatcher requests a custom message
The layout is free to ignore.
std::any is the reply. Can be empty.
*/
virtual std::any layoutMessage(SLayoutMessageHeader, std::string) = 0;
/*
Required to be handled, but may return just SWindowRenderLayoutHints()
Called when the renderer requests any special draw flags for
a specific window, e.g. border color for groups.
*/
virtual SWindowRenderLayoutHints requestRenderHints(PHLWINDOW) = 0;
/*
Called when the user requests two windows to be swapped places.
The layout is free to ignore.
*/
virtual void switchWindows(PHLWINDOW, PHLWINDOW) = 0;
/*
Called when the user requests a window move in a direction.
The layout is free to ignore.
*/
virtual void moveWindowTo(PHLWINDOW, const std::string& direction, bool silent = false) = 0;
/*
Called when the user requests to change the splitratio by or to X
on a window
*/
virtual void alterSplitRatio(PHLWINDOW, float, bool exact = false) = 0;
/*
Called when something wants the current layout's name
*/
virtual std::string getLayoutName() = 0;
/*
Called for getting the next candidate for a focus
*/
virtual PHLWINDOW getNextWindowCandidate(PHLWINDOW);
/*
Internal: called when window focus changes
*/
virtual void onWindowFocusChange(PHLWINDOW);
/*
Called for replacing any data a layout has for a new window
*/
virtual void replaceWindowDataWith(PHLWINDOW from, PHLWINDOW to) = 0;
/*
Determines if a window can be focused. If hidden this usually means the window is part of a group.
*/
virtual bool isWindowReachable(PHLWINDOW);
/*
Called before an attempt is made to focus a window.
Brings the window to the top of any groups and ensures it is not hidden.
If the window is unmapped following this call, the focus attempt will fail.
*/
virtual void bringWindowToTop(PHLWINDOW);
/*
Called via the foreign toplevel activation protocol.
Focuses a window, bringing it to the top of its group if applicable.
May be ignored.
*/
virtual void requestFocusForWindow(PHLWINDOW);
/*
Called to predict the size of a newly opened window to send it a configure.
Return 0,0 if unpredictable
*/
virtual Vector2D predictSizeForNewWindowTiled() = 0;
/*
Prefer not overriding, use predictSizeForNewWindowTiled.
*/
virtual Vector2D predictSizeForNewWindow(PHLWINDOW pWindow);
virtual Vector2D predictSizeForNewWindowFloating(PHLWINDOW pWindow);
private:
int m_iMouseMoveEventCount;
Vector2D m_vBeginDragXY;
Vector2D m_vLastDragXY;
Vector2D m_vBeginDragPositionXY;
Vector2D m_vBeginDragSizeXY;
Vector2D m_vDraggingWindowOriginalFloatSize;
eRectCorner m_eGrabbedCorner = CORNER_TOPLEFT;
PHLWINDOWREF m_pLastTiledWindow;
};