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/*
* ion/floatws/placement.c
*
* Copyright (c) Tuomo Valkonen 1999-2004.
*
* Ion is free software; you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*/
#include <string.h>
#include <ioncore/common.h>
#include <ioncore/region.h>
#include "placement.h"
#include "floatws.h"
#include "floatframe.h"
static void random_placement(WRectangle box, WRectangle *g)
{
box.w-=g->w;
box.h-=g->h;
g->x=box.x+(box.w<=0 ? 0 : rand()%box.w);
g->y=box.y+(box.h<=0 ? 0 : rand()%box.h);
}
static void ggeom(WRegion *reg, WRectangle *geom)
{
*geom=REGION_GEOM(reg);
}
static WRegion* is_occupied(WFloatWS *ws, const WRectangle *r)
{
WRegion *reg;
WRectangle p;
FOR_ALL_MANAGED_ON_LIST(ws->managed_list, reg){
ggeom(reg, &p);
if(r->x>=p.x+p.w)
continue;
if(r->y>=p.y+p.h)
continue;
if(r->x+r->w<=p.x)
continue;
if(r->y+r->h<=p.y)
continue;
return reg;
}
return NULL;
}
static int next_least_x(WFloatWS *ws, int x)
{
WRegion *reg;
WRectangle p;
int retx=REGION_GEOM(ws).x+REGION_GEOM(ws).w;
FOR_ALL_MANAGED_ON_LIST(ws->managed_list, reg){
ggeom(reg, &p);
if(p.x+p.w>x && p.x+p.w<retx)
retx=p.x+p.w;
}
return retx+1;
}
static int next_lowest_y(WFloatWS *ws, int y)
{
WRegion *reg;
WRectangle p;
int rety=REGION_GEOM(ws).y+REGION_GEOM(ws).h;
FOR_ALL_MANAGED_ON_LIST(ws->managed_list, reg){
ggeom(reg, &p);
if(p.y+p.h>y && p.y+p.h<rety)
rety=p.y+p.h;
}
return rety+1;
}
enum{
PLACEMENT_LRUD, PLACEMENT_UDLR, PLACEMENT_RANDOM
} placement_method=PLACEMENT_LRUD;
/*EXTL_DOC
* Set placement method for WFloatWS:s. \var{Method} can be one of ''udlr'',
* ''lrud'' (default) and ''random''. The method ''udlr'' looks for free space
* starting from top the top left corner of the workspace moving first down
* keeping the x coordinate fixed. If it find no free space, it start looking
* similarly at next x coordinate unoccupied by other objects and so on.
* ''lrud' is the same but with the role of coordinates changed and both
* fall back to ''random'' placement if no free area was found.
*/
EXTL_EXPORT
void set_floatws_placement_method(const char *method)
{
if(method==NULL)
return;
if(strcmp(method, "udlr")==0)
placement_method=PLACEMENT_UDLR;
else if(strcmp(method, "lrud")==0)
placement_method=PLACEMENT_LRUD;
else if(strcmp(method, "random")==0)
placement_method=PLACEMENT_RANDOM;
else
warn("Unknown placement method \"%s\".", method);
}
static bool tiling_placement(WFloatWS *ws, WRectangle *g)
{
WRegion *p;
WRectangle r, r2;
int maxx, maxy;
r=REGION_GEOM(ws);
r.w=g->w;
r.h=g->h;
maxx=REGION_GEOM(ws).x+REGION_GEOM(ws).w;
maxy=REGION_GEOM(ws).y+REGION_GEOM(ws).h;
if(placement_method==PLACEMENT_UDLR){
while(r.x<maxx){
p=is_occupied(ws, &r);
while(p!=NULL && r.y+r.h<maxy){
ggeom(p, &r2);
r.y=r2.y+r2.h+1;
p=is_occupied(ws, &r);
}
if(r.y+r.h<maxy && r.x+r.w<maxx){
g->x=r.x;
g->y=r.y;
return TRUE;
}else{
r.x=next_least_x(ws, r.x);
r.y=0;
}
}
}else{
while(r.y<maxy){
p=is_occupied(ws, &r);
while(p!=NULL && r.x+r.w<maxx){
ggeom(p, &r2);
r.x=r2.x+r2.w+1;
p=is_occupied(ws, &r);
}
if(r.y+r.h<maxy && r.x+r.w<maxx){
g->x=r.x;
g->y=r.y;
return TRUE;
}else{
r.y=next_lowest_y(ws, r.y);
r.x=0;
}
}
}
return FALSE;
}
void floatws_calc_placement(WFloatWS *ws, WRectangle *geom)
{
if(placement_method!=PLACEMENT_RANDOM){
if(tiling_placement(ws, geom))
return;
}
random_placement(REGION_GEOM(ws), geom);
}
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