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/*
* ion/ioncore/float-placement.c
*
* Copyright (c) Tuomo Valkonen 1999-2007.
*
* See the included file LICENSE for details.
*/
#include <string.h>
#include "common.h"
#include "rootwin.h"
#include "xwindow.h"
#include "group.h"
#include "float-placement.h"
WFloatPlacement ioncore_placement_method=PLACEMENT_LRUD;
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 bool st_filt(WStacking *st, void *lvl)
{
uint level=*(uint*)lvl;
return (st->reg!=NULL &&
REGION_IS_MAPPED(st->reg) &&
st->level==level);
}
#define FOR_ALL_STACKING_NODES(VAR, WS, LVL, TMP) \
for(stacking_iter_init(&(TMP), group_get_stacking(ws), \
st_filt, &LVL), \
VAR=stacking_iter_nodes(&(TMP)); \
VAR!=NULL; \
VAR=stacking_iter_nodes(&(TMP)))
#define IGNORE_ST(ST, WS) ((ST)->reg==NULL || (ST)==(WS)->bottom)
static WRegion* is_occupied(WGroup *ws, uint level, const WRectangle *r)
{
WStackingIterTmp tmp;
WStacking *st;
WRectangle p;
FOR_ALL_STACKING_NODES(st, ws, level, tmp){
ggeom(st->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 st->reg;
}
return NULL;
}
static int next_least_x(WGroup *ws, uint level, int x)
{
WRectangle p;
int retx=REGION_GEOM(ws).x+REGION_GEOM(ws).w;
WStackingIterTmp tmp;
WStacking *st;
FOR_ALL_STACKING_NODES(st, ws, level, tmp){
ggeom(st->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(WGroup *ws, uint level, int y)
{
WRectangle p;
int rety=REGION_GEOM(ws).y+REGION_GEOM(ws).h;
WStackingIterTmp tmp;
WStacking *st;
FOR_ALL_STACKING_NODES(st, ws, level, tmp){
ggeom(st->reg, &p);
if(p.y+p.h>y && p.y+p.h<rety)
rety=p.y+p.h;
}
return rety+1;
}
static bool tiling_placement(WGroup *ws, uint level, 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(ioncore_placement_method==PLACEMENT_UDLR){
while(r.x<maxx){
p=is_occupied(ws, level, &r);
while(p!=NULL && r.y+r.h<maxy){
ggeom(p, &r2);
r.y=r2.y+r2.h+1;
p=is_occupied(ws, level, &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, level, r.x);
r.y=0;
}
}
}else{
while(r.y<maxy){
p=is_occupied(ws, level, &r);
while(p!=NULL && r.x+r.w<maxx){
ggeom(p, &r2);
r.x=r2.x+r2.w+1;
p=is_occupied(ws, level, &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, level, r.y);
r.x=0;
}
}
}
return FALSE;
}
static bool pointer_placement(WGroup *ws, WRectangle *g)
{
WRootWin *rootwin=region_rootwin_of((WRegion*)ws);
int px=0, py=0;
if(xwindow_pointer_pos(WROOTWIN_ROOT(rootwin), &px, &py)){
const WRectangle r=REGION_GEOM(ws);
g->x=px-(g->w/2);
g->y=py-(g->h/2);
rectangle_clamp_or_center(g, &r);
return TRUE;
}
return FALSE;
}
void group_calc_placement(WGroup *ws, uint level, WRectangle *geom)
{
if(ioncore_placement_method==PLACEMENT_POINTER){
if(pointer_placement(ws, geom))
return;
}else if(ioncore_placement_method!=PLACEMENT_RANDOM){
if(tiling_placement(ws, level, geom))
return;
}
random_placement(REGION_GEOM(ws), geom);
}
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