view: unconditionally center views in output layout

Whatever type or dimensions of a view, position it at center of the
output layout. Then, if it is a primary view or if it extends the output
layout, send request to maximize it.
The client may or may not change the view dimensions after that.
If not, e.g. weston-flower, the view will be kept displayed at center
instead of to left.
If so, the view will expand from center to fill the whole output layout.

In order to update the view position, XDG shell surface commit is now
handled to check for dimension change.
This commit is contained in:
Jonathan GUILLOT 2024-02-05 17:35:51 +01:00
parent e7d8780f46
commit 560e9ff3ef
4 changed files with 33 additions and 31 deletions

43
view.c
View file

@ -52,36 +52,11 @@ view_activate(struct cg_view *view, bool activate)
view->impl->activate(view, activate);
}
static bool
static inline bool
view_extends_output_layout(struct cg_view *view, struct wlr_box *layout_box)
{
int width, height;
view->impl->get_geometry(view, &width, &height);
return (layout_box->height < height || layout_box->width < width);
}
static void
view_maximize(struct cg_view *view, struct wlr_box *layout_box)
{
view->lx = layout_box->x;
view->ly = layout_box->y;
wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
view->impl->maximize(view, layout_box->width, layout_box->height);
}
static void
view_center(struct cg_view *view, struct wlr_box *layout_box)
{
int width, height;
view->impl->get_geometry(view, &width, &height);
view->lx = (layout_box->width - width) / 2;
view->ly = (layout_box->height - height) / 2;
wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
// View width and height are expected to be set before calling this function
return (layout_box->height < view->height || layout_box->width < view->width);
}
void
@ -90,10 +65,16 @@ view_position(struct cg_view *view)
struct wlr_box layout_box;
wlr_output_layout_get_box(view->server->output_layout, NULL, &layout_box);
view->impl->get_geometry(view, &view->width, &view->height);
// If view dimensions are not the same as output layout ones, it will be centered first
view->lx = layout_box.x + (layout_box.width - view->width) / 2;
view->ly = layout_box.y + (layout_box.height - view->height) / 2;
wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
if (view_is_primary(view) || view_extends_output_layout(view, &layout_box)) {
view_maximize(view, &layout_box);
} else {
view_center(view, &layout_box);
view->impl->maximize(view, layout_box.width, layout_box.height);
}
}