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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.
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parent
e7d8780f46
commit
560e9ff3ef
4 changed files with 33 additions and 31 deletions
43
view.c
43
view.c
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@ -52,36 +52,11 @@ view_activate(struct cg_view *view, bool activate)
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view->impl->activate(view, activate);
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}
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static bool
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static inline bool
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view_extends_output_layout(struct cg_view *view, struct wlr_box *layout_box)
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{
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int width, height;
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view->impl->get_geometry(view, &width, &height);
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return (layout_box->height < height || layout_box->width < width);
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}
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static void
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view_maximize(struct cg_view *view, struct wlr_box *layout_box)
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{
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view->lx = layout_box->x;
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view->ly = layout_box->y;
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wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
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view->impl->maximize(view, layout_box->width, layout_box->height);
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}
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static void
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view_center(struct cg_view *view, struct wlr_box *layout_box)
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{
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int width, height;
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view->impl->get_geometry(view, &width, &height);
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view->lx = (layout_box->width - width) / 2;
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view->ly = (layout_box->height - height) / 2;
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wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
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// View width and height are expected to be set before calling this function
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return (layout_box->height < view->height || layout_box->width < view->width);
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}
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void
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@ -90,10 +65,16 @@ view_position(struct cg_view *view)
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struct wlr_box layout_box;
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wlr_output_layout_get_box(view->server->output_layout, NULL, &layout_box);
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view->impl->get_geometry(view, &view->width, &view->height);
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// If view dimensions are not the same as output layout ones, it will be centered first
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view->lx = layout_box.x + (layout_box.width - view->width) / 2;
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view->ly = layout_box.y + (layout_box.height - view->height) / 2;
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wlr_scene_node_set_position(&view->scene_tree->node, view->lx, view->ly);
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if (view_is_primary(view) || view_extends_output_layout(view, &layout_box)) {
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view_maximize(view, &layout_box);
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} else {
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view_center(view, &layout_box);
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view->impl->maximize(view, layout_box.width, layout_box.height);
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}
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}
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