interactive: Make window snapping with mouse more intuitive

1. Prevent window snapping triggered by mouse from moving the window
 into the adjacent output.
2. Make the coordinates used to check whether window snapping is
 triggered relative to the output the cursor is at, not the output the
 view is belonging to. This allows users to grab a tiled window and move
 it into another output or tile it again in another output in a single
 drag.
This commit is contained in:
tokyo4j 2023-11-07 14:43:53 +09:00 committed by Johan Malm
parent 29a228674b
commit 9a8a2905ad
4 changed files with 36 additions and 31 deletions

View file

@ -114,37 +114,45 @@ snap_to_edge(struct view *view)
return false;
}
struct output *output = output_nearest_to_cursor(view->server);
if (!output_is_usable(output)) {
wlr_log(WLR_ERROR, "output at cursor is unusable");
return false;
}
/* Translate into output local coordinates */
double cursor_x = view->server->seat.cursor->x;
double cursor_y = view->server->seat.cursor->y;
wlr_output_layout_output_coords(view->server->output_layout,
view->output->wlr_output, &cursor_x, &cursor_y);
output->wlr_output, &cursor_x, &cursor_y);
struct wlr_box *area = &output->usable_area;
enum view_edge edge;
if (cursor_x <= area->x + snap_range) {
edge = VIEW_EDGE_LEFT;
} else if (cursor_x >= area->x + area->width - snap_range) {
edge = VIEW_EDGE_RIGHT;
} else if (cursor_y <= area->y + snap_range) {
edge = VIEW_EDGE_UP;
} else if (cursor_y >= area->y + area->height - snap_range) {
edge = VIEW_EDGE_DOWN;
} else {
/* Not close to any edge */
return false;
}
view_set_output(view, output);
/*
* Don't store natural geometry here (it was
* stored already in interactive_begin())
*/
struct wlr_box *area = &view->output->usable_area;
if (cursor_x <= area->x + snap_range) {
view_snap_to_edge(view, VIEW_EDGE_LEFT,
/*store_natural_geometry*/ false);
} else if (cursor_x >= area->x + area->width - snap_range) {
view_snap_to_edge(view, VIEW_EDGE_RIGHT,
/*store_natural_geometry*/ false);
} else if (cursor_y <= area->y + snap_range) {
if (rc.snap_top_maximize) {
view_maximize(view, VIEW_AXIS_BOTH,
/*store_natural_geometry*/ false);
} else {
view_snap_to_edge(view, VIEW_EDGE_UP,
/*store_natural_geometry*/ false);
}
} else if (cursor_y >= area->y + area->height - snap_range) {
view_snap_to_edge(view, VIEW_EDGE_DOWN,
if (edge == VIEW_EDGE_UP && rc.snap_top_maximize) {
view_maximize(view, VIEW_AXIS_BOTH,
/*store_natural_geometry*/ false);
} else {
/* Not close to any edge */
return false;
view_snap_to_edge(view, edge,
/*across_outputs*/ false,
/*store_natural_geometry*/ false);
}
return true;