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https://github.com/DreamMaoMao/maomaowm.git
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format code
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parent
247463a1dd
commit
20d132de3f
2 changed files with 87 additions and 90 deletions
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@ -686,7 +686,7 @@ FuncType parse_func_name(char *func_name, Arg *arg, char *arg_value,
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} else if (strcmp(func_name, "focusmon") == 0) {
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func = focusmon;
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(*arg).i = parse_direction(arg_value);
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if((*arg).i == UNDIR) {
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if ((*arg).i == UNDIR) {
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(*arg).v = strdup(arg_value);
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}
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} else if (strcmp(func_name, "tagmon") == 0) {
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175
src/maomao.c
175
src/maomao.c
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@ -1105,114 +1105,112 @@ bool check_hit_no_border(Client *c) {
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}
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void apply_border(Client *c) {
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if (c->iskilling || !client_surface(c)->mapped)
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return;
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if (c->iskilling || !client_surface(c)->mapped)
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return;
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bool hit_no_border = check_hit_no_border(c);
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bool hit_no_border = check_hit_no_border(c);
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// Handle no-border cases
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if (hit_no_border && smartgaps) {
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c->bw = 0;
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c->fake_no_border = true;
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} else if (hit_no_border && !smartgaps) {
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for (int i = 0; i < 4; i++)
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set_rect_size(c->border[i], 0, 0);
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wlr_scene_node_set_position(&c->scene_surface->node, c->bw, c->bw);
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c->fake_no_border = true;
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return;
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} else if (!c->isfullscreen && VISIBLEON(c, c->mon)) {
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c->bw = c->isnoborder ? 0 : borderpx;
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c->fake_no_border = false;
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}
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// Handle no-border cases
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if (hit_no_border && smartgaps) {
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c->bw = 0;
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c->fake_no_border = true;
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} else if (hit_no_border && !smartgaps) {
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for (int i = 0; i < 4; i++)
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set_rect_size(c->border[i], 0, 0);
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wlr_scene_node_set_position(&c->scene_surface->node, c->bw, c->bw);
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c->fake_no_border = true;
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return;
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} else if (!c->isfullscreen && VISIBLEON(c, c->mon)) {
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c->bw = c->isnoborder ? 0 : borderpx;
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c->fake_no_border = false;
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}
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struct wlr_box geom = c->animation.current;
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int bw = c->bw;
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struct wlr_box geom = c->animation.current;
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int bw = c->bw;
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// Calculate how much the window is outside the monitor
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// These values will be positive when window is outside the monitor
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int outside_left = GEZERO(c->mon->m.x - c->animation.current.x);
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int outside_top = GEZERO(c->mon->m.y - c->animation.current.y);
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int outside_right = GEZERO((c->animation.current.x + c->animation.current.width) -
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(c->mon->m.x + c->mon->m.width));
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int outside_bottom = GEZERO((c->animation.current.y + c->animation.current.height) -
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(c->mon->m.y + c->mon->m.height));
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// Calculate how much the window is outside the monitor
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// These values will be positive when window is outside the monitor
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int outside_left = GEZERO(c->mon->m.x - c->animation.current.x);
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int outside_top = GEZERO(c->mon->m.y - c->animation.current.y);
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int outside_right =
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GEZERO((c->animation.current.x + c->animation.current.width) -
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(c->mon->m.x + c->mon->m.width));
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int outside_bottom =
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GEZERO((c->animation.current.y + c->animation.current.height) -
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(c->mon->m.y + c->mon->m.height));
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// Initialize border dimensions
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int top_width = geom.width;
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int top_height = bw;
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int bottom_width = geom.width;
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int bottom_height = bw;
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int left_width = bw;
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int left_height = geom.height - 2 * bw;
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int right_width = bw;
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int right_height = geom.height - 2 * bw;
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// Initialize border dimensions
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int top_width = geom.width;
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int top_height = bw;
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int bottom_width = geom.width;
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int bottom_height = bw;
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int left_width = bw;
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int left_height = geom.height - 2 * bw;
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int right_width = bw;
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int right_height = geom.height - 2 * bw;
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// Initialize border positions
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int top_x = 0;
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int top_y = 0;
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int bottom_x = 0;
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int bottom_y = geom.height - bottom_height;
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int left_x = 0;
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int left_y = bw;
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int right_x = geom.width - right_width;
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int right_y = bw;
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// Initialize border positions
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int top_x = 0;
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int top_y = 0;
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int bottom_x = 0;
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int bottom_y = geom.height - bottom_height;
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int left_x = 0;
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int left_y = bw;
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int right_x = geom.width - right_width;
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int right_y = bw;
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// Adjust borders when window is outside monitor
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if (ISTILED(c) || c->animation.tagining || c->animation.tagouted || c->animation.tagouting) {
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// Top border - reduce height when window goes above monitor
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if (outside_top > 0) {
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top_height = GEZERO(bw - outside_top);
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top_y = top_y + outside_top;
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// Adjust borders when window is outside monitor
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if (ISTILED(c) || c->animation.tagining || c->animation.tagouted ||
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c->animation.tagouting) {
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// Top border - reduce height when window goes above monitor
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if (outside_top > 0) {
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top_height = GEZERO(bw - outside_top);
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top_y = top_y + outside_top;
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left_height = left_height - outside_top;
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right_height = right_height - outside_top;
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left_y = left_y + outside_top;
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right_y = right_y + outside_top;
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}
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}
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// Bottom border - reduce height when window goes below monitor
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if (outside_bottom > 0) {
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bottom_height = GEZERO(bw - outside_bottom);
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// Bottom border - reduce height when window goes below monitor
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if (outside_bottom > 0) {
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bottom_height = GEZERO(bw - outside_bottom);
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left_height = left_height - outside_bottom;
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right_height = right_height - outside_bottom;
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}
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}
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// Left border - reduce width when window goes left of monitor
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if (outside_left > 0) {
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left_width = GEZERO(bw - outside_left);
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left_x = left_x + outside_left;
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// Left border - reduce width when window goes left of monitor
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if (outside_left > 0) {
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left_width = GEZERO(bw - outside_left);
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left_x = left_x + outside_left;
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top_width = top_width - outside_left;
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bottom_width = bottom_width - outside_left;
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top_x = top_x + outside_left;
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bottom_x = bottom_x + outside_left;
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}
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}
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// Right border - reduce width when window goes right of monitor
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if (outside_right > 0) {
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right_width = GEZERO(bw - outside_right);
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// Right border - reduce width when window goes right of monitor
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if (outside_right > 0) {
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right_width = GEZERO(bw - outside_right);
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top_width = top_width - outside_right;
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bottom_width = bottom_width - outside_right;
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}
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}
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}
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}
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// Position the surface within the borders
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wlr_scene_node_set_position(&c->scene_surface->node,
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bw,
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bw);
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// Set border sizes
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set_rect_size(c->border[0], top_width, top_height); // Top
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set_rect_size(c->border[1], bottom_width, bottom_height); // Bottom
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set_rect_size(c->border[2], left_width, left_height); // Left
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set_rect_size(c->border[3], right_width, right_height); // Right
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// Position borders with offsets
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wlr_scene_node_set_position(&c->border[0]->node, top_x, top_y );
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wlr_scene_node_set_position(&c->border[1]->node, bottom_x, bottom_y);
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wlr_scene_node_set_position(&c->border[2]->node, left_x , left_y);
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wlr_scene_node_set_position(&c->border[3]->node, right_x, right_y);
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// Position the surface within the borders
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wlr_scene_node_set_position(&c->scene_surface->node, bw, bw);
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// Set border sizes
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set_rect_size(c->border[0], top_width, top_height); // Top
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set_rect_size(c->border[1], bottom_width, bottom_height); // Bottom
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set_rect_size(c->border[2], left_width, left_height); // Left
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set_rect_size(c->border[3], right_width, right_height); // Right
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// Position borders with offsets
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wlr_scene_node_set_position(&c->border[0]->node, top_x, top_y);
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wlr_scene_node_set_position(&c->border[1]->node, bottom_x, bottom_y);
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wlr_scene_node_set_position(&c->border[2]->node, left_x, left_y);
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wlr_scene_node_set_position(&c->border[3]->node, right_x, right_y);
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}
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struct uvec2 clip_to_hide(Client *c, struct wlr_box *clip_box) {
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@ -1236,10 +1234,9 @@ struct uvec2 clip_to_hide(Client *c, struct wlr_box *clip_box) {
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clip_box->width = clip_box->width - offsetx;
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} else if (c->animation.current.x + c->animation.current.width >
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c->mon->m.x + c->mon->m.width) {
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clip_box->width =
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clip_box->width -
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(c->animation.current.x + c->animation.current.width -
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c->mon->m.x - c->mon->m.width);
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clip_box->width = clip_box->width - (c->animation.current.x +
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c->animation.current.width -
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c->mon->m.x - c->mon->m.width);
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}
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if (c->animation.current.y < c->mon->m.y) {
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@ -4083,12 +4080,12 @@ void focusmon(const Arg *arg) {
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do /* don't switch to disabled mons */
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selmon = dirtomon(arg->i);
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while (!selmon->wlr_output->enabled && i++ < nmons);
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} else if(arg->v) {
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} else if (arg->v) {
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wl_list_for_each(m, &mons, link) {
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if (!m->wlr_output->enabled) {
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continue;
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}
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if(regex_match(arg->v, m->wlr_output->name)) {
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if (regex_match(arg->v, m->wlr_output->name)) {
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selmon = m;
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break;
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}
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