opt caculate

This commit is contained in:
DreamMaoMao 2026-05-19 18:34:51 +08:00
parent a6057aeeb8
commit 37cf822897

View file

@ -1,4 +1,3 @@
// 紧凑型自适应行高概览布局 (Mission Control / GNOME 风格)
void overview(Monitor *m) {
int32_t target_gappo =
enablegaps ? (m->isoverview ? config.overviewgappo : config.gappoh) : 0;
@ -9,7 +8,6 @@ void overview(Monitor *m) {
if (n == 0)
return;
// 收集有效客户端,并提取它们原始的宽高比
Client *c_arr[n];
float aspects[n];
int actual_n = 0;
@ -28,7 +26,6 @@ void overview(Monitor *m) {
aspect = (float)c->overview_backup_geom.width /
c->overview_backup_geom.height;
}
// 限制极端宽高比,防止某个 1px 宽度的异常窗口毁掉整个布局的数学计算
if (aspect < 0.2f)
aspect = 0.2f;
if (aspect > 5.0f)
@ -42,22 +39,12 @@ void overview(Monitor *m) {
if (n == 0)
return;
// 动态决定行数与列数分配 (例如 7 个窗口分发为 3, 2, 2)
int cols = 1;
while (cols * cols < n)
cols++;
int rows = (n + cols - 1) / cols;
int items_per_row[rows];
int remaining = n;
for (int r = 0; r < rows; r++) {
// 使用向上取整的除法,让首行尽可能多排布,视觉重心更稳
int count = (remaining + rows - r - 1) / (rows - r);
items_per_row[r] = count;
remaining -= count;
float suffix_sums[n + 1];
suffix_sums[n] = 0.0f;
for (int i = n - 1; i >= 0; i--) {
suffix_sums[i] = suffix_sums[i + 1] + aspects[i];
}
// 计算整个布局允许的最大可用区域 (留出四周安全边距)
float max_avail_w = m->w.width - 2 * target_gappo;
float max_avail_h = m->w.height - 2 * target_gappo;
if (max_avail_w < 10)
@ -65,48 +52,104 @@ void overview(Monitor *m) {
if (max_avail_h < 10)
max_avail_h = 10;
// 计算能够满足所有限制条件的 "最大统一行高"
float A_sum[rows]; // 每行窗口宽高比之和
float h_max_w = 999999.0f; // 受宽度限制推导出的行高上限
int best_rows = 1;
float best_row_height = 0.0f;
int best_items_per_row[n];
best_items_per_row[0] = n;
for (int r = 0; r < rows; r++) {
A_sum[r] = 0;
for (int R = 1; R <= n; R++) {
int temp_items_per_row[R];
int start_idx = 0;
for (int i = 0; i < r; i++)
start_idx += items_per_row[i];
for (int i = 0; i < items_per_row[r]; i++) {
A_sum[r] += aspects[start_idx + i];
for (int r = 0; r < R; r++) {
int rows_left = R - r;
float S_rem = suffix_sums[start_idx];
float target_sum = S_rem / rows_left;
float current_sum = 0;
int count = 0;
while (start_idx + count < n - (rows_left - 1)) {
float next_val = aspects[start_idx + count];
if (rows_left == 1) {
current_sum += next_val;
count++;
continue;
}
if (count > 0) {
float diff_without = fabs(current_sum - target_sum);
float diff_with = fabs(current_sum + next_val - target_sum);
if (diff_with > diff_without) {
break;
}
}
current_sum += next_val;
count++;
}
temp_items_per_row[r] = count;
start_idx += count;
}
// 这行所有的内部间隙总和
float gap_x_total = (items_per_row[r] - 1) * target_gappi;
// 保证最宽的一行也不会超出 max_avail_w
float h_limit = (max_avail_w - gap_x_total) / A_sum[r];
if (h_limit < h_max_w)
h_max_w = h_limit;
float min_h_max_w = 999999.0f;
start_idx = 0;
for (int r = 0; r < R; r++) {
float A_sum = suffix_sums[start_idx] -
suffix_sums[start_idx + temp_items_per_row[r]];
start_idx += temp_items_per_row[r];
float gap_x_total = (temp_items_per_row[r] - 1) * target_gappi;
float w_avail = max_avail_w - gap_x_total;
if (w_avail < 1)
w_avail = 1;
float h_limit = w_avail / A_sum;
if (h_limit < min_h_max_w) {
min_h_max_w = h_limit;
}
}
float gap_y_total = (R - 1) * target_gappi;
float h_avail = max_avail_h - gap_y_total;
if (h_avail < 1)
h_avail = 1;
float h_max_h = h_avail / R;
float final_h = min_h_max_w < h_max_h ? min_h_max_w : h_max_h;
if (final_h > best_row_height) {
best_row_height = final_h;
best_rows = R;
for (int r = 0; r < R; r++) {
best_items_per_row[r] = temp_items_per_row[r];
}
}
}
int rows = best_rows;
float row_height = best_row_height;
int items_per_row[rows];
float A_sum[rows];
int current_render_idx = 0;
for (int r = 0; r < rows; r++) {
items_per_row[r] = best_items_per_row[r];
A_sum[r] = suffix_sums[current_render_idx] -
suffix_sums[current_render_idx + items_per_row[r]];
current_render_idx += items_per_row[r];
}
float gap_y_total = (rows - 1) * target_gappi;
// 保证总行高不会超出 max_avail_h
float h_max_h = (max_avail_h - gap_y_total) / rows;
// 最终采用的行高是水平和垂直双向限制中最严苛的一个
float row_height = h_max_w < h_max_h ? h_max_w : h_max_h;
// 应用坐标并进行防撕裂渲染
float total_layout_height = rows * row_height + gap_y_total;
// 计算全局起点 Y确保整个概览在屏幕垂直居中
float start_y = m->w.y + (m->w.height - total_layout_height) / 2.0f;
int current_idx = 0;
float current_y = start_y;
for (int r = 0; r < rows; r++) {
// 根据当前确定的行高,反推这行真实的像素宽度
float row_width =
row_height * A_sum[r] + (items_per_row[r] - 1) * target_gappi;
// 让当前这一排窗口在屏幕水平居中 (不满列数的行会自动居中对齐)
float current_x = m->w.x + (m->w.width - row_width) / 2.0f;
for (int i = 0; i < items_per_row[r]; i++) {
@ -114,10 +157,6 @@ void overview(Monitor *m) {
float aspect = aspects[current_idx];
float client_width = row_height * aspect;
// 【关键防错位】累加 float 坐标,最后写入 client
// 时再强转+0.5四舍五入。
// 避免每次计算内部小间隙都丢弃浮点精度,导致最后多出或少出 1px
// 缝隙。
struct wlr_box client_geom;
client_geom.x = (int)(current_x + 0.5f);
client_geom.y = (int)(current_y + 0.5f);