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https://github.com/DreamMaoMao/maomaowm.git
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opt caculate
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parent
a6057aeeb8
commit
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1 changed files with 84 additions and 45 deletions
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@ -1,4 +1,3 @@
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// 紧凑型自适应行高概览布局 (Mission Control / GNOME 风格)
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void overview(Monitor *m) {
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int32_t target_gappo =
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enablegaps ? (m->isoverview ? config.overviewgappo : config.gappoh) : 0;
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@ -9,7 +8,6 @@ void overview(Monitor *m) {
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if (n == 0)
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return;
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// 收集有效客户端,并提取它们原始的宽高比
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Client *c_arr[n];
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float aspects[n];
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int actual_n = 0;
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@ -28,7 +26,6 @@ void overview(Monitor *m) {
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aspect = (float)c->overview_backup_geom.width /
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c->overview_backup_geom.height;
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}
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// 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
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if (aspect < 0.2f)
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aspect = 0.2f;
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if (aspect > 5.0f)
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@ -42,22 +39,12 @@ void overview(Monitor *m) {
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if (n == 0)
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return;
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// 动态决定行数与列数分配 (例如 7 个窗口分发为 3, 2, 2)
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int cols = 1;
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while (cols * cols < n)
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cols++;
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int rows = (n + cols - 1) / cols;
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int items_per_row[rows];
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int remaining = n;
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for (int r = 0; r < rows; r++) {
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// 使用向上取整的除法,让首行尽可能多排布,视觉重心更稳
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int count = (remaining + rows - r - 1) / (rows - r);
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items_per_row[r] = count;
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remaining -= count;
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float suffix_sums[n + 1];
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suffix_sums[n] = 0.0f;
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for (int i = n - 1; i >= 0; i--) {
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suffix_sums[i] = suffix_sums[i + 1] + aspects[i];
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}
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// 计算整个布局允许的最大可用区域 (留出四周安全边距)
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float max_avail_w = m->w.width - 2 * target_gappo;
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float max_avail_h = m->w.height - 2 * target_gappo;
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if (max_avail_w < 10)
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@ -65,48 +52,104 @@ void overview(Monitor *m) {
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if (max_avail_h < 10)
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max_avail_h = 10;
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// 计算能够满足所有限制条件的 "最大统一行高"
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float A_sum[rows]; // 每行窗口宽高比之和
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float h_max_w = 999999.0f; // 受宽度限制推导出的行高上限
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int best_rows = 1;
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float best_row_height = 0.0f;
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int best_items_per_row[n];
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best_items_per_row[0] = n;
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for (int r = 0; r < rows; r++) {
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A_sum[r] = 0;
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for (int R = 1; R <= n; R++) {
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int temp_items_per_row[R];
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int start_idx = 0;
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for (int i = 0; i < r; i++)
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start_idx += items_per_row[i];
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for (int i = 0; i < items_per_row[r]; i++) {
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A_sum[r] += aspects[start_idx + i];
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for (int r = 0; r < R; r++) {
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int rows_left = R - r;
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float S_rem = suffix_sums[start_idx];
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float target_sum = S_rem / rows_left;
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float current_sum = 0;
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int count = 0;
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while (start_idx + count < n - (rows_left - 1)) {
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float next_val = aspects[start_idx + count];
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if (rows_left == 1) {
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current_sum += next_val;
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count++;
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continue;
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}
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if (count > 0) {
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float diff_without = fabs(current_sum - target_sum);
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float diff_with = fabs(current_sum + next_val - target_sum);
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if (diff_with > diff_without) {
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break;
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}
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}
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current_sum += next_val;
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count++;
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}
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temp_items_per_row[r] = count;
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start_idx += count;
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}
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// 这行所有的内部间隙总和
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float gap_x_total = (items_per_row[r] - 1) * target_gappi;
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// 保证最宽的一行也不会超出 max_avail_w
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float h_limit = (max_avail_w - gap_x_total) / A_sum[r];
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if (h_limit < h_max_w)
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h_max_w = h_limit;
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float min_h_max_w = 999999.0f;
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start_idx = 0;
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for (int r = 0; r < R; r++) {
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float A_sum = suffix_sums[start_idx] -
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suffix_sums[start_idx + temp_items_per_row[r]];
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start_idx += temp_items_per_row[r];
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float gap_x_total = (temp_items_per_row[r] - 1) * target_gappi;
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float w_avail = max_avail_w - gap_x_total;
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if (w_avail < 1)
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w_avail = 1;
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float h_limit = w_avail / A_sum;
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if (h_limit < min_h_max_w) {
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min_h_max_w = h_limit;
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}
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}
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float gap_y_total = (R - 1) * target_gappi;
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float h_avail = max_avail_h - gap_y_total;
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if (h_avail < 1)
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h_avail = 1;
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float h_max_h = h_avail / R;
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float final_h = min_h_max_w < h_max_h ? min_h_max_w : h_max_h;
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if (final_h > best_row_height) {
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best_row_height = final_h;
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best_rows = R;
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for (int r = 0; r < R; r++) {
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best_items_per_row[r] = temp_items_per_row[r];
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}
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}
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}
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int rows = best_rows;
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float row_height = best_row_height;
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int items_per_row[rows];
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float A_sum[rows];
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int current_render_idx = 0;
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for (int r = 0; r < rows; r++) {
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items_per_row[r] = best_items_per_row[r];
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A_sum[r] = suffix_sums[current_render_idx] -
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suffix_sums[current_render_idx + items_per_row[r]];
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current_render_idx += items_per_row[r];
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}
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float gap_y_total = (rows - 1) * target_gappi;
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// 保证总行高不会超出 max_avail_h
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float h_max_h = (max_avail_h - gap_y_total) / rows;
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// 最终采用的行高是水平和垂直双向限制中最严苛的一个
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float row_height = h_max_w < h_max_h ? h_max_w : h_max_h;
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// 应用坐标并进行防撕裂渲染
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float total_layout_height = rows * row_height + gap_y_total;
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// 计算全局起点 Y,确保整个概览在屏幕垂直居中
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float start_y = m->w.y + (m->w.height - total_layout_height) / 2.0f;
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int current_idx = 0;
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float current_y = start_y;
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for (int r = 0; r < rows; r++) {
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// 根据当前确定的行高,反推这行真实的像素宽度
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float row_width =
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row_height * A_sum[r] + (items_per_row[r] - 1) * target_gappi;
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// 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)
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float current_x = m->w.x + (m->w.width - row_width) / 2.0f;
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for (int i = 0; i < items_per_row[r]; i++) {
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@ -114,10 +157,6 @@ void overview(Monitor *m) {
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float aspect = aspects[current_idx];
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float client_width = row_height * aspect;
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// 【关键防错位】累加 float 坐标,最后写入 client
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// 时再强转+0.5四舍五入。
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// 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
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// 缝隙。
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struct wlr_box client_geom;
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client_geom.x = (int)(current_x + 0.5f);
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client_geom.y = (int)(current_y + 0.5f);
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