+
+free_params:
+ FREE(params.sizes);
+}
+
+static int *precalculate_sizes(Con *con, render_params *p) {
+ if ((con->layout != L_SPLITH && con->layout != L_SPLITV) || p->children <= 0) {
+ return NULL;
+ }
+
+ int *sizes = smalloc(p->children * sizeof(int));
+ assert(!TAILQ_EMPTY(&con->nodes_head));
+
+ Con *child;
+ int i = 0, assigned = 0;
+ int total = con_orientation(con) == HORIZ ? p->rect.width : p->rect.height;
+ TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
+ double percentage = child->percent > 0.0 ? child->percent : 1.0 / p->children;
+ assigned += sizes[i++] = lround(percentage * total);
+ }
+ assert(assigned == total ||
+ (assigned > total && assigned - total <= p->children * 2) ||
+ (assigned < total && total - assigned <= p->children * 2));
+ int signal = assigned < total ? 1 : -1;
+ while (assigned != total) {
+ for (i = 0; i < p->children && assigned != total; ++i) {
+ sizes[i] += signal;
+ assigned += signal;
+ }
+ }
+
+ return sizes;
+}
+
+static void render_root(Con *con, Con *fullscreen) {
+ Con *output;
+ if (!fullscreen) {
+ TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
+ render_con(output, false);
+ }
+ }
+
+ /* We need to render floating windows after rendering all outputs’
+ * tiling windows because they need to be on top of *every* output at
+ * all times. This is important when the user places floating
+ * windows/containers so that they overlap on another output. */
+ DLOG("Rendering floating windows:\n");
+ TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
+ if (con_is_internal(output))
+ continue;
+ /* Get the active workspace of that output */
+ Con *content = output_get_content(output);
+ if (!content || TAILQ_EMPTY(&(content->focus_head))) {
+ DLOG("Skipping this output because it is currently being destroyed.\n");
+ continue;
+ }
+ Con *workspace = TAILQ_FIRST(&(content->focus_head));
+ Con *fullscreen = con_get_fullscreen_covering_ws(workspace);
+ Con *child;
+ TAILQ_FOREACH(child, &(workspace->floating_head), floating_windows) {
+ if (fullscreen != NULL) {
+ /* Don’t render floating windows when there is a fullscreen
+ * window on that workspace. Necessary to make floating
+ * fullscreen work correctly (ticket #564). Exception to the
+ * above rule: smart popup_during_fullscreen handling (popups
+ * belonging to the fullscreen app will be rendered). */
+ if (config.popup_during_fullscreen != PDF_SMART) {
+ continue;
+ }
+
+ Con *floating_child = con_descend_focused(child);
+ Con *transient_con = floating_child;
+ bool is_transient_for = false;
+ while (transient_con != NULL &&
+ transient_con->window != NULL &&
+ transient_con->window->transient_for != XCB_NONE) {
+ DLOG("transient_con = 0x%08x, transient_con->window->transient_for = 0x%08x, fullscreen_id = 0x%08x\n",
+ transient_con->window->id, transient_con->window->transient_for, fullscreen->window->id);
+ if (transient_con->window->transient_for == fullscreen->window->id) {
+ is_transient_for = true;
+ break;
+ }
+ Con *next_transient = con_by_window_id(transient_con->window->transient_for);
+ if (next_transient == NULL)
+ break;
+ /* Some clients (e.g. x11-ssh-askpass) actually set
+ * WM_TRANSIENT_FOR to their own window id, so break instead of
+ * looping endlessly. */
+ if (transient_con == next_transient)
+ break;
+ transient_con = next_transient;
+ }
+
+ if (!is_transient_for)
+ continue;
+ else {
+ DLOG("Rendering floating child even though in fullscreen mode: "
+ "floating->transient_for (0x%08x) --> fullscreen->id (0x%08x)\n",
+ floating_child->window->transient_for, fullscreen->window->id);
+ }
+ }
+ DLOG("floating child at (%d,%d) with %d x %d\n",
+ child->rect.x, child->rect.y, child->rect.width, child->rect.height);
+ x_raise_con(child);
+ render_con(child, false);
+ }
+ }
+}
+
+/*
+ * Renders a container with layout L_OUTPUT. In this layout, all CT_DOCKAREAs
+ * get the height of their content and the remaining CT_CON gets the rest.
+ *
+ */
+static void render_output(Con *con) {
+ Con *child, *dockchild;
+
+ int x = con->rect.x;
+ int y = con->rect.y;
+ int height = con->rect.height;
+
+ /* Find the content container and ensure that there is exactly one. Also
+ * check for any non-CT_DOCKAREA clients. */
+ Con *content = NULL;
+ TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
+ if (child->type == CT_CON) {
+ if (content != NULL) {
+ DLOG("More than one CT_CON on output container\n");
+ assert(false);
+ }
+ content = child;
+ } else if (child->type != CT_DOCKAREA) {
+ DLOG("Child %p of type %d is inside the OUTPUT con\n", child, child->type);
+ assert(false);
+ }
+ }
+
+ if (content == NULL) {
+ DLOG("Skipping this output because it is currently being destroyed.\n");
+ return;
+ }
+
+ /* We need to find out if there is a fullscreen con on the current workspace
+ * and take the short-cut to render it directly (the user does not want to
+ * see the dockareas in that case) */
+ Con *ws = con_get_fullscreen_con(content, CF_OUTPUT);
+ if (!ws) {
+ DLOG("Skipping this output because it is currently being destroyed.\n");
+ return;
+ }
+ Con *fullscreen = con_get_fullscreen_con(ws, CF_OUTPUT);
+ if (fullscreen) {
+ fullscreen->rect = con->rect;
+ x_raise_con(fullscreen);
+ render_con(fullscreen, true);
+ return;
+ }
+
+ /* First pass: determine the height of all CT_DOCKAREAs (the sum of their
+ * children) and figure out how many pixels we have left for the rest */
+ TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
+ if (child->type != CT_DOCKAREA)
+ continue;
+
+ child->rect.height = 0;
+ TAILQ_FOREACH(dockchild, &(child->nodes_head), nodes)
+ child->rect.height += dockchild->geometry.height;
+
+ height -= child->rect.height;
+ }
+
+ /* Second pass: Set the widths/heights */
+ TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
+ if (child->type == CT_CON) {
+ child->rect.x = x;
+ child->rect.y = y;
+ child->rect.width = con->rect.width;
+ child->rect.height = height;
+ }
+
+ child->rect.x = x;
+ child->rect.y = y;
+ child->rect.width = con->rect.width;
+
+ child->deco_rect.x = 0;
+ child->deco_rect.y = 0;
+ child->deco_rect.width = 0;
+ child->deco_rect.height = 0;
+
+ y += child->rect.height;
+
+ DLOG("child at (%d, %d) with (%d x %d)\n",
+ child->rect.x, child->rect.y, child->rect.width, child->rect.height);
+ x_raise_con(child);
+ render_con(child, false);
+ }
+}
+
+static void render_con_split(Con *con, Con *child, render_params *p, int i) {
+ assert(con->layout == L_SPLITH || con->layout == L_SPLITV);
+
+ if (con->layout == L_SPLITH) {
+ child->rect.x = p->x;
+ child->rect.y = p->y;
+ child->rect.width = p->sizes[i];
+ child->rect.height = p->rect.height;
+ p->x += child->rect.width;
+ } else {
+ child->rect.x = p->x;
+ child->rect.y = p->y;
+ child->rect.width = p->rect.width;
+ child->rect.height = p->sizes[i];
+ p->y += child->rect.height;
+ }
+
+ /* first we have the decoration, if this is a leaf node */
+ if (con_is_leaf(child)) {
+ if (child->border_style == BS_NORMAL) {
+ /* TODO: make a function for relative coords? */
+ child->deco_rect.x = child->rect.x - con->rect.x;
+ child->deco_rect.y = child->rect.y - con->rect.y;
+
+ child->rect.y += p->deco_height;
+ child->rect.height -= p->deco_height;
+
+ child->deco_rect.width = child->rect.width;
+ child->deco_rect.height = p->deco_height;
+ } else {
+ child->deco_rect.x = 0;
+ child->deco_rect.y = 0;
+ child->deco_rect.width = 0;
+ child->deco_rect.height = 0;
+ }
+ }
+}
+
+static void render_con_stacked(Con *con, Con *child, render_params *p, int i) {
+ assert(con->layout == L_STACKED);
+
+ child->rect.x = p->x;
+ child->rect.y = p->y;
+ child->rect.width = p->rect.width;
+ child->rect.height = p->rect.height;
+
+ child->deco_rect.x = p->x - con->rect.x;
+ child->deco_rect.y = p->y - con->rect.y + (i * p->deco_height);
+ child->deco_rect.width = child->rect.width;
+ child->deco_rect.height = p->deco_height;
+
+ if (p->children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
+ child->rect.y += (p->deco_height * p->children);
+ child->rect.height -= (p->deco_height * p->children);
+ }
+}
+
+static void render_con_tabbed(Con *con, Con *child, render_params *p, int i) {
+ assert(con->layout == L_TABBED);
+
+ child->rect.x = p->x;
+ child->rect.y = p->y;
+ child->rect.width = p->rect.width;
+ child->rect.height = p->rect.height;
+
+ child->deco_rect.width = floor((float)child->rect.width / p->children);
+ child->deco_rect.x = p->x - con->rect.x + i * child->deco_rect.width;
+ child->deco_rect.y = p->y - con->rect.y;
+
+ /* Since the tab width may be something like 31,6 px per tab, we
+ * let the last tab have all the extra space (0,6 * children). */
+ if (i == (p->children - 1)) {
+ child->deco_rect.width += (child->rect.width - (child->deco_rect.x + child->deco_rect.width));
+ }
+
+ if (p->children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
+ child->rect.y += p->deco_height;
+ child->rect.height -= p->deco_height;
+ child->deco_rect.height = p->deco_height;
+ } else {
+ child->deco_rect.height = (child->border_style == BS_PIXEL ? 1 : 0);
+ }
+}
+
+static void render_con_dockarea(Con *con, Con *child, render_params *p) {
+ assert(con->layout == L_DOCKAREA);
+
+ child->rect.x = p->x;
+ child->rect.y = p->y;
+ child->rect.width = p->rect.width;
+ child->rect.height = child->geometry.height;
+
+ child->deco_rect.x = 0;
+ child->deco_rect.y = 0;
+ child->deco_rect.width = 0;
+ child->deco_rect.height = 0;
+ p->y += child->rect.height;