* vim:ts=4:sw=4:expandtab
*
* i3 - an improved dynamic tiling window manager
- * © 2009-2011 Michael Stapelberg and contributors (see also: LICENSE)
+ * © 2009 Michael Stapelberg and contributors (see also: LICENSE)
*
* render.c: Renders (determines position/sizes) the layout tree, updating the
* various rects. Needs to be pushed to X11 (see x.c) to be visible.
Con *fullscreen = con_get_fullscreen_con(ws, CF_OUTPUT);
if (fullscreen) {
fullscreen->rect = con->rect;
- x_raise_con(fullscreen, true);
+ x_raise_con(fullscreen);
render_con(fullscreen, true);
return;
}
child->rect.height = 0;
TAILQ_FOREACH(dockchild, &(child->nodes_head), nodes)
- child->rect.height += dockchild->geometry.height;
+ child->rect.height += dockchild->geometry.height;
height -= child->rect.height;
}
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, false);
+ child->rect.x, child->rect.y, child->rect.width, child->rect.height);
+ x_raise_con(child);
render_con(child, false);
}
}
* Ignoring aspect ratio during fullscreen was necessary to fix MPlayer
* subtitle rendering, see http://bugs.i3wm.org/594 */
if (!render_fullscreen &&
- con->proportional_height != 0 &&
- con->proportional_width != 0) {
+ con->aspect_ratio > 0.0) {
+ DLOG("aspect_ratio = %f, current width/height are %d/%d\n",
+ con->aspect_ratio, inset->width, inset->height);
double new_height = inset->height + 1;
int new_width = inset->width;
while (new_height > inset->height) {
- new_height = ((double)con->proportional_height / con->proportional_width) * new_width;
+ new_height = (1.0 / con->aspect_ratio) * new_width;
if (new_height > inset->height)
new_width--;
}
if (fullscreen) {
fullscreen->rect = rect;
- x_raise_con(fullscreen, false);
+ x_raise_con(fullscreen);
render_con(fullscreen, true);
- return;
+ /* Fullscreen containers are either global (underneath the CT_ROOT
+ * container) or per-output (underneath the CT_CONTENT container). For
+ * global fullscreen containers, we cannot abort rendering here yet,
+ * because the floating windows (with popup_during_fullscreen smart)
+ * have not yet been rendered (see the CT_ROOT code path below). See
+ * also http://bugs.i3wm.org/1393 */
+ if (con->type != CT_ROOT) {
+ return;
+ }
}
/* find the height for the decorations */
/* precalculate the sizes to be able to correct rounding errors */
int sizes[children];
- memset(sizes, 0, children*sizeof(int));
+ memset(sizes, 0, children * sizeof(int));
if ((con->layout == L_SPLITH || con->layout == L_SPLITV) && children > 0) {
assert(!TAILQ_EMPTY(&con->nodes_head));
Con *child;
assigned += sizes[i++] = percentage * total;
}
assert(assigned == total ||
- (assigned > total && assigned - total <= children * 2) ||
- (assigned < total && total - assigned <= children * 2));
+ (assigned > total && assigned - total <= children * 2) ||
+ (assigned < total && total - assigned <= children * 2));
int signal = assigned < total ? 1 : -1;
while (assigned != total) {
for (i = 0; i < children && assigned != total; ++i) {
render_l_output(con);
} else if (con->type == CT_ROOT) {
Con *output;
- TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
- render_con(output, false);
+ if (!fullscreen) {
+ TAILQ_FOREACH(output, &(con->nodes_head), nodes) {
+ render_con(output, false);
+ }
}
/* We need to render floating windows after rendering all outputs’
/* Don’t render floating windows when there is a fullscreen window
* on that workspace. Necessary to make floating fullscreen work
* correctly (ticket #564). */
+ /* If there is no fullscreen->window, this cannot be a
+ * transient window, so we _know_ we need to skip it. This
+ * happens during restarts where the container already exists,
+ * but the window was not yet associated. */
+ if (fullscreen != NULL && fullscreen->window == NULL)
+ continue;
if (fullscreen != NULL && fullscreen->window != NULL) {
Con *floating_child = con_descend_focused(child);
Con *transient_con = floating_child;
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;
}
- transient_con = con_by_window_id(transient_con->window->transient_for);
+ 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)
}
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, false);
+ x_raise_con(child);
render_con(child, false);
}
}
} else {
-
/* FIXME: refactor this into separate functions: */
- Con *child;
- TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
- assert(children > 0);
+ Con *child;
+ TAILQ_FOREACH(child, &(con->nodes_head), nodes) {
+ assert(children > 0);
+
+ /* default layout */
+ if (con->layout == L_SPLITH || con->layout == L_SPLITV) {
+ if (con->layout == L_SPLITH) {
+ child->rect.x = x;
+ child->rect.y = y;
+ child->rect.width = sizes[i];
+ child->rect.height = rect.height;
+ x += child->rect.width;
+ } else {
+ child->rect.x = x;
+ child->rect.y = y;
+ child->rect.width = rect.width;
+ child->rect.height = sizes[i];
+ 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 += deco_height;
+ child->rect.height -= deco_height;
+
+ child->deco_rect.width = child->rect.width;
+ child->deco_rect.height = deco_height;
+ } else {
+ child->deco_rect.x = 0;
+ child->deco_rect.y = 0;
+ child->deco_rect.width = 0;
+ child->deco_rect.height = 0;
+ }
+ }
+ }
- /* default layout */
- if (con->layout == L_SPLITH || con->layout == L_SPLITV) {
- if (con->layout == L_SPLITH) {
+ /* stacked layout */
+ else if (con->layout == L_STACKED) {
child->rect.x = x;
child->rect.y = y;
- child->rect.width = sizes[i];
+ child->rect.width = rect.width;
child->rect.height = rect.height;
- x += child->rect.width;
- } else {
+
+ child->deco_rect.x = x - con->rect.x;
+ child->deco_rect.y = y - con->rect.y + (i * deco_height);
+ child->deco_rect.width = child->rect.width;
+ child->deco_rect.height = deco_height;
+
+ if (children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
+ child->rect.y += (deco_height * children);
+ child->rect.height -= (deco_height * children);
+ }
+ }
+
+ /* tabbed layout */
+ else if (con->layout == L_TABBED) {
child->rect.x = x;
child->rect.y = y;
child->rect.width = rect.width;
- child->rect.height = sizes[i];
- y += child->rect.height;
- }
+ child->rect.height = rect.height;
+
+ child->deco_rect.width = floor((float)child->rect.width / children);
+ child->deco_rect.x = x - con->rect.x + i * child->deco_rect.width;
+ child->deco_rect.y = y - con->rect.y;
- /* 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;
+ /* 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 == (children - 1)) {
+ child->deco_rect.width += (child->rect.width - (child->deco_rect.x + child->deco_rect.width));
+ }
+ if (children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
child->rect.y += deco_height;
child->rect.height -= deco_height;
-
- child->deco_rect.width = child->rect.width;
child->deco_rect.height = deco_height;
} else {
- child->deco_rect.x = 0;
- child->deco_rect.y = 0;
- child->deco_rect.width = 0;
- child->deco_rect.height = 0;
+ child->deco_rect.height = (child->border_style == BS_PIXEL ? 1 : 0);
}
}
- }
-
- /* stacked layout */
- else if (con->layout == L_STACKED) {
- child->rect.x = x;
- child->rect.y = y;
- child->rect.width = rect.width;
- child->rect.height = rect.height;
-
- child->deco_rect.x = x - con->rect.x;
- child->deco_rect.y = y - con->rect.y + (i * deco_height);
- child->deco_rect.width = child->rect.width;
- child->deco_rect.height = deco_height;
-
- if (children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
- child->rect.y += (deco_height * children);
- child->rect.height -= (deco_height * children);
- }
- }
-
- /* tabbed layout */
- else if (con->layout == L_TABBED) {
- child->rect.x = x;
- child->rect.y = y;
- child->rect.width = rect.width;
- child->rect.height = rect.height;
- child->deco_rect.width = floor((float)child->rect.width / children);
- child->deco_rect.x = x - con->rect.x + i * child->deco_rect.width;
- child->deco_rect.y = 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 == (children-1)) {
- child->deco_rect.width += (child->rect.width - (child->deco_rect.x + child->deco_rect.width));
- }
+ /* dockarea layout */
+ else if (con->layout == L_DOCKAREA) {
+ child->rect.x = x;
+ child->rect.y = y;
+ child->rect.width = rect.width;
+ child->rect.height = child->geometry.height;
- if (children > 1 || (child->border_style != BS_PIXEL && child->border_style != BS_NONE)) {
- child->rect.y += deco_height;
- child->rect.height -= deco_height;
- child->deco_rect.height = deco_height;
- } else {
- child->deco_rect.height = (child->border_style == BS_PIXEL ? 1 : 0);
+ child->deco_rect.x = 0;
+ child->deco_rect.y = 0;
+ child->deco_rect.width = 0;
+ child->deco_rect.height = 0;
+ y += child->rect.height;
}
- }
- /* dockarea layout */
- else if (con->layout == L_DOCKAREA) {
- child->rect.x = x;
- child->rect.y = y;
- child->rect.width = 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;
- 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);
+ i++;
}
- 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, false);
- render_con(child, false);
- i++;
- }
-
- /* in a stacking or tabbed container, we ensure the focused client is raised */
- if (con->layout == L_STACKED || con->layout == L_TABBED) {
- TAILQ_FOREACH_REVERSE(child, &(con->focus_head), focus_head, focused)
- x_raise_con(child, false);
- if ((child = TAILQ_FIRST(&(con->focus_head)))) {
- /* By rendering the stacked container again, we handle the case
+ /* in a stacking or tabbed container, we ensure the focused client is raised */
+ if (con->layout == L_STACKED || con->layout == L_TABBED) {
+ TAILQ_FOREACH_REVERSE(child, &(con->focus_head), focus_head, focused)
+ x_raise_con(child);
+ if ((child = TAILQ_FIRST(&(con->focus_head)))) {
+ /* By rendering the stacked container again, we handle the case
* that we have a non-leaf-container inside the stack. In that
* case, the children of the non-leaf-container need to be raised
* aswell. */
- render_con(child, false);
- }
+ render_con(child, false);
+ }
- if (children != 1)
- /* Raise the stack con itself. This will put the stack decoration on
+ if (children != 1)
+ /* Raise the stack con itself. This will put the stack decoration on
* top of every stack window. That way, when a new window is opened in
* the stack, the old window will not obscure part of the decoration
* (it’s unmapped afterwards). */
- x_raise_con(con, false);
- }
+ x_raise_con(con);
+ }
}
}