X-Git-Url: https://git.sur5r.net/?a=blobdiff_plain;f=src%2Frender.c;h=38a4d7867a3c3ab16c2301213d689e49861985dc;hb=92000942039fa99d7334ca5099b467b0d3d17792;hp=da993a57206ee13fa130616093dbc1e88fd91f38;hpb=40b12c0a4d15ca44bdcf23b4c0e297f67ddf4b1b;p=i3%2Fi3 diff --git a/src/render.c b/src/render.c index da993a57..38a4d786 100644 --- a/src/render.c +++ b/src/render.c @@ -16,6 +16,16 @@ * container (for debugging purposes) */ static bool show_debug_borders = false; +/* + * Returns the height for the decorations + */ +int render_deco_height(void) { + int deco_height = config.font.height + 4; + if (config.font.height & 0x01) + ++deco_height; + return deco_height; +} + /* * 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. @@ -31,7 +41,7 @@ static void render_l_output(Con *con) { /* 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) { + 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"); @@ -44,12 +54,19 @@ static void render_l_output(Con *con) { } } - assert(content != NULL); + 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; @@ -60,19 +77,19 @@ static void render_l_output(Con *con) { /* 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) { + TAILQ_FOREACH (child, &(con->nodes_head), nodes) { if (child->type != CT_DOCKAREA) continue; child->rect.height = 0; - TAILQ_FOREACH(dockchild, &(child->nodes_head), nodes) + 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) { + TAILQ_FOREACH (child, &(con->nodes_head), nodes) { if (child->type == CT_CON) { child->rect.x = x; child->rect.y = y; @@ -92,7 +109,7 @@ static void render_l_output(Con *con) { 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); + child->rect.x, child->rect.y, child->rect.width, child->rect.height); x_raise_con(child); render_con(child, false); } @@ -137,7 +154,7 @@ void render_con(Con *con, bool render_fullscreen) { /* depending on the border style, the rect of the child window * needs to be smaller */ Rect *inset = &(con->window_rect); - *inset = (Rect){0, 0, con->rect.width, con->rect.height}; + *inset = (Rect) {0, 0, con->rect.width, con->rect.height}; if (!render_fullscreen) *inset = rect_add(*inset, con_border_style_rect(con)); @@ -155,22 +172,23 @@ void render_con(Con *con, bool render_fullscreen) { * 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--; } /* Center the window */ - inset->y += ceil(inset->height / 2) - floor(new_height / 2); + inset->y += ceil(inset->height / 2) - floor((new_height + .5) / 2); inset->x += ceil(inset->width / 2) - floor(new_width / 2); - inset->height = new_height; + inset->height = new_height + .5; inset->width = new_width; } @@ -196,24 +214,23 @@ void render_con(Con *con, bool render_fullscreen) { } /* find the height for the decorations */ - int deco_height = config.font.height + 4; - if (config.font.height & 0x01) - ++deco_height; + int deco_height = render_deco_height(); /* precalculate the sizes to be able to correct rounding errors */ int sizes[children]; + 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; int i = 0, assigned = 0; int total = con_orientation(con) == HORIZ ? rect.width : rect.height; - TAILQ_FOREACH(child, &(con->nodes_head), nodes) { + TAILQ_FOREACH (child, &(con->nodes_head), nodes) { double percentage = child->percent > 0.0 ? child->percent : 1.0 / children; 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) { @@ -225,12 +242,12 @@ void render_con(Con *con, bool render_fullscreen) { if (con->layout == L_OUTPUT) { /* Skip i3-internal outputs */ - if (con->name[0] == '_' && con->name[1] == '_') + if (con_is_internal(con)) return; render_l_output(con); } else if (con->type == CT_ROOT) { Con *output; - TAILQ_FOREACH(output, &(con->nodes_head), nodes) { + TAILQ_FOREACH (output, &(con->nodes_head), nodes) { render_con(output, false); } @@ -239,156 +256,194 @@ void render_con(Con *con, bool render_fullscreen) { * 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 (output->name[0] == '_' && output->name[1] == '_') + 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)); - - /* Check for (floating!) fullscreen nodes */ - /* XXX: This code duplication is unfortunate. Keep in mind to fix - * this when we clean up the whole render.c */ - Con *fullscreen = NULL; - fullscreen = con_get_fullscreen_con(workspace, CF_OUTPUT); - if (fullscreen) { - /* Either the fullscreen window is inside the floating - * container, then we need to render and raise it now… */ - if (con_inside_floating(fullscreen)) { - fullscreen->rect = output->rect; - x_raise_con(fullscreen); - render_con(fullscreen, true); - continue; - } else { - /* …or it’s a tiling window, in which case the floating - * windows should not overlap it, so we skip rendering this - * output. */ + Con *fullscreen = con_get_fullscreen_con(workspace, CF_OUTPUT); + Con *child; + TAILQ_FOREACH (child, &(workspace->floating_head), floating_windows) { + /* 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; + bool is_transient_for = false; + /* Exception to the above rule: smart + * popup_during_fullscreen handling (popups belonging to + * the fullscreen app will be rendered). */ + while (transient_con != NULL && + transient_con->window != NULL && + transient_con->window->transient_for != XCB_NONE) { + 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); + } } - } - - Con *child; - TAILQ_FOREACH(child, &(workspace->floating_head), floating_windows) { - DLOG("floating child at (%d,%d) with %d x %d\n", child->rect.x, child->rect.y, child->rect.width, child->rect.height); + 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); } } } 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; + } - /* 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 { + /* 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; + } + } + } + + /* stacked layout */ + else if (con->layout == L_STACKED) { 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) && 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->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); + } } - } - /* 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; + /* 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.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; + 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; - if (children > 1 || (child->border_style != BS_1PIXEL && child->border_style != BS_NONE)) { - child->rect.y += (deco_height * children); - child->rect.height -= (deco_height * children); - } - } + /* 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)); + } - /* 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; + 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.width = ceil((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; + /* 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_1PIXEL && 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_1PIXEL ? 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); - 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); - 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); - } + x_raise_con(con); + } } }