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// Copyright 2019 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "components/exo/wayland/wayland_positioner.h"
#include <xdg-shell-unstable-v6-server-protocol.h>
namespace exo::wayland {
namespace {
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
DecomposeUnstableAnchor(uint32_t anchor) {
WaylandPositioner::Direction x, y;
if (anchor & ZXDG_POSITIONER_V6_ANCHOR_LEFT) {
x = WaylandPositioner::Direction::kNegative;
} else if (anchor & ZXDG_POSITIONER_V6_ANCHOR_RIGHT) {
x = WaylandPositioner::Direction::kPositive;
} else {
x = WaylandPositioner::Direction::kNeutral;
}
if (anchor & ZXDG_POSITIONER_V6_ANCHOR_TOP) {
y = WaylandPositioner::Direction::kNegative;
} else if (anchor & ZXDG_POSITIONER_V6_ANCHOR_BOTTOM) {
y = WaylandPositioner::Direction::kPositive;
} else {
y = WaylandPositioner::Direction::kNeutral;
}
return std::make_pair(x, y);
}
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
DecomposeStableAnchor(uint32_t anchor) {
switch (anchor) {
default:
case XDG_POSITIONER_ANCHOR_NONE:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_ANCHOR_TOP:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_ANCHOR_BOTTOM:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kPositive);
case XDG_POSITIONER_ANCHOR_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_ANCHOR_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_ANCHOR_TOP_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_ANCHOR_BOTTOM_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kPositive);
case XDG_POSITIONER_ANCHOR_TOP_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_ANCHOR_BOTTOM_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kPositive);
}
}
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
DecomposeUnstableGravity(uint32_t gravity) {
WaylandPositioner::Direction x, y;
if (gravity & ZXDG_POSITIONER_V6_GRAVITY_LEFT) {
x = WaylandPositioner::Direction::kNegative;
} else if (gravity & ZXDG_POSITIONER_V6_GRAVITY_RIGHT) {
x = WaylandPositioner::Direction::kPositive;
} else {
x = WaylandPositioner::Direction::kNeutral;
}
if (gravity & ZXDG_POSITIONER_V6_GRAVITY_TOP) {
y = WaylandPositioner::Direction::kNegative;
} else if (gravity & ZXDG_POSITIONER_V6_GRAVITY_BOTTOM) {
y = WaylandPositioner::Direction::kPositive;
} else {
y = WaylandPositioner::Direction::kNeutral;
}
return std::make_pair(x, y);
}
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
DecomposeStableGravity(uint32_t gravity) {
switch (gravity) {
default:
case XDG_POSITIONER_GRAVITY_NONE:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_GRAVITY_TOP:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_GRAVITY_BOTTOM:
return std::make_pair(WaylandPositioner::Direction::kNeutral,
WaylandPositioner::Direction::kPositive);
case XDG_POSITIONER_GRAVITY_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_GRAVITY_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kNeutral);
case XDG_POSITIONER_GRAVITY_TOP_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_GRAVITY_BOTTOM_LEFT:
return std::make_pair(WaylandPositioner::Direction::kNegative,
WaylandPositioner::Direction::kPositive);
case XDG_POSITIONER_GRAVITY_TOP_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kNegative);
case XDG_POSITIONER_GRAVITY_BOTTOM_RIGHT:
return std::make_pair(WaylandPositioner::Direction::kPositive,
WaylandPositioner::Direction::kPositive);
}
}
static WaylandPositioner::Direction Flip(WaylandPositioner::Direction d) {
return (WaylandPositioner::Direction)-d;
}
// Represents the possible/actual positioner adjustments for this window.
struct ConstraintAdjustment {
bool flip;
bool slide;
bool resize;
};
// Decodes an adjustment bit field into the structure.
ConstraintAdjustment MaskToConstraintAdjustment(uint32_t field,
uint32_t flip_mask,
uint32_t slide_mask,
uint32_t resize_mask) {
return {!!(field & flip_mask), !!(field & slide_mask),
!!(field & resize_mask)};
}
// A 1-dimensional projection of a range (a.k.a. a segment), used to solve the
// positioning problem in 1D.
struct Range1D {
int32_t start;
int32_t end;
Range1D GetTranspose(int32_t offset) const {
return {start + offset, end + offset};
}
int32_t center() const { return (start + end) / 2; }
};
// Works out the range's position that results from using exactly the
// adjustments specified by |adjustments|.
Range1D Calculate(const ConstraintAdjustment& adjustments,
int32_t work_size,
Range1D anchor_range,
uint32_t size,
int32_t offset,
WaylandPositioner::Direction anchor,
WaylandPositioner::Direction gravity) {
if (adjustments.flip) {
return Calculate({/*flip=*/false, adjustments.slide, adjustments.resize},
work_size, anchor_range, size, -offset, Flip(anchor),
Flip(gravity));
}
if (adjustments.resize) {
Range1D unresized =
Calculate({/*flip=*/false, adjustments.slide, /*resize=*/false},
work_size, anchor_range, size, offset, anchor, gravity);
return {std::max(unresized.start, 0), std::min(unresized.end, work_size)};
}
if (adjustments.slide) {
// Either the slide unconstrains the window, or the window is constrained
// in the positive direction
Range1D unslid =
Calculate({/*flip=*/false, /*slide=*/false, /*resize=*/false},
work_size, anchor_range, size, offset, anchor, gravity);
if (unslid.end > work_size)
unslid = unslid.GetTranspose(work_size - unslid.end);
if (unslid.start < 0)
return unslid.GetTranspose(-unslid.start);
return unslid;
}
int32_t start = offset;
switch (anchor) {
case WaylandPositioner::Direction::kNegative:
start += anchor_range.start;
break;
case WaylandPositioner::Direction::kNeutral:
start += anchor_range.center();
break;
case WaylandPositioner::Direction::kPositive:
start += anchor_range.end;
break;
}
switch (gravity) {
case WaylandPositioner::Direction::kNegative:
start -= size;
break;
case WaylandPositioner::Direction::kNeutral:
start -= size / 2;
break;
case WaylandPositioner::Direction::kPositive:
break;
}
return {start, static_cast<int32_t>(start + size)};
}
// The intermediate adjustment results when computing the best positioning for
// the popup.
struct IntermediateAdjustmentResult {
// Result statistics for comparing two different placements.
struct Stats {
// If this is set to false, this result will be chosen iff it is the only
// non-constrained option.
bool preferred;
bool constrained;
int32_t visibility;
} stats;
Range1D position;
ConstraintAdjustment adjustment;
};
// Determines which adjustments (subject to them being a subset of the allowed
// adjustments) result in the best range position.
//
// Note: this is a 1-dimensional projection of the window-positioning problem.
std::pair<Range1D, ConstraintAdjustment> DetermineBestConstraintAdjustment(
const Range1D& work_area,
const Range1D& anchor_range,
uint32_t size,
int32_t offset,
WaylandPositioner::Direction anchor,
WaylandPositioner::Direction gravity,
const ConstraintAdjustment& valid_adjustments,
bool avoid_occlusion) {
if (work_area.start != 0) {
int32_t shift = -work_area.start;
std::pair<Range1D, ConstraintAdjustment> shifted_result =
DetermineBestConstraintAdjustment(
work_area.GetTranspose(shift), anchor_range.GetTranspose(shift),
size, offset, anchor, gravity, valid_adjustments, avoid_occlusion);
return {shifted_result.first.GetTranspose(-shift), shifted_result.second};
}
// To determine the position, cycle through the available combinations of
// adjustments and choose the first one that maximizes the amount of the
// window that is visible on screen. Preferences are given in accordance to
// order when all the stats are equivalent. Therefore, the preference for
// adjustment will be flip > slide > resize.
IntermediateAdjustmentResult best{{/*preferred=*/false,
/*constrained=*/true,
/*visibility=*/0},
/*position=*/{0, 0},
/*adjustment=*/ConstraintAdjustment{}};
for (uint32_t adjustment_bit_field = 0; adjustment_bit_field < 8;
++adjustment_bit_field) {
// When several options tie for visibility, we preference based on the
// ordering flip > slide > resize, which is defined in the positioner
// specification.
ConstraintAdjustment adjustment =
MaskToConstraintAdjustment(adjustment_bit_field, /*flip_mask=*/1,
/*slide_mask=*/2, /*resize_mask=*/4);
if ((adjustment.flip && !valid_adjustments.flip) ||
(adjustment.slide && !valid_adjustments.slide) ||
(adjustment.resize && !valid_adjustments.resize))
continue;
// When sliding, it can be possible to occlude the parent menu. Therefore,
// this option should not be used if there are better options which have
// acceptable placement.
bool possible_occlusion = false;
if (avoid_occlusion && adjustment.slide)
possible_occlusion = true;
Range1D position = Calculate(adjustment, work_area.end, anchor_range, size,
offset, anchor, gravity);
bool constrained = position.start < 0 || position.end > work_area.end;
int32_t visibility = std::abs(std::min(position.end, work_area.end) -
std::max(position.start, 0));
bool preferred = !possible_occlusion && !constrained;
bool is_better = false;
if (preferred) {
// Always choose a preferred adjustment if the best we have is not
// preferred.
if (!best.stats.preferred || visibility > best.stats.visibility)
is_better = true;
} else {
if (!constrained && best.stats.constrained)
is_better = true;
}
if (is_better) {
best = IntermediateAdjustmentResult{
{preferred, constrained, visibility}, position, adjustment};
}
}
return {best.position, best.adjustment};
}
} // namespace
void WaylandPositioner::SetAnchor(uint32_t anchor) {
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
decompose;
if (version_ == UNSTABLE) {
decompose = DecomposeUnstableAnchor(anchor);
} else {
decompose = DecomposeStableAnchor(anchor);
}
anchor_x_ = decompose.first;
anchor_y_ = decompose.second;
}
void WaylandPositioner::SetGravity(uint32_t gravity) {
std::pair<WaylandPositioner::Direction, WaylandPositioner::Direction>
decompose;
if (version_ == UNSTABLE) {
decompose = DecomposeUnstableGravity(gravity);
} else {
decompose = DecomposeStableGravity(gravity);
}
gravity_x_ = decompose.first;
gravity_y_ = decompose.second;
}
WaylandPositioner::Result WaylandPositioner::CalculateBounds(
const gfx::Rect& work_area) const {
auto anchor_x = anchor_x_;
auto anchor_y = anchor_y_;
auto gravity_x = gravity_x_;
auto gravity_y = gravity_y_;
ConstraintAdjustment adjustments_x = MaskToConstraintAdjustment(
adjustment_, XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_X,
XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_X,
XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_X);
ConstraintAdjustment adjustments_y = MaskToConstraintAdjustment(
adjustment_, XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_FLIP_Y,
XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_SLIDE_Y,
XDG_POSITIONER_CONSTRAINT_ADJUSTMENT_RESIZE_Y);
int32_t offset_x = offset_.x();
int32_t offset_y = offset_.y();
// Exo may prefer some adjustments over others in cases when the orthogonal
// anchor+gravity would mean the slide can occlude |anchor_rect_|, unless it
// already is occluded.
//
// We are doing this in order to stop a common case of clients allowing
// dropdown menus to occlude the menu header. Whilst this may cause some
// popups to avoid sliding where they could, for UX reasons we'd rather that
// than allowing menus to be occluded.
//
// This is best effort. If it is not possible to position the popup within the
// work area, exo might choose to occlude the parent.
bool x_occluded = !(anchor_x == gravity_x && anchor_x != kNeutral);
bool y_occluded = !(anchor_y == gravity_y && anchor_y != kNeutral);
bool avoid_y_occlusion = x_occluded && !y_occluded;
bool avoid_x_occlusion = y_occluded && !x_occluded;
std::pair<Range1D, ConstraintAdjustment> x =
DetermineBestConstraintAdjustment(
{work_area.x(), work_area.right()},
{anchor_rect_.x(), anchor_rect_.right()}, size_.width(), offset_x,
anchor_x, gravity_x, adjustments_x, avoid_x_occlusion);
std::pair<Range1D, ConstraintAdjustment> y =
DetermineBestConstraintAdjustment(
{work_area.y(), work_area.bottom()},
{anchor_rect_.y(), anchor_rect_.bottom()}, size_.height(), offset_y,
anchor_y, gravity_y, adjustments_y, avoid_y_occlusion);
gfx::Point origin(x.first.start, y.first.start);
gfx::Size size(std::max(1, x.first.end - x.first.start),
std::max(1, y.first.end - y.first.start));
return {origin, size};
}
} // namespace exo::wayland