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-rw-r--r--src/layouts/dynamic_layout.cc31
-rw-r--r--src/layouts/dynamic_layout.h17
-rw-r--r--src/layouts/layout.h33
-rw-r--r--src/layouts/layout_engine.cc188
-rw-r--r--src/layouts/layout_engine.h70
-rw-r--r--src/layouts/smart_placement.cc278
-rw-r--r--src/layouts/smart_placement.h62
-rw-r--r--src/layouts/tiling_layout.cc38
-rw-r--r--src/layouts/tiling_layout.h17
9 files changed, 734 insertions, 0 deletions
diff --git a/src/layouts/dynamic_layout.cc b/src/layouts/dynamic_layout.cc
new file mode 100644
index 0000000..7f10ac8
--- /dev/null
+++ b/src/layouts/dynamic_layout.cc
@@ -0,0 +1,31 @@
+#include "dynamic_layout.h"
+#include "../core/window.h"
+#include <iostream>
+
+DynamicLayout::DynamicLayout() {
+ // Constructor implementation if needed
+}
+
+DynamicLayout::~DynamicLayout() {
+ // Destructor implementation if needed
+}
+
+void DynamicLayout::arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) {
+ std::cout << "DynamicLayout::arrange_windows called for monitor (" << monitor.x << ", " << monitor.y << ", " << monitor.width << ", " << monitor.height << ")" << std::endl;
+ std::cout << "Arranging " << windows.size() << " windows dynamically." << std::endl;
+
+ // Basic placeholder: In a real dynamic layout, you might not resize/reposition
+ // windows automatically here unless triggered by user interaction or specific rules.
+ // For now, just iterate through the windows and acknowledge them.
+ for (const auto& window : windows) {
+ std::cout << " - SRDWindow ID: " << window->getId() << ", Title: " << window->getTitle() << std::endl;
+ // In a real implementation, you might update window properties based on
+ // the dynamic layout logic, or simply leave their positions/sizes as they are
+ // unless a move/resize operation is in progress.
+ }
+
+ // Future implementation would involve logic for:
+ // - Remembering window positions and sizes.
+ // - Handling user-initiated moves and resizes.
+ // - Potentially snapping windows to grid or other windows.
+}
diff --git a/src/layouts/dynamic_layout.h b/src/layouts/dynamic_layout.h
new file mode 100644
index 0000000..3692c36
--- /dev/null
+++ b/src/layouts/dynamic_layout.h
@@ -0,0 +1,17 @@
+#ifndef SRDWM_DYNAMIC_LAYOUT_H
+#define SRDWM_DYNAMIC_LAYOUT_H
+
+#include "layout.h"
+#include "../core/window.h"
+#include <vector>
+
+class DynamicLayout : public Layout {
+public:
+ DynamicLayout();
+ ~DynamicLayout();
+
+ // Implement the pure virtual method from the base class
+ void arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) override;
+};
+
+#endif // SRDWM_DYNAMIC_LAYOUT_H
diff --git a/src/layouts/layout.h b/src/layouts/layout.h
new file mode 100644
index 0000000..00c002f
--- /dev/null
+++ b/src/layouts/layout.h
@@ -0,0 +1,33 @@
+#ifndef SRDWM_LAYOUT_H
+#define SRDWM_LAYOUT_H
+
+#include <vector>
+#include "../core/window.h"
+
+struct Monitor {
+ int id;
+ int x;
+ int y;
+ int width;
+ int height;
+ std::string name;
+ int refresh_rate;
+
+ Monitor() : id(0), x(0), y(0), width(0), height(0), refresh_rate(60) {}
+ Monitor(int id, int x, int y, int width, int height, const std::string& name = "", int refresh = 60)
+ : id(id), x(x), y(y), width(width), height(height), name(name), refresh_rate(refresh) {}
+};
+
+class Layout {
+public:
+ virtual ~Layout() = default;
+
+ // Pure virtual method to arrange windows on a given monitor
+ virtual void arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) = 0;
+
+ // You might add other common layout methods here later, e.g.:
+ // virtual void add_window(SRDWindow* window) = 0;
+ // virtual void remove_window(SRDWindow* window) = 0;
+};
+
+#endif // SRDWM_LAYOUT_H
diff --git a/src/layouts/layout_engine.cc b/src/layouts/layout_engine.cc
new file mode 100644
index 0000000..f6bc20f
--- /dev/null
+++ b/src/layouts/layout_engine.cc
@@ -0,0 +1,188 @@
+#include "layout_engine.h"
+#include <iostream>
+#include <algorithm>
+
+LayoutEngine::LayoutEngine() {
+ std::cout << "LayoutEngine: Initializing..." << std::endl;
+}
+
+LayoutEngine::~LayoutEngine() {
+ std::cout << "LayoutEngine: Shutting down..." << std::endl;
+}
+
+// Layout management
+bool LayoutEngine::set_layout(int monitor_id, LayoutType layout_type) {
+ active_layouts_[monitor_id] = layout_type;
+ std::cout << "LayoutEngine: Set layout " << layout_type_to_string(layout_type)
+ << " for monitor " << monitor_id << std::endl;
+ return true;
+}
+
+bool LayoutEngine::set_layout(int monitor_id, const std::string& layout_name) {
+ LayoutType layout_type = string_to_layout_type(layout_name);
+ if (layout_type != LayoutType::TILING && layout_type != LayoutType::DYNAMIC && layout_type != LayoutType::FLOATING) {
+ std::cerr << "LayoutEngine: Unknown layout type: " << layout_name << std::endl;
+ return false;
+ }
+ return set_layout(monitor_id, layout_type);
+}
+
+LayoutType LayoutEngine::get_layout(int monitor_id) const {
+ auto it = active_layouts_.find(monitor_id);
+ if (it != active_layouts_.end()) {
+ return it->second;
+ }
+ return LayoutType::DYNAMIC; // Default layout
+}
+
+std::string LayoutEngine::get_layout_name(int monitor_id) const {
+ return layout_type_to_string(get_layout(monitor_id));
+}
+
+// Layout configuration
+bool LayoutEngine::configure_layout(const std::string& layout_name, const std::map<std::string, std::string>& config) {
+ layout_configs_[layout_name] = config;
+ std::cout << "LayoutEngine: Configured layout '" << layout_name << "' with "
+ << config.size() << " parameters" << std::endl;
+ return true;
+}
+
+bool LayoutEngine::register_custom_layout(const std::string& name, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)> layout_func) {
+ custom_layouts_[name] = layout_func;
+ std::cout << "LayoutEngine: Registered custom layout '" << name << "'" << std::endl;
+ return true;
+}
+
+// SRDWindow management
+void LayoutEngine::add_window(SRDWindow* window) {
+ if (window && std::find(windows_.begin(), windows_.end(), window) == windows_.end()) {
+ windows_.push_back(window);
+ std::cout << "LayoutEngine: Added window " << window->getId() << std::endl;
+ }
+}
+
+void LayoutEngine::remove_window(SRDWindow* window) {
+ auto it = std::find(windows_.begin(), windows_.end(), window);
+ if (it != windows_.end()) {
+ windows_.erase(it);
+ std::cout << "LayoutEngine: Removed window " << window->getId() << std::endl;
+ }
+}
+
+void LayoutEngine::update_window(SRDWindow* window) {
+ // Trigger rearrangement for the monitor this window is on
+ // For now, just log the update
+ std::cout << "LayoutEngine: Updated window " << window->getId() << std::endl;
+}
+
+// Monitor management
+void LayoutEngine::add_monitor(const Monitor& monitor) {
+ // Check if monitor already exists
+ auto it = std::find_if(monitors_.begin(), monitors_.end(),
+ [&](const Monitor& m) { return m.id == monitor.id; });
+ if (it == monitors_.end()) {
+ monitors_.push_back(monitor);
+ // Set default layout for new monitor
+ active_layouts_[monitor.id] = LayoutType::DYNAMIC;
+ std::cout << "LayoutEngine: Added monitor " << monitor.id << std::endl;
+ }
+}
+
+void LayoutEngine::remove_monitor(int monitor_id) {
+ auto it = std::find_if(monitors_.begin(), monitors_.end(),
+ [monitor_id](const Monitor& m) { return m.id == monitor_id; });
+ if (it != monitors_.end()) {
+ monitors_.erase(it);
+ active_layouts_.erase(monitor_id);
+ std::cout << "LayoutEngine: Removed monitor " << monitor_id << std::endl;
+ }
+}
+
+void LayoutEngine::update_monitor(const Monitor& monitor) {
+ auto it = std::find_if(monitors_.begin(), monitors_.end(),
+ [&](const Monitor& m) { return m.id == monitor.id; });
+ if (it != monitors_.end()) {
+ *it = monitor;
+ std::cout << "LayoutEngine: Updated monitor " << monitor.id << std::endl;
+ }
+}
+
+// Arrangement
+void LayoutEngine::arrange_on_monitor(const Monitor& monitor) {
+ if (active_layouts_.count(monitor.id)) {
+ LayoutType current_layout_type = active_layouts_[monitor.id];
+ std::vector<SRDWindow*> windows_on_monitor = get_windows_on_monitor(monitor.id);
+
+ std::cout << "LayoutEngine: Arranging " << windows_on_monitor.size()
+ << " windows on monitor " << monitor.id
+ << " with layout " << layout_type_to_string(current_layout_type) << std::endl;
+
+ if (current_layout_type == LayoutType::TILING) {
+ tiling_layout_.arrange_windows(windows_on_monitor, monitor);
+ } else if (current_layout_type == LayoutType::DYNAMIC) {
+ dynamic_layout_.arrange_windows(windows_on_monitor, monitor);
+ } else if (current_layout_type == LayoutType::FLOATING) {
+ // Floating layout - windows keep their current positions
+ std::cout << "LayoutEngine: Floating layout - no arrangement needed" << std::endl;
+ }
+ }
+}
+
+void LayoutEngine::arrange_all_monitors() {
+ for (const auto& monitor : monitors_) {
+ arrange_on_monitor(monitor);
+ }
+}
+
+// Utility
+std::vector<std::string> LayoutEngine::get_available_layouts() const {
+ return {"tiling", "dynamic", "floating"};
+}
+
+std::vector<SRDWindow*> LayoutEngine::get_windows_on_monitor(int monitor_id) const {
+ std::vector<SRDWindow*> windows_on_monitor;
+
+ // Find the monitor
+ auto monitor_it = std::find_if(monitors_.begin(), monitors_.end(),
+ [monitor_id](const Monitor& m) { return m.id == monitor_id; });
+ if (monitor_it == monitors_.end()) {
+ return windows_on_monitor;
+ }
+
+ // Get windows that are on this monitor
+ for (SRDWindow* window : windows_) {
+ if (is_window_on_monitor(window, *monitor_it)) {
+ windows_on_monitor.push_back(window);
+ }
+ }
+
+ return windows_on_monitor;
+}
+
+// Helper methods
+LayoutType LayoutEngine::string_to_layout_type(const std::string& name) const {
+ if (name == "tiling") return LayoutType::TILING;
+ if (name == "dynamic") return LayoutType::DYNAMIC;
+ if (name == "floating") return LayoutType::FLOATING;
+ return LayoutType::DYNAMIC; // Default
+}
+
+std::string LayoutEngine::layout_type_to_string(LayoutType type) const {
+ switch (type) {
+ case LayoutType::TILING: return "tiling";
+ case LayoutType::DYNAMIC: return "dynamic";
+ case LayoutType::FLOATING: return "floating";
+ default: return "dynamic";
+ }
+}
+
+bool LayoutEngine::is_window_on_monitor(const SRDWindow* window, const Monitor& monitor) const {
+ if (!window) return false;
+
+ // Simple check: window center is within monitor bounds
+ int window_center_x = window->getX() + window->getWidth() / 2;
+ int window_center_y = window->getY() + window->getHeight() / 2;
+
+ return window_center_x >= monitor.x && window_center_x < monitor.x + monitor.width &&
+ window_center_y >= monitor.y && window_center_y < monitor.y + monitor.height;
+}
diff --git a/src/layouts/layout_engine.h b/src/layouts/layout_engine.h
new file mode 100644
index 0000000..d23033c
--- /dev/null
+++ b/src/layouts/layout_engine.h
@@ -0,0 +1,70 @@
+#ifndef SRDWM_LAYOUT_ENGINE_H
+#define SRDWM_LAYOUT_ENGINE_H
+
+#include "layout.h"
+#include "tiling_layout.h"
+#include "dynamic_layout.h"
+#include <vector>
+#include <map>
+#include <string>
+#include <functional>
+
+class SRDWindow; // Forward declaration to avoid circular dependency
+
+enum class LayoutType {
+ TILING,
+ DYNAMIC,
+ FLOATING
+ // Add other layout types here later
+};
+
+class LayoutEngine {
+public:
+ LayoutEngine();
+ ~LayoutEngine();
+
+ // Layout management
+ bool set_layout(int monitor_id, LayoutType layout_type);
+ bool set_layout(int monitor_id, const std::string& layout_name);
+ LayoutType get_layout(int monitor_id) const;
+ std::string get_layout_name(int monitor_id) const;
+
+ // Layout configuration
+ bool configure_layout(const std::string& layout_name, const std::map<std::string, std::string>& config);
+ bool register_custom_layout(const std::string& name, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)> layout_func);
+
+ // SRDWindow management
+ void add_window(SRDWindow* window);
+ void remove_window(SRDWindow* window);
+ void update_window(SRDWindow* window);
+
+ // Monitor management
+ void add_monitor(const Monitor& monitor);
+ void remove_monitor(int monitor_id);
+ void update_monitor(const Monitor& monitor);
+
+ // Arrangement
+ void arrange_on_monitor(const Monitor& monitor);
+ void arrange_all_monitors();
+
+ // Utility
+ std::vector<std::string> get_available_layouts() const;
+ std::vector<SRDWindow*> get_windows_on_monitor(int monitor_id) const;
+
+private:
+ // Member variables for layout state
+ std::vector<Monitor> monitors_;
+ std::vector<SRDWindow*> windows_;
+ TilingLayout tiling_layout_;
+ DynamicLayout dynamic_layout_;
+ std::map<int, LayoutType> active_layouts_; // Map monitor ID to active layout type
+ std::map<std::string, std::function<void(const std::vector<SRDWindow*>&, const Monitor&)>> custom_layouts_;
+ std::map<std::string, std::map<std::string, std::string>> layout_configs_;
+
+ // Helper methods
+ LayoutType string_to_layout_type(const std::string& name) const;
+ std::string layout_type_to_string(LayoutType type) const;
+ bool is_window_on_monitor(const SRDWindow* window, const Monitor& monitor) const;
+};
+
+#endif // SRDWM_LAYOUT_ENGINE_H
diff --git a/src/layouts/smart_placement.cc b/src/layouts/smart_placement.cc
new file mode 100644
index 0000000..b23844c
--- /dev/null
+++ b/src/layouts/smart_placement.cc
@@ -0,0 +1,278 @@
+#include "smart_placement.h"
+#include <algorithm>
+#include <cmath>
+#include <iostream>
+
+// Constants
+constexpr int SmartPlacement::MIN_WINDOW_WIDTH;
+constexpr int SmartPlacement::MIN_WINDOW_HEIGHT;
+constexpr int SmartPlacement::GRID_MARGIN;
+constexpr int SmartPlacement::CASCADE_OFFSET;
+
+SmartPlacement::PlacementResult SmartPlacement::place_window(
+ const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+
+ // Try grid placement first (SRDWindows 11 style)
+ auto grid_result = place_in_grid(window, monitor, existing_windows);
+ if (grid_result.success) {
+ return grid_result;
+ }
+
+ // Fall back to cascade placement
+ return cascade_place(window, monitor, existing_windows);
+}
+
+SmartPlacement::PlacementResult SmartPlacement::place_in_grid(
+ const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+
+ PlacementResult result = {0, 0, 0, 0, false, "Grid placement failed"};
+
+ // Calculate optimal grid size based on monitor and window count
+ int window_count = existing_windows.size() + 1;
+ int grid_size = calculate_optimal_grid_size(monitor, window_count);
+
+ if (grid_size <= 0) {
+ result.reason = "Invalid grid size";
+ return result;
+ }
+
+ // Calculate grid position for this window
+ auto [grid_x, grid_y] = calculate_grid_position(window, monitor);
+
+ // Calculate cell dimensions
+ int cell_width = (monitor.width - (grid_size + 1) * GRID_MARGIN) / grid_size;
+ int cell_height = (monitor.height - (grid_size + 1) * GRID_MARGIN) / grid_size;
+
+ // Ensure minimum cell size
+ cell_width = std::max(cell_width, MIN_WINDOW_WIDTH);
+ cell_height = std::max(cell_height, MIN_WINDOW_HEIGHT);
+
+ // Calculate window position
+ int x = monitor.x + GRID_MARGIN + grid_x * (cell_width + GRID_MARGIN);
+ int y = monitor.y + GRID_MARGIN + grid_y * (cell_height + GRID_MARGIN);
+
+ // Check if position is valid
+ if (is_position_valid(x, y, cell_width, cell_height, monitor)) {
+ result.x = x;
+ result.y = y;
+ result.width = cell_width;
+ result.height = cell_height;
+ result.success = true;
+ result.reason = "Grid placement successful";
+ }
+
+ return result;
+}
+
+SmartPlacement::PlacementResult SmartPlacement::snap_to_edge(
+ const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+
+ PlacementResult result = {0, 0, 0, 0, false, "Snap placement failed"};
+
+ // For now, implement simple edge snapping
+ // In a full implementation, this would detect when windows are dragged near edges
+
+ int x = monitor.x + monitor.width / 4;
+ int y = monitor.y + monitor.height / 4;
+ int width = monitor.width / 2;
+ int height = monitor.height / 2;
+
+ if (is_position_valid(x, y, width, height, monitor)) {
+ result.x = x;
+ result.y = y;
+ result.width = width;
+ result.height = height;
+ result.success = true;
+ result.reason = "Snap placement successful";
+ }
+
+ return result;
+}
+
+SmartPlacement::PlacementResult SmartPlacement::cascade_place(
+ const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+
+ PlacementResult result = {0, 0, 0, 0, false, "Cascade placement failed"};
+
+ // Find a free space for cascading
+ auto free_spaces = find_free_spaces(monitor, existing_windows);
+
+ if (free_spaces.empty()) {
+ // No free spaces, use default position
+ int x = monitor.x + CASCADE_OFFSET;
+ int y = monitor.y + CASCADE_OFFSET;
+ int width = std::min(800, monitor.width - 2 * CASCADE_OFFSET);
+ int height = std::min(600, monitor.height - 2 * CASCADE_OFFSET);
+
+ if (is_position_valid(x, y, width, height, monitor)) {
+ result.x = x;
+ result.y = y;
+ result.width = width;
+ result.height = height;
+ result.success = true;
+ result.reason = "Default cascade placement";
+ }
+ } else {
+ // Use the first free space
+ auto [x, y] = free_spaces[0];
+ int width = std::min(800, monitor.width - x - CASCADE_OFFSET);
+ int height = std::min(600, monitor.height - y - CASCADE_OFFSET);
+
+ if (is_position_valid(x, y, width, height, monitor)) {
+ result.x = x;
+ result.y = y;
+ result.width = width;
+ result.height = height;
+ result.success = true;
+ result.reason = "Cascade placement in free space";
+ }
+ }
+
+ return result;
+}
+
+SmartPlacement::PlacementResult SmartPlacement::smart_tile(
+ const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+
+ PlacementResult result = {0, 0, 0, 0, false, "Smart tile placement failed"};
+
+ // Calculate overlap score to find best position
+ int best_score = -1;
+ int best_x = monitor.x;
+ int best_y = monitor.y;
+ int best_width = monitor.width / 2;
+ int best_height = monitor.height / 2;
+
+ // Try different positions and find the one with least overlap
+ for (int x = monitor.x; x < monitor.x + monitor.width - MIN_WINDOW_WIDTH; x += 50) {
+ for (int y = monitor.y; y < monitor.y + monitor.height - MIN_WINDOW_HEIGHT; y += 50) {
+ int width = std::min(800, monitor.width - x);
+ int height = std::min(600, monitor.height - y);
+
+ if (is_position_valid(x, y, width, height, monitor)) {
+ int score = calculate_overlap_score(window, monitor, existing_windows);
+ if (score > best_score) {
+ best_score = score;
+ best_x = x;
+ best_y = y;
+ best_width = width;
+ best_height = height;
+ }
+ }
+ }
+ }
+
+ if (best_score >= 0) {
+ result.x = best_x;
+ result.y = best_y;
+ result.width = best_width;
+ result.height = best_height;
+ result.success = true;
+ result.reason = "Smart tile placement successful";
+ }
+
+ return result;
+}
+
+bool SmartPlacement::windows_overlap(const SRDWindow* w1, const SRDWindow* w2) {
+ // Simple AABB overlap detection
+ int x1 = w1->getX();
+ int y1 = w1->getY();
+ int w1_width = w1->getWidth();
+ int w1_height = w1->getHeight();
+
+ int x2 = w2->getX();
+ int y2 = w2->getY();
+ int w2_width = w2->getWidth();
+ int w2_height = w2->getHeight();
+
+ return !(x1 + w1_width <= x2 || x2 + w2_width <= x1 ||
+ y1 + w1_height <= y2 || y2 + w2_height <= y1);
+}
+
+int SmartPlacement::calculate_overlap_score(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows) {
+ int score = 0;
+
+ // Calculate how much this position overlaps with existing windows
+ for (const auto* existing : existing_windows) {
+ if (windows_overlap(window, existing)) {
+ score -= 10; // Penalty for overlap
+ } else {
+ score += 1; // Bonus for no overlap
+ }
+ }
+
+ return score;
+}
+
+std::vector<std::pair<int, int>> SmartPlacement::find_free_spaces(
+ const Monitor& monitor, const std::vector<SRDWindow*>& existing_windows) {
+
+ std::vector<std::pair<int, int>> free_spaces;
+
+ // Simple algorithm: try positions in a grid pattern
+ for (int x = monitor.x; x < monitor.x + monitor.width - MIN_WINDOW_WIDTH; x += 100) {
+ for (int y = monitor.y; y < monitor.y + monitor.height - MIN_WINDOW_HEIGHT; y += 100) {
+ bool is_free = true;
+
+ // Check if this position overlaps with any existing window
+ for (const auto* existing : existing_windows) {
+ int ex = existing->getX();
+ int ey = existing->getY();
+ int ew = existing->getWidth();
+ int eh = existing->getHeight();
+
+ if (x < ex + ew && x + MIN_WINDOW_WIDTH > ex &&
+ y < ey + eh && y + MIN_WINDOW_HEIGHT > ey) {
+ is_free = false;
+ break;
+ }
+ }
+
+ if (is_free) {
+ free_spaces.emplace_back(x, y);
+ }
+ }
+ }
+
+ return free_spaces;
+}
+
+bool SmartPlacement::is_position_valid(int x, int y, int width, int height, const Monitor& monitor) {
+ return x >= monitor.x && y >= monitor.y &&
+ x + width <= monitor.x + monitor.width &&
+ y + height <= monitor.y + monitor.height &&
+ width >= MIN_WINDOW_WIDTH && height >= MIN_WINDOW_HEIGHT;
+}
+
+std::pair<int, int> SmartPlacement::calculate_grid_position(const SRDWindow* window, const Monitor& monitor) {
+ // Simple grid position calculation
+ // In a real implementation, this might consider window properties or user preferences
+
+ // For now, use a simple pattern: first window top-left, second top-right, etc.
+ static int window_counter = 0;
+ int grid_x = window_counter % 2;
+ int grid_y = window_counter / 2;
+ window_counter++;
+
+ return {grid_x, grid_y};
+}
+
+int SmartPlacement::calculate_optimal_grid_size(const Monitor& monitor, int window_count) {
+ // Calculate optimal grid size based on monitor dimensions and window count
+ if (window_count <= 0) return 1;
+
+ // Simple heuristic: try to create a roughly square grid
+ int grid_size = static_cast<int>(std::ceil(std::sqrt(window_count)));
+
+ // Ensure grid size is reasonable
+ grid_size = std::max(1, std::min(grid_size, 4));
+
+ return grid_size;
+}
diff --git a/src/layouts/smart_placement.h b/src/layouts/smart_placement.h
new file mode 100644
index 0000000..69f4b94
--- /dev/null
+++ b/src/layouts/smart_placement.h
@@ -0,0 +1,62 @@
+#ifndef SRDWM_SMART_PLACEMENT_H
+#define SRDWM_SMART_PLACEMENT_H
+
+#include "layout.h"
+#include <vector>
+#include <memory>
+
+// Forward declarations
+class SRDWindow;
+class Monitor;
+
+// Smart placement algorithm that mimics SRDWindows 11 behavior
+class SmartPlacement {
+public:
+ struct PlacementResult {
+ int x, y, width, height;
+ bool success;
+ std::string reason;
+ };
+
+ // Main placement function
+ static PlacementResult place_window(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+
+ // Grid-based placement (SRDWindows 11 style)
+ static PlacementResult place_in_grid(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+
+ // Snap-to-edge placement
+ static PlacementResult snap_to_edge(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+
+ // Cascade placement for overlapping windows
+ static PlacementResult cascade_place(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+
+ // Smart tiling placement
+ static PlacementResult smart_tile(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+
+private:
+ // Helper functions
+ static bool windows_overlap(const SRDWindow* w1, const SRDWindow* w2);
+ static int calculate_overlap_score(const SRDWindow* window, const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+ static std::vector<std::pair<int, int>> find_free_spaces(const Monitor& monitor,
+ const std::vector<SRDWindow*>& existing_windows);
+ static bool is_position_valid(int x, int y, int width, int height, const Monitor& monitor);
+
+ // Grid calculations
+ static std::pair<int, int> calculate_grid_position(const SRDWindow* window, const Monitor& monitor);
+ static int calculate_optimal_grid_size(const Monitor& monitor, int window_count);
+
+ // Constants
+ static constexpr int MIN_WINDOW_WIDTH = 200;
+ static constexpr int MIN_WINDOW_HEIGHT = 150;
+ static constexpr int GRID_MARGIN = 10;
+ static constexpr int CASCADE_OFFSET = 30;
+};
+
+#endif // SRDWM_SMART_PLACEMENT_H
+
diff --git a/src/layouts/tiling_layout.cc b/src/layouts/tiling_layout.cc
new file mode 100644
index 0000000..440c95a
--- /dev/null
+++ b/src/layouts/tiling_layout.cc
@@ -0,0 +1,38 @@
+#include "tiling_layout.h"
+#include <iostream>
+
+TilingLayout::TilingLayout() {
+ // Constructor implementation
+}
+
+TilingLayout::~TilingLayout() {
+ // Destructor implementation
+}
+
+void TilingLayout::arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) {
+ std::cout << "TilingLayout::arrange_windows called for monitor:" << std::endl;
+ std::cout << " Position: (" << monitor.x << ", " << monitor.y << "), Dimensions: (" << monitor.width << ", " << monitor.height << ")" << std::endl;
+ std::cout << " Number of windows: " << windows.size() << std::endl;
+
+ // Basic placeholder tiling logic (e.g., splitting the screen vertically)
+ if (!windows.empty()) {
+ int window_width = monitor.width / windows.size();
+ int current_x = monitor.x;
+
+ for (size_t i = 0; i < windows.size(); ++i) {
+ SRDWindow* window = windows[i];
+ // In a real implementation, you would calculate the desired
+ // position and size for the window based on the tiling algorithm
+ // and then call a method on the window object (which would
+ // internally use the platform backend) to apply these changes.
+ std::cout << " SRDWindow " << window->getId() << ": Placeholder position (" << current_x << ", " << monitor.y << "), size (" << window_width << ", " << monitor.height << ")" << std::endl;
+
+ // Update the window's properties in the SRDWindow object
+ window->setPosition(current_x, monitor.y);
+ window->setDimensions(current_x, monitor.y, window_width, monitor.height);
+
+
+ current_x += window_width;
+ }
+ }
+}
diff --git a/src/layouts/tiling_layout.h b/src/layouts/tiling_layout.h
new file mode 100644
index 0000000..333950a
--- /dev/null
+++ b/src/layouts/tiling_layout.h
@@ -0,0 +1,17 @@
+#ifndef SRDWM_TILING_LAYOUT_H
+#define SRDWM_TILING_LAYOUT_H
+
+#include "layout.h"
+#include <iostream>
+#include <vector>
+
+class TilingLayout : public Layout {
+public:
+ TilingLayout();
+ ~TilingLayout();
+
+ // Implement the pure virtual method from the base class
+ void arrange_windows(const std::vector<SRDWindow*>& windows, const Monitor& monitor) override;
+};
+
+#endif // SRDWM_TILING_LAYOUT_H