#include "tiling_layout.h" #include TilingLayout::TilingLayout() { // Constructor implementation } TilingLayout::~TilingLayout() { // Destructor implementation } void TilingLayout::arrange_windows(const std::vector& 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; } } }