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#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;
        }
    }
}