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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;
}
}
}
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