1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
//! Save and restore manager state.

use crate::child_process::ChildID;
use crate::config::{Config, InsertBehavior, ScratchPad};
use crate::layouts::Layout;
use crate::models::Size;
use crate::models::Tags;
use crate::models::Window;
use crate::models::Workspace;
use crate::models::{FocusManager, LayoutManager};
use crate::models::{Mode, WindowHandle};
use crate::models::{ScratchPadName, Screen};
use crate::DisplayAction;
use serde::{Deserialize, Serialize};
use std::collections::{HashMap, VecDeque};

#[derive(Serialize, Deserialize, Debug)]
pub struct State {
    pub screens: Vec<Screen>,
    pub windows: Vec<Window>,
    pub workspaces: Vec<Workspace>,
    pub focus_manager: FocusManager,
    pub layout_manager: LayoutManager,
    pub mode: Mode,
    pub layouts: Vec<Layout>,
    pub scratchpads: Vec<ScratchPad>,
    pub active_scratchpads: HashMap<ScratchPadName, VecDeque<ChildID>>,
    pub actions: VecDeque<DisplayAction>,
    pub tags: Tags, // List of all known tags.
    pub mousekey: Vec<String>,
    pub max_window_width: Option<Size>,
    pub default_width: i32,
    pub default_height: i32,
    pub disable_tile_drag: bool,
    pub insert_behavior: InsertBehavior,
}

impl State {
    pub(crate) fn new(config: &impl Config) -> Self {
        let layout_manager = LayoutManager::new(config);
        let mut tags = Tags::new();
        config.create_list_of_tag_labels().iter().for_each(|label| {
            tags.add_new(label.as_str(), layout_manager.new_layout(None));
        });
        tags.add_new_hidden("NSP");

        Self {
            focus_manager: FocusManager::new(config),
            layout_manager,
            scratchpads: config.create_list_of_scratchpads(),
            layouts: config.layouts(),
            screens: Default::default(),
            windows: Default::default(),
            workspaces: Default::default(),
            mode: Default::default(),
            active_scratchpads: Default::default(),
            actions: Default::default(),
            tags,
            max_window_width: config.max_window_width(),
            mousekey: config.mousekey(),
            default_width: config.default_width(),
            default_height: config.default_height(),
            disable_tile_drag: config.disable_tile_drag(),
            insert_behavior: config.insert_behavior(),
        }
    }

    // Sorts the windows and puts them in order of importance.
    pub fn sort_windows(&mut self) {
        use crate::models::WindowType;
        // The windows we are managing should be behind unmanaged windows. Unless they are
        // fullscreen, or their children.
        // Fullscreen windows.
        let (level2, fullscreen_windows, other): (Vec<WindowHandle>, Vec<Window>, Vec<Window>) =
            partition_windows(self.windows.iter(), Window::is_fullscreen);

        // Fullscreen windows children.
        let (level1, fullscreen_children, other): (Vec<WindowHandle>, Vec<Window>, Vec<Window>) =
            partition_windows(other.iter(), |w| {
                level2.contains(&w.transient.unwrap_or_else(|| 0.into()))
            });

        // Left over managed windows.
        // Dialogs and modals.
        let (level3, dialogs, other): (Vec<WindowHandle>, Vec<Window>, Vec<Window>) =
            partition_windows(other.iter(), |w| {
                w.r#type == WindowType::Dialog
                    || w.r#type == WindowType::Splash
                    || w.r#type == WindowType::Utility
                    || w.r#type == WindowType::Menu
            });

        // Floating windows.
        let (level4, floating, other): (Vec<WindowHandle>, Vec<Window>, Vec<Window>) =
            partition_windows(other.iter(), |w| {
                w.r#type == WindowType::Normal && w.floating()
            });

        // Tiled windows.
        let (level5, tiled, other): (Vec<WindowHandle>, Vec<Window>, Vec<Window>) =
            partition_windows(other.iter(), |w| w.r#type == WindowType::Normal);

        // Last docks.
        let level6: Vec<WindowHandle> = other.iter().map(|w| w.handle).collect();

        self.windows = [
            fullscreen_children,
            fullscreen_windows,
            dialogs,
            floating,
            tiled,
            other,
        ]
        .concat();

        let fullscreen: Vec<WindowHandle> = [level1, level2].concat();
        let handles: Vec<WindowHandle> = [level3, level4, level5, level6].concat();
        let act = DisplayAction::SetWindowOrder(fullscreen, handles);
        self.actions.push_back(act);
    }

    pub fn move_to_top(&mut self, handle: &WindowHandle) -> Option<()> {
        let index = self.windows.iter().position(|w| &w.handle == handle)?;
        let window = self.windows.remove(index);
        self.windows.insert(0, window);
        self.sort_windows();
        Some(())
    }

    pub fn update_static(&mut self) {
        let workspaces = self.workspaces.clone();
        self.windows
            .iter_mut()
            .filter(|w| w.strut.is_some() || w.is_sticky())
            .for_each(|w| {
                let (x, y) = match w.strut {
                    Some(strut) => strut.center(),
                    None => w.calculated_xyhw().center(),
                };
                if let Some(ws) = workspaces.iter().find(|ws| ws.contains_point(x, y)) {
                    w.tag = ws.tag;
                }
            });
    }

    pub(crate) fn load_config(&mut self, config: &impl Config) {
        self.mousekey = config.mousekey();
        self.max_window_width = config.max_window_width();
        for win in &mut self.windows {
            config.load_window(win);
        }
        for ws in &mut self.workspaces {
            ws.load_config(config);
        }
    }

    /// Apply saved state to a running manager.
    pub fn restore_state(&mut self, old_state: &Self) {
        // Restore tags.
        for old_tag in old_state.tags.all() {
            if let Some(tag) = self.tags.get_mut(old_tag.id) {
                tag.hidden = old_tag.hidden;
                tag.layout = old_tag.layout;
                tag.layout_rotation = old_tag.layout_rotation;
                tag.flipped_vertical = old_tag.flipped_vertical;
                tag.flipped_horizontal = old_tag.flipped_horizontal;
                tag.main_width_percentage = old_tag.main_width_percentage;
            }
        }

        let are_tags_equal = self.tags.all().eq(&old_state.tags.all());

        // Restore windows.
        let mut ordered = vec![];
        let mut had_strut = false;
        old_state.windows.iter().for_each(|old_window| {
            if let Some((index, new_window)) = self
                .windows
                .clone()
                .iter_mut()
                .enumerate()
                .find(|w| w.1.handle == old_window.handle)
            {
                had_strut = old_window.strut.is_some() || had_strut;

                new_window.set_floating(old_window.floating());
                new_window.set_floating_offsets(old_window.get_floating_offsets());
                new_window.apply_margin_multiplier(old_window.margin_multiplier);
                new_window.pid = old_window.pid;
                new_window.normal = old_window.normal;
                if are_tags_equal {
                    new_window.tag = old_window.tag;
                } else {
                    let mut new_tag = old_window.tag;
                    // Only retain the tag if it still exists, otherwise default to tag 1
                    match new_tag {
                        Some(tag) if self.tags.get(tag).is_some() => {}
                        _ => new_tag = Some(1),
                    }
                    new_window.untag();
                    new_tag.iter().for_each(|&tag_id| new_window.tag(&tag_id));
                }
                new_window.strut = old_window.strut;
                new_window.set_states(old_window.states());
                ordered.push(new_window.clone());
                self.windows.remove(index);

                // Make the x server aware of any tag changes for the window.
                let act = DisplayAction::SetWindowTag(new_window.handle, new_window.tag);
                self.actions.push_back(act);
            }
        });
        if had_strut {
            self.update_static();
        }
        self.windows.append(&mut ordered);

        // This is needed due to mutable/immutable borrows.
        let all_tags = &self.tags;

        // Restore workspaces.
        for workspace in &mut self.workspaces {
            if let Some(old_workspace) = old_state.workspaces.iter().find(|w| w.id == workspace.id)
            {
                workspace.layout = old_workspace.layout;
                workspace.main_width_percentage = old_workspace.main_width_percentage;
                workspace.margin_multiplier = old_workspace.margin_multiplier;
                if are_tags_equal {
                    workspace.tag = old_workspace.tag;
                } else {
                    let mut new_tag = old_workspace.tag;
                    // Only retain the tag if it still exists, otherwise default to tag 1
                    match new_tag {
                        Some(tag) if all_tags.get(tag).is_some() => {}
                        _ => new_tag = Some(1),
                    }
                    new_tag
                        .iter()
                        .for_each(|&tag_id| workspace.tag = Some(tag_id));
                }
            }
        }

        // Restore scratchpads.
        for (scratchpad, id) in &old_state.active_scratchpads {
            self.active_scratchpads
                .insert(scratchpad.clone(), id.clone());
        }

        // Restore focus.
        self.focus_manager.tags_last_window = old_state.focus_manager.tags_last_window.clone();
        self.focus_manager
            .tags_last_window
            .retain(|&id, _| all_tags.get(id).is_some());
        let tag_id = match old_state.focus_manager.tag(0) {
            // If the tag still exists it should be displayed on a workspace.
            Some(tag_id) if self.tags.get(tag_id).is_some() => tag_id,
            // If the tag doesn't exist, tag 1 should be displayed on a workspace.
            Some(_) => 1,
            // If we don't have any tag history (We should), focus the tag on workspace 1.
            None => match self.workspaces.first() {
                Some(ws) => ws.tag.unwrap_or(1),
                // This should never happen.
                _ => 1,
            },
        };
        self.focus_tag(&tag_id);
    }
}

fn partition_windows<'a, I, F>(windows: I, f: F) -> (Vec<WindowHandle>, Vec<Window>, Vec<Window>)
where
    I: Iterator<Item = &'a Window>,
    F: FnMut(&Window) -> bool + 'a,
{
    #[inline]
    fn extend<'a>(
        mut f: impl FnMut(&Window) -> bool + 'a,
        handles: &'a mut Vec<WindowHandle>,
        left: &'a mut Vec<Window>,
        right: &'a mut Vec<Window>,
    ) -> impl FnMut((), &Window) + 'a {
        move |(), x| {
            if f(x) {
                handles.push(x.handle);
                left.push(x.clone());
            } else {
                right.push(x.clone());
            }
        }
    }

    let mut handles: Vec<WindowHandle> = Default::default();
    let mut left: Vec<Window> = Default::default();
    let mut right: Vec<Window> = Default::default();
    windows.fold((), extend(f, &mut handles, &mut left, &mut right));
    (handles, left, right)
}