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authorStein <bakkeby@gmail.com>2022-08-11 11:15:55 +0200
committerHiltjo Posthuma <hiltjo@codemadness.org>2022-08-12 09:02:34 +0200
commit44adafe0069e73aa03a3829d7bb39591cd8b3f1d (patch)
treeec82bb37bf7d03446872c5777b8b74a7156ad506
parenta859676ead17017bbe81b4989b2f2e0b00a0b4ba (diff)
downloaddwm-44adafe0069e73aa03a3829d7bb39591cd8b3f1d.tar.gz
Make floating windows spawn within the monitor's window area
This is a follow-up on this thread: https://lists.suckless.org/hackers/2208/18462.html The orginal code had constraints such that if a window's starting attributes (position and size) were to place the window outside of the edges of the monitor, then the window would be moved into view at the closest monitor edge. There was an exception to this where if a top bar is used then the window should not obscure the bar if present, which meant to place the window within the window area instead. The proposed change here makes it the general rule that floating windows should spawn within the window area rather than within the monitor area. This makes it simple and consistent with no exceptions and it makes the intention of the code clear. This has the benefit of making the behaviour consistent regardless of whether the user is using a top bar or a bottom bar. Additionally this will have an effect on patches that modify the size of the window area. For example if the insets patch is used to reserve space on the left hand side of the monitor for a dock or a vertical bar then new floating clients will not obscure that area.
-rw-r--r--dwm.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/dwm.c b/dwm.c
index 87d0ada..f2bc4ba 100644
--- a/dwm.c
+++ b/dwm.c
@@ -1044,11 +1044,11 @@ manage(Window w, XWindowAttributes *wa)
applyrules(c);
}
- if (c->x + WIDTH(c) > c->mon->mx + c->mon->mw)
- c->x = c->mon->mx + c->mon->mw - WIDTH(c);
- if (c->y + HEIGHT(c) > c->mon->my + c->mon->mh)
- c->y = c->mon->my + c->mon->mh - HEIGHT(c);
- c->x = MAX(c->x, c->mon->mx);
+ if (c->x + WIDTH(c) > c->mon->wx + c->mon->ww)
+ c->x = c->mon->wx + c->mon->ww - WIDTH(c);
+ if (c->y + HEIGHT(c) > c->mon->wy + c->mon->wh)
+ c->y = c->mon->wy + c->mon->wh - HEIGHT(c);
+ c->x = MAX(c->x, c->mon->wx);
c->y = MAX(c->y, c->mon->wy);
c->bw = borderpx;
remember that computers suck.