gui/pkg/window/layout.go
Virgil 274a81689c
Some checks are pending
Security Scan / security (push) Waiting to run
Test / test (push) Waiting to run
chore(gui): add AX usage examples
2026-04-02 20:36:02 +00:00

152 lines
3.7 KiB
Go

// pkg/window/layout.go
package window
import (
"encoding/json"
"fmt"
"os"
"path/filepath"
"sync"
"time"
)
// Layout is a named window arrangement.
// Use: layout := window.Layout{Name: "coding"}
type Layout struct {
Name string `json:"name"`
Windows map[string]WindowState `json:"windows"`
CreatedAt int64 `json:"createdAt"`
UpdatedAt int64 `json:"updatedAt"`
}
// LayoutInfo is a summary of a layout.
// Use: info := window.LayoutInfo{Name: "coding", WindowCount: 2}
type LayoutInfo struct {
Name string `json:"name"`
WindowCount int `json:"windowCount"`
CreatedAt int64 `json:"createdAt"`
UpdatedAt int64 `json:"updatedAt"`
}
// LayoutManager persists named window arrangements to ~/.config/Core/layouts.json.
// Use: lm := window.NewLayoutManager()
type LayoutManager struct {
configDir string
layouts map[string]Layout
mu sync.RWMutex
}
// NewLayoutManager creates a LayoutManager loading from the default config directory.
// Use: lm := window.NewLayoutManager()
func NewLayoutManager() *LayoutManager {
lm := &LayoutManager{
layouts: make(map[string]Layout),
}
configDir, err := os.UserConfigDir()
if err == nil {
lm.configDir = filepath.Join(configDir, "Core")
}
lm.loadLayouts()
return lm
}
// NewLayoutManagerWithDir creates a LayoutManager loading from a custom config directory.
// Useful for testing or when the default config directory is not appropriate.
// Use: lm := window.NewLayoutManagerWithDir(t.TempDir())
func NewLayoutManagerWithDir(configDir string) *LayoutManager {
lm := &LayoutManager{
configDir: configDir,
layouts: make(map[string]Layout),
}
lm.loadLayouts()
return lm
}
func (lm *LayoutManager) layoutsFilePath() string {
return filepath.Join(lm.configDir, "layouts.json")
}
func (lm *LayoutManager) loadLayouts() {
if lm.configDir == "" {
return
}
data, err := os.ReadFile(lm.layoutsFilePath())
if err != nil {
return
}
lm.mu.Lock()
defer lm.mu.Unlock()
_ = json.Unmarshal(data, &lm.layouts)
}
func (lm *LayoutManager) saveLayouts() {
if lm.configDir == "" {
return
}
lm.mu.RLock()
data, err := json.MarshalIndent(lm.layouts, "", " ")
lm.mu.RUnlock()
if err != nil {
return
}
_ = os.MkdirAll(lm.configDir, 0o755)
_ = os.WriteFile(lm.layoutsFilePath(), data, 0o644)
}
// SaveLayout creates or updates a named layout.
// Use: _ = lm.SaveLayout("coding", windowStates)
func (lm *LayoutManager) SaveLayout(name string, windowStates map[string]WindowState) error {
if name == "" {
return fmt.Errorf("layout name cannot be empty")
}
now := time.Now().UnixMilli()
lm.mu.Lock()
existing, exists := lm.layouts[name]
layout := Layout{
Name: name,
Windows: windowStates,
UpdatedAt: now,
}
if exists {
layout.CreatedAt = existing.CreatedAt
} else {
layout.CreatedAt = now
}
lm.layouts[name] = layout
lm.mu.Unlock()
lm.saveLayouts()
return nil
}
// GetLayout returns a layout by name.
// Use: layout, ok := lm.GetLayout("coding")
func (lm *LayoutManager) GetLayout(name string) (Layout, bool) {
lm.mu.RLock()
defer lm.mu.RUnlock()
l, ok := lm.layouts[name]
return l, ok
}
// ListLayouts returns info summaries for all layouts.
// Use: layouts := lm.ListLayouts()
func (lm *LayoutManager) ListLayouts() []LayoutInfo {
lm.mu.RLock()
defer lm.mu.RUnlock()
infos := make([]LayoutInfo, 0, len(lm.layouts))
for _, l := range lm.layouts {
infos = append(infos, LayoutInfo{
Name: l.Name, WindowCount: len(l.Windows),
CreatedAt: l.CreatedAt, UpdatedAt: l.UpdatedAt,
})
}
return infos
}
// DeleteLayout removes a layout by name.
// Use: lm.DeleteLayout("coding")
func (lm *LayoutManager) DeleteLayout(name string) {
lm.mu.Lock()
delete(lm.layouts, name)
lm.mu.Unlock()
lm.saveLayouts()
}