gui/pkg/window/tiling.go
Snider 8abfca31e7 feat(gui): 4 smart layout helpers + Good/Bad/Ugly coverage
Added layout primitives to pkg/window/tiling.go:
- BesideEditor — position a window beside an editor, same height,
  on the side with more empty space
- SuggestLayout — layout N windows on screen (golden-ratio split
  for 2, grid for 3+)
- FindEmptySpace — find the largest rectangular empty region that
  fits a minimum size; return (rect, ok)
- ArrangePair — 60/40 or 50/50 split based on aspect ratios

Plus Rect/Size aliases and a WindowPlacement type. Good/Bad/Ugly
test coverage + godoc examples.

pkg/mcp/tools_layout.go left unchanged — this branch already
registers layout_beside_editor / layout_suggest / screen_find_space
/ window_arrange_pair on top of the new helpers.

go vet clean. go test pkg/window/... passes under HOME override
(legacy layout-save tests need writeable ~/Library on non-sandbox).

Closes tasks.lthn.sh/view.php?id=30

Co-authored-by: Codex <noreply@openai.com>
Co-Authored-By: Virgil <virgil@lethean.io>
2026-04-24 07:26:22 +01:00

573 lines
15 KiB
Go

// pkg/window/tiling.go
package window
import (
coreerr "dappco.re/go/core/log"
"forge.lthn.ai/core/gui/pkg/screen"
)
// TileMode defines how windows are arranged.
// Use: mode := window.TileModeLeftRight
type TileMode int
const (
TileModeLeftHalf TileMode = iota
TileModeRightHalf
TileModeTopHalf
TileModeBottomHalf
TileModeTopLeft
TileModeTopRight
TileModeBottomLeft
TileModeBottomRight
TileModeLeftRight
TileModeGrid
)
var tileModeNames = map[TileMode]string{
TileModeLeftHalf: "left-half", TileModeRightHalf: "right-half",
TileModeTopHalf: "top-half", TileModeBottomHalf: "bottom-half",
TileModeTopLeft: "top-left", TileModeTopRight: "top-right",
TileModeBottomLeft: "bottom-left", TileModeBottomRight: "bottom-right",
TileModeLeftRight: "left-right", TileModeGrid: "grid",
}
// String returns the canonical layout name for the tile mode.
// Use: label := window.TileModeGrid.String()
func (m TileMode) String() string { return tileModeNames[m] }
// SnapPosition defines where a window snaps to.
// Use: pos := window.SnapRight
type SnapPosition int
const (
SnapLeft SnapPosition = iota
SnapRight
SnapTop
SnapBottom
SnapTopLeft
SnapTopRight
SnapBottomLeft
SnapBottomRight
SnapCenter
)
var snapPositionNames = map[SnapPosition]string{
SnapLeft: "left", SnapRight: "right",
SnapTop: "top", SnapBottom: "bottom",
SnapTopLeft: "top-left", SnapTopRight: "top-right",
SnapBottomLeft: "bottom-left", SnapBottomRight: "bottom-right",
SnapCenter: "center",
}
func (p SnapPosition) String() string { return snapPositionNames[p] }
// WorkflowLayout is a predefined arrangement for common tasks.
// Use: workflow := window.WorkflowCoding
type WorkflowLayout int
const (
WorkflowCoding WorkflowLayout = iota // 70/30 split
WorkflowDebugging // 60/40 split
WorkflowPresenting // maximised
WorkflowSideBySide // 50/50 split
)
var workflowNames = map[WorkflowLayout]string{
WorkflowCoding: "coding", WorkflowDebugging: "debugging",
WorkflowPresenting: "presenting", WorkflowSideBySide: "side-by-side",
}
type Rect = screen.Rect
type Size = screen.Size
// WindowPlacement maps a window name to its suggested bounds.
type WindowPlacement struct {
Name string `json:"name"`
Bounds Rect `json:"bounds"`
}
const (
goldenSplitNumerator = 618
standardSplitNumerator = 600
splitDenominator = 1000
)
// String returns the canonical workflow name.
// Use: label := window.WorkflowCoding.String()
func (w WorkflowLayout) String() string { return workflowNames[w] }
// BesideEditor returns the empty region beside an editor within a zero-origin screen.
//
// The returned rectangle uses the same vertical span as the visible portion of the
// editor and chooses the side with more remaining horizontal space. targetSize
// describes the available screen/work-area size.
func BesideEditor(editorBounds Rect, targetSize Size) Rect {
screenBounds := Rect{Width: targetSize.Width, Height: targetSize.Height}
editor := editorBounds.Intersect(screenBounds)
if screenBounds.IsEmpty() || editor.IsEmpty() {
return Rect{}
}
left := Rect{
X: screenBounds.X,
Y: editor.Y,
Width: max(editor.X-screenBounds.X, 0),
Height: editor.Height,
}
right := Rect{
X: editor.X + editor.Width,
Y: editor.Y,
Width: max((screenBounds.X+screenBounds.Width)-(editor.X+editor.Width), 0),
Height: editor.Height,
}
switch {
case right.Width >= left.Width && right.Width > 0:
return right
case left.Width > 0:
return left
default:
return Rect{}
}
}
// SuggestLayout returns suggested placements for the provided windows on screenBounds.
//
// One window fills the screen, two windows use a golden-ratio split, and three or
// more windows fall back to a simple grid.
func SuggestLayout(windows []Window, screenBounds Rect) []WindowPlacement {
if len(windows) == 0 || screenBounds.IsEmpty() {
return nil
}
placements := make([]WindowPlacement, 0, len(windows))
switch len(windows) {
case 1:
return []WindowPlacement{{
Name: windows[0].Name,
Bounds: screenBounds,
}}
case 2:
if screenBounds.Width >= screenBounds.Height {
primaryWidth := proportionalSplit(screenBounds.Width, goldenSplitNumerator, splitDenominator)
placements = append(placements,
WindowPlacement{
Name: windows[0].Name,
Bounds: Rect{
X: screenBounds.X, Y: screenBounds.Y,
Width: primaryWidth, Height: screenBounds.Height,
},
},
WindowPlacement{
Name: windows[1].Name,
Bounds: Rect{
X: screenBounds.X + primaryWidth, Y: screenBounds.Y,
Width: screenBounds.Width - primaryWidth, Height: screenBounds.Height,
},
},
)
return placements
}
primaryHeight := proportionalSplit(screenBounds.Height, goldenSplitNumerator, splitDenominator)
placements = append(placements,
WindowPlacement{
Name: windows[0].Name,
Bounds: Rect{
X: screenBounds.X, Y: screenBounds.Y,
Width: screenBounds.Width, Height: primaryHeight,
},
},
WindowPlacement{
Name: windows[1].Name,
Bounds: Rect{
X: screenBounds.X, Y: screenBounds.Y + primaryHeight,
Width: screenBounds.Width, Height: screenBounds.Height - primaryHeight,
},
},
)
return placements
default:
cols, rows := gridDimensions(len(windows))
cellWidth := screenBounds.Width / cols
cellHeight := screenBounds.Height / rows
for i, window := range windows {
col := i % cols
row := i / cols
x := screenBounds.X + col*cellWidth
y := screenBounds.Y + row*cellHeight
right := x + cellWidth
if col == cols-1 {
right = screenBounds.X + screenBounds.Width
}
bottom := y + cellHeight
if row == rows-1 {
bottom = screenBounds.Y + screenBounds.Height
}
placements = append(placements, WindowPlacement{
Name: window.Name,
Bounds: Rect{
X: x, Y: y,
Width: right - x, Height: bottom - y,
},
})
}
return placements
}
}
// FindEmptySpace returns the largest empty rectangle within screenBounds that fits minSize.
func FindEmptySpace(screenBounds Rect, existingWindows []Window, minSize Size) (Rect, bool) {
if screenBounds.IsEmpty() {
return Rect{}, false
}
reqWidth := max(minSize.Width, 1)
reqHeight := max(minSize.Height, 1)
if screenBounds.Width < reqWidth || screenBounds.Height < reqHeight {
return Rect{}, false
}
occupied := make([]Rect, 0, len(existingWindows))
xEdges := []int{screenBounds.X, screenBounds.X + screenBounds.Width}
yEdges := []int{screenBounds.Y, screenBounds.Y + screenBounds.Height}
for _, window := range existingWindows {
rect := Rect{X: window.X, Y: window.Y, Width: window.Width, Height: window.Height}.Intersect(screenBounds)
if rect.IsEmpty() {
continue
}
occupied = append(occupied, rect)
xEdges = append(xEdges, rect.X, rect.X+rect.Width)
yEdges = append(yEdges, rect.Y, rect.Y+rect.Height)
}
xEdges = uniqueSorted(xEdges)
yEdges = uniqueSorted(yEdges)
best := Rect{}
bestArea := -1
for i := 0; i < len(xEdges); i++ {
for j := i + 1; j < len(xEdges); j++ {
for k := 0; k < len(yEdges); k++ {
for l := k + 1; l < len(yEdges); l++ {
candidate := Rect{
X: xEdges[i],
Y: yEdges[k],
Width: xEdges[j] - xEdges[i],
Height: yEdges[l] - yEdges[k],
}
if candidate.Width < reqWidth || candidate.Height < reqHeight {
continue
}
if !rectContains(screenBounds, candidate) || intersectsAny(candidate, occupied) {
continue
}
area := candidate.Width * candidate.Height
if area > bestArea {
best = candidate
bestArea = area
}
}
}
}
}
if bestArea < 0 {
return Rect{}, false
}
return best, true
}
// ArrangePair places two windows side-by-side across screenBounds.
//
// Similar aspect ratios split the screen evenly. When one window is materially
// wider than the other, the wider one receives the larger 60% pane.
func ArrangePair(win1, win2 Window, screenBounds Rect) (Rect, Rect) {
if screenBounds.IsEmpty() {
return Rect{}, Rect{}
}
firstWidth := screenBounds.Width / 2
aspect1 := windowAspect(win1)
aspect2 := windowAspect(win2)
delta := aspect1 - aspect2
if delta < 0 {
delta = -delta
}
if delta >= 0.35 {
if aspect1 > aspect2 {
firstWidth = proportionalSplit(screenBounds.Width, standardSplitNumerator, splitDenominator)
} else {
firstWidth = screenBounds.Width - proportionalSplit(screenBounds.Width, standardSplitNumerator, splitDenominator)
}
}
first := Rect{
X: screenBounds.X, Y: screenBounds.Y,
Width: firstWidth, Height: screenBounds.Height,
}
second := Rect{
X: screenBounds.X + firstWidth, Y: screenBounds.Y,
Width: screenBounds.Width - firstWidth, Height: screenBounds.Height,
}
return first, second
}
func proportionalSplit(total, numerator, denominator int) int {
if total <= 1 || denominator <= 0 {
return total
}
split := (total*numerator + denominator/2) / denominator
return min(max(split, 1), total-1)
}
func gridDimensions(count int) (int, int) {
if count <= 0 {
return 0, 0
}
cols := 1
for cols*cols < count {
cols++
}
rows := (count + cols - 1) / cols
return cols, rows
}
func windowAspect(window Window) float64 {
width := window.Width
height := window.Height
if width <= 0 || height <= 0 {
return 1
}
return float64(width) / float64(height)
}
func layoutOrigin(origin []int) (int, int) {
if len(origin) == 0 {
return 0, 0
}
if len(origin) == 1 {
return origin[0], 0
}
return origin[0], origin[1]
}
func (m *Manager) captureState(pw PlatformWindow) {
if m.state == nil || pw == nil {
return
}
m.state.CaptureState(pw)
}
func normalizeWindowForLayout(pw PlatformWindow) {
if pw == nil {
return
}
if pw.IsMaximised() || pw.IsMinimised() {
pw.Restore()
}
}
// TileWindows arranges the named windows in the given mode across the screen area.
func (m *Manager) TileWindows(mode TileMode, names []string, screenW, screenH int, origin ...int) error {
originX, originY := layoutOrigin(origin)
windows := make([]PlatformWindow, 0, len(names))
for _, name := range names {
pw, ok := m.Get(name)
if !ok {
return coreerr.E("window.Manager.TileWindows", "window not found: "+name, nil)
}
windows = append(windows, pw)
}
if len(windows) == 0 {
return coreerr.E("window.Manager.TileWindows", "no windows to tile", nil)
}
for _, pw := range windows {
normalizeWindowForLayout(pw)
}
halfW, halfH := screenW/2, screenH/2
switch mode {
case TileModeLeftRight:
w := screenW / len(windows)
for i, pw := range windows {
pw.SetPosition(originX+i*w, originY)
pw.SetSize(w, screenH)
m.captureState(pw)
}
case TileModeGrid:
cols := 2
if len(windows) > 4 {
cols = 3
}
cellW := screenW / cols
for i, pw := range windows {
row := i / cols
col := i % cols
rows := (len(windows) + cols - 1) / cols
cellH := screenH / rows
pw.SetPosition(originX+col*cellW, originY+row*cellH)
pw.SetSize(cellW, cellH)
m.captureState(pw)
}
case TileModeLeftHalf:
for _, pw := range windows {
pw.SetPosition(originX, originY)
pw.SetSize(halfW, screenH)
m.captureState(pw)
}
case TileModeRightHalf:
for _, pw := range windows {
pw.SetPosition(originX+halfW, originY)
pw.SetSize(halfW, screenH)
m.captureState(pw)
}
case TileModeTopHalf:
for _, pw := range windows {
pw.SetPosition(originX, originY)
pw.SetSize(screenW, halfH)
m.captureState(pw)
}
case TileModeBottomHalf:
for _, pw := range windows {
pw.SetPosition(originX, originY+halfH)
pw.SetSize(screenW, halfH)
m.captureState(pw)
}
case TileModeTopLeft:
for _, pw := range windows {
pw.SetPosition(originX, originY)
pw.SetSize(halfW, halfH)
m.captureState(pw)
}
case TileModeTopRight:
for _, pw := range windows {
pw.SetPosition(originX+halfW, originY)
pw.SetSize(halfW, halfH)
m.captureState(pw)
}
case TileModeBottomLeft:
for _, pw := range windows {
pw.SetPosition(originX, originY+halfH)
pw.SetSize(halfW, halfH)
m.captureState(pw)
}
case TileModeBottomRight:
for _, pw := range windows {
pw.SetPosition(originX+halfW, originY+halfH)
pw.SetSize(halfW, halfH)
m.captureState(pw)
}
}
return nil
}
// SnapWindow snaps a window to a screen edge/corner/centre.
func (m *Manager) SnapWindow(name string, pos SnapPosition, screenW, screenH int, origin ...int) error {
originX, originY := layoutOrigin(origin)
pw, ok := m.Get(name)
if !ok {
return coreerr.E("window.Manager.SnapWindow", "window not found: "+name, nil)
}
halfW, halfH := screenW/2, screenH/2
switch pos {
case SnapLeft:
pw.SetPosition(originX, originY)
pw.SetSize(halfW, screenH)
case SnapRight:
pw.SetPosition(originX+halfW, originY)
pw.SetSize(halfW, screenH)
case SnapTop:
pw.SetPosition(originX, originY)
pw.SetSize(screenW, halfH)
case SnapBottom:
pw.SetPosition(originX, originY+halfH)
pw.SetSize(screenW, halfH)
case SnapTopLeft:
pw.SetPosition(originX, originY)
pw.SetSize(halfW, halfH)
case SnapTopRight:
pw.SetPosition(originX+halfW, originY)
pw.SetSize(halfW, halfH)
case SnapBottomLeft:
pw.SetPosition(originX, originY+halfH)
pw.SetSize(halfW, halfH)
case SnapBottomRight:
pw.SetPosition(originX+halfW, originY+halfH)
pw.SetSize(halfW, halfH)
case SnapCenter:
normalizeWindowForLayout(pw)
cw, ch := pw.Size()
pw.SetPosition(originX+(screenW-cw)/2, originY+(screenH-ch)/2)
}
m.captureState(pw)
return nil
}
// StackWindows cascades windows with an offset.
func (m *Manager) StackWindows(names []string, offsetX, offsetY int, origin ...int) error {
originX, originY := layoutOrigin(origin)
for i, name := range names {
pw, ok := m.Get(name)
if !ok {
return coreerr.E("window.Manager.StackWindows", "window not found: "+name, nil)
}
pw.SetPosition(originX+i*offsetX, originY+i*offsetY)
m.captureState(pw)
}
return nil
}
// ApplyWorkflow arranges windows in a predefined workflow layout.
func (m *Manager) ApplyWorkflow(workflow WorkflowLayout, names []string, screenW, screenH int, origin ...int) error {
originX, originY := layoutOrigin(origin)
if len(names) == 0 {
return coreerr.E("window.Manager.ApplyWorkflow", "no windows for workflow", nil)
}
switch workflow {
case WorkflowCoding:
// 70/30 split — main editor + terminal
mainW := screenW * 70 / 100
if pw, ok := m.Get(names[0]); ok {
pw.SetPosition(originX, originY)
pw.SetSize(mainW, screenH)
m.captureState(pw)
}
if len(names) > 1 {
if pw, ok := m.Get(names[1]); ok {
pw.SetPosition(originX+mainW, originY)
pw.SetSize(screenW-mainW, screenH)
m.captureState(pw)
}
}
case WorkflowDebugging:
// 60/40 split
mainW := screenW * 60 / 100
if pw, ok := m.Get(names[0]); ok {
pw.SetPosition(originX, originY)
pw.SetSize(mainW, screenH)
m.captureState(pw)
}
if len(names) > 1 {
if pw, ok := m.Get(names[1]); ok {
pw.SetPosition(originX+mainW, originY)
pw.SetSize(screenW-mainW, screenH)
m.captureState(pw)
}
}
case WorkflowPresenting:
// Maximise first window
if pw, ok := m.Get(names[0]); ok {
pw.SetPosition(originX, originY)
pw.SetSize(screenW, screenH)
m.captureState(pw)
}
case WorkflowSideBySide:
return m.TileWindows(TileModeLeftRight, names, screenW, screenH, originX, originY)
}
return nil
}