#include <set>
#include <string>
+#include "layout.hpp"
#include "result.hpp"
#include "wayland.hpp"
std::string role;
// XXX perhaps a zorder is needed here?
std::vector<struct split_layout> layouts;
+ // XXX need to change the way we store these things...
+ mutable struct LayoutState state;
explicit layer(nlohmann::json const &j);
using json = nlohmann::json;
using storage_type = std::set<struct layer>;
- using layers_type = std::vector<unsigned int>;
+ using layers_type = std::vector<uint32_t>;
using role_to_layer_map = std::vector<std::pair<std::string, int>>;
- using addsurf_layer_map = std::map<unsigned, unsigned>;
+ using addsurf_layer_map = std::map<int, int>;
// XXX: we also will need a layer_id to layer map, perhaps
// make this the primary map, and the surface_id->layer a
optional<int> get_layer_id(int surface_id);
optional<int> get_layer_id(std::string const &role);
+ optional<struct LayoutState*> get_layout_state(int surface_id) {
+ int layer_id = *this->get_layer_id(surface_id);
+ auto i = std::find_if(
+ std::begin(this->mapping), std::end(this->mapping),
+ [layer_id](struct layer const &l) { return layer_id == l.layer_id; });
+ return i == this->mapping.end() ? nullopt : optional<struct LayoutState *>(&i->state);
+ }
optional<struct layer> get_layer(int layer_id) {
auto i = std::find_if(
std::cbegin(this->mapping), std::cend(this->mapping),
return this->layers.size();
}
- void add_surface(unsigned surface_id, unsigned layer_id) {
+ void add_surface(int surface_id, int layer_id) {
this->surfaces[surface_id] = layer_id;
}
+ void remove_surface(int surface_id) {
+ this->surfaces.erase(surface_id);
+ }
+
json to_json() const;
};