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i3expod.py
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i3expod.py
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#!/usr/bin/python3
import configparser
import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = '1'
import pygame
import i3ipc
import signal
import sys
import pprint
import time
import argparse
import subprocess
import math
from threading import Thread
import prtscn
try:
from xdg import xdg_config_home
xdg_config_home = str(xdg_config_home())
except ImportError:
from xdg.BaseDirectory import xdg_config_home
from contextlib import suppress
from PIL import ImageFilter, ImageEnhance, Image
def get_primary_output_name():
stdout, stderr = subprocess.Popen('xrandr --listmonitors',
shell=True, stdout=subprocess.PIPE).communicate()
if stdout != '':
monitorlines = stdout.decode().split("\n")
# Search for the primary (marked with +*)
# If none found (e.g. primary is on a disconnected output), take the first
primary = None
for m in monitorlines:
if "+*" in m:
primary = m
break # Early exit from the cycle
elif "+" in m:
primary = m # We found a monitor. Keep it
if primary != None:
return primary.split()[-1]
return None
parser = argparse.ArgumentParser()
parser.add_argument("-f", "--fullscreen", action="store_true",
help="run in fullscreen")
parser.add_argument("-m", "--mode", default="filler", help="Workspace allocation logic.\
sequential: Any new workspace is always the last one, starting from 1000. e.g: [1, 3] -> [1, 3, 1000]\
filler [default]: Allocate new workspaces by filling gaps in indexes e.g: [1, 3] -> [1, 2, 3]")
parser.add_argument("-w", "--wp", default=None, help="Set your wallpaper to be used to represent new/empty workspaces")
args = parser.parse_args()
pp = pprint.PrettyPrinter(indent=4)
YELLOW = (255, 255, 0)
global_updates_running = True
last_update = 0
global_knowledge = {'active': 0, 'wss': {}, 'ui_cache': {}, 'visible_ws_primary': None, 'out_aliases': {}}
pygame.display.init()
pygame.font.init()
i3 = i3ipc.Connection(auto_reconnect=True)
def signal_quit(signal, frame):
print("Shutting down...")
pygame.display.quit()
pygame.quit()
i3.main_quit()
sys.exit(0)
def signal_reload(signal, frame):
read_config()
def signal_show(signal, frame):
global global_updates_running
# toggles expo view
if not global_updates_running:
global_updates_running = True
else:
update_state(i3, None) # for a <1s updated screenshot of the primary ws upon calling
global_updates_running = False
# Take a screenshot of the focused window for the window drag overlay
focused_win = i3.get_tree().find_focused()
screenshot = grab_screen(x=focused_win.rect.x, y=focused_win.rect.y,
w=focused_win.rect.width, h=focused_win.rect.height)
global_knowledge['wss'][global_knowledge['active']]['focused_win_screenshot'] = screenshot
global_knowledge['wss'][global_knowledge['active']]['focused_win_name'] = focused_win.name
global_knowledge['wss'][global_knowledge['active']]['focused_win_id'] = focused_win.id
global_knowledge['wss'][global_knowledge['active']]['focused_win_size'] = \
(focused_win.window_rect.width, focused_win.window_rect.height)
# Open the expo view on the primary output:
# 1) Get primary monitor name
primary_output_name = get_primary_output_name()
# 2) Get the visible workspace on the primary monitor
visible_ws_primary = [w.num for w in i3.get_workspaces()
if w.visible == True and w.output == primary_output_name][0]
global_knowledge['visible_ws_primary'] = visible_ws_primary
# 3) First move to the active ws on the primary output, then create a temporary workspace for the expo view
i3.command('workspace ' + global_knowledge["wss"][visible_ws_primary]['name'] +
'; workspace i3expod-temporary-workspace')
# 4) And start the UI thread
ui_thread = Thread(target=show_ui)
ui_thread.daemon = True
ui_thread.start()
# Bind signals
signal.signal(signal.SIGINT, signal_quit)
signal.signal(signal.SIGTERM, signal_quit)
signal.signal(signal.SIGHUP, signal_reload)
signal.signal(signal.SIGUSR1, signal_show)
config = configparser.RawConfigParser()
def get_color(section=None, option=None, raw=None):
if not raw:
raw = config.get(section, option)
try:
return pygame.Color(*raw)
except (ValueError, TypeError):
pass
try:
return pygame.Color(raw)
except ValueError:
pass
if raw[0] == '#' and len(raw[1:]) == 3:
try:
r = int(raw[1], 16)
g = int(raw[2], 16)
b = int(raw[3], 16)
return pygame.Color(r * 16, g * 16, b * 16, 255)
except ValueError:
pass
if raw[0] == '#' and len(raw[1:]) == 6:
try:
r = int(raw[1:2], 16)
g = int(raw[3:4], 16)
b = int(raw[5:6], 16)
return pygame.Color(r, g, b, 255)
except ValueError:
pass
raise ValueError
defaults = {
('UI', 'bgcolor'): (get_color, get_color(raw='gray20')),
('UI', 'padding_percent_x'): (config.getint, 5),
('UI', 'padding_percent_y'): (config.getint, 5),
('UI', 'spacing_percent_x'): (config.getint, 5),
('UI', 'spacing_percent_y'): (config.getint, 5),
('UI', 'frame_width_px'): (config.getint, 5),
('UI', 'frame_active_color'): (get_color, get_color(raw='#3b4f8a')),
('UI', 'frame_inactive_color'): (get_color, get_color(raw='#43747b')),
('UI', 'frame_unknown_color'): (get_color, get_color(raw='#c8986b')),
('UI', 'frame_nonexistant_color'): (get_color, get_color(raw='gray30')),
('UI', 'tile_active_color'): (get_color, get_color(raw='#5a6da4')),
('UI', 'tile_inactive_color'): (get_color, get_color(raw='#93afb3')),
('UI', 'tile_unknown_color'): (get_color, get_color(raw='#ffe6d0')),
('UI', 'tile_nonexistant_color'): (get_color, get_color(raw='gray40')),
('UI', 'names_font'): (config.get, 'sans-serif'),
('UI', 'names_fontsize'): (config.getint, 25),
('UI', 'names_color'): (get_color, get_color(raw='white')),
('UI', 'names_position'): (config.get, "under"),
('UI', 'highlight_percentage'): (config.getint, 20),
}
def read_config():
config.read(os.path.join(xdg_config_home, "i3expo", "config"))
# Read custom labels for output names (if any)
for key in config['OUTPUT_ALIASES']:
global_knowledge['out_aliases'][key] = config['OUTPUT_ALIASES'][key]
# Read and override default config if != None
for option in defaults.keys():
if not isset(option):
if defaults[option][1] is None:
print("Error: Mandatory option " + str(option) + " not set!")
sys.exit(1)
config.set(*option, value=defaults[option][1])
def get_config(*option):
return defaults[option][0](*option)
def isset(option):
try:
if defaults[option][0](*option) == "None":
return False
return True
except ValueError:
return False
def grab_screen(x=None, y=None, w=None, h=None):
result = prtscn.getScreen(x, y, w, h)
pil = Image.frombuffer('RGB', (w, h), result, 'raw', 'RGB', 0, 1)
# draw = ImageDraw.Draw(pil)
# draw.text((100,100), 'abcde')
return pygame.image.fromstring(pil.tobytes(), pil.size, pil.mode)
def update_workspace(workspace, screenshot=None):
if workspace.num not in global_knowledge["wss"].keys():
global_knowledge["wss"][workspace.num] = {
'name': None,
'screenshot': None,
'windows': {},
'size': (0, 0),
'output': "",
'focused_win_screenshot': None,
'focused_win_size': None
}
global_knowledge["wss"][workspace.num]['size'] = (workspace.rect.width, workspace.rect.height)
global_knowledge["wss"][workspace.num]['name'] = workspace.name
global_knowledge["wss"][workspace.num]['screenshot'] = screenshot
if hasattr(workspace, 'ipc_data') and 'output' in workspace.ipc_data.keys():
global_knowledge["wss"][workspace.num]['output'] = workspace.ipc_data['output']
global_knowledge["active"] = workspace.num
def init_knowledge():
root = i3.get_tree()
for workspace in root.workspaces():
update_workspace(workspace)
# all outputs but the virtual ones
global_knowledge["outputs"] = [o for o in i3.get_outputs() if o.name.find('xroot') < 0]
def update_state(i3, e):
global last_update
time_delta = time.time() - last_update
if not global_updates_running:
return False
if time_delta < 0.2: # This should be >= your compositor fade time
return False
root = i3.get_tree()
window = root.find_focused()
current_workspace = window.workspace()
# Remove leftover desktops
i3_active_wss = root.workspaces()
deleted = []
for num in global_knowledge["wss"].keys():
if num not in [w.num for w in i3_active_wss]:
deleted.append(num)
deleted.sort() # make sure we're deleting the right items while iterating
deleted.reverse()
for num in deleted:
del (global_knowledge["wss"][num])
# Take a screenshot and update the active workspace
screenshot = grab_screen(x=current_workspace.rect.x, y=current_workspace.rect.y,
w=current_workspace.rect.width, h=current_workspace.rect.height)
update_workspace(current_workspace, screenshot)
# Make sure this function isn't called too frequently
reset_update_timer(i3, e)
def get_hovered_frame(mpos, frames):
for frame in frames.keys():
if frames[frame]['ul'][0] < mpos[0] < frames[frame]['br'][0] \
and frames[frame]['ul'][1] < mpos[1] < frames[frame]['br'][1]:
return frame
return None
def gen_active_win_overlay(rectangle, alpha=255):
# Calculate active border overlay
win_pad = int(max((rectangle.height * 2) / 100, (rectangle.width * 2) / 100))
win_pad = win_pad + 1 if win_pad % 2 != 0 else win_pad
lightmask = pygame.Surface((rectangle.width + win_pad, rectangle.height + win_pad),
pygame.SRCALPHA, 32).convert_alpha()
lightmask_position = (rectangle.x - int(win_pad / 2), rectangle.y - int(win_pad / 2))
lightmask.fill(YELLOW + (alpha,))
return lightmask, lightmask_position
def show_ui():
global global_updates_running
FPS = 60
clock = pygame.time.Clock()
workspaces = global_knowledge["wss"]
outputs = global_knowledge["outputs"]
# Get monitor size
monitor_size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
# Calculate grid size in a more efficient way taking into account orientation:
# Vertical screens take about 1/3 of the horizontal size so we can fit more frames in a row.
# BUT the exact proportions (w / (h / (w / h))) can't be used because with any gap between frames
# we can't really fit any more than two vertical frames, hence tmp += 1/2
tmp = 0
for num in global_knowledge["wss"].keys():
w = global_knowledge["wss"][num]['size'][0]
h = global_knowledge["wss"][num]['size'][1]
a = 0
if h > w:
# tmp += (w / (h / (w / h) )) # exact
tmp += 1 / 2 # any gap approximation
else:
tmp += 1
for o in outputs:
w = o.rect.width
h = o.rect.height
if h > w:
# tmp += (w / (h / (w / h) ))
tmp += 1 / 2
else:
tmp += 1
grid_x = grid_y = math.ceil(math.sqrt(tmp))
grid_size = math.ceil(math.sqrt(len(workspaces) + len(outputs)))
# print("GRID SIZE: {} x {} ".format(grid_size, grid_size), "EFFICIENT SIZE: {} x {}".format(grid_x, grid_y))
frame_thickness = get_config('UI', 'frame_width_px')
frame_active_color = get_config('UI', 'frame_active_color')
frame_inactive_color = get_config('UI', 'frame_inactive_color')
frame_unknown_color = get_config('UI', 'frame_unknown_color')
frame_nonexistant_color = get_config('UI', 'frame_nonexistant_color')
tile_active_color = get_config('UI', 'bgcolor')
tile_inactive_color = get_config('UI', 'bgcolor')
tile_unknown_color = get_config('UI', 'tile_unknown_color')
tile_nonexistant_color = get_config('UI', 'tile_nonexistant_color')
names_font = get_config('UI', 'names_font')
names_fontsize = get_config('UI', 'names_fontsize')
names_color = get_config('UI', 'names_color')
highlight_percentage = get_config('UI', 'highlight_percentage')
# Create screen surface and set display options
screen_mode = pygame.FULLSCREEN if args.fullscreen else pygame.RESIZABLE
screen = pygame.display.set_mode(size=(monitor_size[0], monitor_size[1]), flags=screen_mode, depth=0, display=0)
screen.set_alpha(None)
pygame.display.set_caption('i3expo-ng')
# Usable screen space (if windowed it won't match monitor_size)
screen_w = screen.get_width()
screen_h = screen.get_height()
# Padding/margin for tiles
pad_w = round(screen_w * get_config('UI', 'padding_percent_x') / 100)
pad_h = round(screen_h * get_config('UI', 'padding_percent_y') / 100)
# Gap between tiles (do not confuse with frames)
tiles_gap_w = round(screen_w * get_config('UI', 'spacing_percent_x') / 100)
tiles_gap_h = round(screen_h * get_config('UI', 'spacing_percent_y') / 100)
# Outer and inner tiles size (draw outer then inner to get the frame)
tiles_outer_w = round((screen_w - 2 * pad_w - tiles_gap_w * (grid_x - 1)) / grid_x)
tiles_outer_h = round((screen_h - 2 * pad_h - tiles_gap_h * (grid_y - 1)) / grid_y)
tiles_inner_w = tiles_outer_w - 2 * frame_thickness
tiles_inner_h = tiles_outer_h - 2 * frame_thickness
# Gap between frames
frames_gap_w = tiles_outer_w + tiles_gap_w
frames_gap_h = tiles_outer_h + tiles_gap_h
# Thumbnails for ? and +
thumb_missing = pygame.Surface((monitor_size[0], monitor_size[1]), pygame.SRCALPHA, 32)
thumb_missing = thumb_missing.convert_alpha()
thumb_new = thumb_missing.copy()
qm = pygame.font.SysFont('sans-serif', 550).render('?', True, (150, 150, 150))
plss = pygame.font.SysFont('sans-serif', 550).render('+', True, (200, 200, 200))
qm_size = qm.get_rect().size
origin_x = round((monitor_size[0] - qm_size[0]) / 2)
origin_y = round((monitor_size[1] - qm_size[1]) / 2)
thumb_missing.blit(qm, (origin_x, origin_y))
# if a wallpaper was specified, use that as a background for thumb_new
if args.wp is not None:
if 'wp_img' not in global_knowledge['ui_cache'].keys():
im = Image.open(args.wp)
en = ImageEnhance.Brightness(im)
wp_img = en.enhance(0.4)
wp_img = wp_img \
.resize((monitor_size[0], monitor_size[1]), Image.NEAREST) \
.filter(ImageFilter.GaussianBlur(radius=20))
wp_img = pygame.image.fromstring(wp_img.tobytes(), wp_img.size, wp_img.mode)
global_knowledge['ui_cache']['wp_img'] = wp_img
wp_img = global_knowledge['ui_cache']['wp_img']
thumb_new.blit(wp_img, (0, 0))
thumb_new.blit(plss, (origin_x, origin_y)) # Then draw the + sign
font = pygame.font.SysFont(names_font, names_fontsize)
# Get existing workspaces indexes
wss_idx = [int(k) for k in global_knowledge["wss"].keys()]
# Sort workspace indexes by aspect ratio (landscape then portrait)
wss_idx.sort(key=lambda x: global_knowledge['wss'][x]['size'][1])
# Generate one new/empty ws for each display output available:
new_wss_output = {}
tmp = []
if args.mode == "sequential":
r = max(1000, wss_idx[-1]) # or r = 1000
elif args.mode == "filler":
r = 1
for out in outputs:
while r in wss_idx + tmp:
r += 1
new_wss_output[r] = out
tmp.append(r)
# Sort NEW workspace indexes by aspect ratio (portrait then landscape) and append them to the list of workspaces
tmp.sort(key=lambda x: new_wss_output[x].rect.width)
wss_idx.extend(tmp)
del tmp
# Desktop index matrix for keyboard navigation
kbd_grid = [-1 for _ in range(grid_y)]
for i in range(len(kbd_grid)):
kbd_grid[i] = [-1 for _ in range(grid_size * grid_size)]
# Thumbnails and frames cache
thumb_cache = {i: None for i in wss_idx}
frame_template = {'active': False,
'mouseoff': None,
'mouseon': None,
'mouseondrag': None,
'ul': (0, 0),
'br': (0, 0)}
frames = {i: frame_template.copy() for i in wss_idx}
def draw_grid():
screen.fill(get_config('UI', 'bgcolor'))
wss_idx_todo = wss_idx.copy()
for y in range(grid_y):
tile_last_x = 0
for x in range(grid_x * grid_x):
# Origin point for next tile will be after the last one on this row
tile_origin_x = tile_last_x + tiles_gap_w if tile_last_x != 0 else pad_w
tile_origin_y = pad_h + frames_gap_h * y
# Extract the next workspace index and place it on the matrix
index = None
for i, idx in enumerate(wss_idx_todo):
tiles_outer_w_dyn = tiles_outer_w
tiles_inner_w_dyn = tiles_inner_w
# Is it an existing ws or a new one to be created?
ws_width = global_knowledge["wss"][idx]['size'][0] if idx in global_knowledge["wss"].keys() \
else new_wss_output[idx].rect.width
ws_height = global_knowledge["wss"][idx]['size'][1] if idx in global_knowledge["wss"].keys() \
else new_wss_output[idx].rect.height
# Resize frame width for vertical workspaces
if ws_height > ws_width:
factor = (ws_height / (ws_width / (ws_height / ws_width)))
tiles_outer_w_dyn = round(tiles_outer_w_dyn / factor)
tiles_inner_w_dyn = tiles_outer_w_dyn - 2 * frame_thickness
# If it fits on the row, place it and remove its index from the todo list
if tile_origin_x + tiles_outer_w_dyn <= screen_w - pad_w:
index = idx
del wss_idx_todo[i]
break
if index is None:
break
tile_last_x = tile_origin_x + tiles_outer_w_dyn
kbd_grid[y][x] = index
frames[index]['ul'] = (tile_origin_x, tile_origin_y)
frames[index]['br'] = (tile_origin_x + tiles_outer_w_dyn, tile_origin_y + tiles_outer_h)
# Different properties for different kinds of thumbnails
if global_knowledge['active'] == index:
tile_color = tile_active_color
frame_color = frame_active_color
image = global_knowledge["wss"][index]['screenshot']
elif index in global_knowledge["wss"].keys() and \
global_knowledge["wss"][index]['screenshot']:
tile_color = tile_inactive_color
frame_color = frame_inactive_color
image = global_knowledge["wss"][index]['screenshot']
elif index in global_knowledge["wss"].keys():
tile_color = tile_unknown_color
frame_color = frame_unknown_color
image = thumb_missing
else:
tile_color = tile_nonexistant_color
frame_color = frame_nonexistant_color
image = thumb_new
# Draw frame
screen.fill(frame_color, (tile_origin_x, tile_origin_y, tiles_outer_w_dyn, tiles_outer_h,))
# Draw tile
screen.fill(tile_color, (tile_origin_x + frame_thickness, tile_origin_y + frame_thickness,
tiles_inner_w_dyn, tiles_inner_h,))
# Calculate thumbnail placement and size
image_w = image.get_rect().size[0]
image_h = image.get_rect().size[1]
crop = None
# Resize / crop the image to fit the tile
if image_w > image_h and tiles_inner_w_dyn < tiles_inner_h:
result_x = tiles_inner_w
result_y = tiles_inner_h
offset_x = round((tiles_inner_w - result_x) / 2)
offset_y = 0
crop = (tiles_inner_w / 2 - tiles_inner_w_dyn / 2, 0, tiles_inner_w_dyn, tiles_inner_h)
else:
result_x = tiles_inner_w_dyn
result_y = tiles_inner_h
offset_x = 0
offset_y = round((tiles_inner_h - result_y) / 2)
# Rescale the screenshot as a thumbnail and cache it, or use the cached result if present
if thumb_cache[index] is not None:
image = thumb_cache[index]
else:
image = pygame.transform.smoothscale(image, (result_x, result_y))
thumb_cache[index] = image
# Put the right label (workspace name or output name for the ws to be created on)
if index in global_knowledge["wss"].keys():
name = global_knowledge["wss"][index]['name']
out_name = global_knowledge["wss"][index]['output']
if out_name.lower() in global_knowledge['out_aliases'].keys():
out_name = global_knowledge['out_aliases'][out_name.lower()]
name += " (" + out_name + ")"
else:
name = new_wss_output[index].name
if name.lower() in global_knowledge['out_aliases'].keys():
name = global_knowledge['out_aliases'][name.lower()]
# Calculate label / caption
name = font.render(name, True, names_color)
name_width = name.get_rect().size[0]
name_x = tile_origin_x + round((tiles_outer_w_dyn - name_width) / 2)
name_y = tile_origin_y + tiles_outer_h + round(tiles_outer_h * 0.02)
if get_config('UI', 'names_position') == "inside":
name_size = name.get_size()
name_bg_margin_x = 8
name_bg_margin_y = 8
name_size = (name_size[0] + name_bg_margin_x, name_size[1] + name_bg_margin_y)
name_bg = pygame.Surface(name_size)
name_bg.fill((0, 0, 0))
name_bg.blit(name, (name_bg_margin_x / 2, name_bg_margin_x / 2))
name = name_bg
name_y = tile_origin_y + tiles_inner_h - name.get_rect().size[1]
# DRAW the screenshot as a thumbnail
screen.blit(image, (tile_origin_x + frame_thickness + offset_x,
tile_origin_y + frame_thickness + offset_y), crop)
# Draw the label / caption
screen.blit(name, (name_x, name_y))
# Calculate mouseon, mouseoff, mousedrag overlays and cache them
if frames[index]['mouseon'] is None:
mouseoff = screen.subsurface(
(tile_origin_x, tile_origin_y, tiles_outer_w_dyn, tiles_outer_h)).copy()
lightmask = pygame.Surface((tiles_outer_w_dyn, tiles_outer_h), pygame.SRCALPHA, 32)
lightmask.convert_alpha()
lightmask_drag = lightmask.copy()
lightmask.fill((255, 255, 255, 255 * highlight_percentage / 100))
lightmask_drag.fill((128, 128, 255, 255 * highlight_percentage / 100))
mouseon = mouseoff.copy()
mouseondrag = mouseoff.copy()
mouseon.blit(lightmask, (0, 0))
mouseondrag.blit(lightmask_drag, (0, 0))
frames[index]['mouseon'] = mouseon.copy()
frames[index]['mouseondrag'] = mouseondrag.copy()
frames[index]['mouseoff'] = mouseoff.copy()
pygame.display.flip()
# set initial status
active_frame = None
last_active_frame = wss_idx[0]
rectangle_dragging = False
running = True
use_mouse = True
grid_dirty_flag = False
# For keyboard navigation
col_idx = 0
row_idx = 0
# Focused window thumb overlay to be dragged over to workspaces
focused_win_screenshot = global_knowledge['wss'][global_knowledge['active']]['focused_win_screenshot']
focused_win_size = global_knowledge['wss'][global_knowledge['active']]['focused_win_size']
# Get screenshot aspect ratio and scale it to be a bit smaller than the workspaces thumb
focused_win_thumb = None
rectangle = None
if focused_win_screenshot is not None and focused_win_size is not None and focused_win_size[1] > 0:
ar = min(focused_win_size) / max(focused_win_size)
factor = 1.5
if focused_win_size[1] > focused_win_size[0]:
rh = int(tiles_inner_h / factor)
rw = int(rh * ar)
else:
rw = int(tiles_inner_w / factor)
rh = int(rw * ar)
del factor
rectangle = pygame.rect.Rect(screen.get_width() - rw - int(pad_w / 2),
screen.get_height() - rh - int(pad_h / 2),
rw,
rh)
focused_win_thumb = pygame.transform.smoothscale(focused_win_screenshot, (rectangle.width, rectangle.height))
with suppress(KeyError):
focused_win_id = global_knowledge['wss'][global_knowledge['active']]['focused_win_id']
# Draw grid
draw_grid()
# Draw focused window thumbnail overlay border
if focused_win_thumb is not None:
lightmask, lightmask_position = gen_active_win_overlay(rectangle, alpha=0)
screen.blit(lightmask, lightmask_position)
speed = int(300 / FPS)
for i in range(0, 100, speed):
alpha = int(255 * i / 100)
f = focused_win_thumb.convert_alpha()
f.fill((255, 255, 255, alpha), None, pygame.BLEND_RGBA_MULT)
lightmask.fill(YELLOW + (int(alpha / 8),))
screen.blit(lightmask, lightmask_position)
screen.blit(f, rectangle)
pygame.display.flip()
clock.tick(FPS)
# Main loop: redraw screen and check status
while running and not global_updates_running and pygame.display.get_init():
# Avoid trailing effect when dragging the focused window preview over a workspace
if rectangle_dragging:
draw_grid()
jump = False
move_win = False
kbdmove = (0, 0)
cmd = ""
# Check for user interaction (via keyboard or mouse)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEMOTION:
use_mouse = True
if rectangle_dragging:
mouse_x, mouse_y = event.pos
rectangle.x = mouse_x + offset_x
rectangle.y = mouse_y + offset_y
elif event.type == pygame.KEYDOWN:
use_mouse = False
if event.key == pygame.K_UP or event.key == pygame.K_k:
kbdmove = (0, -1)
if event.key == pygame.K_DOWN or event.key == pygame.K_j:
kbdmove = (0, 1)
if event.key == pygame.K_LEFT or event.key == pygame.K_h:
kbdmove = (-1, 0)
if event.key == pygame.K_RIGHT or event.key == pygame.K_l:
kbdmove = (1, 0)
if event.key == pygame.K_RETURN:
jump = True
if event.key == pygame.K_ESCAPE:
running = False
pygame.event.clear()
break
elif event.type == pygame.MOUSEBUTTONUP:
use_mouse = True
if event.button == 1:
if rectangle_dragging:
move_win = True
jump = True
rectangle_dragging = False
pygame.event.clear()
break
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if rectangle is not None and rectangle.collidepoint(event.pos):
rectangle_dragging = True
mouse_x, mouse_y = event.pos
offset_x = rectangle.x - mouse_x
offset_y = rectangle.y - mouse_y
# Determine which frame is being hovered either with the mouse or keyboard selection
if use_mouse:
mpos = pygame.mouse.get_pos()
af = get_hovered_frame(mpos, frames)
active_frame = af if af is not None else last_active_frame
last_active_frame = active_frame
elif kbdmove != (0, 0):
if kbdmove[0] != 0:
tmp = col_idx + kbdmove[0]
col_idx = tmp if tmp < len(kbd_grid[0]) else col_idx
col_idx = 0 if col_idx < 0 else col_idx
elif kbdmove[1] != 0:
tmp = row_idx + kbdmove[1]
row_idx = tmp if tmp < len(kbd_grid) else row_idx
row_idx = 0 if row_idx < 0 else row_idx
active_frame = kbd_grid[row_idx][col_idx]
if active_frame < 0:
row_idx = col_idx = 0
active_frame = kbd_grid[row_idx][col_idx]
last_active_frame = active_frame
# If the active window is moved to a workspace
if move_win:
if focused_win_id is None: break
# Move active container to selected workspace (name if it already exists, number if it is to be created)
if active_frame in global_knowledge["wss"].keys():
cmd += '[con_id=\"' + str(focused_win_id) + '\"] move container to workspace ' + \
global_knowledge["wss"][active_frame]['name'] + ";"
else:
cmd += '[con_id=\"' + str(focused_win_id) + '\"] move container to workspace ' + \
str(active_frame) + ";"
# If the user release left click on a workspace, jump to it
if jump:
# Create a new empty workspace on the requested output
if active_frame not in global_knowledge["wss"].keys():
cmd += "workspace " + str(active_frame) + ";"
cmd += 'move workspace to output ' + new_wss_output[active_frame].name + ';'
# Jump back to the visible ws on primary output to preserve back_and_forth behaviour
cmd += 'workspace ' + global_knowledge["wss"][global_knowledge['visible_ws_primary']]['name'] + ';'
# Jump to the requested workspace (by its name if already exists, by its number if it's created anew)
if active_frame in global_knowledge["wss"].keys():
cmd += 'workspace ' + global_knowledge["wss"][active_frame]['name']
else:
cmd += 'workspace ' + str(active_frame)
break
# DRAW mouseoff, mouseon, mouseondrag overlays
for frame in frames.keys():
if frames[frame]['active'] and not frame == active_frame:
screen.blit(frames[frame]['mouseoff'], frames[frame]['ul'])
frames[frame]['active'] = False
grid_dirty_flag = True
if active_frame: # and not frames[active_frame]['active']:
screen.blit(frames[active_frame]['mouseon'], frames[active_frame]['ul'])
grid_dirty_flag = True
if rectangle_dragging:
screen.blit(frames[active_frame]['mouseondrag'], frames[active_frame]['ul'])
frames[active_frame]['active'] = True
if (rectangle_dragging or grid_dirty_flag) and rectangle is not None:
grid_dirty_flag = False
lightmask, lightmask_position = gen_active_win_overlay(rectangle)
# DRAW active window border overlay
screen.blit(lightmask, lightmask_position)
# DRAW active window thumbnail
screen.blit(focused_win_thumb, rectangle) if focused_win_thumb is not None else None
pygame.display.update()
clock.tick(FPS)
pygame.display.quit()
pygame.display.init()
# If quitting without jump, jump back to the active workspace on the primary output
if not jump:
cmd = 'workspace ' + global_knowledge["wss"][global_knowledge['visible_ws_primary']]['name'] + ';'
i3.command(cmd)
# Unlock the global updates
global_updates_running = True
def reset_update_timer(i3, e):
global last_update
last_update = time.time()
def main():
read_config()
init_knowledge()
update_state(i3, None)
i3.on('window::new', update_state)
i3.on('window::close', update_state)
i3.on('window::move', update_state)
i3.on('window::floating', update_state)
i3.on('window::fullscreen_mode', update_state)
# i3.on('window::focus', update_state)
# Reset time counter so that the update thread does not take a screenshot
# while transitioning from one workspace to another, resulting in a dirty screenshot
# if you use a compositor with fading enabled
i3.on('workspace', reset_update_timer)
i3_thread = Thread(target=i3.main)
i3_thread.daemon = True
i3_thread.start()
while True:
time.sleep(1)
update_state(i3, None)
if __name__ == '__main__':
main()