Resolves the neighbouring surface — output or virtual desktop — in a direction, for cross-surface window navigation.
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#include <phosphor-engine/include/PhosphorEngine/ICrossSurfaceResolver.h>
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| virtual | ~ICrossSurfaceResolver ()=default |
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| virtual QString | neighborOutputInDirection (const QString &screenId, const QString &direction) const =0 |
| | The connected output geometrically adjacent to screenId in direction, or an empty string when there is none.
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| virtual int | neighborDesktopInDirection (int currentDesktop, const QString &direction) const =0 |
| | The 1-based virtual desktop reached by stepping direction from currentDesktop on the desktop grid, or 0 when there is none.
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Resolves the neighbouring surface — output or virtual desktop — in a direction, for cross-surface window navigation.
Implemented daemon-side over the screen-topology and virtual-desktop services and injected into the placement engines, so the geometry/desktop knowledge lives in exactly one place and the autotile and snap engines resolve crossings identically (the engines just ask). Both methods take the lower-case direction tokens "left" / "right" / "up" / "down".
◆ ~ICrossSurfaceResolver()
| virtual PhosphorEngine::ICrossSurfaceResolver::~ICrossSurfaceResolver |
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virtualdefault |
◆ neighborDesktopInDirection()
| virtual int PhosphorEngine::ICrossSurfaceResolver::neighborDesktopInDirection |
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int |
currentDesktop, |
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const QString & |
direction |
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| const |
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pure virtual |
The 1-based virtual desktop reached by stepping direction from currentDesktop on the desktop grid, or 0 when there is none.
◆ neighborOutputInDirection()
| virtual QString PhosphorEngine::ICrossSurfaceResolver::neighborOutputInDirection |
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const QString & |
screenId, |
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const QString & |
direction |
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| const |
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pure virtual |
The connected output geometrically adjacent to screenId in direction, or an empty string when there is none.
The documentation for this class was generated from the following file: