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import Cocoa
enum QuickTerminalPosition : String {
case top
case bottom
case left
case right
case center
/// Set the loaded state for a window. This should only be called when the window is first loaded,
/// usually in `windowDidLoad` or in a similar callback. This is the initial state.
func setLoaded(_ window: NSWindow, size: QuickTerminalSize) {
guard let screen = window.screen ?? NSScreen.main else { return }
window.setFrame(.init(
origin: window.frame.origin,
size: size.calculate(position: self, screenDimensions: screen.visibleFrame.size)
), display: false)
}
/// Set the initial state for a window NOT yet into position (either before animating in or
/// after animating out).
func setInitial(
in window: NSWindow,
on screen: NSScreen,
terminalSize: QuickTerminalSize,
closedFrame: NSRect? = nil
) {
// Invisible
window.alphaValue = 0
// Position depends
window.setFrame(.init(
origin: initialOrigin(for: window, on: screen),
size: closedFrame?.size ?? configuredFrameSize(
on: screen,
terminalSize: terminalSize)
), display: false)
}
/// Set the final state for a window in this position.
func setFinal(
in window: NSWindow,
on screen: NSScreen,
terminalSize: QuickTerminalSize,
closedFrame: NSRect? = nil
) {
// We always end visible
window.alphaValue = 1
// Position depends
window.setFrame(.init(
origin: finalOrigin(for: window, on: screen),
size: closedFrame?.size ?? configuredFrameSize(
on: screen,
terminalSize: terminalSize)
), display: true)
}
/// Get the configured frame size for initial positioning and animations.
func configuredFrameSize(on screen: NSScreen, terminalSize: QuickTerminalSize) -> NSSize {
let dimensions = terminalSize.calculate(position: self, screenDimensions: screen.visibleFrame.size)
return NSSize(width: dimensions.width, height: dimensions.height)
}
/// The initial point origin for this position.
func initialOrigin(for window: NSWindow, on screen: NSScreen) -> CGPoint {
switch (self) {
case .top:
return .init(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: screen.visibleFrame.maxY)
case .bottom:
return .init(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: -window.frame.height)
case .left:
return .init(
x: screen.visibleFrame.minX-window.frame.width,
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2))
case .right:
return .init(
x: screen.visibleFrame.maxX,
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2))
case .center:
return .init(x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2), y: screen.visibleFrame.height - window.frame.width)
}
}
/// The final point origin for this position.
func finalOrigin(for window: NSWindow, on screen: NSScreen) -> CGPoint {
switch (self) {
case .top:
return .init(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: screen.visibleFrame.maxY - window.frame.height)
case .bottom:
return .init(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: screen.visibleFrame.minY)
case .left:
return .init(
x: screen.visibleFrame.minX,
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2))
case .right:
return .init(
x: screen.visibleFrame.maxX - window.frame.width,
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2))
case .center:
return .init(x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2), y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2))
}
}
func conflictsWithDock(on screen: NSScreen) -> Bool {
// Screen must have a dock for it to conflict
guard screen.hasDock else { return false }
// Get the dock orientation for this screen
guard let orientation = Dock.orientation else { return false }
// Depending on the orientation of the dock, we conflict if our quick terminal
// would potentially "hit" the dock. In the future we should probably consider
// the frame of the quick terminal.
return switch (orientation) {
case .top: self == .top || self == .left || self == .right
case .bottom: self == .bottom || self == .left || self == .right
case .left: self == .top || self == .bottom
case .right: self == .top || self == .bottom
}
}
/// Calculate the centered origin for a window, keeping it properly positioned after manual resizing
func centeredOrigin(for window: NSWindow, on screen: NSScreen) -> CGPoint {
switch self {
case .top:
return CGPoint(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: window.frame.origin.y // Keep the same Y position
)
case .bottom:
return CGPoint(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: window.frame.origin.y // Keep the same Y position
)
case .center:
return CGPoint(
x: round(screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2),
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2)
)
case .left, .right:
// For left/right positions, only adjust horizontal centering if needed
return window.frame.origin
}
}
/// Calculate the vertically centered origin for side-positioned windows
func verticallyCenteredOrigin(for window: NSWindow, on screen: NSScreen) -> CGPoint {
switch self {
case .left:
return CGPoint(
x: window.frame.origin.x, // Keep the same X position
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2)
)
case .right:
return CGPoint(
x: window.frame.origin.x, // Keep the same X position
y: round(screen.visibleFrame.origin.y + (screen.visibleFrame.height - window.frame.height) / 2)
)
case .top, .bottom, .center:
// These positions don't need vertical recentering during resize
return window.frame.origin
}
}
}
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