import Cocoa enum QuickTerminalPosition : String { case top case bottom case left case right case center /// Set the loaded state for a window. func setLoaded(_ window: NSWindow) { guard let screen = window.screen ?? NSScreen.main else { return } switch (self) { case .top, .bottom: window.setFrame(.init( origin: window.frame.origin, size: .init( width: screen.frame.width, height: screen.frame.height / 4) ), display: false) case .left, .right: window.setFrame(.init( origin: window.frame.origin, size: .init( width: screen.frame.width / 4, height: screen.frame.height) ), display: false) case .center: window.setFrame(.init( origin: window.frame.origin, size: .init( width: screen.frame.width / 2, height: screen.frame.height / 3) ), display: false) } } /// Set the initial state for a window for animating out of this position. func setInitial(in window: NSWindow, on screen: NSScreen) { // We always start invisible window.alphaValue = 0 // Position depends window.setFrame(.init( origin: initialOrigin(for: window, on: screen), size: restrictFrameSize(window.frame.size, on: screen) ), display: false) } /// Set the final state for a window in this position. func setFinal(in window: NSWindow, on screen: NSScreen) { // We always end visible window.alphaValue = 1 // Position depends window.setFrame(.init( origin: finalOrigin(for: window, on: screen), size: restrictFrameSize(window.frame.size, on: screen) ), display: true) } /// Restrict the frame size during resizing. func restrictFrameSize(_ size: NSSize, on screen: NSScreen) -> NSSize { var finalSize = size switch (self) { case .top, .bottom: finalSize.width = screen.frame.width case .left, .right: finalSize.height = screen.visibleFrame.height case .center: finalSize.width = screen.frame.width / 2 finalSize.height = screen.frame.height / 3 } return finalSize } /// The initial point origin for this position. func initialOrigin(for window: NSWindow, on screen: NSScreen) -> CGPoint { switch (self) { case .top: return .init(x: screen.frame.minX, y: screen.frame.maxY) case .bottom: return .init(x: screen.frame.minX, y: -window.frame.height) case .left: return .init(x: screen.frame.minX-window.frame.width, y: 0) case .right: return .init(x: screen.frame.maxX, y: 0) case .center: return .init(x: 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: screen.frame.minX, y: screen.visibleFrame.maxY - window.frame.height) case .bottom: return .init(x: screen.frame.minX, y: screen.frame.minY) case .left: return .init(x: screen.frame.minX, y: window.frame.origin.y) case .right: return .init(x: screen.visibleFrame.maxX - window.frame.width, y: window.frame.origin.y) case .center: return .init(x: screen.visibleFrame.origin.x + (screen.visibleFrame.width - window.frame.width) / 2, y: 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 } } }