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refactor: remove unused floatAll function
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@ -138,15 +138,6 @@ export interface Engine {
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*/
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*/
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toggleFloat(window: EngineWindow): void;
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toggleFloat(window: EngineWindow): void;
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/**
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* Toggle float on all windows on the given surface.
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*
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* The behaviors of this operation depends on the number of floating
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* windows: windows will be tiled if more than half are floating, and will
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* be floated otherwise.
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*/
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floatAll(srf: DriverSurface): void;
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/**
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/**
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* Change the layout of the current surface to the next.
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* Change the layout of the current surface to the next.
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*/
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*/
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@ -559,27 +550,6 @@ export class EngineImpl implements Engine {
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window.state = !window.tileable ? WindowState.Tiled : WindowState.Floating;
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window.state = !window.tileable ? WindowState.Tiled : WindowState.Floating;
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}
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}
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public floatAll(srf: DriverSurface): void {
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const windows = this.windows.getVisibleWindows(srf);
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const numFloats = windows.reduce<number>((count, window) => {
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return window.state === WindowState.Floating ? count + 1 : count;
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}, 0);
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if (numFloats < windows.length / 2) {
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windows.forEach((window) => {
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/* TODO: do not use arbitrary constants */
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window.floatGeometry = window.actualGeometry.gap(4, 4, 4, 4);
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window.state = WindowState.Floating;
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});
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this.controller.showNotification("Float All");
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} else {
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windows.forEach((window) => {
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window.state = WindowState.Tiled;
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});
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this.controller.showNotification("Tile All");
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}
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}
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public setMaster(window: EngineWindow): void {
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public setMaster(window: EngineWindow): void {
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this.windows.setMaster(window);
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this.windows.setMaster(window);
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}
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}
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