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+.pragma library
+
+// Copyright (C) 2026 Danilo M. <danix@danix.xyz>
+//
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License version 2 as
+// published by the Free Software Foundation.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+
+// The expose scatter, kept pure so it runs under node (test_expose.js).
+// Input is [{w, h}] in real pixels, most recently used first; output is
+// [{x, y, w, h}] inside a W by H screen.
+//
+// Windows are seeded on a golden-angle spiral, the most recent at the centre,
+// then pushed apart until nothing overlaps, then fitted with one scale, so
+// their sizes stay relative to each other. Seeding from the windows' real
+// positions was tried first and degenerates here: every window fills its
+// monitor, so they all start in one pile, and pushing a pile apart makes a
+// line that still overlapped after 300 passes and filled under 15% of the
+// screen.
+
+const GAP = 60; // real pixels kept between two windows
+const PASSES = 300;
+const FILL = 0.92; // of the screen, each way
+const MAX_SCALE = 0.5; // a lone window is not a full-screen mirror
+const SPREAD = 0.45; // spiral step, as a fraction of the tallest window
+const GOLDEN = 137.5 * Math.PI / 180;
+
+function layout(rects, W, H) {
+ if (rects.length === 0) return [];
+ const aspect = W / H;
+ const step = SPREAD * Math.max(...rects.map(o => o.h));
+
+ // The spiral is stretched by the screen's aspect, so the cluster comes
+ // out the shape of the screen rather than round.
+ const r = rects.map((o, k) => {
+ const rad = step * Math.sqrt(k), t = k * GOLDEN;
+ return { x: rad * Math.cos(t) * aspect - o.w / 2,
+ y: rad * Math.sin(t) - o.h / 2, w: o.w, h: o.h };
+ });
+
+ // ponytail: all pairs every pass, O(n^2); fine for this desk's ~20
+ // windows, a spatial grid if it ever is not.
+ for (let pass = 0; pass < PASSES; pass++) {
+ let moved = false;
+ for (let i = 0; i < r.length; i++) for (let j = i + 1; j < r.length; j++) {
+ const a = r[i], b = r[j];
+ const ox = Math.min(a.x + a.w, b.x + b.w) - Math.max(a.x, b.x) + GAP;
+ const oy = Math.min(a.y + a.h, b.y + b.h) - Math.max(a.y, b.y) + GAP;
+ if (ox <= 0 || oy <= 0) continue;
+ moved = true;
+ // Push along whichever axis costs less screen, measured against
+ // the screen's own width and height: compared in raw pixels, wide
+ // windows always separate vertically and stack into a column.
+ if (ox / W < oy / H) {
+ const s = (b.x + b.w / 2) >= (a.x + a.w / 2) ? 1 : -1;
+ a.x -= s * ox / 2; b.x += s * ox / 2;
+ } else {
+ const s = (b.y + b.h / 2) >= (a.y + a.h / 2) ? 1 : -1;
+ a.y -= s * oy / 2; b.y += s * oy / 2;
+ }
+ }
+ if (!moved) break;
+ }
+
+ let x0 = Infinity, y0 = Infinity, x1 = -Infinity, y1 = -Infinity;
+ for (const o of r) {
+ x0 = Math.min(x0, o.x); y0 = Math.min(y0, o.y);
+ x1 = Math.max(x1, o.x + o.w); y1 = Math.max(y1, o.y + o.h);
+ }
+ const k = Math.min(FILL * W / (x1 - x0), FILL * H / (y1 - y0), MAX_SCALE);
+ const dx = (W - (x1 - x0) * k) / 2, dy = (H - (y1 - y0) * k) / 2;
+ return r.map(o => ({ x: dx + (o.x - x0) * k, y: dy + (o.y - y0) * k,
+ w: o.w * k, h: o.h * k }));
+}