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quake: set default geometry only on first spawn
[etc/awesome.git] / layout / cascadetile.lua
1
2 --[[
3                                                   
4      Licensed under GNU General Public License v2 
5       * (c) 2014,      projektile                 
6       * (c) 2013,      Luke Bonham                
7       * (c) 2010-2012, Peter Hofmann              
8                                                   
9 --]]
10
11 local tag       = require("awful.tag")
12 local beautiful = require("beautiful")
13 local tonumber  = tonumber
14
15 local cascadetile =
16 {
17     name          = "cascadetile",
18     nmaster       = 0,
19     ncol          = 0,
20     mwfact        = 0,
21     offset_x      = 5,
22     offset_y      = 32,
23     extra_padding = 0
24 }
25
26 function cascadetile.arrange(p)
27
28     -- Layout with one fixed column meant for a master window. Its
29     -- width is calculated according to mwfact. Other clients are
30     -- cascaded or "tabbed" in a slave column on the right.
31
32     -- It's a bit hard to demonstrate the behaviour with ASCII-images...
33     --
34     --         (1)                 (2)                 (3)                 (4)
35     --   +----------+---+    +----------+---+    +----------+---+    +----------+---+
36     --   |          |   |    |          | 3 |    |          | 4 |    |         +---+|
37     --   |          |   | -> |          |   | -> |         +---++ -> |        +---+|+
38     --   |  1       | 2 |    |  1      +---++    |  1      | 3 ||    |  1    +---+|+|
39     --   |          |   |    |         | 2 ||    |        +---++|    |      +---+|+ |
40     --   |          |   |    |         |   ||    |        | 2 | |    |      | 2 |+  |
41     --   +----------+---+    +---------+---++    +--------+---+-+    +------+---+---+
42
43     -- A useless gap (like the dwm patch) can be defined with
44     -- beautiful.useless_gap_width.
45     local useless_gap = tonumber(beautiful.useless_gap_width) or 0
46     if useless_gap < 0 then useless_gap = 0 end
47
48     -- A global border can be defined with
49     -- beautiful.global_border_width
50     local global_border = tonumber(beautiful.global_border_width) or 0
51     if global_border < 0 then global_border = 0 end
52
53     -- Screen.
54     local wa = p.workarea
55     local cls = p.clients
56
57     -- Borders are factored in.
58     wa.height = wa.height - (global_border * 2)
59     wa.width = wa.width - (global_border * 2)
60     wa.x = wa.x + global_border
61     wa.y = wa.y + global_border
62
63     -- Width of main column?
64     local t = tag.selected(p.screen)
65     local mwfact
66     if cascadetile.mwfact > 0
67     then
68         mwfact = cascadetile.mwfact
69     else
70         mwfact = tag.getmwfact(t)
71     end
72
73     -- Make slave windows overlap main window? Do this if ncol is 1.
74     local overlap_main
75     if cascadetile.ncol > 0
76     then
77         overlap_main = cascadetile.ncol
78     else
79         overlap_main = tag.getncol(t)
80     end
81
82     -- Minimum space for slave windows? See cascade.lua.
83     local num_c
84     if cascadetile.nmaster > 0
85     then
86         num_c = cascadetile.nmaster
87     else
88         num_c = tag.getnmaster(t)
89     end
90
91     local how_many = #cls - 1
92     if how_many < num_c
93     then
94         how_many = num_c
95     end
96     local current_offset_x = cascadetile.offset_x * (how_many - 1)
97     local current_offset_y = cascadetile.offset_y * (how_many - 1)
98
99     if #cls > 0
100     then
101         -- Main column, fixed width and height.
102         local c = cls[1]
103         local g = {}
104         -- Subtracting the useless_gap width from the work area width here
105         -- makes this mwfact calculation work the same as in uselesstile.
106         -- Rounding is necessary to prevent the rendered size of slavewid
107         -- from being 1 pixel off when the result is not an integer.
108         local mainwid = math.floor((wa.width - useless_gap) * mwfact)
109         local slavewid = wa.width - mainwid
110
111         if overlap_main == 1
112         then
113             g.width = wa.width - 2*c.border_width
114
115             -- The size of the main window may be reduced a little bit.
116             -- This allows you to see if there are any windows below the
117             -- main window.
118             -- This only makes sense, though, if the main window is
119             -- overlapping everything else.
120             g.width = g.width - cascadetile.extra_padding
121         else
122             g.width = mainwid - 2*c.border_width
123         end
124
125         g.height = wa.height - 2*c.border_width
126         g.x = wa.x
127         g.y = wa.y
128         if useless_gap > 0
129         then
130             -- Reduce width once and move window to the right. Reduce
131             -- height twice, however.
132             g.width = g.width - useless_gap
133             g.height = g.height - 2 * useless_gap
134             g.x = g.x + useless_gap
135             g.y = g.y + useless_gap
136
137             -- When there's no window to the right, add an additional
138             -- gap.
139             if overlap_main == 1
140             then
141                 g.width = g.width - useless_gap
142             end
143         end
144         if g.width < 1 then g.width = 1 end
145         if g.height < 1 then g.height = 1 end
146         c:geometry(g)
147
148         -- Remaining clients stacked in slave column, new ones on top.
149         if #cls > 1
150         then
151             for i = 2,#cls
152             do
153                 c = cls[i]
154                 g = {}
155                 g.width = slavewid - current_offset_x - 2*c.border_width
156                 g.height = wa.height - current_offset_y - 2*c.border_width
157                 g.x = wa.x + mainwid + (how_many - (i - 1)) * cascadetile.offset_x
158                 g.y = wa.y + (i - 2) * cascadetile.offset_y
159                 if useless_gap > 0
160                 then
161                     g.width = g.width - 2 * useless_gap
162                     g.height = g.height - 2 * useless_gap
163                     g.x = g.x + useless_gap
164                     g.y = g.y + useless_gap
165                 end
166                 if g.width < 1 then g.width = 1 end
167                 if g.height < 1 then g.height = 1 end
168                 c:geometry(g)
169             end
170         end
171     end
172 end
173
174 return cascadetile