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alsabar: revert #275; remove buttons and beautiful deps
[etc/awesome.git] / layout / cascade.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 tonumber = tonumber
13
14 local cascade = {
15     name     = "cascade",
16     nmaster  = 0,
17     offset_x = 32,
18     offset_y = 8,
19     tile     = {
20         name          = "cascadetile",
21         nmaster       = 0,
22         ncol          = 0,
23         mwfact        = 0,
24         offset_x      = 5,
25         offset_y      = 32,
26         extra_padding = 0
27     }
28 }
29
30 local function do_cascade(p, tiling)
31     -- Screen.
32     local wa  = p.workarea
33     local cls = p.clients
34
35     if #cls <= 0 then return end
36
37     -- Useless gaps.
38     local useless_gap = p.useless_gap or 0
39
40     if not tiling then
41         -- Cascade windows.
42
43         local num_c
44         if cascade.nmaster > 0 then
45             num_c = cascade.nmaster
46         else
47             num_c = tag.master_count
48         end
49
50         -- Opening a new window will usually force all existing windows to
51         -- get resized. This wastes a lot of CPU time. So let's set a lower
52         -- bound to "how_many": This wastes a little screen space but you'll
53         -- get a much better user experience.
54         local how_many = (#cls >= num_c and #cls) or num_c
55
56         local current_offset_x = cascade.offset_x * (how_many - 1)
57         local current_offset_y = cascade.offset_y * (how_many - 1)
58
59         -- Iterate.
60         for i = 1,#cls,1 do
61             local c = cls[i]
62             local g = {}
63
64             g.x      = wa.x + (how_many - i) * cascade.offset_x
65             g.y      = wa.y + (i - 1) * cascade.offset_y
66             g.width  = wa.width - current_offset_x - 2*c.border_width
67             g.height = wa.height - current_offset_y - 2*c.border_width
68
69             if g.width  < 1 then g.width  = 1 end
70             if g.height < 1 then g.height = 1 end
71
72             c:geometry(g)
73         end
74     else
75         -- Layout with one fixed column meant for a master window. Its
76         -- width is calculated according to mwfact. Other clients are
77         -- cascaded or "tabbed" in a slave column on the right.
78
79         --         (1)                 (2)                 (3)                 (4)
80         --   +----------+---+    +----------+---+    +----------+---+    +----------+---+
81         --   |          |   |    |          | 3 |    |          | 4 |    |         +---+|
82         --   |          |   | -> |          |   | -> |         +---++ -> |        +---+|+
83         --   |  1       | 2 |    |  1      +---++    |  1      | 3 ||    |  1    +---+|+|
84         --   |          |   |    |         | 2 ||    |        +---++|    |      +---+|+ |
85         --   |          |   |    |         |   ||    |        | 2 | |    |      | 2 |+  |
86         --   +----------+---+    +---------+---++    +--------+---+-+    +------+---+---+
87
88         local mwfact
89         if cascade.tile.mwfact > 0 then
90             mwfact = cascade.tile.mwfact
91         else
92             mwfact = tag.getmwfact(t)
93         end
94
95         -- Make slave windows overlap main window? Do this if ncol is 1.
96         local overlap_main
97         if cascade.tile.ncol > 0 then
98             overlap_main = cascade.tile.ncol
99         else
100             overlap_main = tag.column_count
101         end
102
103         -- Minimum space for slave windows? See cascade.tile.lua.
104         local num_c
105         if cascade.tile.nmaster > 0 then
106             num_c = cascade.tile.nmaster
107         else
108             num_c = tag.master_count
109         end
110
111         local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c
112
113         local current_offset_x = cascade.tile.offset_x * (how_many - 1)
114         local current_offset_y = cascade.tile.offset_y * (how_many - 1)
115
116         if #cls <= 0 then return end
117
118         -- Main column, fixed width and height.
119         local c = cls[1]
120         local g = {}
121         -- Subtracting the useless_gap width from the work area width here
122         -- makes this mwfact calculation work the same as in uselesstile.
123         -- Rounding is necessary to prevent the rendered size of slavewid
124         -- from being 1 pixel off when the result is not an integer.
125         local mainwid = math.floor((wa.width - useless_gap) * mwfact)
126         local slavewid = wa.width - mainwid
127
128         if overlap_main == 1 then
129             g.width = wa.width - 2*c.border_width
130
131             -- The size of the main window may be reduced a little bit.
132             -- This allows you to see if there are any windows below the
133             -- main window.
134             -- This only makes sense, though, if the main window is
135             -- overlapping everything else.
136             g.width = g.width - cascade.tile.extra_padding
137         else
138             g.width = mainwid - 2*c.border_width
139         end
140
141         g.height = wa.height - 2*c.border_width
142         g.x = wa.x
143         g.y = wa.y
144         if useless_gap > 0 then
145             -- Reduce width once and move window to the right.
146             -- Reduce height twice, however.
147             g.width = g.width - useless_gap
148             g.height = g.height - 2 * useless_gap
149             g.x = g.x + useless_gap
150             g.y = g.y + useless_gap
151
152             -- When there's no window to the right, add an additional gap.
153             if overlap_main == 1 then g.width = g.width - useless_gap end
154         end
155         if g.width < 1 then g.width = 1 end
156         if g.height < 1 then g.height = 1 end
157         c:geometry(g)
158
159         -- Remaining clients stacked in slave column, new ones on top.
160         if #cls > 1 then
161             for i = 2,#cls do
162                 c = cls[i]
163                 g = {}
164                 g.width = slavewid - current_offset_x - 2*c.border_width
165                 g.height = wa.height - current_offset_y - 2*c.border_width
166                 g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x
167                 g.y = wa.y + (i - 2) * cascade.tile.offset_y
168
169                 if useless_gap > 0 then
170                     g.width = g.width - 2 * useless_gap
171                     g.height = g.height - 2 * useless_gap
172                     g.x = g.x + useless_gap
173                     g.y = g.y + useless_gap
174                 end
175
176                 if g.width < 1 then g.width = 1 end
177                 if g.height < 1 then g.height = 1 end
178
179                 c:geometry(g)
180             end
181         end
182     end
183 end
184
185 function cascade.tile.arrange(p)
186     return do_cascade(p, true)
187 end
188
189 function cascade.arrange(p)
190     return do_cascade(p, false)
191 end
192
193 return cascade