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[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 floor  = math.floor
12 local screen = screen
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     local t = p.tag or screen[p.screen].selected_tag
32     local wa = p.workarea
33     local cls = p.clients
34
35     if #cls == 0 then return end
36
37     if not tiling then
38         -- Cascade windows.
39
40         local num_c
41         if cascade.nmaster > 0 then
42             num_c = cascade.nmaster
43         else
44             num_c = t.master_count
45         end
46
47         -- Opening a new window will usually force all existing windows to
48         -- get resized. This wastes a lot of CPU time. So let's set a lower
49         -- bound to "how_many": This wastes a little screen space but you'll
50         -- get a much better user experience.
51         local how_many = (#cls >= num_c and #cls) or num_c
52
53         local current_offset_x = cascade.offset_x * (how_many - 1)
54         local current_offset_y = cascade.offset_y * (how_many - 1)
55
56         -- Iterate.
57         for i = 1,#cls,1 do
58             local c = cls[i]
59             local g = {}
60
61             g.x      = wa.x + (how_many - i) * cascade.offset_x
62             g.y      = wa.y + (i - 1) * cascade.offset_y
63             g.width  = wa.width - current_offset_x
64             g.height = wa.height - current_offset_y
65
66             if g.width  < 1 then g.width  = 1 end
67             if g.height < 1 then g.height = 1 end
68
69             p.geometries[c] = g
70         end
71     else
72         -- Layout with one fixed column meant for a master window. Its
73         -- width is calculated according to mwfact. Other clients are
74         -- cascaded or "tabbed" in a slave column on the right.
75
76         --         (1)                 (2)                 (3)                 (4)
77         --   +----------+---+    +----------+---+    +----------+---+    +----------+---+
78         --   |          |   |    |          | 3 |    |          | 4 |    |         +---+|
79         --   |          |   | -> |          |   | -> |         +---++ -> |        +---+|+
80         --   |  1       | 2 |    |  1      +---++    |  1      | 3 ||    |  1    +---+|+|
81         --   |          |   |    |         | 2 ||    |        +---++|    |      +---+|+ |
82         --   |          |   |    |         |   ||    |        | 2 | |    |      | 2 |+  |
83         --   +----------+---+    +---------+---++    +--------+---+-+    +------+---+---+
84
85         local mwfact
86         if cascade.tile.mwfact > 0 then
87             mwfact = cascade.tile.mwfact
88         else
89             mwfact = t.master_width_factor
90         end
91
92         -- Make slave windows overlap main window? Do this if ncol is 1.
93         local overlap_main
94         if cascade.tile.ncol > 0 then
95             overlap_main = cascade.tile.ncol
96         else
97             overlap_main = t.column_count
98         end
99
100         -- Minimum space for slave windows? See cascade.tile.lua.
101         local num_c
102         if cascade.tile.nmaster > 0 then
103             num_c = cascade.tile.nmaster
104         else
105             num_c = t.master_count
106         end
107
108         local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c
109
110         local current_offset_x = cascade.tile.offset_x * (how_many - 1)
111         local current_offset_y = cascade.tile.offset_y * (how_many - 1)
112
113         if #cls <= 0 then return end
114
115         -- Main column, fixed width and height.
116         local c = cls[1]
117         local g = {}
118         -- Rounding is necessary to prevent the rendered size of slavewid
119         -- from being 1 pixel off when the result is not an integer.
120         local mainwid = floor(wa.width * mwfact)
121         local slavewid = wa.width - mainwid
122
123         if overlap_main == 1 then
124             g.width = wa.width
125
126             -- The size of the main window may be reduced a little bit.
127             -- This allows you to see if there are any windows below the
128             -- main window.
129             -- This only makes sense, though, if the main window is
130             -- overlapping everything else.
131             g.width = g.width - cascade.tile.extra_padding
132         else
133             g.width = mainwid
134         end
135
136         g.height = wa.height
137         g.x = wa.x
138         g.y = wa.y
139
140         if g.width < 1  then g.width  = 1 end
141         if g.height < 1 then g.height = 1 end
142
143         p.geometries[c] = g
144
145         -- Remaining clients stacked in slave column, new ones on top.
146         if #cls <= 1 then return end
147         for i = 2,#cls do
148             c = cls[i]
149             g = {}
150
151             g.width  = slavewid - current_offset_x
152             g.height = wa.height - current_offset_y
153
154             g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x
155             g.y = wa.y + (i - 2) * cascade.tile.offset_y
156
157             if g.width < 1  then g.width  = 1 end
158             if g.height < 1 then g.height = 1 end
159
160             p.geometries[c] = g
161         end
162     end
163 end
164
165 function cascade.tile.arrange(p)
166     return do_cascade(p, true)
167 end
168
169 function cascade.arrange(p)
170     return do_cascade(p, false)
171 end
172
173 return cascade