--[[
Licensed under GNU General Public License v2
+ * (c) 2014, projektile
* (c) 2013, Luke Bonham
* (c) 2010-2012, Peter Hofmann
-- A useless gap (like the dwm patch) can be defined with
-- beautiful.useless_gap_width.
local useless_gap = tonumber(beautiful.useless_gap_width) or 0
+ if useless_gap < 0 then useless_gap = 0 end
+
+ -- A global border can be defined with
+ -- beautiful.global_border_width
+ local global_border = tonumber(beautiful.global_border_width) or 0
+ if global_border < 0 then global_border = 0 end
-- Screen.
local wa = p.workarea
local cls = p.clients
+ -- Borders are factored in.
+ wa.height = wa.height - (global_border * 2)
+ wa.width = wa.width - (global_border * 2)
+ wa.x = wa.x + global_border
+ wa.y = wa.y + global_border
+
-- How many vertical columns?
local t = tag.selected(p.screen)
local num_x = termfair.nmaster or tag.getnmaster(t)
local at_x = 0
local at_y = 0
local remaining_clients = #cls
- local width = math.floor(wa.width / num_x)
- local height = math.floor(wa.height / num_y)
+ local width = math.floor((wa.width - (num_x + 1)*useless_gap) / num_x)
+ local height = math.floor((wa.height - (num_y + 1)*useless_gap) / num_y)
-- We start the first row. Left-align by limiting the number of
-- available slots.
local g = {}
if this_x == (num_x - 1)
then
- g.width = wa.width - (num_x - 1) * width
+ g.width = wa.width - (num_x - 1)*width - (num_x + 1)*useless_gap - 2*c.border_width
else
- g.width = width
+ g.width = width - 2*c.border_width
end
if this_y == (num_y - 1)
then
- g.height = wa.height - (num_y - 1) * height
+ g.height = wa.height - (num_y - 1)*height - (num_y + 1)*useless_gap - 2*c.border_width
else
- g.height = height
+ g.height = height - 2*c.border_width
end
- g.x = wa.x + this_x * width
- g.y = wa.y + this_y * height
+ g.x = wa.x + this_x*width
+ g.y = wa.y + this_y*height
if useless_gap > 0
then
- -- Top and left clients are shrinked by two steps and
- -- get moved away from the border. Other clients just
- -- get shrinked in one direction.
-
- gap_factor = (useless_gap / 100) * 2
+ -- All clients tile evenly.
+ g.x = g.x + (this_x + 1)*useless_gap
+ g.y = g.y + (this_y + 1)*useless_gap
- if this_x == 0
- then
- g.width = g.width - (2 + gap_factor) * useless_gap
- g.x = g.x + useless_gap
- else
- g.width = g.width - (1 + gap_factor) * useless_gap
- end
-
- if this_y == 0
- then
- g.height = g.height - (2 + gap_factor) * useless_gap
- g.y = g.y + useless_gap
- else
- g.height = g.height - (1 + gap_factor) * useless_gap
- end
end
+ if g.width < 1 then g.width = 1 end
+ if g.height < 1 then g.height = 1 end
c:geometry(g)
remaining_clients = remaining_clients - 1