--]]
-local tag = require("awful.tag")
-local tonumber = tonumber
+local floor = math.floor
+local screen = screen
local cascade = {
name = "cascade",
nmaster = 0,
offset_x = 32,
- offset_y = 8,
+ offset_y = 8,
tile = {
name = "cascadetile",
nmaster = 0,
}
local function do_cascade(p, tiling)
- -- Screen.
- local wa = p.workarea
+ local t = p.tag or screen[p.screen].selected_tag
+ local wa = p.workarea
local cls = p.clients
- if #cls <= 0 then return end
-
- -- Useless gaps.
- local useless_gap = tag.gap or 0
+ if #cls == 0 then return end
if not tiling then
-- Cascade windows.
if cascade.nmaster > 0 then
num_c = cascade.nmaster
else
- num_c = tag.master_count
+ num_c = t.master_count
end
-- Opening a new window will usually force all existing windows to
g.x = wa.x + (how_many - i) * cascade.offset_x
g.y = wa.y + (i - 1) * cascade.offset_y
- g.width = wa.width - current_offset_x - 2*c.border_width
- g.height = wa.height - current_offset_y - 2*c.border_width
+ g.width = wa.width - current_offset_x
+ g.height = wa.height - current_offset_y
if g.width < 1 then g.width = 1 end
if g.height < 1 then g.height = 1 end
- c:geometry(g)
+ p.geometries[c] = g
end
else
-- Layout with one fixed column meant for a master window. Its
if cascade.tile.mwfact > 0 then
mwfact = cascade.tile.mwfact
else
- mwfact = tag.getmwfact(t)
+ mwfact = t.master_width_factor
end
-- Make slave windows overlap main window? Do this if ncol is 1.
if cascade.tile.ncol > 0 then
overlap_main = cascade.tile.ncol
else
- overlap_main = tag.column_count
+ overlap_main = t.column_count
end
-- Minimum space for slave windows? See cascade.tile.lua.
if cascade.tile.nmaster > 0 then
num_c = cascade.tile.nmaster
else
- num_c = tag.master_count
+ num_c = t.master_count
end
local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c
-- Main column, fixed width and height.
local c = cls[1]
local g = {}
- -- Subtracting the useless_gap width from the work area width here
- -- makes this mwfact calculation work the same as in uselesstile.
-- Rounding is necessary to prevent the rendered size of slavewid
-- from being 1 pixel off when the result is not an integer.
- local mainwid = math.floor((wa.width - useless_gap) * mwfact)
+ local mainwid = floor(wa.width * mwfact)
local slavewid = wa.width - mainwid
if overlap_main == 1 then
- g.width = wa.width - 2*c.border_width
+ g.width = wa.width
-- The size of the main window may be reduced a little bit.
-- This allows you to see if there are any windows below the
-- overlapping everything else.
g.width = g.width - cascade.tile.extra_padding
else
- g.width = mainwid - 2*c.border_width
+ g.width = mainwid
end
- g.height = wa.height - 2*c.border_width
+ g.height = wa.height
g.x = wa.x
g.y = wa.y
- if useless_gap > 0 then
- -- Reduce width once and move window to the right.
- -- Reduce height twice, however.
- g.width = g.width - useless_gap
- g.height = g.height - 2 * useless_gap
- g.x = g.x + useless_gap
- g.y = g.y + useless_gap
-
- -- When there's no window to the right, add an additional gap.
- if overlap_main == 1 then g.width = g.width - useless_gap end
- end
- if g.width < 1 then g.width = 1 end
+
+ if g.width < 1 then g.width = 1 end
if g.height < 1 then g.height = 1 end
- c:geometry(g)
+
+ p.geometries[c] = g
-- Remaining clients stacked in slave column, new ones on top.
- if #cls > 1 then
- for i = 2,#cls do
- c = cls[i]
- g = {}
- g.width = slavewid - current_offset_x - 2*c.border_width
- g.height = wa.height - current_offset_y - 2*c.border_width
- g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x
- g.y = wa.y + (i - 2) * cascade.tile.offset_y
-
- if useless_gap > 0 then
- g.width = g.width - 2 * useless_gap
- g.height = g.height - 2 * useless_gap
- g.x = g.x + useless_gap
- g.y = g.y + useless_gap
- end
-
- if g.width < 1 then g.width = 1 end
- if g.height < 1 then g.height = 1 end
-
- c:geometry(g)
- end
+ if #cls <= 1 then return end
+ for i = 2,#cls do
+ c = cls[i]
+ g = {}
+
+ g.width = slavewid - current_offset_x
+ g.height = wa.height - current_offset_y
+
+ g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x
+ g.y = wa.y + (i - 2) * cascade.tile.offset_y
+
+ if g.width < 1 then g.width = 1 end
+ if g.height < 1 then g.height = 1 end
+
+ p.geometries[c] = g
end
end
end