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weather: fix indentation
[etc/awesome.git] / layout / termfair.lua
index 4beab8f25cdb96cc145c6046304aa67f636c29bb..6aca99db900ddc15bb675a06ff617d425a7c2e87 100644 (file)
@@ -2,6 +2,7 @@
 --[[
                                                   
      Licensed under GNU General Public License v2 
+      * (c) 2014,      projektile                 
       * (c) 2013,      Luke Bonham                
       * (c) 2010-2012, Peter Hofmann              
                                                   
@@ -38,11 +39,23 @@ function termfair.arrange(p)
     -- 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)
@@ -57,8 +70,8 @@ function termfair.arrange(p)
         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.
@@ -79,39 +92,29 @@ function termfair.arrange(p)
             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.
-                if this_x == 0
-                then
-                    g.width = g.width - 2 * useless_gap
-                    g.x = g.x + useless_gap
-                else
-                    g.width = g.width - useless_gap
-                end
+                -- All clients tile evenly.
+                g.x = g.x + (this_x + 1)*useless_gap
+                g.y = g.y + (this_y + 1)*useless_gap
 
-                if this_y == 0
-                then
-                    g.height = g.height - 2 * useless_gap
-                    g.y = g.y + useless_gap
-                else
-                    g.height = g.height - 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