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--[[
Licensed under GNU General Public License v2
--[[
Licensed under GNU General Public License v2
- * (c) 2016, Luke Bonham
for c in awful.client.iterate(function (c)
-- c.name may be changed!
return c.instance == self.name
for c in awful.client.iterate(function (c)
-- c.name may be changed!
return c.instance == self.name
do
i = i + 1
if i == 1 then
do
i = i + 1
if i == 1 then
client.floating = true
client.border_width = self.border
client.size_hints_honor = false
client.floating = true
client.border_width = self.border
client.size_hints_honor = false
- client:geometry(self.geometry[self.screen] or self:compute_size())
+ client:geometry(self.geometry[self.screen.index ] or self:compute_size())
-- Set not sticky and on top
client.sticky = false
-- Set not sticky and on top
client.sticky = false
function quake:compute_size()
-- skip if we already have a geometry for this screen
function quake:compute_size()
-- skip if we already have a geometry for this screen
- if not self.geometry[self.screen] then
+ if not self.geometry[self.screen.index ] then
local geom
if not self.overlap then
local geom
if not self.overlap then
- geom = screen[self.screen].workarea
+ geom = screen[self.screen.index ].workarea
- geom = screen[self.screen].geometry
+ geom = screen[self.screen.index ].geometry
end
local width, height = self.width, self.height
if width <= 1 then width = math.floor(geom.width * width) - 2 * self.border end
end
local width, height = self.width, self.height
if width <= 1 then width = math.floor(geom.width * width) - 2 * self.border end
if self.vert == "top" then y = geom.y
elseif self.vert == "bottom" then y = geom.height + geom.y - height
else y = geom.y + (geom.height - height)/2 end
if self.vert == "top" then y = geom.y
elseif self.vert == "bottom" then y = geom.height + geom.y - height
else y = geom.y + (geom.height - height)/2 end
- self.geometry[self.screen] = { x = x, y = y, width = width, height = height }
+ self.geometry[self.screen.index ] = { x = x, y = y, width = width, height = height }
- return self.geometry[self.screen]
+ return self.geometry[self.screen.index ]
end
function quake:new(config)
end
function quake:new(config)
if self.followtag then self.screen = awful.screen.focused() end
local current_tag = self.screen.selected_tag
if current_tag and self.last_tag ~= current_tag and self.visible then
if self.followtag then self.screen = awful.screen.focused() end
local current_tag = self.screen.selected_tag
if current_tag and self.last_tag ~= current_tag and self.visible then
- self:display():move_to_tag(current_tag)
+ local c=self:display()
+ if c then
+ c:move_to_tag(current_tag)
+ end
else
self.visible = not self.visible
self:display()
else
self.visible = not self.visible
self:display()