--[[
Licensed under GNU General Public License v2
+ * (c) 2014, projektile
* (c) 2013, Luke Bonham
* (c) 2010-2012, Peter Hofmann
max = math.max }
local tonumber = tonumber
-local termfair =
-{
- name = "termfair",
-
- -- You can set the number of columns and rows,
- -- -- otherwise they are read from awful.tag
- nmaster = 0, -- columns
- ncol = 0 -- rows
-}
+local termfair = { name = "termfair" }
function termfair.arrange(p)
-- Layout with fixed number of vertical columns (read from nmaster).
-- A useless gap (like the dwm patch) can be defined with
-- beautiful.useless_gap_width.
- local useless_gap = tonumber(beautiful.useless_gap_width)
- if useless_gap == nil
- then
- useless_gap = 0
- end
+ 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
+
+ -- Themes border width requires an offset
+ local bw = tonumber(beautiful.border_width) or 0
-- Screen.
local wa = p.workarea
local cls = p.clients
+ -- Borders are factored in.
+ wa.height = wa.height - ((global_border * 2) + (bw * 2))
+ wa.width = wa.width - ((global_border * 2) + (bw * 2))
+
-- How many vertical columns?
local t = tag.selected(p.screen)
- local num_x
- if termfair.nmaster ~= 0
- then
- num_x = termfair.nmaster
- else
- num_x = tag.getnmaster(t)
- end
+ local num_x = termfair.nmaster or tag.getnmaster(t)
-- Do at least "desired_y" rows.
- local desired_y
- if termfair.ncol ~= 0
- then
- desired_y = termfair.ncol
- else
- desired_y = tag.getncol(t)
- end
+ local desired_y = termfair.ncol or tag.getncol(t)
if #cls > 0
then
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 - useless_gap
else
- g.width = width
+ g.width = width - useless_gap
end
if this_y == (num_y - 1)
then
- g.height = wa.height - (num_y - 1) * height
+ g.height = wa.height - (num_y - 1) * height - useless_gap
else
- g.height = height
+ g.height = height - useless_gap
end
- g.x = wa.x + this_x * width
- g.y = wa.y + this_y * height
+
+ g.x = wa.x + this_x * width + global_border
+ g.y = wa.y + this_y * height + global_border
+
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 + (useless_gap / 2)
+ g.y = g.y + (useless_gap / 2)
- 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
c:geometry(g)
remaining_clients = remaining_clients - 1