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wiki updated
[etc/awesome.git] / layout / cascade.lua
index cabacefa2826df515bc77f5cf1cf2eba5772d30c..3d7598b4c9380c3833424a7e9ff02d2c26ecf05c 100644 (file)
@@ -2,12 +2,14 @@
 --[[
                                                   
      Licensed under GNU General Public License v2 
 --[[
                                                   
      Licensed under GNU General Public License v2 
+      * (c) 2014,      projektile                 
       * (c) 2013,      Luke Bonham                
       * (c) 2010-2012, Peter Hofmann              
                                                   
 --]]
 
       * (c) 2013,      Luke Bonham                
       * (c) 2010-2012, Peter Hofmann              
                                                   
 --]]
 
-local tag = require("awful.tag")
+local tag       = require("awful.tag")
+local beautiful = require("beautiful")
 
 local cascade =
 {
 
 local cascade =
 {
@@ -21,10 +23,20 @@ function cascade.arrange(p)
 
     -- Cascade windows.
 
 
     -- Cascade windows.
 
+    -- 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
 
     -- Screen.
     local wa = p.workarea
     local cls = p.clients
 
+    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
+
     -- Opening a new window will usually force all existing windows to
     -- get resized. This wastes a lot of CPU time. So let's set a lower
     -- bound to "how_many": This wastes a little screen space but you'll
     -- Opening a new window will usually force all existing windows to
     -- get resized. This wastes a lot of CPU time. So let's set a lower
     -- bound to "how_many": This wastes a little screen space but you'll
@@ -55,8 +67,10 @@ function cascade.arrange(p)
 
         g.x = wa.x + (how_many - i) * cascade.offset_x
         g.y = wa.y + (i - 1) * cascade.offset_y
 
         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
-        g.height = wa.height - current_offset_y
+        g.width = wa.width - current_offset_x - 2*c.border_width
+        g.height = wa.height - current_offset_y - 2*c.border_width
+        if g.width < 1 then g.width = 1 end
+        if g.height < 1 then g.height = 1 end
 
         c:geometry(g)
     end
 
         c:geometry(g)
     end