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wiki updated
[etc/awesome.git] / layout / centerwork.lua
index 1f07a7c01053ad25136ecdf190fa555f9656a1c9..98a3ac253a02294a748e45cc654f4af2187b00d4 100644 (file)
@@ -16,10 +16,10 @@ local math      = { floor = math.floor }
 local centerwork =
 {
     name         = "centerwork",
-    top_left     = 0,
-    top_right    = 1,
-    bottom_left  = 3,
-    bottom_right = 2
+    top_right    = 0,
+    bottom_right = 1,
+    bottom_left  = 2,
+    top_left     = 3
 }
 
 function centerwork.arrange(p)
@@ -32,9 +32,6 @@ function centerwork.arrange(p)
     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
@@ -42,6 +39,8 @@ function centerwork.arrange(p)
     -- 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
 
     -- Width of main column?
     local t = awful.tag.selected(p.screen)
@@ -59,10 +58,12 @@ function centerwork.arrange(p)
         local slaveThei = math.floor(wa.height / 2)
         local slaveBhei = wa.height - slaveThei
 
-        g.height = wa.height - 2*useless_gap - 2*bw
-        g.width = mainwid - 2*bw
-        g.x = wa.x + slaveLwid + global_border
-        g.y = wa.y + useless_gap + global_border
+        g.height = wa.height - 2*useless_gap - 2*c.border_width
+        g.width = mainwid - 2*c.border_width
+        if g.width < 1 then g.width = 1 end
+        if g.height < 1 then g.height = 1 end
+        g.x = wa.x + slaveLwid
+        g.y = wa.y + useless_gap
 
         c:geometry(g)
 
@@ -86,33 +87,35 @@ function centerwork.arrange(p)
                 if i - 2 == centerwork.top_left
                 then
                     -- top left
-                    g.x = wa.x + useless_gap + global_border
-                    g.y = wa.y + useless_gap + global_border
-                    g.width = slaveLwid - 2*useless_gap - 2*bw
-                    g.height = slaveThei - useless_gap - 2*bw
+                    g.x = wa.x + useless_gap
+                    g.y = wa.y + useless_gap
+                    g.width = slaveLwid - 2*useless_gap - 2*c.border_width
+                    g.height = slaveThei - useless_gap - 2*c.border_width
                 elseif i - 2 == centerwork.top_right
                 then
                     -- top right
-                    g.x = wa.x + slaveLwid + mainwid + useless_gap + global_border
-                    g.y = wa.y + useless_gap + global_border
-                    g.width = slaveRwid - 2*useless_gap - 2*bw
-                    g.height = slaveThei - useless_gap - 2*bw
+                    g.x = wa.x + slaveLwid + mainwid + useless_gap
+                    g.y = wa.y + useless_gap
+                    g.width = slaveRwid - 2*useless_gap - 2*c.border_width
+                    g.height = slaveThei - useless_gap - 2*c.border_width
                 elseif i - 2 == centerwork.bottom_left
                 then
                     -- bottom left
-                    g.x = wa.x + useless_gap + global_border
-                    g.y = wa.y + slaveThei + useless_gap + global_border
-                    g.width = slaveLwid - 2*useless_gap - 2*bw
-                    g.height = slaveBhei - 2*useless_gap - 2*bw
+                    g.x = wa.x + useless_gap
+                    g.y = wa.y + slaveThei + useless_gap
+                    g.width = slaveLwid - 2*useless_gap - 2*c.border_width
+                    g.height = slaveBhei - 2*useless_gap - 2*c.border_width
                 elseif i - 2 == centerwork.bottom_right
                 then
                     -- bottom right
-                    g.x = wa.x + slaveLwid + mainwid + useless_gap + global_border
-                    g.y = wa.y + slaveThei + useless_gap + global_border
-                    g.width = slaveRwid - 2*useless_gap - 2*bw
-                    g.height = slaveBhei - 2*useless_gap - 2*bw
+                    g.x = wa.x + slaveLwid + mainwid + useless_gap
+                    g.y = wa.y + slaveThei + useless_gap
+                    g.width = slaveRwid - 2*useless_gap - 2*c.border_width
+                    g.height = slaveBhei - 2*useless_gap - 2*c.border_width
                 end
 
+                if g.width < 1 then g.width = 1 end
+                if g.height < 1 then g.height = 1 end
                 c:geometry(g)
 
                 at = at + 1