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)
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 = tag.selected(p.screen)
local g = {}
-- Subtracting the useless_gap width from the work area width here
-- makes this mwfact calculation work the same as in uselesstile.
- -- Explicitly rounding is necessary to prevent the rendered size of
- -- slavewid from changing depending on whether we round up or down.
+ -- Rounding is necessary to prevent the rendered size of slavewid
+ -- from being 1 pixel off when the result is not an integer.
local mainwid = math.floor((wa.width - useless_gap) * mwfact)
local slavewid = wa.width - mainwid
if overlap_main == 1
then
- g.width = wa.width - 2*bw
+ g.width = wa.width - 2*c.border_width
-- The size of the main window may be reduced a little bit.
-- This allows you to see if there are any windows below the
-- overlapping everything else.
g.width = g.width - cascadetile.extra_padding
else
- g.width = mainwid - 2*bw
+ g.width = mainwid - 2*c.border_width
end
- g.height = wa.height - 2*bw
- g.x = wa.x + global_border
- g.y = wa.y + global_border
+ g.height = wa.height - 2*c.border_width
+ g.x = wa.x
+ g.y = wa.y
if useless_gap > 0
then
-- Reduce width once and move window to the right. Reduce
g.width = g.width - 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 stacked in slave column, new ones on top.
do
c = cls[i]
g = {}
- g.width = slavewid - current_offset_x - 2*bw
- g.height = wa.height - current_offset_y -2*bw
+ g.width = slavewid - current_offset_x - 2*c.border_width
+ g.height = wa.height - current_offset_y - 2*c.border_width
g.x = wa.x + mainwid + (how_many - (i - 1)) * cascadetile.offset_x
- g.y = wa.y + (i - 2) * cascadetile.offset_y + global_border
+ g.y = wa.y + (i - 2) * cascadetile.offset_y
if useless_gap > 0
then
g.width = g.width - 2 * useless_gap
g.x = g.x + useless_gap
g.y = g.y + useless_gap
end
+ if g.width < 1 then g.width = 1 end
+ if g.height < 1 then g.height = 1 end
c:geometry(g)
end
end