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)
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))
+ 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)
local slaveThei = math.floor(wa.height / 2)
local slaveBhei = wa.height - slaveThei
- g.height = wa.height - 2 * useless_gap
- g.width = mainwid
- 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)
if #cls > 1
then
local at = 0
- for i = (#cls),2,-1
+ for i = 2,#cls
do
-- It's all fixed. If there are more than 5 clients,
-- those additional clients will float. This is
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
- g.height = slaveThei - useless_gap
+ 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
- g.height = slaveThei - useless_gap
+ 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
- g.height = slaveBhei - 2 * useless_gap
+ 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
- g.height = slaveBhei - 2 * useless_gap
+ 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