--]]
-local tag = require("awful.tag")
-local beautiful = require("beautiful")
+local tag = require("awful.tag")
+local tonumber = tonumber
-local cascade =
-{
+local cascade = {
name = "cascade",
nmaster = 0,
offset_x = 32,
- offset_y = 8
+ offset_y = 8,
+ tile = {
+ name = "cascadetile",
+ nmaster = 0,
+ ncol = 0,
+ mwfact = 0,
+ offset_x = 5,
+ offset_y = 32,
+ extra_padding = 0
+ }
}
-function cascade.arrange(p)
+local function do_cascade(p, tiling)
+ -- Screen.
+ local wa = p.workarea
+ local cls = p.clients
- -- Cascade windows.
+ if #cls <= 0 then return 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
+ -- Useless gaps.
+ local useless_gap = p.useless_gap or 0
- -- Screen.
- local wa = p.workarea
- local cls = p.clients
+ if not tiling then
+ -- Cascade windows.
+
+ local num_c
+ if cascade.nmaster > 0 then
+ num_c = cascade.nmaster
+ else
+ num_c = tag.master_count
+ end
+
+ -- 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
+ -- get a much better user experience.
+ local how_many = (#cls >= num_c and #cls) or num_c
+
+ local current_offset_x = cascade.offset_x * (how_many - 1)
+ local current_offset_y = cascade.offset_y * (how_many - 1)
- 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
- -- get a much better user experience.
- local t = tag.selected(p.screen)
- local num_c
- if cascade.nmaster > 0
- then
- num_c = cascade.nmaster
+ -- Iterate.
+ for i = 1,#cls,1 do
+ local c = cls[i]
+ local g = {}
+
+ 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 - 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
else
- num_c = tag.getnmaster(t)
- end
+ -- Layout with one fixed column meant for a master window. Its
+ -- width is calculated according to mwfact. Other clients are
+ -- cascaded or "tabbed" in a slave column on the right.
- local how_many = #cls
- if how_many < num_c
- then
- how_many = num_c
- end
+ -- (1) (2) (3) (4)
+ -- +----------+---+ +----------+---+ +----------+---+ +----------+---+
+ -- | | | | | 3 | | | 4 | | +---+|
+ -- | | | -> | | | -> | +---++ -> | +---+|+
+ -- | 1 | 2 | | 1 +---++ | 1 | 3 || | 1 +---+|+|
+ -- | | | | | 2 || | +---++| | +---+|+ |
+ -- | | | | | || | | 2 | | | | 2 |+ |
+ -- +----------+---+ +---------+---++ +--------+---+-+ +------+---+---+
+
+ local mwfact
+ if cascade.tile.mwfact > 0 then
+ mwfact = cascade.tile.mwfact
+ else
+ mwfact = tag.getmwfact(t)
+ end
+
+ -- Make slave windows overlap main window? Do this if ncol is 1.
+ local overlap_main
+ if cascade.tile.ncol > 0 then
+ overlap_main = cascade.tile.ncol
+ else
+ overlap_main = tag.column_count
+ end
- local current_offset_x = cascade.offset_x * (how_many - 1)
- local current_offset_y = cascade.offset_y * (how_many - 1)
+ -- Minimum space for slave windows? See cascade.tile.lua.
+ local num_c
+ if cascade.tile.nmaster > 0 then
+ num_c = cascade.tile.nmaster
+ else
+ num_c = tag.master_count
+ end
- -- Iterate.
- for i = 1,#cls,1
- do
- local c = cls[i]
+ local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c
+
+ local current_offset_x = cascade.tile.offset_x * (how_many - 1)
+ local current_offset_y = cascade.tile.offset_y * (how_many - 1)
+
+ if #cls <= 0 then return end
+
+ -- Main column, fixed width and height.
+ local c = cls[1]
local g = {}
+ -- Subtracting the useless_gap width from the work area width here
+ -- makes this mwfact calculation work the same as in uselesstile.
+ -- 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*c.border_width
- 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 - 2*c.border_width
- g.height = wa.height - current_offset_y - 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
+ -- main window.
+ -- This only makes sense, though, if the main window is
+ -- overlapping everything else.
+ g.width = g.width - cascade.tile.extra_padding
+ else
+ g.width = mainwid - 2*c.border_width
+ end
+ 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 height twice, however.
+ g.width = g.width - useless_gap
+ g.height = g.height - 2 * useless_gap
+ g.x = g.x + useless_gap
+ g.y = g.y + useless_gap
+
+ -- When there's no window to the right, add an additional gap.
+ if overlap_main == 1 then 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.
+ if #cls > 1 then
+ for i = 2,#cls do
+ c = cls[i]
+ g = {}
+ 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)) * cascade.tile.offset_x
+ g.y = wa.y + (i - 2) * cascade.tile.offset_y
+
+ if useless_gap > 0 then
+ g.width = g.width - 2 * useless_gap
+ g.height = g.height - 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
end
end
+function cascade.tile.arrange(p)
+ return do_cascade(p, true)
+end
+
+function cascade.arrange(p)
+ return do_cascade(p, false)
+end
+
return cascade