X-Git-Url: https://git.madduck.net/etc/awesome.git/blobdiff_plain/bd3d30c4add13f3784ffc3d45ceb15a8d282dce0..09c0a3f27b6c0b61a55e7875b9a967e98cd3daf8:/layout/cascade.lua?ds=inline diff --git a/layout/cascade.lua b/layout/cascade.lua index 3d7598b..cc3f50f 100644 --- a/layout/cascade.lua +++ b/layout/cascade.lua @@ -8,72 +8,186 @@ --]] -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 + + -- 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 - local current_offset_x = cascade.offset_x * (how_many - 1) - local current_offset_y = cascade.offset_y * (how_many - 1) + local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c - -- Iterate. - for i = 1,#cls,1 - do - local c = cls[i] + 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 + + -- 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.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 + 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