X-Git-Url: https://git.madduck.net/etc/awesome.git/blobdiff_plain/ce6d75bb8e259cc8b9a36039b8841436bae4d523..c2b186467c679338417b6f282f9f115ae6860716:/layout/cascade.lua?ds=sidebyside diff --git a/layout/cascade.lua b/layout/cascade.lua index a7c0032..f7dffb9 100644 --- a/layout/cascade.lua +++ b/layout/cascade.lua @@ -1,77 +1,172 @@ - --[[ - - Licensed under GNU General Public License v2 - * (c) 2014, projektile - * (c) 2013, Luke Bonham - * (c) 2010-2012, Peter Hofmann - + + Licensed under GNU General Public License v2 + * (c) 2014, projektile + * (c) 2013, Luke Bonham + * (c) 2010-2012, Peter Hofmann + --]] -local tag = require("awful.tag") -local beautiful = require("beautiful") +local floor = math.floor +local screen = screen -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) + local t = p.tag or screen[p.screen].selected_tag + 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 + if not tiling then + -- Cascade windows. - -- Screen. - local wa = p.workarea - local cls = p.clients + local num_c + if cascade.nmaster > 0 then + num_c = cascade.nmaster + else + num_c = t.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 - 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 + local current_offset_x = cascade.offset_x * (how_many - 1) + local current_offset_y = cascade.offset_y * (how_many - 1) + + -- 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 + g.height = wa.height - current_offset_y + + if g.width < 1 then g.width = 1 end + if g.height < 1 then g.height = 1 end + + p.geometries[c] = 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 = t.master_width_factor + 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 = t.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 = t.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 = {} + -- Rounding is necessary to prevent the rendered size of slavewid + -- from being 1 pixel off when the result is not an integer. + local mainwid = floor(wa.width * mwfact) + local slavewid = wa.width - mainwid + + if overlap_main == 1 then + g.width = wa.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 + end + + g.height = wa.height + g.x = wa.x + g.y = wa.y + + if g.width < 1 then g.width = 1 end + if g.height < 1 then g.height = 1 end + + p.geometries[c] = 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 + -- Remaining clients stacked in slave column, new ones on top. + if #cls <= 1 then return end + for i = 2,#cls do + c = cls[i] + g = {} - c:geometry(g) + g.width = slavewid - current_offset_x + g.height = wa.height - current_offset_y + + g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x + g.y = wa.y + (i - 2) * cascade.tile.offset_y + + if g.width < 1 then g.width = 1 end + if g.height < 1 then g.height = 1 end + + p.geometries[c] = g + 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