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
- 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
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
+ g.width = wa.width - current_offset_x - 2*c.border_width
+ g.height = wa.height - current_offset_y - 2*c.border_width
c:geometry(g)
end
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)
-- How many vertical columns?
local t = tag.selected(p.screen)
local at_x = 0
local at_y = 0
local remaining_clients = #cls
- local width = math.floor(wa.width / num_x)
- local height = math.floor(wa.height / num_y)
+ local width = math.floor((wa.width - (num_x + 1)*useless_gap) / num_x)
+ local height = math.floor((wa.height - (num_y + 1)*useless_gap) / num_y)
-- We start the first row. Left-align by limiting the number of
-- available slots.
local g = {}
if this_x == (num_x - 1)
then
- g.width = wa.width - (num_x - 1) * width - useless_gap
+ g.width = wa.width - (num_x - 1)*width - (num_x + 1)*useless_gap - 2*c.border_width
else
- g.width = width - useless_gap
+ g.width = width - 2*c.border_width
end
if this_y == (num_y - 1)
then
- g.height = wa.height - (num_y - 1) * height - useless_gap
+ g.height = wa.height - (num_y - 1)*height - (num_y + 1)*useless_gap - 2*c.border_width
else
- g.height = height - useless_gap
+ g.height = height - 2*c.border_width
end
- g.x = wa.x + this_x * width + global_border
- g.y = wa.y + this_y * height + global_border
+ g.x = wa.x + this_x*width + global_border
+ g.y = wa.y + this_y*height + global_border
if useless_gap > 0
then
-- All clients tile evenly.
- g.x = g.x + (useless_gap / 2)
- g.y = g.y + (useless_gap / 2)
+ g.x = g.x + (this_x + 1)*useless_gap
+ g.y = g.y + (this_y + 1)*useless_gap
end
c:geometry(g)