mirror of
https://github.com/awesomeWM/awesome
synced 2024-11-17 07:47:41 +01:00
5a70fb6395
Signed-off-by: Julien Danjou <julien@danjou.info>
180 lines
5.3 KiB
Lua
180 lines
5.3 KiB
Lua
---------------------------------------------------------------------------
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-- @author Donald Ephraim Curtis <dcurtis@cs.uiowa.edu>
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-- @author Julien Danjou <julien@danjou.info>
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-- @copyright 2009 Donald Ephraim Curtis
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-- @copyright 2008 Julien Danjou
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-- @release @AWESOME_VERSION@
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---------------------------------------------------------------------------
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-- Grab environment we need
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local ipairs = ipairs
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local math = math
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local tag = require("awful.tag")
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--- Tiled layouts module for awful
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module("awful.layout.suit.tile")
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local function tile_group(cls, wa, orientation, fact, group)
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-- get our orientation right
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local height = "height"
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local width = "width"
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local x = "x"
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local y = "y"
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if orientation == "top" or orientation == "bottom" then
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height = "width"
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width = "height"
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x = "y"
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y = "x"
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end
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-- make this more generic (not just width)
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available = wa[width] - (group.coord - wa[x])
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-- find our total values
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local total_fact = 0
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local min_fact = 1
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local size = group.size
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for c = group.first,group.last do
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-- determine the width/height based on the size_hint
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local i = c - group.first +1
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local size_hints = cls[c].size_hints
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local size_hint = size_hints["min_"..width] or size_hints["base_"..width] or 0
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size_hint = size_hint + cls[c].border_width*2
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size = math.max(size_hint, size)
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-- calculate the height
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if not fact[i] then
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fact[i] = min_fact
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else
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min_fact = math.min(fact[i],min_fact)
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end
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total_fact = total_fact + fact[i]
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end
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size = math.min(size, available)
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local coord = wa[y]
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local geom = {}
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local used_size = 0
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local unused = wa[height]
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for c = group.first,group.last do
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local i = c - group.first +1
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geom[width] = size
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geom[height] = math.floor(unused * fact[i] / total_fact)
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geom[x] = group.coord
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geom[y] = coord
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geom = cls[c]:geometry(geom)
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coord = coord + geom[height]
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unused = unused - geom[height]
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total_fact = total_fact - fact[i]
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used_size = math.max(used_size, geom[width])
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end
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return used_size
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end
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local function tile(param, orientation)
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local t = tag.selected(param.screen)
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orientation = orientation or "right"
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-- this handles are different orientations
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local height = "height"
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local width = "width"
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local x = "x"
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local y = "y"
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if orientation == "top" or orientation == "bottom" then
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height = "width"
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width = "height"
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x = "y"
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y = "x"
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end
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local cls = param.clients
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local nmaster = math.min(tag.getnmaster(t), #cls)
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local nother = math.max(#cls - nmaster,0)
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local mwfact = tag.getmwfact(t)
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local wa = param.workarea
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local ncol = tag.getncol(t)
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local data = tag.getdata(t).windowfact
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if not data then
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data = {}
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tag.getdata(t).windowfact = data
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end
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local coord = wa[x]
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local place_master = true
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if orientation == "left" or orientation == "top" then
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-- if we are on the left or top we need to render the other windows first
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place_master = false
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end
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-- this was easier than writing functions because there is a lot of data we need
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for d = 1,2 do
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if place_master and nmaster > 0 then
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local size = wa[width]
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if nother > 0 then
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size = math.min(wa[width] * mwfact, wa[width] - (coord - wa[x]))
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end
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if not data[0] then
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data[0] = {}
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end
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coord = coord + tile_group(cls, wa, orientation, data[0], {first=1, last=nmaster, coord = coord, size = size})
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end
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if not place_master and nother > 0 then
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local last = nmaster
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-- we have to modify the work area size to consider left and top views
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local wasize = wa[width]
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if nmaster > 0 and (orientation == "left" or orientation == "top") then
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wasize = wa[width] - wa[width]*mwfact
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end
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for i = 1,ncol do
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-- Try to get equal width among remaining columns
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local size = math.min( (wasize - (coord - wa[x])) / (ncol - i + 1) )
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local first = last + 1
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last = last + math.floor((#cls - last)/(ncol - i + 1))
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-- tile the column and update our current x coordinate
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if not data[i] then
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data[i] = {}
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end
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coord = coord + tile_group(cls, wa, orientation, data[i], { first = first, last = last, coord = coord, size = size })
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end
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end
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place_master = not place_master
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end
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end
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right = {}
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right.name = "tile"
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right.arrange = tile
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--- The main tile algo, on left.
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-- @param screen The screen number to tile.
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left = {}
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left.name = "tileleft"
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function left.arrange(p)
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return tile(p, "left")
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end
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--- The main tile algo, on bottom.
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-- @param screen The screen number to tile.
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bottom = {}
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bottom.name = "tilebottom"
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function bottom.arrange(p)
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return tile(p, "bottom")
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end
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--- The main tile algo, on top.
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-- @param screen The screen number to tile.
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top = {}
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top.name = "tiletop"
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function top.arrange(p)
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return tile(p, "top")
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end
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arrange = right.arrange
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name = right.name
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