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Add corner layout
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@ -91,6 +91,7 @@ require("pinnacle").setup(function(Pinnacle)
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local layout_manager = Layout.new_cycling_manager({
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Layout.builtins.master_stack,
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Layout.builtins.dwindle,
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Layout.builtins.corner,
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})
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Layout.set_manager(layout_manager)
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@ -53,6 +53,12 @@ end
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---@field gaps integer | { inner: integer, outer: integer }
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---@field split_factors table<integer, number>
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---@class Builtin.Corner : LayoutGenerator
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---@field gaps integer | { inner: integer, outer: integer }
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---@field corner_width_factor number
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---@field corner_height_factor number
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---@field corner_loc "top_left"|"top_right"|"bottom_left"|"bottom_right"
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local builtins = {
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---@type Builtin.MasterStack
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master_stack = {
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@ -111,6 +117,36 @@ local builtins = {
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---Defaults to 0.5 if there is no factor at [n].
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split_factors = {},
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},
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---@type Builtin.Corner
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corner = {
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---Gaps between windows, in pixels.
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---
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---This can be an integer or the table { inner: integer, outer: integer }.
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---If it is an integer, all gaps will be that amount of pixels wide.
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---If it is a table, `outer` denotes the amount of pixels around the
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---edge of the output area that will become a gap, and
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---`inner` denotes the amount of pixels around each window that
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---will become a gap.
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---
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---This means that, for example, `inner = 2` will cause the gap
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---width between windows to be 4; 2 around each window.
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---
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---Defaults to 4.
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gaps = 4,
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---How much of the output the corner window's width will take up.
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---
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---Defaults to 0.5.
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corner_width_factor = 0.5,
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---How much of the output the corner window's height will take up.
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---
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---Defaults to 0.5.
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corner_height_factor = 0.5,
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---Which side the corner window will be in.
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---
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---Defaults to "top_left".
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corner_loc = "top_left",
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},
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}
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---@param args LayoutArgs
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@ -390,6 +426,136 @@ function builtins.dwindle:layout(args)
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end
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end
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function builtins.corner:layout(args)
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local win_count = #args.windows
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if win_count == 0 then
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return {}
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end
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local width = args.output_width
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local height = args.output_height
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local rect = require("pinnacle.util").rectangle.new(0, 0, width, height)
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---@type Rectangle[]
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local geos = {}
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---@type integer
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local outer_gaps
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---@type integer?
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local inner_gaps
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if type(self.gaps) == "number" then
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outer_gaps = self.gaps --[[@as integer]]
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else
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outer_gaps = self.gaps.outer
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inner_gaps = self.gaps.inner
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end
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rect = rect:split_at("horizontal", 0, outer_gaps)
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rect = rect:split_at("horizontal", height - outer_gaps, outer_gaps)
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rect = rect:split_at("vertical", 0, outer_gaps)
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rect = rect:split_at("vertical", width - outer_gaps, outer_gaps)
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if win_count == 1 then
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table.insert(geos, rect)
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else
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local gaps = ((not inner_gaps and outer_gaps) or 0)
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local corner_rect, vert_stack_rect
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if self.corner_loc == "top_left" or self.corner_loc == "bottom_left" then
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local x_slice_point = rect.x + math.floor(rect.width * self.corner_width_factor + 0.5) - gaps // 2
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corner_rect, vert_stack_rect = rect:split_at("vertical", x_slice_point, gaps)
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else
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local x_slice_point = rect.x + math.floor(rect.width * (1 - self.corner_width_factor) + 0.5) - gaps // 2
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vert_stack_rect, corner_rect = rect:split_at("vertical", x_slice_point, gaps)
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end
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if win_count == 2 then
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table.insert(geos, corner_rect)
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table.insert(geos, vert_stack_rect)
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else
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assert(corner_rect)
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local horiz_stack_rect
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if self.corner_loc == "top_left" or self.corner_loc == "top_right" then
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local y_slice_point = rect.y + math.floor(rect.height * self.corner_height_factor + 0.5) - gaps // 2
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corner_rect, horiz_stack_rect = corner_rect:split_at("horizontal", y_slice_point, gaps)
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else
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local y_slice_point = rect.y
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+ math.floor(rect.height * (1 - self.corner_height_factor) + 0.5)
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- gaps // 2
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horiz_stack_rect, corner_rect = corner_rect:split_at("horizontal", y_slice_point, gaps)
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end
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assert(horiz_stack_rect)
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assert(vert_stack_rect)
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assert(corner_rect)
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table.insert(geos, corner_rect)
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-- win_count >= 3 here
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---@type Rectangle[]
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local vert_geos = {}
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---@type Rectangle[]
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local horiz_geos = {}
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local vert_stack_count = math.ceil((win_count - 1) / 2)
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local horiz_stack_count = math.floor((win_count - 1) / 2)
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local vert_stack_y = vert_stack_rect.y
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local vert_win_height = vert_stack_rect.height / vert_stack_count
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for i = 1, vert_stack_count - 1 do
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local slice_point = vert_stack_y + math.floor(vert_win_height * i + 0.5)
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slice_point = slice_point - gaps // 2
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local to_push, rest = vert_stack_rect:split_at("horizontal", slice_point, gaps)
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table.insert(vert_geos, to_push)
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vert_stack_rect = rest
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end
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table.insert(vert_geos, vert_stack_rect)
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local horiz_stack_x = horiz_stack_rect.x
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local horiz_win_width = horiz_stack_rect.width / horiz_stack_count
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for i = 1, horiz_stack_count - 1 do
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local slice_point = horiz_stack_x + math.floor(horiz_win_width * i + 0.5)
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slice_point = slice_point - gaps // 2
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local to_push, rest = horiz_stack_rect:split_at("vertical", slice_point, gaps)
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table.insert(horiz_geos, to_push)
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horiz_stack_rect = rest
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end
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table.insert(horiz_geos, horiz_stack_rect)
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-- Alternate between the vertical and horizontal stacks
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for i = 1, #vert_geos + #horiz_geos do
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if i % 2 == 1 then
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table.insert(geos, vert_geos[math.ceil(i / 2)])
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else
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table.insert(geos, horiz_geos[i / 2])
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end
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end
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end
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end
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if inner_gaps then
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for i = 1, #geos do
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geos[i].x = geos[i].x + inner_gaps
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geos[i].y = geos[i].y + inner_gaps
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geos[i].width = geos[i].width - inner_gaps * 2
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geos[i].height = geos[i].height - inner_gaps * 2
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end
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end
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return geos
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end
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---@class Layout
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---@field private stream H2Stream?
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local layout = {
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