awesome/lib/awful/layout/suit/tile.lua

321 lines
11 KiB
Lua
Raw Normal View History

---------------------------------------------------------------------------
--- Tiled layouts module for awful
--
-- @author Donald Ephraim Curtis <dcurtis@cs.uiowa.edu>
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2009 Donald Ephraim Curtis
-- @copyright 2008 Julien Danjou
-- @release @AWESOME_VERSION@
-- @module awful.layout.suit.tile
---------------------------------------------------------------------------
-- Grab environment we need
local tag = require("awful.tag")
local client = require("awful.client")
local ipairs = ipairs
local math = math
local capi =
{
mouse = mouse,
screen = screen,
mousegrabber = mousegrabber
}
local tile = {}
--- Jump mouse cursor to the client's corner when resizing it.
tile.resize_jump_to_corner = true
local function mouse_resize_handler(c, _, _, _, orientation)
orientation = orientation or "tile"
local wa = capi.screen[c.screen].workarea
local mwfact = tag.getmwfact()
local cursor
local g = c:geometry()
local offset = 0
local corner_coords
local coordinates_delta = {x=0,y=0}
if orientation == "tile" then
cursor = "cross"
if g.height+15 > wa.height then
offset = g.height * .5
cursor = "sb_h_double_arrow"
elseif not (g.y+g.height+15 > wa.y+wa.height) then
offset = g.height
end
corner_coords = { x = wa.x + wa.width * mwfact, y = g.y + offset }
elseif orientation == "left" then
cursor = "cross"
if g.height+15 >= wa.height then
offset = g.height * .5
cursor = "sb_h_double_arrow"
elseif not (g.y+g.height+15 > wa.y+wa.height) then
offset = g.height
end
corner_coords = { x = wa.x + wa.width * (1 - mwfact), y = g.y + offset }
elseif orientation == "bottom" then
cursor = "cross"
if g.width+15 >= wa.width then
offset = g.width * .5
cursor = "sb_v_double_arrow"
elseif not (g.x+g.width+15 > wa.x+wa.width) then
offset = g.width
end
corner_coords = { y = wa.y + wa.height * mwfact, x = g.x + offset}
else
cursor = "cross"
if g.width+15 >= wa.width then
offset = g.width * .5
cursor = "sb_v_double_arrow"
elseif not (g.x+g.width+15 > wa.x+wa.width) then
offset = g.width
end
corner_coords = { y = wa.y + wa.height * (1 - mwfact), x= g.x + offset }
end
if tile.resize_jump_to_corner then
capi.mouse.coords(corner_coords)
else
local mouse_coords = capi.mouse.coords()
coordinates_delta = {
x = corner_coords.x - mouse_coords.x,
y = corner_coords.y - mouse_coords.y,
}
end
local prev_coords = {}
capi.mousegrabber.run(function (_mouse)
_mouse.x = _mouse.x + coordinates_delta.x
_mouse.y = _mouse.y + coordinates_delta.y
for _, v in ipairs(_mouse.buttons) do
if v then
prev_coords = { x =_mouse.x, y = _mouse.y }
local fact_x = (_mouse.x - wa.x) / wa.width
local fact_y = (_mouse.y - wa.y) / wa.height
local new_mwfact
local geom = c:geometry()
-- we have to make sure we're not on the last visible client where we have to use different settings.
local wfact
local wfact_x, wfact_y
if (geom.y+geom.height+15) > (wa.y+wa.height) then
wfact_y = (geom.y + geom.height - _mouse.y) / wa.height
else
wfact_y = (_mouse.y - geom.y) / wa.height
end
if (geom.x+geom.width+15) > (wa.x+wa.width) then
wfact_x = (geom.x + geom.width - _mouse.x) / wa.width
else
wfact_x = (_mouse.x - geom.x) / wa.width
end
if orientation == "tile" then
new_mwfact = fact_x
wfact = wfact_y
elseif orientation == "left" then
new_mwfact = 1 - fact_x
wfact = wfact_y
elseif orientation == "bottom" then
new_mwfact = fact_y
wfact = wfact_x
else
new_mwfact = 1 - fact_y
wfact = wfact_x
end
tag.setmwfact(math.min(math.max(new_mwfact, 0.01), 0.99), tag.selected(c.screen))
client.setwfact(math.min(math.max(wfact,0.01), 0.99), c)
return true
end
end
return prev_coords.x == _mouse.x and prev_coords.y == _mouse.y
end, cursor)
end
local function tile_group(gs, cls, wa, orientation, fact, group)
-- get our orientation right
local height = "height"
local width = "width"
local x = "x"
local y = "y"
if orientation == "top" or orientation == "bottom" then
height = "width"
width = "height"
x = "y"
y = "x"
end
-- make this more generic (not just width)
local available = wa[width] - (group.coord - wa[x])
-- find our total values
local total_fact = 0
local min_fact = 1
local size = group.size
for c = group.first,group.last do
-- determine the width/height based on the size_hint
local i = c - group.first +1
local size_hints = cls[c].size_hints
local size_hint = size_hints["min_"..width] or size_hints["base_"..width] or 0
size = math.max(size_hint, size)
-- calculate the height
if not fact[i] then
fact[i] = min_fact
else
min_fact = math.min(fact[i],min_fact)
end
total_fact = total_fact + fact[i]
end
size = math.min(size, available)
local coord = wa[y]
local used_size = 0
local unused = wa[height]
for c = group.first,group.last do
local geom = {}
local hints = {}
local i = c - group.first +1
geom[width] = size
geom[height] = math.floor(unused * fact[i] / total_fact)
geom[x] = group.coord
geom[y] = coord
gs[cls[c]] = geom
hints.width, hints.height = cls[c]:apply_size_hints(geom.width, geom.height)
coord = coord + hints[height]
unused = unused - hints[height]
total_fact = total_fact - fact[i]
used_size = math.max(used_size, hints[width])
end
return used_size
end
local function do_tile(param, orientation)
local t = param.tag or tag.selected(param.screen)
orientation = orientation or "right"
2014-03-15 02:56:58 +01:00
-- This handles all different orientations.
local width = "width"
local x = "x"
if orientation == "top" or orientation == "bottom" then
width = "height"
x = "y"
end
local gs = param.geometries
local cls = param.clients
local nmaster = math.min(tag.getnmaster(t), #cls)
local nother = math.max(#cls - nmaster,0)
local mwfact = tag.getmwfact(t)
local wa = param.workarea
local ncol = tag.getncol(t)
local data = tag.getdata(t).windowfact
if not data then
data = {}
tag.getdata(t).windowfact = data
end
local coord = wa[x]
local place_master = true
if orientation == "left" or orientation == "top" then
-- if we are on the left or top we need to render the other windows first
place_master = false
end
local grow_master = tag.getmfpol(t) == "expand"
-- this was easier than writing functions because there is a lot of data we need
for _ = 1,2 do
if place_master and nmaster > 0 then
local size = wa[width]
if nother > 0 or not grow_master then
size = math.min(wa[width] * mwfact, wa[width] - (coord - wa[x]))
end
if nother == 0 and not grow_master then
coord = coord + (wa[width] - size)/2
end
if not data[0] then
data[0] = {}
end
coord = coord + tile_group(gs, cls, wa, orientation, data[0], {first=1, last=nmaster, coord = coord, size = size})
end
if not place_master and nother > 0 then
local last = nmaster
-- we have to modify the work area size to consider left and top views
local wasize = wa[width]
if nmaster > 0 and (orientation == "left" or orientation == "top") then
wasize = wa[width] - wa[width]*mwfact
end
for i = 1,ncol do
-- Try to get equal width among remaining columns
local size = math.min( (wasize - (coord - wa[x])) / (ncol - i + 1) )
local first = last + 1
last = last + math.floor((#cls - last)/(ncol - i + 1))
-- tile the column and update our current x coordinate
if not data[i] then
data[i] = {}
end
coord = coord + tile_group(gs, cls, wa, orientation, data[i], { first = first, last = last, coord = coord, size = size })
end
end
place_master = not place_master
end
end
tile.right = {}
tile.right.name = "tile"
tile.right.arrange = do_tile
function tile.right.mouse_resize_handler(c, corner, x, y)
return mouse_resize_handler(c, corner, x, y)
end
--- The main tile algo, on left.
-- @param screen The screen number to tile.
tile.left = {}
tile.left.name = "tileleft"
function tile.left.arrange(p)
return do_tile(p, "left")
end
function tile.left.mouse_resize_handler(c, corner, x, y)
return mouse_resize_handler(c, corner, x, y, "left")
end
--- The main tile algo, on bottom.
-- @param screen The screen number to tile.
tile.bottom = {}
tile.bottom.name = "tilebottom"
function tile.bottom.arrange(p)
return do_tile(p, "bottom")
end
function tile.bottom.mouse_resize_handler(c, corner, x, y)
return mouse_resize_handler(c, corner, x, y, "bottom")
end
--- The main tile algo, on top.
-- @param screen The screen number to tile.
tile.top = {}
tile.top.name = "tiletop"
function tile.top.arrange(p)
return do_tile(p, "top")
end
function tile.top.mouse_resize_handler(c, corner, x, y)
return mouse_resize_handler(c, corner, x, y, "top")
end
tile.arrange = tile.right.arrange
tile.mouse_resize_handler = tile.right.mouse_resize_handler
tile.name = tile.right.name
return tile
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80