awesome/lib/awful/placement.lua

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---------------------------------------------------------------------------
--- Places client according to special criteria.
--
-- @author Julien Danjou <julien@danjou.info>
-- @copyright 2008 Julien Danjou
-- @release @AWESOME_VERSION@
-- @module awful.placement
---------------------------------------------------------------------------
-- Grab environment we need
local ipairs = ipairs
local pairs = pairs
local math = math
local table = table
local capi =
{
screen = screen,
mouse = mouse,
client = client
}
local client = require("awful.client")
local layout = require("awful.layout")
local a_screen = require("awful.screen")
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local dpi = require("beautiful").xresources.apply_dpi
local placement = {}
--- Check if an area intersect another area.
-- @param a The area.
-- @param b The other area.
-- @return True if they intersect, false otherwise.
local function area_intersect_area(a, b)
return (b.x < a.x + a.width
and b.x + b.width > a.x
and b.y < a.y + a.height
and b.y + b.height > a.y)
end
--- Get the intersect area between a and b.
-- @param a The area.
-- @param b The other area.
-- @return The intersect area.
local function area_intersect_area_get(a, b)
local g = {}
g.x = math.max(a.x, b.x)
g.y = math.max(a.y, b.y)
g.width = math.min(a.x + a.width, b.x + b.width) - g.x
g.height = math.min(a.y + a.height, b.y + b.height) - g.y
return g
end
--- Remove an area from a list, splitting the space between several area that
-- can overlap.
-- @param areas Table of areas.
-- @param elem Area to remove.
-- @return The new area list.
local function area_remove(areas, elem)
for i = #areas, 1, -1 do
-- Check if the 'elem' intersect
if area_intersect_area(areas[i], elem) then
-- It does? remove it
local r = table.remove(areas, i)
local inter = area_intersect_area_get(r, elem)
if inter.x > r.x then
table.insert(areas, {
x = r.x,
y = r.y,
width = inter.x - r.x,
height = r.height
})
end
if inter.y > r.y then
table.insert(areas, {
x = r.x,
y = r.y,
width = r.width,
height = inter.y - r.y
})
end
if inter.x + inter.width < r.x + r.width then
table.insert(areas, {
x = inter.x + inter.width,
y = r.y,
width = (r.x + r.width) - (inter.x + inter.width),
height = r.height
})
end
if inter.y + inter.height < r.y + r.height then
table.insert(areas, {
x = r.x,
y = inter.y + inter.height,
width = r.width,
height = (r.y + r.height) - (inter.y + inter.height)
})
end
end
end
return areas
end
--- Place the client so no part of it will be outside the screen.
-- @param c The client.
-- @return The new client geometry.
function placement.no_offscreen(c)
local c = c or capi.client.focus
local geometry = c:geometry()
local screen = c.screen or a_screen.getbycoord(geometry.x, geometry.y)
local border = c.border_width
local screen_geometry = capi.screen[screen].workarea
if geometry.x + geometry.width + 2*border > screen_geometry.x + screen_geometry.width then
geometry.x = screen_geometry.x + screen_geometry.width - geometry.width - 2*border
end
if geometry.x < screen_geometry.x then
geometry.x = screen_geometry.x
end
if geometry.y + geometry.height + border > screen_geometry.y + screen_geometry.height then
geometry.y = screen_geometry.y + screen_geometry.height - geometry.height - 2*border
end
if geometry.y < screen_geometry.y then
geometry.y = screen_geometry.y
end
c:geometry(geometry)
end
--- Place the client where there's place available with minimum overlap.
-- @param c The client.
function placement.no_overlap(c)
local geometry = c:geometry()
local screen = c.screen or a_screen.getbycoord(geometry.x, geometry.y)
local cls = client.visible(screen)
local curlay = layout.get()
local areas = { capi.screen[screen].workarea }
for i, cl in pairs(cls) do
if cl ~= c and cl.type ~= "desktop" and (client.floating.get(cl) or curlay == layout.suit.floating) then
areas = area_remove(areas, cl:geometry())
end
end
-- Look for available space
local found = false
local new = { x = geometry.x, y = geometry.y, width = 0, height = 0 }
for i, r in ipairs(areas) do
if r.width >= geometry.width
and r.height >= geometry.height
and r.width * r.height > new.width * new.height then
found = true
new = r
-- Check if the client's current position is available
-- and prefer that one (why move it around pointlessly?)
if geometry.x >= r.x
and geometry.y >= r.y
and geometry.x + geometry.width <= r.x + r.width
and geometry.y + geometry.height <= r.y + r.height then
new.x = geometry.x
new.y = geometry.y
end
end
end
-- We did not find an area with enough space for our size:
-- just take the biggest available one and go in
if not found then
for i, r in ipairs(areas) do
if r.width * r.height > new.width * new.height then
new = r
end
end
end
-- Restore height and width
new.width = geometry.width
new.height = geometry.height
return c:geometry(new)
end
--- Place the client under the mouse.
-- @param c The client.
-- @return The new client geometry.
function placement.under_mouse(c)
local c = c or capi.client.focus
local c_geometry = c:geometry()
local m_coords = capi.mouse.coords()
return c:geometry({ x = m_coords.x - c_geometry.width / 2,
y = m_coords.y - c_geometry.height / 2 })
end
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--- Place the client next to the mouse.
--
-- It will place `c` next to the mouse pointer, trying the following positions
-- in this order: right, left, above and below.
-- @client[opt=focused] c The client.
-- @tparam[opt=apply_dpi(5)] integer offset The offset from the mouse position.
-- @return The new client geometry.
function placement.next_to_mouse(c, offset)
c = c or capi.client.focus
offset = offset or dpi(5)
local c_geometry = c:geometry()
local c_width = c_geometry.width + (c.border_width * 2)
local c_height = c_geometry.height + (c.border_width * 2)
local m_coords = capi.mouse.coords()
local screen_geometry = capi.screen[capi.mouse.screen].workarea
-- Prefer it to be on the right.
local x = m_coords.x + offset
if x + c_width > screen_geometry.width then
-- Then to the left.
x = m_coords.x - c_width - offset
end
if x < screen_geometry.x then
-- Then above.
x = m_coords.x - math.ceil(c_width / 2)
y = m_coords.y - c_height - offset
if y < screen_geometry.y then
-- Finally below.
y = m_coords.y + offset
end
else
y = m_coords.y - math.ceil(c_height / 2)
end
return c:geometry({ x = x, y = y })
end
--- Place the client centered with respect to a parent or the clients screen.
-- @param c The client.
-- @param[opt] p The parent (nil for screen centering).
-- @return The new client geometry.
function placement.centered(c, p)
local c = c or capi.client.focus
local c_geometry = c:geometry()
local screen = c.screen or a_screen.getbycoord(c_geometry.x, c_geometry.y)
local s_geometry
if p then
s_geometry = p:geometry()
else
s_geometry = capi.screen[screen].geometry
end
return c:geometry({ x = s_geometry.x + (s_geometry.width - c_geometry.width) / 2,
y = s_geometry.y + (s_geometry.height - c_geometry.height) / 2 })
end
--- Place the client centered on the horizontal axis with respect to a parent or the clients screen.
-- @param c The client.
-- @param[opt] p The parent (nil for screen centering).
-- @return The new client geometry.
function placement.center_horizontal(c, p)
local c = c or capi.client.focus
local c_geometry = c:geometry()
local screen = c.screen or a_screen.getbycoord(c_geometry.x, c_geometry.y)
local s_geometry
if p then
s_geometry = p:geometry()
else
s_geometry = capi.screen[screen].geometry
end
return c:geometry({ x = s_geometry.x + (s_geometry.width - c_geometry.width) / 2 })
end
--- Place the client centered on the vertical axis with respect to a parent or the clients screen.
-- @param c The client.
-- @param[opt] p The parent (nil for screen centering).
-- @return The new client geometry.
function placement.center_vertical(c, p)
local c = c or capi.client.focus
local c_geometry = c:geometry()
local screen = c.screen or a_screen.getbycoord(c_geometry.x, c_geometry.y)
local s_geometry
if p then
s_geometry = p:geometry()
else
s_geometry = capi.screen[screen].geometry
end
return c:geometry({ y = s_geometry.y + (s_geometry.height - c_geometry.height) / 2 })
end
return placement
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