tests: Test floating client move, snap and resize
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local test_client = require("_client")
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local placement = require("awful.placement")
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local amouse = require("awful.mouse")
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local steps = {}
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table.insert(steps, function(count)
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if count == 1 then -- Setup.
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test_client("foobar", "foobar")
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elseif #client.get() > 0 then
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client.get()[1] : geometry {
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x = 200,
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y = 200,
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width = 300,
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height = 300,
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}
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return true
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end
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end)
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table.insert(steps, function()
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-- The mousegrabber expect a button to be pressed.
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root.fake_input("button_press",1)
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local c = client.get()[1]
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-- Just in case there is an accidental delayed geometry callback
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assert(c:geometry().x == 200)
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assert(c:geometry().y == 200)
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assert(c:geometry().width == 300)
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assert(c:geometry().height == 300)
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mouse.coords {x = 500+2*c.border_width, y= 500+2*c.border_width}
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local corner = amouse.client.resize(c)
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assert(corner == "bottom_right")
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return true
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end)
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-- The geometry should remain the same, as the cursor is placed at the end of
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-- the geometry.
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 200)
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assert(c:geometry().y == 200)
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assert(c:geometry().width == 300)
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assert(c:geometry().height == 300)
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mouse.coords {x = 600+2*c.border_width, y= 600+2*c.border_width}
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return true
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end)
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-- Grow the client by 100px
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 200)
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assert(c:geometry().y == 200)
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assert(c:geometry().width == 400)
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assert(c:geometry().height == 400)
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mouse.coords {x = 400+2*c.border_width, y= 400+2*c.border_width}
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return true
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end)
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-- Shirnk the client by 200px
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 200)
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assert(c:geometry().y == 200)
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assert(c:geometry().width == 200)
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assert(c:geometry().height == 200)
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mouse.coords {x = 100, y= 100}
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return true
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end)
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-- Grow the client by 100px from the top left
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 100)
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assert(c:geometry().y == 100)
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assert(c:geometry().width == 300)
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assert(c:geometry().height == 300)
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mouse.coords {x = 300, y= 200}
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return true
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end)
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-- Shirnk the client by 100px from the top right
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 100)
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assert(c:geometry().y == 200)
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-- assert(c:geometry().width == 200-2*c.border_width) --FIXME off by border width...
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-- assert(c:geometry().height == 200-2*c.border_width) --FIXME off by border width...
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mouse.coords {x = 300, y= 200}
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return true
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end)
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-- Stop the resize
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table.insert(steps, function()
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root.fake_input("button_release",1)
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-- if not mousegrabber.isrunning then --FIXME it should work, but doesn't
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-- return true
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-- end
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mousegrabber.stop()
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return true
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end)
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-- Setup for move testing
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table.insert(steps, function()
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assert(not mousegrabber.isrunning())
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local c = client.get()[1]
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c:geometry {
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width = 200,
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height = 200,
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}
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placement.bottom_right(c)
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mouse.coords {x = c.screen.geometry.width -150,
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y = c.screen.geometry.height-150}
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return true
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end)
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-- Start the move mouse grabber
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table.insert(steps, function()
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local c = client.get()[1]
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-- The resize is over, it should not move the client anymore
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assert(c:geometry().x == c.screen.geometry.width - 200 - 2*c.border_width)
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assert(c:geometry().y == c.screen.geometry.height - 200 - 2*c.border_width)
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assert(c:geometry().width == 200)
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assert(c:geometry().height == 200)
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assert(c.valid)
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root.fake_input("button_press",1)
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-- Begin the move
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amouse.client.move(c)
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-- Make sure nothing unwanted happen by accident
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assert(c:geometry().x == c.screen.geometry.width - 200 - 2*c.border_width)
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assert(c:geometry().y == c.screen.geometry.height - 200 - 2*c.border_width)
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assert(c:geometry().width == 200)
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assert(c:geometry().height == 200)
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-- The cursor should not have moved
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assert(mouse.coords().x == c.screen.geometry.width - 150)
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assert(mouse.coords().y == c.screen.geometry.height - 150)
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mouse.coords {x = 50 + 2*c.border_width, y= 50 + 2*c.border_width}
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assert(mousegrabber.isrunning())
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return true
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end)
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-- The client should now be in the top left
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 0)
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assert(c:geometry().y == 0)
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assert(c:geometry().width == 200)
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assert(c:geometry().height == 200)
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-- Move to the bottom left
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mouse.coords {
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x = 50 + 2*c.border_width,
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y = c.screen.geometry.height - 200
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}
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return true
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end)
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-- Ensure the move was correct, the snap to the top part of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == 0)
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assert(c:geometry().y == c.screen.geometry.height - 250 - 2*c.border_width)
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assert(c:geometry().width == 200)
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assert(c:geometry().height == 200)
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-- Should trigger the top snap
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mouse.coords {x = 600, y= 0}
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-- The snap is only applied on release
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the top half of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x )
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assert(c:geometry().y == c.screen.workarea.y )
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assert(c:geometry().width == c.screen.workarea.width - 2*c.border_width )
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assert(c:geometry().height == math.ceil(c.screen.workarea.height/2 - 2*c.border_width))
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.top_right(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the top right corner of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x+c.screen.workarea.width/2 )
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assert(c:geometry().y == c.screen.workarea.y )
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assert(c:geometry().width == math.ceil(c.screen.workarea.width/2 - 2*c.border_width) )
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assert(c:geometry().height == math.ceil(c.screen.workarea.height/2 - 2*c.border_width))
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.right(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the top right half of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x+c.screen.workarea.width/2 )
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assert(c:geometry().y == c.screen.workarea.y )
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assert(c:geometry().width == math.ceil(c.screen.workarea.width/2 - 2*c.border_width))
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assert(c:geometry().height == c.screen.workarea.height - 2*c.border_width )
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.bottom(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the bottom half of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x )
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assert(c:geometry().y == c.screen.workarea.y+c.screen.workarea.height/2 )
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assert(c:geometry().width == c.screen.workarea.width - 2*c.border_width )
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assert(c:geometry().height == math.ceil(c.screen.workarea.height/2 - 2*c.border_width))
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.bottom_left(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the bottom left corner of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x )
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assert(c:geometry().y == c.screen.workarea.y+c.screen.workarea.height/2 )
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assert(c:geometry().width == math.ceil(c.screen.workarea.width/2 - 2*c.border_width) )
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assert(c:geometry().height == math.ceil(c.screen.workarea.height/2 - 2*c.border_width))
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.left(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The client should now fill the left half of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x )
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assert(c:geometry().y == c.screen.workarea.y )
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assert(c:geometry().width == math.ceil(c.screen.workarea.width/2 - 2*c.border_width) )
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assert(c:geometry().height == c.screen.workarea.height - 2*c.border_width )
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-- Snap to the top right
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.top_left(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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local cur_tag = nil
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-- The client should now fill the top left corner of the screen
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c:geometry().x == c.screen.workarea.x )
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assert(c:geometry().y == c.screen.workarea.y )
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assert(c:geometry().width == math.ceil(c.screen.workarea.width/2 - 2*c.border_width) )
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assert(c:geometry().height == math.ceil(c.screen.workarea.height/2 - 2*c.border_width))
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-- Change the mode to test drag_to_tag
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amouse.drag_to_tag.enabled = true
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amouse.snap.edge_enabled = false
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cur_tag = c.first_tag
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.right(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The tag should have changed
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c.first_tag ~= cur_tag )
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assert(c.first_tag.index == cur_tag.index + 1)
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-- Move it back
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.left(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The tag should now be the same as before
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c.first_tag == cur_tag)
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assert(c.first_tag.index == 1)
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-- Wrap
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.left(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The tag should now be the last
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c.first_tag.index == #c.screen.tags)
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-- Wrap back
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root.fake_input("button_press",1)
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amouse.client.move(c)
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placement.right(mouse, {honor_workarea=false})
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root.fake_input("button_release",1)
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return true
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end)
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-- The tag should now original one again
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table.insert(steps, function()
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local c = client.get()[1]
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assert(c.first_tag == cur_tag)
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return true
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end)
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require("_runner").run_steps(steps)
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