--------------------------------------------------------------------------- -- @author Julien Danjou <julien@danjou.info> -- @copyright 2008 Julien Danjou -- @release @AWESOME_VERSION@ --------------------------------------------------------------------------- -- Grab environment we need local ipairs = ipairs local pairs = pairs local math = math local table = table local capi = { screen = screen, mouse = mouse, } local client = require("awful.client") local layout = require("awful.layout") --- Placement module for awful module("awful.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) local newareas = areas for i, r in ipairs(areas) do -- Check if the 'elem' intersect if area_intersect_area(r, elem) then -- It does? remove it table.remove(areas, i) local inter = area_intersect_area_get(r, elem) if inter.x > r.x then table.insert(newareas, { x = r.x, y = r.y, width = inter.x - r.x, height = r.height }) end if inter.y > r.y then table.insert(newareas, { 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(newareas, { 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(newareas, { x = r.x, y = inter.y + inter.height, width = r.width, height = (r.y + r.height) - (inter.y + inter.height) }) end end end return newareas end --- Place the client without it being outside the screen. -- @param c The client. function no_offscreen(c) local geometry = c:fullcoords() local screen_geometry = capi.screen[c.screen].workarea if geometry.x + geometry.width > screen_geometry.x + screen_geometry.width then geometry.x = screen_geometry.x + screen_geometry.width - geometry.width elseif geometry.x < screen_geometry.x then geometry.x = screen_geometry.x end if geometry.y + geometry.height > screen_geometry.y + screen_geometry.height then geometry.y = screen_geometry.y + screen_geometry.height - geometry.height elseif geometry.y < screen_geometry.y then geometry.y = screen_geometry.y end c:fullcoords(geometry) end --- Place the client where there's place available with minimum overlap. -- @param c The client. function no_overlap(c) local cls = client.visible(c.screen) local layout = layout.get() local areas = { capi.screen[c.screen].workarea } local coords = c:coords() local fullcoords = c:fullcoords() for i, cl in pairs(cls) do if cl ~= c and (cl.floating or layout == "floating") then areas = area_remove(areas, cl:fullcoords()) end end -- Look for available space local found = false local new = { x = coords.x, y = coords.y, width = 0, height = 0 } for i, r in ipairs(areas) do if r.width >= fullcoords.width and r.height >= fullcoords.height and r.width * r.height > new.width * new.height then found = true new = r end end -- We did not foudn 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 = coords.width new.height = coords.height c:coords(new) end --- Place the client under the mouse. -- @param c The client. function under_mouse(c) local c_coords = c:coords() local m_coords = capi.mouse.coords() c:coords({ x = m_coords.x - c_coords.width / 2, y = m_coords.y - c_coords.height / 2 }) end -- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=80