awesome/lib/awful/layout/suit/floating.lua.in

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---------------------------------------------------------------------------
-- @author Gregor Best
-- @copyright 2008 Gregor Best
-- @release @AWESOME_VERSION@
---------------------------------------------------------------------------
--- Dummy function for floating layout
-- Grab environment we need
local math = math
local ipairs = ipairs
local capi =
{
mouse = mouse,
mousegrabber = mousegrabber
}
-- awful.layout.suit.floating
local floating = {}
function floating.mouse_resize_handler(c, corner, x, y)
local g = c:geometry()
-- Do not allow maximized clients to be resized by mouse
local fixed_x = c.maximized_horizontal
local fixed_y = c.maximized_vertical
-- Warp mouse pointer
capi.mouse.coords({ x = x, y = y })
capi.mousegrabber.run(function (_mouse)
for k, v in ipairs(_mouse.buttons) do
if v then
local ng
if corner == "bottom_right" then
ng = { width = _mouse.x - g.x,
height = _mouse.y - g.y }
elseif corner == "bottom_left" then
ng = { x = _mouse.x,
width = (g.x + g.width) - _mouse.x,
height = _mouse.y - g.y }
elseif corner == "top_left" then
ng = { x = _mouse.x,
width = (g.x + g.width) - _mouse.x,
y = _mouse.y,
height = (g.y + g.height) - _mouse.y }
else
ng = { width = _mouse.x - g.x,
y = _mouse.y,
height = (g.y + g.height) - _mouse.y }
end
if ng.width <= 0 then ng.width = nil end
if ng.height <= 0 then ng.height = nil end
if fixed_x then ng.width = g.width ng.x = g.x end
if fixed_y then ng.height = g.height ng.y = g.y end
c:geometry(ng)
-- Get real geometry that has been applied
-- in case we honor size hints
-- XXX: This should be rewritten when size
-- hints are available from Lua.
local rg = c:geometry()
if corner == "bottom_right" then
ng = {}
elseif corner == "bottom_left" then
ng = { x = (g.x + g.width) - rg.width }
elseif corner == "top_left" then
ng = { x = (g.x + g.width) - rg.width,
y = (g.y + g.height) - rg.height }
else
ng = { y = (g.y + g.height) - rg.height }
end
c:geometry({ x = ng.x, y = ng.y })
return true
end
end
return false
end, corner .. "_corner")
end
function floating.arrange()
end
floating.name = "floating"
return floating