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

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---------------------------------------------------------------------------
--- Dummy function for floating layout
--
-- @author Gregor Best
-- @copyright 2008 Gregor Best
-- @release @AWESOME_VERSION@
-- @module awful.layout.suit.floating
---------------------------------------------------------------------------
-- Grab environment we need
local ipairs = ipairs
local capi =
{
mouse = mouse,
mousegrabber = mousegrabber
}
--- The floating layout layoutbox icon.
-- @beautiful beautiful.layout_floating
-- @param surface
-- @see gears.surface
local floating = {}
--- Jump mouse cursor to the client's corner when resizing it.
floating.resize_jump_to_corner = true
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
local prev_coords = {}
local coordinates_delta = {x=0,y=0}
if floating.resize_jump_to_corner then
-- Warp mouse pointer
capi.mouse.coords({ x = x, y = y })
else
local corner_x, corner_y = x, y
local mouse_coords = capi.mouse.coords()
x = mouse_coords.x
y = mouse_coords.y
coordinates_delta = {x=corner_x-x,y=corner_y-y}
end
capi.mousegrabber.run(function (_mouse)
if not c.valid then return false end
_mouse.x = _mouse.x + coordinates_delta.x
_mouse.y = _mouse.y + coordinates_delta.y
for _, v in ipairs(_mouse.buttons) do
if v then
local ng
prev_coords = { x =_mouse.x, y = _mouse.y }
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 prev_coords.x == _mouse.x and prev_coords.y == _mouse.y
end, corner .. "_corner")
end
function floating.arrange()
end
floating.name = "floating"
return floating
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80