Added function to change screen focus by direction
The function awful.screen.focus_bydirection changes the screen focus according to physical position. The code is based on awful.client.focus.bydirection. Signed-off-by: Uli Schlachter <psychon@znc.in>
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@ -47,6 +47,23 @@ function screen.focus(_screen)
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capi.mouse.screen = _screen
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end
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--- Give the focus to a screen, and move pointer, by physical position relative to current screen.
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-- @param dir The direction, can be either "up", "down", "left" or "right".
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-- @param screen Screen number.
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function screen.focus_bydirection(dir, _screen)
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local sel = _screen or capi.mouse.screen
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if sel then
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local geomtbl = {}
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for s = 1, capi.screen.count() do
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geomtbl[s] = capi.screen[s].geometry
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end
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local target = util.get_rectangle_in_direction(dir, geomtbl, capi.screen[sel].geometry)
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if target then
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return screen.focus(target)
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end
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end
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end
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--- Give the focus to a screen, and move pointer, but relative to the current
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-- focused screen.
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-- @param i Value to add to the current focused screen index. 1 will focus next
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@ -260,6 +260,76 @@ function util.subsets(set)
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return ret
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end
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-- Return true whether rectangle B is in the right direction
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-- compared to rectangle A.
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-- @param dir The direction.
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-- @param gA The geometric specification for rectangle A.
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-- @param gB The geometric specification for rectangle B.
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-- @return True if B is in the direction of A.
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local function is_in_direction(dir, gA, gB)
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if dir == "up" then
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return gA.y > gB.y
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elseif dir == "down" then
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return gA.y < gB.y
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elseif dir == "left" then
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return gA.x > gB.x
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elseif dir == "right" then
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return gA.x < gB.x
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end
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return false
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end
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-- Calculate distance between two points.
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-- i.e: if we want to move to the right, we will take the right border
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-- of the currently focused screen and the left side of the checked screen.
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-- @param dir The direction.
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-- @param gA The first rectangle.
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-- @param gB The second rectangle.
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-- @return The distance between the screens.
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local function calculate_distance(dir, _gA, _gB)
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local gA = _gA
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local gB = _gB
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if dir == "up" then
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gB.y = gB.y + gB.height
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elseif dir == "down" then
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gA.y = gA.y + gA.height
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elseif dir == "left" then
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gB.x = gB.x + gB.width
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elseif dir == "right" then
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gA.x = gA.x + gA.width
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end
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return math.sqrt(math.pow(gB.x - gA.x, 2) + math.pow(gB.y - gA.y, 2))
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end
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-- Get the nearest rectangle in the given direction. Every rectangle is specified as a table
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-- with 'x', 'y', 'width', 'height' keys, the same as client or screen geometries.
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-- @param dir The direction, can be either "up", "down", "left" or "right".
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-- @param recttbl A table of rectangle specifications.
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-- @param cur The current rectangle.
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-- @return The index for the rectangle in recttbl closer to cur in the given direction. nil if none found.
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function util.get_rectangle_in_direction(dir, recttbl, cur)
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local dist, dist_min
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local target = nil
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-- We check each object
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for i, rect in ipairs(recttbl) do
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-- Check geometry to see if object is located in the right direction.
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if is_in_direction(dir, cur, rect) then
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-- Calculate distance between current and checked object.
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dist = calculate_distance(dir, cur, rect)
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-- If distance is shorter then keep the object.
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if not target or dist < dist_min then
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target = i
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dist_min = dist
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end
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end
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end
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return target
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end
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--- Join all tables given as parameters.
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-- This will iterate all tables and insert all their keys into a new table.
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-- @param args A list of tables to join
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