awful: add no_overlap and no_offscreen placement
Signed-off-by: Julien Danjou <julien@danjou.info>
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143
lib/awful.lua.in
143
lib/awful.lua.in
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@ -1606,6 +1606,149 @@ function widget.button(args)
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return w
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return w
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end
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end
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--- Check if an area intersect another area.
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-- @param a The area.
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-- @param b The other area.
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-- @return True if they intersect, false otherwise.
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local function area_intersect_area(a, b)
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return (b.x < a.x + a.width
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and b.x + b.width > a.x
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and b.y < a.y + a.height
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and b.y + b.height > a.y)
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end
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--- Get the intersect area between a and b.
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-- @param a The area.
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-- @param b The other area.
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-- @return The intersect area.
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local function area_intersect_area_get(a, b)
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local g = {}
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g.x = math.max(a.x, b.x)
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g.y = math.max(a.y, b.y)
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g.width = math.min(a.x + a.width, b.x + b.width) - g.x
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g.height = math.min(a.y + a.height, b.y + b.height) - g.y
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return g
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end
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--- Remove an area from a list, splitting the space between several area that
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-- can overlap.
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-- @param areas Table of areas.
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-- @param elem Area to remove.
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-- @return The new area list.
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local function area_remove(areas, elem)
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local newareas = areas
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for i, r in ipairs(areas) do
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-- Check if the 'elem' intersect
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if area_intersect_area(r, elem) then
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-- It does? remove it
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table.remove(areas, i)
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local inter = area_intersect_area_get(r, elem)
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if inter.x > r.x then
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table.insert(newareas, {
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x = r.x,
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y = r.y,
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width = inter.x - r.x,
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height = r.height
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})
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end
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if inter.y > r.y then
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table.insert(newareas, {
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x = r.x,
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y = r.y,
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width = r.width,
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height = inter.y - r.y
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})
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end
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if inter.x + inter.width < r.x + r.width then
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table.insert(newareas, {
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x = inter.x + inter.width,
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y = r.y,
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width = (r.x + r.width) - (inter.x + inter.width),
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height = r.height
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})
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end
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if inter.y + inter.height < r.y + r.height then
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table.insert(newareas, {
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x = r.x,
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y = inter.y + inter.height,
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width = r.width,
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height = (r.y + r.height) - (inter.y + inter.height)
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})
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end
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end
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end
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return newareas
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end
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--- Place the client without it being outside the screen.
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-- @param c The client.
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function placement.no_offscreen(c)
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local geometry = c:fullcoords()
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local screen_geometry = capi.screen[c.screen].workarea
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if geometry.x + geometry.width > screen_geometry.x + screen_geometry.width then
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geometry.x = screen_geometry.x + screen_geometry.width - geometry.width
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elseif geometry.x < screen_geometry.x then
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geometry.x = screen_geometry.x
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end
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if geometry.y + geometry.height > screen_geometry.y + screen_geometry.height then
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geometry.y = screen_geometry.y + screen_geometry.height - geometry.height
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elseif geometry.y < screen_geometry.y then
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geometry.y = screen_geometry.y
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end
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c:fullcoords(geometry)
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end
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--- Place the client where there's place available with minimum overlap.
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-- @param c The client.
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function placement.no_overlap(c)
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local cls = capi.client.visible_get(c.screen)
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local layout = layout.get()
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local areas = { capi.screen[c.screen].workarea }
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local coords = c:coords()
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local fullcoords = c:fullcoords()
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for i, cl in pairs(cls) do
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if cl ~= c and (cl.floating or layout == "floating") then
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areas = area_remove(areas, cl:fullcoords())
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end
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end
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-- Look for available space
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local found = false
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local new = { x = coords.x, y = coords.y, width = 0, height = 0 }
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for i, r in ipairs(areas) do
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if r.width >= fullcoords.width
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and r.height >= fullcoords.height
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and r.width * r.height > new.width * new.height then
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found = true
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new = r
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end
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end
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-- We did not foudn an area with enough space for our size:
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-- just take the biggest available one and go in
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if not found then
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for i, r in ipairs(areas) do
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if r.width * r.height > new.width * new.height then
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new = r
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end
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end
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end
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-- Restore height and width
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new.width = coords.width
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new.height = coords.height
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c:coords(new)
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end
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--- Place the client under the mouse.
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--- Place the client under the mouse.
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-- @param c The client.
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-- @param c The client.
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function placement.under_mouse(c)
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function placement.under_mouse(c)
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