--------------------------------------------------------------------------- -- @author Donald Ephraim Curtis <dcurtis@cs.uiowa.edu> -- @author Julien Danjou <julien@danjou.info> -- @copyright 2009 Donald Ephraim Curtis -- @copyright 2008 Julien Danjou -- @release @AWESOME_VERSION@ --------------------------------------------------------------------------- -- Grab environment we need local ipairs = ipairs local math = math --- Tiled layouts module for awful module("awful.layout.suit.tile") local function tile_group(cls, wa, orientation, fact, group) -- get our orientation right local height = "height" local width = "width" local x = "x" local y = "y" if orientation == "top" or orientation == "bottom" then height = "width" width = "height" x = "y" y = "x" end -- make this more generic (not just width) available = wa[width] - (group.coord - wa[x]) -- find our total values local total_fact = 0 local min_fact = 1 local size = group.size for c = group.first,group.last do -- determine the width/height based on the size_hint local i = c - group.first +1 local size_hints = cls[c].size_hints local size_hint = size_hints["min_"..width] or size_hints["base_"..width] or 0 size_hint = size_hint + cls[c].border_width*2 size = math.max(size_hint, size) -- calculate the height if not fact[i] then fact[i] = min_fact else min_fact = math.min(fact[i],min_fact) end total_fact = total_fact + fact[i] end size = math.min(size, available) local coord = wa[y] local geom = {} local used_size = 0 local unused = wa[height] for c = group.first,group.last do local i = c - group.first +1 geom[width] = size geom[height] = math.floor(unused * fact[i] / total_fact) geom[x] = group.coord geom[y] = coord geom = cls[c]:geometry(geom) coord = coord + geom[height] unused = unused - geom[height] total_fact = total_fact - fact[i] used_size = math.max(used_size, geom[width]) end return used_size end local function tile(param, orientation) orientation = orientation or "right" -- this handles are different orientations local height = "height" local width = "width" local x = "x" local y = "y" if orientation == "top" or orientation == "bottom" then height = "width" width = "height" x = "y" y = "x" end local cls = param.clients local nmaster = math.min(param.nmaster, #cls) local nother = math.max(#cls - nmaster,0) local mwfact = param.mwfact local wa = param.workarea local ncol = param.ncol local data = param.tagdata.windowfact if not data then data = {} param.tagdata.windowfact = data end local coord = wa[x] local place_master = true if orientation == "left" or orientation == "top" then -- if we are on the left or top we need to render the other windows first place_master = false end -- this was easier than writing functions because there is a lot of data we need for d = 1,2 do if place_master and nmaster > 0 then local size = wa[width] if nother > 0 then size = math.min(wa[width] * mwfact, wa[width] - (coord - wa[x])) end if not data[0] then data[0] = {} end coord = coord + tile_group(cls, wa, orientation, data[0], {first=1, last=nmaster, coord = coord, size = size}) end if not place_master and nother > 0 then local last = nmaster -- we have to modify the work area size to consider left and top views local wasize = wa[width] if nmaster > 0 and (orientation == "left" or orientation == "top") then wasize = wa[width] - wa[width]*mwfact end for i = 1,ncol do -- Try to get equal width among remaining columns local size = math.min( (wasize - (coord - wa[x])) / (ncol - i + 1) ) local first = last + 1 last = last + math.floor((#cls - last)/(ncol - i + 1)) -- tile the column and update our current x coordinate if not data[i] then data[i] = {} end coord = coord + tile_group(cls, wa, orientation, data[i], { first = first, last = last, coord = coord, size = size }) end end place_master = not place_master end end right = {} right.name = "tile" right.arrange = tile --- The main tile algo, on left. -- @param screen The screen number to tile. left = {} left.name = "tileleft" function left.arrange(p) return tile(p, "left") end --- The main tile algo, on bottom. -- @param screen The screen number to tile. bottom = {} bottom.name = "tilebottom" function bottom.arrange(p) return tile(p, "bottom") end --- The main tile algo, on top. -- @param screen The screen number to tile. top = {} top.name = "tiletop" function top.arrange(p) return tile(p, "top") end arrange = right.arrange name = right.name