--------------------------------------------------------------------------- --- 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