awesome/lib/awful/layout/suit/tile.lua.in

184 lines
5.5 KiB
Lua

---------------------------------------------------------------------------
-- @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
local tag = require("awful.tag")
--- Tiled layouts module for awful
-- awful.layout.suit.tile
local 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)
local 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 - cls[c].border_width * 2
geom[height] = math.floor(unused * fact[i] / total_fact) - cls[c].border_width * 2
geom[x] = group.coord
geom[y] = coord
geom = cls[c]:geometry(geom)
coord = coord + geom[height] + cls[c].border_width * 2
unused = unused - geom[height] - cls[c].border_width * 2
total_fact = total_fact - fact[i]
used_size = math.max(used_size, geom[width] + cls[c].border_width * 2)
end
return used_size
end
local function do_tile(param, orientation)
local t = tag.selected(param.screen)
orientation = orientation or "right"
-- This handles all 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(tag.getnmaster(t), #cls)
local nother = math.max(#cls - nmaster,0)
local mwfact = tag.getmwfact(t)
local wa = param.workarea
local ncol = tag.getncol(t)
local data = tag.getdata(t).windowfact
if not data then
data = {}
tag.getdata(t).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
tile.right = {}
tile.right.name = "tile"
tile.right.arrange = do_tile
--- The main tile algo, on left.
-- @param screen The screen number to tile.
tile.left = {}
tile.left.name = "tileleft"
function tile.left.arrange(p)
return do_tile(p, "left")
end
--- The main tile algo, on bottom.
-- @param screen The screen number to tile.
tile.bottom = {}
tile.bottom.name = "tilebottom"
function tile.bottom.arrange(p)
return do_tile(p, "bottom")
end
--- The main tile algo, on top.
-- @param screen The screen number to tile.
tile.top = {}
tile.top.name = "tiletop"
function tile.top.arrange(p)
return do_tile(p, "top")
end
tile.arrange = tile.right.arrange
tile.name = tile.right.name
return tile