awesomewm-machina/methods.lua

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--------------------------------------------------------- dependencies -- ;
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local grect = require("gears.geometry").rectangle
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local tabs = require("machina.tabs")
local geoms = require("machina.geoms")
local helpers = require("machina.helpers")
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local get_client_ix = helpers.get_client_ix
local getlowest = helpers.getlowest
local compare = helpers.compare
local tablelength = helpers.tablelength
local set_contains = helpers.set_contains
local clear_tabbar = helpers.clear_tabbar
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---------------------------------------------------------------- locals -- ;
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local global_client_table = {}
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local global_widget_table = {}
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function get_global_clients()
return global_client_table
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end
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function update_global_clients(c)
global_client_table[c.window] = c
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end
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local function reset_client_meta(c)
c.maximized = false
c.maximized_horizontal = false
c.maximized_vertical = false
c.direction = nil
return c
end
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------------------------------------------------------------- go_edge() -- ;
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local function go_edge(direction, regions, current_box)
test_box = true
edge_pos = nil
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while test_box do
test_box = grect.get_in_direction(direction, regions, current_box)
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if test_box then
current_box = regions[test_box]
edge_pos = test_box
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end
end
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return edge_pos
end --|
--|figures out the beginning of each row on the layout.
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----------------------------------------------------------- always_on() -- ;
local function toggle_always_on()
always_on = nil or client.focus.always_on
client.focus.always_on = not always_on
end
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--------------------------------------------------------- screen_info() -- ;
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local function screen_info(s)
local s = s or awful.screen.focused()
local focused_screen = s or nil
local workarea = s.workarea or nil
local selected_tag = s.selected_tag or nil
local layout = awful.layout.get(s) or nil
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local focused_client = client.focus or nil
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return focused_screen,
workarea,
selected_tag,
layout,
focused_client
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end
--------------------------------------------------------- get_regions() -- ;
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local function get_regions(s)
local s = s or awful.screen.focused()
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local focused_screen,
workarea,
selected_tag,
layout,
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focused_client = screen_info(s)
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local machi_fn = nil
local machi_data = nil
local machi_regions = nil
if layout.machi_get_regions then
machi_fn = layout.machi_get_regions
machi_data = machi_fn(workarea, selected_tag)
machi_regions = machi_data
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end --|version 1
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if layout.machi_get_instance_data then
machi_fn = layout.machi_get_instance_data
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machi_geom = layout.machi_set_geometry
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machi_data = {machi_fn(screen[focused_screen], selected_tag)}
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machi_regions = machi_data[3]
for i=#machi_regions,1,-1 do
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if machi_regions[i].habitable == false then
table.remove(machi_regions, i)
end
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end --|remove unhabitable regions
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table.sort(
machi_regions,
function (a1, a2)
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return a1.id > a2.id
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end
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) --|v2 returns unordered region list and needs sorting.
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end --|version 2/NG
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return machi_regions, machi_fn
end
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------------------------------------------------------- get_client_info -- ;
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local function get_client_info(c)
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local c = c or client.focus or nil
local s = s or c.screen or nil
local source_client = c
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local active_region = nil
local outofboundary = nil
local proximity = {}
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if not source_client then return {} end
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--|flow control
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if source_client.x < 0 or source_client.y < 0
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then outofboundary = true
end --| negative coordinates always mean out of boundary
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local regions = get_regions(s)
--|get regions on the screen
if not regions then return {} end
--|flow control
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for i, a in ipairs(regions) do
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local px = a.x - source_client.x
local py = a.y - source_client.y
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if px == 0 then px = 1 end
if py == 0 then py = 1 end
proximity[i] = {
index = i,
v = math.abs(px * py)
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} --│keep track of proximity in case nothing matches in
--│this block.
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end --│figures out focused client's region under normal
--│circumstances.
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if not active_region then
table.sort(proximity, compare) --| sort to get the smallest area
active_region = proximity[1].index --| first item should be the right choice
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if source_client.floating then
if regions[active_region].width - source_client.width ~= 0
or regions[active_region].height - source_client.height ~= 0
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then
outofboundary = true
end
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end --|when client is not the same size as the located
--|region, we should still consider this as out of
--|boundary
end --|user is probably executing get_active_regions on a
--|floating window.
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if not active_region then
active_region = 1
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end --|at this point, we are out of options, set the index
--|to one and hope for the best.
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-- refactor
if active_region and source_client.width > regions[active_region].width then
outofboundary = true
end --|machi sometimes could auto expand the client, consider
--|that as out of boundary.
if active_region and source_client.height > regions[active_region].height then
outofboundary = true
end --|machi sometimes could auto expand the client, consider
--|that as out of boundary.
-- refactor
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active_region_geom = {
width=regions[active_region].width-regions[active_region].width/2,
height=regions[active_region].height-regions[active_region].height/2
}
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return {
active_region = active_region,
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active_region_geom = active_region_geom,
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regions = regions,
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outofboundary = outofboundary,
tags = c:tags()
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}
end
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------------------------------------------------------------- move_to() -- ;
local function move_to(location)
return function()
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local c = client.focus or nil
if not c then return end
--▨ flow control
local c = reset_client_meta(client.focus)
local ci = get_client_info(c)
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local useless_gap = nil
local regions = get_regions()
local edges = {x={},y={}}
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local is = {
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region=ci.active_region,
region_geom=ci.active_region_geom
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}
for i,region in ipairs(regions) do
edges.x[region.x] = region.x + region.width
edges.y[region.y] = region.y + region.height
end
useless_gap = getlowest(edges.x)
client.focus:geometry(geoms[location](useless_gap))
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if not client.focus.floating then
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resize_region_to_index(is.region, is.region_geom, true)
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local tobe = {
region=get_client_info(client.focus).active_region
}
draw_tabbar(is.region)
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gears.timer.delayed_call(function ()
client.focus.region = tobe.region
draw_tabbar(tobe.region)
end)
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end --| redraw tabs and update meta
return
end
end
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----------------------------------------- focus_by_direction(direction) -- ;
local function focus_by_direction(direction)
return function()
if not client.focus then return false end
awful.client.focus.global_bydirection(direction, nil,true)
client.focus:raise()
end
end
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----------------------------------------------- get_clients_in_region() -- ;
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local function get_clients_in_region(region_ix, c, s)
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local s = s or c.screen or awful.screen.focused()
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local c = c or client.focus or nil
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local source_client = c or client.focus or nil
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local source_screen = s or (source_client and source_client.screen)
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local active_region = region_ix or nil
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local regions = get_regions(s)
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local region_clients = {}
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if not active_region then
for i, a in ipairs(regions) do
if a.x <= source_client.x and source_client.x < a.x + a.width and
a.y <= source_client.y and source_client.y < a.y + a.height
then
active_region = i
end
end
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end --|if no region index was provided, find the
--|region of the focused_client.
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if not active_region then
return
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end
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if #region_clients == 0 then
for i, w in ipairs(s.clients) do
if not (w.floating) then
if math.abs(regions[active_region].x - w.x) <= 5 and
math.abs(regions[active_region].y - w.y) <= 5
then
region_clients[#region_clients + 1] = w
w.region = region_ix
--|this basically will fix any inconsistency
--|along the way.
end
end
end --|try to get clients based on simple coordinates
end
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if #region_clients == 0 then
for i, cc in pairs(s.clients) do
if cc.region == active_region
and regions[active_region].x == cc.x
and regions[active_region].y == cc.y
then
region_clients[#region_clients + 1] = cc
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end
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end
end --| this logic compares c.region to global client index.
--| if we somehow fail to update c.region somewhere
--| shuffle shortcuts won't work with this one.
if #region_clients == 0 then
for _, cc in ipairs(s.clients) do
if not (cc.floating) then
if regions[active_region].x <= cc.x + cc.width + cc.border_width * 2
and cc.x <= (regions[active_region].x + regions[active_region].width)
and regions[active_region].y <= (cc.y + cc.height + cc.border_width * 2)
and cc.y <= (regions[active_region].y + regions[active_region].height)
then
region_clients[#region_clients + 1] = cc
end
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end
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end
end --|this logic works with coordinates more throughly but
--|it also causes issues with overflowing
--|(expanded) clients.
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return region_clients
end --|try to get clients in a region using three different
--|algorithms.
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----------------------------------------------------- expand_horizontal -- ;
local function expand_horizontal(direction)
return function ()
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local c = client.focus
local geom = nil
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if c.maximized_horizontal then
c.maximized_horizontal = false
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end --|reset toggle maximized state
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if c.direction == direction then
c.direction = nil
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c.maximized_horizontal = false
c.maximized_vertical = false
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if not c.floating then
draw_tabbar(c.region)
resize_region_to_client(c, true)
end
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return
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end --|reset toggle when sending same shortcut
--|consequitively
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local stuff = get_client_info()
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local target = grect.get_in_direction(direction, stuff.regions, client.focus:geometry())
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if not target and direction ~= "center" then return end -- flow control
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--▨▨▨
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if direction == "right" then
tobe = {
x=c.x,
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width=math.abs(stuff.regions[target].x + stuff.regions[target].width - c.x - 4),
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height=c.height,
y=c.y
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}
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c.direction = direction
c.maximized_horizontal = true
c.maximixed_vertical = false
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gears.timer.delayed_call(function (c)
c:geometry(tobe)
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draw_tabbar(c.region)
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resize_region_to_client(c, {horizontal=true,vertical=false,direction=direction})
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-- clear_tabbar(c)
end,c)
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return
end
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--▨▨▨
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if direction == "left" then
tobe = {
x=stuff.regions[target].x,
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width=c.x + c.width - stuff.regions[target].x,
height=c.height,
y=c.y
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}
c.direction = direction
c.maximized_horizontal = true
c.maximixed_vertical = false
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gears.timer.delayed_call(function (c)
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client.focus:geometry(tobe)
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draw_tabbar(c.region)
clear_tabbar(c)
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resize_region_to_client(c, {horizontal=true,vertical=false,direction=direction})
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end,c)
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return
end
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--▨▨▨
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if direction == "center" then
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c.maximized = false
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c.maximixed_vertical = false
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fixedchoice = geoms.clients[c.class] or nil
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if c.floating then
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c.maximized_horizontal = false
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geom = geoms.crt43()
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end
if not c.floating then
c.direction = "center"
c.maximized_horizontal = true
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geom = geoms.p1080()
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end
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if fixedchoice then
c.direction = "center"
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c.maximized_horizontal = true
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geom = fixedchoice()
end
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c:geometry(geom)
awful.placement.centered(c)
gears.timer.delayed_call(function (c)
c:raise()
client.emit_signal("tabbar_draw", c.region)
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clear_tabbar(c)
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end,c) --|give it time in case maximize_horizontal is
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--|adjusted before centering
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return
end
end
end
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--|c.direction is used to create a fake toggling effect.
--|tiled clients require an internal maximized property to
--|be set, otherwise they won't budge.
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----------------------------------------------------- expand_vertical() -- ;
local function expand_vertical()
local c = client.focus
local going = "down"
if c.maximized_vertical then
c.maximized_vertical = false
return
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end --|reset toggle maximized state
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local stuff = get_client_info()
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local target = grect.get_in_direction("down", stuff.regions, client.focus:geometry())
if target and stuff.regions[target].x ~= c.x then
return
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end --|flow control
--|ensure we are operating in the same X axis,
--|vertical directions jump around
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if not target then
going = "up"
target = grect.get_in_direction("up", stuff.regions, client.focus:geometry())
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end --|flow control
--|try reverse direction
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if not target then return end
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--|flow control
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if going == "down" then
tobe = {
y=c.y,
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x=c.x,
width=c.width,
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height=stuff.regions[target].y + stuff.regions[target].height - c.y
}
end
if going == "up" then
tobe = {
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x=c.x,
width=c.width,
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y=stuff.regions[target].y,
height= c.height + c.y - stuff.regions[target].y
}
end
c.maximized_vertical = true
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gears.timer.delayed_call(function ()
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client.focus:geometry(tobe)
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client.focus:raise()
end)
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return
end
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------------------------------------------------------------- shuffle() -- ;
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local function shuffle(direction)
return function()
local tablist = get_tiled_clients()
--|this is the ordered list
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if not #tablist then return end
--▨ flow control
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if not client.focus then return end
--▨ flow control
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focused_client_ix = get_client_ix(client.focus.window, tablist)
--|find the index position of the focused client
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if not focused_client_ix then return end
--▨ flow control
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prev_ix = focused_client_ix - 1
next_ix = focused_client_ix + 1
--|calculate target indexes
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if next_ix > #tablist then next_ix = 1 end
if prev_ix < 1 then prev_ix = #tablist end
--|check for validity of the index
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if direction == "backward" then
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tablist[prev_ix]:emit_signal("request::activate", "mouse_enter",{raise = true})
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return
end
if direction == "forward" then
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tablist[next_ix]:emit_signal("request::activate", "mouse_enter",{raise = true})
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return
end
end
end
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---------------------------------------------------------- get_swapee() -- ;
local function get_swapee(target_region_ix)
local regions = get_regions()
--| all regions
local cltbl = awful.client.visible(client.focus.screen, true)
--| all visible clients on all regions
--| but we don't know which regions they are at
local swap_map = {}
for a,region in ipairs(regions) do
for i,c in ipairs(cltbl) do
if c.x == region.x and c.y == region.y then
swap_map[a] = i
break --|avoid stacked regions
end
end
end --|iterate over regions, and match the client objects in
--|each region.
local swapee = cltbl[swap_map[target_region_ix]]
return swapee
end
--[[
returns the client object at a specific region. we can
also use signals to keep track of this but we are trying
to avoid exessive use of signals.
--]]
---------------------------------------------------------- my_shifter() -- ;
local function my_shifter(direction, swap)
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return function()
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if direction == "left" then direction = "backward" end
if direction == "right" then direction = "forward" end
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local c = client.focus
local stuff = get_client_info()
local client_region_ix = stuff.active_region
local source_region
local target_region_ix
local target_region
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c = reset_client_meta(c)
--|clean artifacts in case client was expanded.
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if direction == "backward" then
if (client_region_ix + 1) > #stuff.regions then
target_region_ix = 1
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else
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target_region_ix = client_region_ix+1
end
end --|go next region by index,
--|if not reset to first
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if direction == "forward" then
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if (client_region_ix - 1) < 1 then
target_region_ix = #stuff.regions
else
target_region_ix = client_region_ix - 1
end
end --|go previous region by index,
--|if not reset to last
if stuff.outofboundary then
target_region_ix = client_region_ix
end --|ignore previous when out of boundary
--|probably floating or expanded client
--|push inside the boundary instead
source_region = stuff.regions[client_region_ix]
target_region = stuff.regions[target_region_ix]
--|target regions geometry
local swapee = get_swapee(target_region_ix)
--|visible client at the target region
c:geometry(target_region)
--|relocate client
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c.region = target_region_ix
--|update client property
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if not swap then c:raise() end
--|raise
if swap and swapee then
swapee:geometry(source_region)
swapee:emit_signal("request::activate", "mouse_enter",{raise = true})
end --|perform swap
draw_tabbar(target_region_ix)
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resize_region_to_index(target_region_ix, target_region, true)
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--|update tabs in target region
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draw_tabbar(client_region_ix)
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resize_region_to_index(client_region_ix, source_region, true)
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--|update tabs in source region
end
end
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---------------------------------------------------- shift_by_direction -- ;
local function shift_by_direction(direction, swap)
return function ()
local c = client.focus
local stuff = get_client_info()
local target_region_ix = nil
local client_region_ix = stuff.active_region
if stuff.outofboundary == true then
return my_shifter(direction)()
end --|my_shifter handles this situation better.
local candidate = {
up = grect.get_in_direction("up", stuff.regions, client.focus:geometry()),
down = grect.get_in_direction("down", stuff.regions, client.focus:geometry()),
left = grect.get_in_direction("left", stuff.regions, client.focus:geometry()),
right = grect.get_in_direction("right", stuff.regions, client.focus:geometry())
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}
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target_region_ix = candidate[direction]
--|try to get a candidate region if possible
if not target_region_ix then
if direction == "right" then try = "left" end
if direction == "left" then try = "right" end
if direction == "down" then try = "up" end
if direction == "up" then try = "down" end
target_region_ix = go_edge(try, stuff.regions, client.focus:geometry())
end --|go the beginning or the end if there is no
--|candidate
source_region = stuff.regions[client_region_ix]
target_region = stuff.regions[target_region_ix]
local swapee = get_swapee(target_region_ix)
--|visible client at the target region
c:geometry(target_region)
--|relocate client
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c.region = target_region_ix
--|update client property
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if not swap then c:raise() end
--|raise
if swap and swapee then
swapee:geometry(source_region)
swapee:emit_signal("request::activate", "mouse_enter",{raise = true})
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swapee.region = client_region_ix
end --|perform swap, update meta
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draw_tabbar(target_region_ix)
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resize_region_to_index(target_region_ix, target_region, true)
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--|update tabs in target region
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draw_tabbar(client_region_ix)
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resize_region_to_index(client_region_ix, source_region, true)
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--|update tabs in source region
end
end
----------------------------------------------------- get_tiled_clients -- ;
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function get_tiled_clients(region_ix, s)
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local s = s or client.focus.screen or awful.screen.focused()
local tablist = get_clients_in_region(region_ix, c, s)
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local all_clients = get_global_clients()
local tiled_clients = {}
local myorder = {}
local window_ix = {}
for i,t in ipairs(tablist) do
window_ix[t.window] = true
end
local po = 1
for i,c in pairs(all_clients) do
if not c.floating and window_ix[c.window] then
tiled_clients[po] = c
po = po + 1
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end
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end
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return tiled_clients
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end --[23]
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-------------------------------------------------------- draw_tabbar() -- ;
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function draw_tabbar(region_ix, s)
local s = s or awful.screen.focused()
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local flexlist = tabs.layout()
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local tablist = get_tiled_clients(region_ix, s)
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if tablelength(tablist) == 0 then
return
end --|this should only fire on an empty region
if tablelength(tablist) == 1 then
clear_tabbar(tablist[1])
return
end --|reset tabbar titlebar when only
--|one client is in the region.
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for cl_ix, cl in ipairs(tablist) do
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local flexlist = tabs.layout()
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global_widget_table[cl.window] = {}
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for cc_ix, cc in ipairs(tablist) do
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local buttons = gears.table.join(awful.button({}, 1, function(_)
gears.timer.delayed_call(function(p)
client.emit_signal("riseup", p)
end, cc)
end))
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global_widget_table[cl.window][cc_ix] = tabs.create(cc, (cc == cl), buttons, cl_ix)
flexlist:add(global_widget_table[cl.window][cc_ix])
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flexlist.max_widget_size = 120
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end
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local titlebar = awful.titlebar(cl, {
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bg = tabs.bg_normal,
size = tabs.size,
position = tabs.position,
})
titlebar:setup{layout = wibox.layout.flex.horizontal, flexlist}
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awful.titlebar(cl, {size=8, position = "top"})
awful.titlebar(cl, {size=0, position = "left"})
awful.titlebar(cl, {size=0, position = "right"})
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end
end
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------------------------------------------------------ resize_region_to -- ;
-- todo: can merge these later, this will have side effects
-- when using multipler monitors.
function resize_region_to_client(c, reset)
if c.floating then return end
--|we don't wan't interference
local c = c or client.focus
local tablist = get_tiled_clients(c.region)
for i, w in ipairs(tablist) do
if reset == true then
reset_client_meta(w)
else
w.maximized_horizontal = reset.horizontal
w.maximized_vertical = reset.vertical
w.direction = reset.direction
end
w:geometry(c:geometry())
end
end
function resize_region_to_index(region_ix, geom, reset)
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local tablist = get_tiled_clients(region_ix)
for c_ix, c in ipairs(tablist) do
if reset == true then
reset_client_meta(c)
else
c.maximized_horizontal = reset.horizontal
c.maximized_vertical = reset.vertical
c.direction = reset.direction
end
c:geometry(geom)
end
end
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----------------------------------------------------- teleport_client() -- ;
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local function teleport_client(c,s)
local c = c or client.focus
local s = s or c.screen or awful.screen.focused()
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if not c then return true end
--|flow control
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local is = {
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region=c.region or get_client_info(c).active_region,
geom=c:geometry(),
screen=c.screen
} --|parameters before teleport
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if not c.floating then
c:geometry({width=300, height=300})
end --|to avoid machi's auto expansion (lu,rd) of tiled
--|clients, resize them temporarily. they will be auto
--|expanded to the region anyway.
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c:move_to_screen()
--|teleport
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gears.timer.delayed_call(function (c)
local tobe = {
region=get_client_info(c).active_region,
}
c.region = tobe.region
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draw_tabbar(c.region, c.screen)
draw_tabbar(is.region, is.screen)
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c:emit_signal("request::activate", "mouse_enter",{raise = true})
end,c)
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end
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------------------------------------------------------ signal helpers -- ;
local function manage_signal(c)
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local ci = get_client_info(c)
--|client info
global_client_table[c.window] = c
--|add window.id to client index
if ci.active_region and not c.floating then
gears.timer.delayed_call(function(region, screen, p)
p.region = region
draw_tabbar(region, screen)
c:geometry(ci.active_region_geom)
end, ci.active_region, c.screen, c)
end --|in case new client appears tiled
--|we must update the regions tabbars.
end --[6]
----------------------------------------------------;
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local function unmanage_signal(c)
if c then
global_client_table[c.window] = nil
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--|remove window.id from client index
global_widget_table[c.window] = nil
--|remove window.id from widget index
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if not c.floating then
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local ci = get_client_info(c)
if ci.active_region then
draw_tabbar(ci.active_region, c.screen)
end
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end
end
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end --[7]
----------------------------------------------------;
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local function selected_tag_signal(t)
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gears.timer.delayed_call(function(t)
local regions = get_regions(t.screen)
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if regions and #regions then
for i, region in ipairs(regions) do
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draw_tabbar(i, t.screen)
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end
end
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end,t)
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end --[8]
----------------------------------------------------;
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local function floating_signal(c)
if c.floating then
if c.region then
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gears.timer.delayed_call(function(active_region)
clear_tabbar(c)
draw_tabbar(c.region)
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c.region = nil
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end, active_region)
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end
end --|window became floating
if not c.floating then
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local ci = get_client_info(c)
if ci.active_region then
c.region = ci.active_region
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gears.timer.delayed_call(function(active_region)
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draw_tabbar(active_region)
end, ci.active_region)
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end
end --|window became tiled
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end --[9]
----------------------------------------------------;
local function focus_signal(c)
if global_widget_table[c.window] then
for i, p in pairs(global_widget_table[c.window]) do
if p.focused then
local widget = global_widget_table[c.window][i]:get_children_by_id(c.window)[1]
widget.bg = "#43417a"
end
end
end
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end
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----------------------------------------------------;
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local function unfocus_signal(c)
if global_widget_table[c.window] then
for i, p in pairs(global_widget_table[c.window]) do
if p.focused then
p.bg = "#292929"
break
end
end
end
end
----------------------------------------------------;
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local function minimized_signal(c)
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if c.minimized then unmanage_signal(c) end
if not c.minimized then manage_signal(c) end
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end --[[ manage minimized and not minimized ]]
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----------------------------------------------------;
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local function name_signal(c)
if widget_ix[c.window] then
for i, p in pairs(widget_ix[c.window]) do
if p.focused then
widget = widget_ix[c.window][i]:get_children_by_id(c.window)[1]
widget.widget.markup = c.name
end
end
end
end -- todo: need to update the other clients in the region here as well
-- this may not even be worth it as the client names kind of pollute the
-- tabs a lot making it harder to distinguish what is what.
-- client.connect_signal("property::name", name_signal)
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local function riseup_signal(c)
client.focus = c; c:raise()
-- c:emit_signal("request::activate", "mouse_enter",{raise = true})
end
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--------------------------------------------------------------- signals -- ;
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client.connect_signal("riseup", riseup_signal)
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client.connect_signal("focus", focus_signal)
client.connect_signal("unfocus", unfocus_signal)
client.connect_signal("property::minimized", minimized_signal)
client.connect_signal("property::floating", floating_signal)
client.connect_signal("tabbar_draw", draw_tabbar)
client.connect_signal("unmanage", unmanage_signal)
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client.connect_signal("manage", manage_signal)
tag.connect_signal("property::selected", selected_tag_signal)
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--------------------------------------------------------------- exports -- ;
module = {
focus_by_direction = focus_by_direction,
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get_active_regions = get_client_info,
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shift_by_direction = shift_by_direction,
expand_horizontal = expand_horizontal,
shuffle = shuffle,
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old_shuffle = old_shuffle,
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my_shifter = my_shifter,
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expand_vertical = expand_vertical,
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move_to = move_to,
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get_regions = get_regions,
toggle_always_on = toggle_always_on,
draw_tabbar = draw_tabbar,
get_global_clients = get_global_clients,
update_global_clients = update_global_clients,
get_client_info = get_client_info,
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teleport_client = teleport_client,
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}
return module
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--[[ ------------------------------------------------- NOTES ]
[4] machi's own region expansion has issues on
awesome-reload. if we were to expand a region, and then
do reload, machi-layout would insist to keep the expanded
layout in its own accord.
[5] to avoid this, we temporarily set the non floating
clients region geometry.
[4] when the clients become float, we restore this
geometry. Do note, there is something awkward here, it
appears no matter what all clients start as float then
get tiled, so there is a flaw in this logic.
[9] when windows switch between float and tiled we must
perform necessary maintenance on the destination and
source regions. a delayed call was necessary when clients
become tiled to give awm enough time to draw the widgets
properly. (*)this floating signal acts weird during
configuration reloads.
[8] property::selected gets called the last, by the time
we are here, we already have the global_client_list to
draw tabbars. This may appear redundant here, but it's
good to have this fire up in case the user switches
tags.
[7] when removing a tiled client we must update the
tabbars of others. floating clients do not require any
cleanup.
[6] global_client_table is the milestone the tabbars rely
on. whenever a new client appears we must add to it, and
when a client is killed we must make sure it is
removed.
[23] global_client_index stores the ordered list of all
clients available and it is used as a blueprint to keep
the order of our tablist intact, without this, tabbars
would go out of order when user focuses via shortcuts
(run_or_raise).
--]]