bling/layout/equalarea.lua

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local math = math
local screen = screen
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local mylayout = {}
mylayout.name = "equalarea"
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local function divide(p, g, low, high, cls, mwfact, mcount)
if low == high then
p.geometries[cls[low]] = g
else
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local masters = math.max(0, math.min(mcount, high) - low + 1)
local numblock = high - low + 1
local slaves = numblock - masters
local smalldiv
if numblock > 5 and (numblock % 5) == 0 then
smalldiv = math.floor(numblock / 5)
else
if (numblock % 3) == 0 then
smalldiv = math.floor(numblock / 3)
else
smalldiv = math.floor(numblock / 2)
end
end
local bigdiv = numblock - smalldiv
local smallmasters = math.min(masters, smalldiv)
local bigmasters = masters - smallmasters
local smallg = {}
local bigg = {}
smallg.x = g.x
smallg.y = g.y
if g.width > (g.height * 1.3) then
smallg.height = g.height
bigg.height = g.height
bigg.width = math.floor(
g.width
* (bigmasters * (mwfact - 1) + bigdiv)
/ (slaves + mwfact * masters)
)
smallg.width = g.width - bigg.width
bigg.y = g.y
bigg.x = g.x + smallg.width
else
smallg.width = g.width
bigg.width = g.width
bigg.height = math.floor(
g.height
* (bigmasters * (mwfact - 1) + bigdiv)
/ (slaves + mwfact * masters)
)
smallg.height = g.height - bigg.height
bigg.x = g.x
bigg.y = g.y + smallg.height
end
divide(p, smallg, low, high - bigdiv, cls, mwfact, mcount)
divide(p, bigg, low + smalldiv, high, cls, mwfact, mcount)
end
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return
end
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function mylayout.arrange(p)
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local t = p.tag or screen[p.screen].selected_tag
local wa = p.workarea
local cls = p.clients
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if #cls == 0 then
return
end
local mwfact = t.master_width_factor * 2
local mcount = t.master_count
local g = {}
g.height = wa.height
g.width = wa.width
g.x = wa.x
g.y = wa.y
divide(p, g, 1, #cls, cls, mwfact, mcount)
end
return mylayout