added layouts
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--[[
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Bling
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Layouts, widgets and utilities for Awesome WM
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--]]
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return {
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layout = require("bling.layout")
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}
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local gcolor = require("gears.color")
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local beautiful = require("beautiful")
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local math = math
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local mylayout = {}
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mylayout.name = "centered"
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function mylayout.arrange(p)
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local area = p.workarea
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local t = p.tag or screen[p.screen].selected_tag
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local mwfact = t.master_width_factor
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local nmaster = math.min(t.master_count, #p.clients)
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local nslaves = #p.clients - nmaster
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local master_area_width = area.width * mwfact
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local slave_area_width = area.width - master_area_width
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local master_area_x = area.x + 0.5*slave_area_width
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local number_of_left_sided_slaves =math.floor(nslaves/2)
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local number_of_right_sided_slaves = nslaves - number_of_left_sided_slaves
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local left_iterator = 0
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local right_iterator = 0
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-- Special case: no maters -> rrelapse into awesomes fair layout
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if t.master_count == 0 then
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awful.layout.suit.fair.arrange(p)
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return
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end
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-- Special case: one slave -> relapse into awesomes masterstack tile layout
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if nslaves == 1 then
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awful.layout.suit.tile.right.arrange(p)
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return
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end
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-- Special case: no slaves -> fullscreen master area
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if nslaves < 1 then
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master_area_width = area.width
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master_area_x = area.x
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end
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-- iterate through masters
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for idx=1,nmaster do
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local c = p.clients[idx]
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local g
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g = {
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x = master_area_x,
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y = area.y + (nmaster-idx)*(area.height/nmaster),
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width = master_area_width,
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height = area.height/nmaster,
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}
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p.geometries[c] = g
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end
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-- iterate through slaves
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for idx=1,nslaves do -- idx=nmaster+1,#p.clients do
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local c = p.clients[idx+nmaster]
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if idx % 2 == 0 then
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g = {
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x = area.x,
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y = area.y + left_iterator * (area.height/number_of_left_sided_slaves),
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width = slave_area_width/2,
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height = area.height/number_of_left_sided_slaves,
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}
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left_iterator = left_iterator + 1
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else
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g = {
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x = area.x + master_area_width + slave_area_width/2,
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y = area.y + right_iterator * (area.height/number_of_right_sided_slaves),
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width = slave_area_width/2,
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height = area.height/number_of_right_sided_slaves,
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}
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right_iterator = right_iterator + 1
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end
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p.geometries[c] = g
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end
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end
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local icon_raw = beautiful.config_path .. "/bling/icons/layouts/centered.png"
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local function get_icon()
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if icon_raw ~= nil then
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return gcolor.recolor_image(icon_raw, beautiful.fg_normal)
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else
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return nil
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end
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end
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return {
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layout = mylayout,
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icon_raw = icon_raw,
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get_icon = get_icon,
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}
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local gcolor = require("gears.color")
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local beautiful = require("beautiful")
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local math = math
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local mylayout = {}
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mylayout.name = "horizontal"
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function mylayout.arrange(p)
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local area = p.workarea
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local t = p.tag or screen[p.screen].selected_tag
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local mwfact = t.master_width_factor
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local nmaster = math.min(t.master_count, #p.clients)
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local nslaves = #p.clients - nmaster
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local master_area_height = area.height * mwfact
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local slave_area_height = area.height - master_area_height
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-- Special case: no slaves
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if nslaves == 0 then
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master_area_height = area.height
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slave_area_height = 0
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end
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-- Special case: no masters
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if nmaster == 0 then
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master_area_height = 0
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slave_area_height = area.height
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end
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-- itearte through masters
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for idx=1,nmaster do
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local c = p.clients[idx]
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local g = {
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x = area.x + (idx-1)*(area.width/nmaster),
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y = area.y,
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width = area.width/nmaster,
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height = master_area_height,
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}
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p.geometries[c] = g
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end
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-- iterate through slaves
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for idx=1,nslaves do
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local c = p.clients[idx+nmaster]
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local g = {
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x = area.x,
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y = area.y + master_area_height + (idx-1)*(slave_area_height/nslaves),
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width = area.width,
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height = slave_area_height/nslaves,
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}
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p.geometries[c] = g
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end
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end
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local icon_raw = beautiful.config_path .. "/bling/icons/layouts/horizontal.png"
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local function get_icon()
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if icon_raw ~= nil then
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return gcolor.recolor_image(icon_raw, beautiful.fg_normal)
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else
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return nil
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end
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end
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return {
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layout = mylayout,
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icon_raw = icon_raw,
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get_icon = get_icon,
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}
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local beautiful = require("beautiful")
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local mstab = require("bling.layout.mstab")
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beautiful.layout_mstab = mstab.get_icon()
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local vertical = require("bling.layout.vertical")
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beautiful.layout_vertical = vertical.get_icon()
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local horizontal = require("bling.layout.horizontal")
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beautiful.layout_horizontal = horizontal.get_icon()
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local centered = require("bling.layout.centered")
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beautiful.layout_centered = centered.get_icon()
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local layout = {
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mstab = mstab.layout,
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centered = centered.layout,
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vertical = vertical.layout,
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horizontal = horizontal.layout
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}
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return layout
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local gears = require("gears")
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local wibox = require("wibox")
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local gcolor = require("gears.color")
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local beautiful = require("beautiful")
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local mylayout = {}
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mylayout.name = "mstab"
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local tabbar_height = beautiful.mstab_bar_height or 40
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local corner_radius = beautiful.mstab_corner_width or beautiful.corner_radius or 0
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local tabbar_font = beautiful.mstab_font or beautiful.font or "Monospace 8"
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local bg_focus = beautiful.mstab_bg_focus or beautiful.bg_focus or "#ff0000"
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local bg_normal = beautiful.mstab_bg_normal or beautiful.bg_normal or "#000000"
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local fg_focus = beautiful.mstab_fg_focus or beautiful.fg_focus or "#000000"
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local fg_normal = beautiful.mstab_fg_normal or beautiful.fg_normal or "#ffffff"
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local tabbar_orientation = "top"
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if beautiful.mstab_tabbar_orientation == "bottom" then
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tabbar_orientation = "bottom"
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end
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-- The top_idx is the idx of the slave clients (excluding all master clients)
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-- that should be on top of all other slave clients ("the focused slave")
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-- by creating a variable outside of the arrange function, this layout can "remember" that client
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-- by creating it as a new property of every tag, this layout can be active on different tags and
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-- still have different "focused slave clients"
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for idx,tag in ipairs(root.tags()) do
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tag.top_idx = 1
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end
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-- Haven't found a signal that is emitted when a new tag is added. That should work though
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-- since you can't use a layout on a tag that you haven't selected previously
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tag.connect_signal("property::selected", function(t)
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if not t.top_idx then
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t.top_idx = 1
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end
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end)
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function update_tabbar(clients, t, top_idx, area, master_area_width, slave_area_width)
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local s = t.screen
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-- create the list of clients for the tabbar
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local clientlist = wibox.layout.flex.horizontal()
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for idx,c in ipairs(clients) do
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local client_text = wibox.widget.textbox()
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client_text.font = tabbar_font
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client_text.align = "center"
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client_text.valign = "center"
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client_text.markup = "<span foreground='" .. fg_normal .. "'>" .. c. name .. "</span>"
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local client_bg = bg_normal
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if idx == top_idx then
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client_bg = bg_focus
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client_text.markup = "<span foreground='" .. fg_focus .. "'>" .. c. name .. "</span>"
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end
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local client_box = wibox.widget {
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client_text,
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bg = client_bg,
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widget = wibox.container.background()
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}
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clientlist:add(client_box)
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end
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-- if no tabbar exists, create one
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if not s.tabbar_exists then
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s.tabbar = wibox {
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shape = function(cr, width, height) gears.shape.rounded_rect(cr, width, height, corner_radius) end,
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bg = bg_normal,
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visible = true
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}
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s.tabbar_exists = true
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-- Change visibility of the tab bar when layout, selected tag or number of clients changes
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local function adjust_visiblity(t)
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s.tabbar.visible = (#t:clients() - t.master_count > 1) and (t.layout.name == "mstab")
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end
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tag.connect_signal("property::selected", function(t) adjust_visiblity(t) end)
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tag.connect_signal("property::layout", function(t, layout) adjust_visiblity(t) end)
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tag.connect_signal("tagged", function(t, c) adjust_visiblity(t) end)
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tag.connect_signal("untagged", function(t, c) adjust_visiblity(t) end)
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end
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-- update the tabbar size and position (to support gap size change on the fly)
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s.tabbar.x = area.x + master_area_width + t.gap
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s.tabbar.y = area.y + t.gap
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s.tabbar.width = slave_area_width - 2*t.gap
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s.tabbar.height = tabbar_height - 2*t.gap
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if tabbar_orientation == "bottom" then
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s.tabbar.y = area.y + area.height - tabbar_height + t.gap
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end
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-- update clientlist
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s.tabbar:setup {
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layout = wibox.layout.flex.horizontal,
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clientlist,
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}
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end
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function mylayout.arrange(p)
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local area = p.workarea
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local t = p.tag or screen[p.screen].selected_tag
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local s = t.screen
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local mwfact = t.master_width_factor
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local nmaster = math.min(t.master_count, #p.clients)
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local nslaves = #p.clients - nmaster
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local master_area_width = area.width * mwfact
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local slave_area_width = area.width - master_area_width
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-- Special case: No masters -> full screen slave width
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if nmaster == 0 then
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master_area_width = 1
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slave_area_width = area.width
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end
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-- Special case: One or zero slaves -> no tabbar (essentially tile right)
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if nslaves <= 1 then
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-- since update_tabbar isnt called that way we have to hide it manually
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if s.tabbar_exists then
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s.tabbar.visible = false
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end
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-- otherwise just do tile right
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awful.layout.suit.tile.right.arrange(p)
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return
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end
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-- Iterate through masters
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for idx=1,nmaster do
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local c = p.clients[idx]
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local g = {
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x = area.x,
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y = area.y+(idx-1)*(area.height/nmaster),
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width = master_area_width,
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height = area.height/nmaster,
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}
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p.geometries[c] = g
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end
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-- TODO: The way that the slave clients are arranged is currently very hacky and unclean
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-- because of the requirement that the shadows shouldn't just add up when more slaves are added
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-- Currently clients are just shrunken down and placed "under" the "focused slave client"
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-- Ideal would be hide the same way as that small scratchpad script:
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-- https://github.com/notnew/awesome-scratch/blob/master/scratch.lua
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-- Iterate through slaves
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-- (also creates a list of all slave clients for update_tabbar)
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local slave_clients = {}
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for idx=1,nslaves do
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local c = p.clients[idx+nmaster]
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slave_clients[#slave_clients+1] = c
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if c == client.focus then
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t.top_idx = #slave_clients
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end
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local g = {x=1, y=1, width=1, height=1}
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local g = {
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x = area.x + master_area_width + slave_area_width/4,
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y = area.y + tabbar_height + area.height/4,
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width = slave_area_width/2,
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height = area.height/4 - tabbar_height,
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}
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if idx == t.top_idx then
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g.width = slave_area_width
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g.height = area.height - tabbar_height
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g.x = area.x + master_area_width
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g.y = area.y
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if tabbar_orientation == "top" then
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g.y = g.y + tabbar_height
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else
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g.y = g.y
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end
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end
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p.geometries[c] = g
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end
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update_tabbar(slave_clients, t, t.top_idx, area, master_area_width, slave_area_width)
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end
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local icon_raw = beautiful.config_path .. "/bling/icons/layouts/mstab.png"
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local function get_icon()
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if icon_raw ~= nil then
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return gcolor.recolor_image(icon_raw, beautiful.fg_normal)
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else
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return nil
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end
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end
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return {
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layout = mylayout,
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icon_raw = icon_raw,
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get_icon = get_icon,
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}
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local gcolor = require("gears.color")
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local beautiful = require("beautiful")
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local math = math
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local mylayout = {}
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mylayout.name = "vertical"
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function mylayout.arrange(p)
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local area = p.workarea
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local t = p.tag or screen[p.screen].selected_tag
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local mwfact = t.master_width_factor
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local nmaster = math.min(t.master_count, #p.clients)
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local nslaves = #p.clients - nmaster
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local master_area_width = area.width * mwfact
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local slave_area_width = area.width - master_area_width
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-- Special case: no slaves
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if nslaves == 0 then
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master_area_width = area.width
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slave_area_width = 0
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end
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-- Special case: no masters
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if nmaster == 0 then
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master_area_width = 0
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slave_area_width = area.width
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end
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-- iterate through masters
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for idx=1,nmaster do
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local c = p.clients[idx]
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local g = {
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x = area.x,
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y = area.y + (idx-1)*(area.height/nmaster),
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width = master_area_width,
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height = area.height/nmaster,
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}
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p.geometries[c] = g
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end
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-- itearte through slaves
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for idx=1,nslaves do
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local c = p.clients[idx+nmaster]
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local g = {
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x = area.x + master_area_width + (idx-1)*(slave_area_width/nslaves),
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y = area.y,
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width = slave_area_width/nslaves,
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height = area.height,
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}
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p.geometries[c] = g
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end
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end
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local icon_raw = beautiful.config_path .. "/bling/icons/layouts/vertical.png"
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local function get_icon()
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if icon_raw ~= nil then
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return gcolor.recolor_image(icon_raw, beautiful.fg_normal)
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else
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return nil
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end
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end
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return {
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layout = mylayout,
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icon_raw = icon_raw,
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get_icon = get_icon,
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}
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