Scratchpad stop un and re subscribing (#141)
* Formatting and small improvements * Refactor to stop resubscribing each time * Remove prints * This is less error prone * Fix abort when tag is switched for the new changes * Fix animation_turn_off not getting called when only 1 animation is used
This commit is contained in:
parent
0da8b7b7f0
commit
2413bd50a7
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@ -1,16 +1,111 @@
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local awful = require("awful")
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local gears = require("gears")
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local naughty = require("naughty")
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local ruled
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if awesome.version ~= "v4.3" then
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ruled = require("ruled")
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end
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local helpers = require(tostring(...):match(".*bling") .. ".helpers")
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local capi = { awesome = awesome, client = client }
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local ruled = capi.awesome.version ~= "v4.3" and require("ruled") or nil
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local pairs = pairs
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local Scratchpad = { mt = {} }
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--- Called when the turn off animation has ended
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local function on_animate_turn_off_end(self, tag)
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-- When toggling off a scratchpad that's present on multiple tags
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-- depsite still being unminizmied on the other tags it will become invisible
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-- as it's position could be outside the screen from the animation
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self.client:geometry({
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x = self.geometry.x + self.client.screen.geometry.x,
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y = self.geometry.y + self.client.screen.geometry.y,
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width = self.geometry.width,
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height = self.geometry.height,
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})
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helpers.client.turn_off(self.client, tag)
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self.turning_off = false
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self:emit_signal("turn_off", self.client)
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end
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--- The turn off animation
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local function animate_turn_off(self, anim, axis)
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self.screen_on_toggled_scratchpad = self.client.screen
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self.tag_on_toggled_scratchpad = self.screen_on_toggled_scratchpad.selected_tag
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if self.client.floating == false then
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-- Save the client geometry before floating it
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local non_floating_x = self.client.x
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local non_floating_y = self.client.y
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local non_floating_width = self.client.width
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local non_floating_height = self.client.height
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-- Can't animate non floating clients
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self.client.floating = true
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-- Set the client geometry back to what it was before floating it
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self.client:geometry({
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x = non_floating_x,
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y = non_floating_y,
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width = non_floating_width,
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height = non_floating_height,
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})
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end
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if axis == "x" then
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anim.pos = self.client.x
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else
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anim.pos = self.client.y
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end
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anim:set(anim:initial())
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end
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-- Handles changing tag mid animation
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local function abort_if_tag_was_switched(self)
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-- Check for the following scenerio:
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-- Toggle on scratchpad at tag 1
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-- Toggle on scratchpad at tag 2
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-- Toggle off scratchpad at tag 1
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-- Switch to tag 2
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-- Outcome: The client will remain on tag 1 and will instead be removed from tag 2
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if (self.turning_off) and (self.screen_on_toggled_scratchpad and
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self.screen_on_toggled_scratchpad.selected_tag) ~= self.tag_on_toggled_scratchpad
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then
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if self.rubato.x then
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self.rubato.x:abort()
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end
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if self.rubato.y then
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self.rubato.y:abort()
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end
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on_animate_turn_off_end(self, self.tag_on_toggled_scratchpad)
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self.screen_on_toggled_scratchpad.selected_tag = nil
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self.tag_on_toggled_scratchpad = nil
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end
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end
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--- The turn on animation
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local function animate_turn_on(self, anim, axis)
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-- Check for the following scenerio:
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-- Toggle on scratchpad at tag 1
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-- Toggle on scratchpad at tag 2
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-- The animation will instantly end
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-- as the timer pos is already at the on position
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-- from toggling on the scratchpad at tag 1
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if axis == "x" and anim.pos == self.geometry.x then
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anim.pos = anim:initial()
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else
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if anim.pos == self.geometry.y then
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anim.pos = anim:initial()
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end
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end
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if axis == "x" then
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anim:set(self.geometry.x)
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else
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anim:set(self.geometry.y)
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end
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end
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--- Creates a new scratchpad object based on the argument
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--
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-- @param args A table of possible arguments
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@ -25,10 +120,40 @@ function Scratchpad:new(args)
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end
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args.rubato = args.rubato or {}
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args.in_anim = false
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local ret = gears.object({})
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local ret = gears.object{}
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gears.table.crush(ret, Scratchpad)
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gears.table.crush(ret, args)
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if ret.rubato.x then
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ret.rubato.x:subscribe(function(pos)
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if ret.client and ret.client.valid then
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ret.client.x = pos
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end
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abort_if_tag_was_switched(ret)
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end)
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ret.rubato.x.ended:subscribe(function()
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if ((ret.rubato.y and ret.rubato.y.state == false) or (ret.rubato.y == nil)) and ret.turning_off == true then
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on_animate_turn_off_end(ret)
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end
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end)
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end
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if ret.rubato.y then
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ret.rubato.y:subscribe(function(pos)
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if ret.client and ret.client.valid then
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ret.client.y = pos
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end
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abort_if_tag_was_switched(ret)
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end)
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ret.rubato.y.ended:subscribe(function()
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if ((ret.rubato.x and ret.rubato.x.state == false) or (ret.rubato.x == nil)) and ret.turning_off == true then
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on_animate_turn_off_end(ret)
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end
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end)
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end
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return ret
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end
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@ -56,6 +181,7 @@ function Scratchpad:apply(c)
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width = self.geometry.width,
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height = self.geometry.height,
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})
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if self.autoclose then
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c:connect_signal("unfocus", function(c1)
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c1.sticky = false -- client won't turn off if sticky
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@ -64,82 +190,48 @@ function Scratchpad:apply(c)
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end
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end
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--- The turn on animation
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local function animate_turn_on(self, c, anim, axis)
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-- Check for the following scenerio:
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-- Toggle on scratchpad at tag 1
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-- Toggle on scratchpad at tag 2
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-- The animation will instantly end
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-- as the timer pos is already at the on position
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-- from toggling on the scratchpad at tag 1
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if axis == "x" and anim.pos == self.geometry.x then
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anim.pos = anim:initial()
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else
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if anim.pos == self.geometry.y then
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anim.pos = anim:initial()
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end
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end
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anim:subscribe(function(pos)
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if c and c.valid then
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if axis == "x" then
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c.x = pos
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else
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c.y = pos
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end
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end
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self.in_anim = true
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end)
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if axis == "x" then
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anim:set(self.geometry.x)
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else
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anim:set(self.geometry.y)
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end
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anim.ended:subscribe(function()
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self.in_anim = false
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anim:unsubscribe()
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anim.ended:unsubscribe()
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end)
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end
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--- Turns the scratchpad on
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function Scratchpad:turn_on()
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local c = self:find()[1]
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self.client = self:find()[1]
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local anim_x = self.rubato.x
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local anim_y = self.rubato.y
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if c and not self.in_anim and c.first_tag and c.first_tag.selected then
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c:raise()
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client.focus = c
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local in_anim = false
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if (anim_x and anim_x.state == true) or (anim_y and anim_y.state == true) then
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in_anim = true
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end
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if self.client and not in_anim and self.client.first_tag and self.client.first_tag.selected then
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self.client:raise()
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capi.client.focus = self.client
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return
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end
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if c and not self.in_anim then
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if self.client and not in_anim then
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-- if a client was found, turn it on
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if self.reapply then
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self:apply(c)
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self:apply(self.client)
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end
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-- c.sticky was set to false in turn_off so it has to be reapplied anyway
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c.sticky = self.sticky
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self.client.sticky = self.sticky
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if anim_x then
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animate_turn_on(self, c, anim_x, "x")
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animate_turn_on(self, anim_x, "x")
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end
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if anim_y then
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animate_turn_on(self, c, anim_y, "y")
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animate_turn_on(self, anim_y, "y")
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end
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helpers.client.turn_on(c)
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self:emit_signal("turn_on", c)
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helpers.client.turn_on(self.client)
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self:emit_signal("turn_on", self.client)
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return
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end
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if not c then
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if not self.client then
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-- if no client was found, spawn one, find the corresponding window,
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-- apply the properties only once (until the next closing)
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local pid = awful.spawn.with_shell(self.command)
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if awesome.version ~= "v4.3" then
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if capi.awesome.version ~= "v4.3" then
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ruled.client.append_rule({
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id = "scratchpad",
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rule = self.rule,
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@ -159,6 +251,8 @@ function Scratchpad:turn_on()
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autostart = true,
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single_shot = true,
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callback = function()
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self.client = c
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self:apply(c)
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c.hidden = false
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c.minimized = false
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@ -166,10 +260,10 @@ function Scratchpad:turn_on()
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c:activate({})
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if anim_x then
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animate_turn_on(self, c, anim_x, "x")
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animate_turn_on(self, anim_x, "x")
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end
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if anim_y then
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animate_turn_on(self, c, anim_y, "y")
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animate_turn_on(self, anim_y, "y")
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end
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self:emit_signal("inital_apply", c)
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@ -189,127 +283,50 @@ function Scratchpad:turn_on()
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else
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local function inital_apply(c1)
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if helpers.client.is_child_of(c1, pid) then
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self.client = c1
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self:apply(c1)
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if anim_x then
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animate_turn_on(self, c1, anim_x, "x")
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animate_turn_on(self, anim_x, "x")
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end
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if anim_y then
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animate_turn_on(self, c1, anim_y, "y")
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animate_turn_on(self, anim_y, "y")
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end
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self:emit_signal("inital_apply", c1)
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client.disconnect_signal("manage", inital_apply)
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self.client.disconnect_signal("manage", inital_apply)
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end
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end
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client.connect_signal("manage", inital_apply)
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self.client.connect_signal("manage", inital_apply)
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end
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end
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end
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--- Called when the turn off animation has ended
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local function on_animate_turn_off_end(self, c, anim, tag, turn_off_on_end)
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anim:unsubscribe()
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anim.ended:unsubscribe()
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if turn_off_on_end then
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-- When toggling off a scratchpad that's present on multiple tags
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-- depsite still being unminizmied on the other tags it will become invisible
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-- as it's position could be outside the screen from the animation
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c:geometry({
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x = self.geometry.x + c.screen.geometry.x,
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y = self.geometry.y + c.screen.geometry.y,
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width = self.geometry.width,
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height = self.geometry.height,
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})
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helpers.client.turn_off(c, tag)
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self:emit_signal("turn_off", c)
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self.in_anim = false
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end
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end
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--- The turn off animation
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local function animate_turn_off(self, c, anim, axis, turn_off_on_end)
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local screen_on_toggled_scratchpad = c.screen
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local tag_on_toggled_scratchpad = screen_on_toggled_scratchpad.selected_tag
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if c.floating == false then
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-- Save the client geometry before floating it
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local non_floating_x = c.x
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local non_floating_y = c.y
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local non_floating_width = c.width
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local non_floating_height = c.height
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-- Can't animate non floating clients
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c.floating = true
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-- Set the client geometry back to what it was before floating it
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c:geometry({
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x = non_floating_x,
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y = non_floating_y,
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width = non_floating_width,
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height = non_floating_height,
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})
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end
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if axis == "x" then
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anim.pos = c.x
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else
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anim.pos = c.y
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end
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anim:subscribe(function(pos)
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if c and c.valid then
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if axis == "x" then
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c.x = pos
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else
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c.y = pos
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end
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end
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self.in_anim = true
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-- Handles changing tag mid animation
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-- Check for the following scenerio:
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-- Toggle on scratchpad at tag 1
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-- Toggle on scratchpad at tag 2
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-- Toggle off scratchpad at tag 1
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-- Switch to tag 2
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-- Outcome: The client will remain on tag 1 and will instead be removed from tag 2
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if screen_on_toggled_scratchpad.selected_tag ~= tag_on_toggled_scratchpad then
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on_animate_turn_off_end(self, c, anim, tag_on_toggled_scratchpad, true)
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end
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end)
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anim:set(anim:initial())
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anim.ended:subscribe(function()
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on_animate_turn_off_end(self, c, anim, nil, turn_off_on_end)
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end)
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end
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--- Turns the scratchpad off
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function Scratchpad:turn_off()
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local c = self:find()[1]
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if c and not self.in_anim then
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self.client = self:find()[1]
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-- Get the tweens
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local anim_x = self.rubato.x
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local anim_y = self.rubato.y
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local anim_x_duration = (anim_x and anim_x.duration) or 0
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local anim_y_duration = (anim_y and anim_y.duration) or 0
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local in_anim = false
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if (anim_x and anim_x.state == true) or (anim_y and anim_y.state == true) then
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in_anim = true
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end
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local turn_off_on_end = (anim_x_duration >= anim_y_duration) and true or false
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if self.client and not in_anim then
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if anim_x then
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animate_turn_off(self, c, anim_x, "x", turn_off_on_end)
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self.turning_off = true
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animate_turn_off(self, anim_x, "x")
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end
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if anim_y then
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animate_turn_off(self, c, anim_y, "y", not turn_off_on_end)
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self.turning_off = true
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animate_turn_off(self, anim_y, "y")
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end
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if not anim_x and not anim_y then
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helpers.client.turn_off(c)
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self:emit_signal("turn_off", c)
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helpers.client.turn_off(self.client)
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self:emit_signal("turn_off", self.client)
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end
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end
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end
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@ -335,8 +352,8 @@ function Scratchpad:toggle()
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end
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end
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else
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is_turn_off = client.focus
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and awful.rules.match(client.focus, self.rule)
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is_turn_off = capi.client.focus
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and awful.rules.match(capi.client.focus, self.rule)
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end
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if is_turn_off then
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