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Uselessfair code refactoring
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@ -2,7 +2,7 @@
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--[[
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Licensed under GNU General Public License v2
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* (c) 2014, projektile
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* (c) 2014, projektile, worron
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* (c) 2013, Luke Bonham
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* (c) 2012, Josh Komoroske
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* (c) 2010-2012, Peter Hofmann
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@ -11,98 +11,98 @@
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local beautiful = require("beautiful")
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local ipairs = ipairs
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local math = { ceil = math.ceil, sqrt = math.sqrt }
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local math = { ceil = math.ceil, sqrt = math.sqrt, floor = math.floor, max = math.max }
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local tonumber = tonumber
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local uselessfair = {}
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-- Transformation functions
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local function swap(geometry)
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return { x = geometry.y, y = geometry.x, width = geometry.height, height = geometry.width }
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end
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-- Client geometry correction depending on useless gap and window border
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local function size_correction(c, geometry, useless_gap)
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geometry.width = math.max(geometry.width - 2 * c.border_width - useless_gap, 1)
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geometry.height = math.max(geometry.height - 2 * c.border_width - useless_gap, 1)
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geometry.x = geometry.x + useless_gap / 2
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geometry.y = geometry.y + useless_gap / 2
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end
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-- Main tiling function
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local function fair(p, orientation)
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-- A useless gap (like the dwm patch) can be defined with
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-- beautiful.useless_gap_width.
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local useless_gap = tonumber(beautiful.useless_gap_width) or 0
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if useless_gap < 0 then useless_gap = 0 end
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-- A global border can be defined with
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-- beautiful.global_border_width.
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local global_border = tonumber(beautiful.global_border_width) or 0
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if global_border < 0 then global_border = 0 end
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-- Theme vars
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local useless_gap = beautiful.useless_gap_width or 0
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local global_border = beautiful.global_border_width or 0
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-- Themes border width requires an offset.
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local bw = tonumber(beautiful.border_width) or 0
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-- Total window size extend
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local ext = 2 * bw + useless_gap
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-- get our orientation right.
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-- Aliases
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local wa = p.workarea
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local cls = p.clients
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-- Nothing to tile here
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if #cls == 0 then return end
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-- Workarea size correction depending on useless gap and global border
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wa.height = wa.height - 2 * global_border - useless_gap
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wa.width = wa.width - 2 * global_border - useless_gap
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wa.x = wa.x + useless_gap + global_border
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wa.y = wa.y + useless_gap + global_border
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wa.x = wa.x + useless_gap / 2 + global_border
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wa.y = wa.y + useless_gap / 2 + global_border
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if #cls > 0 then
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local cells = math.ceil(math.sqrt(#cls))
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local strips = math.ceil(#cls / cells)
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-- Geometry calculation
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local row, col = 0, 0
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local cell = 0
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local strip = 0
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for k, c in ipairs(cls) do
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local g = {}
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local rows = math.ceil(math.sqrt(#cls))
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local cols = math.ceil(#cls / rows)
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if ( orientation == "east" and #cls > 2 )
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or ( orientation == "south" and #cls <= 2 ) then
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if #cls < (strips * cells) and strip == strips - 1 then
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g.width = wa.width / (cells - ((strips * cells) - #cls))
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else
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g.width = wa.width / cells
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end
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g.height = wa.height / strips
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for i, c in ipairs(cls) do
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local g = {}
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g.x = wa.x + cell * g.width
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g.y = wa.y + strip * g.height
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-- find tile orientation for current client and swap geometry if need
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local need_swap = (orientation == "east" and #cls <= 2) or (orientation == "south" and #cls > 2)
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local area = need_swap and swap(wa) or wa
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else
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if #cls < (strips * cells) and strip == strips - 1 then
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g.height = wa.height / (cells - ((strips * cells) - #cls))
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else
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g.height = wa.height / cells
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end
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g.width = wa.width / strips
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g.x = wa.x + strip * g.width
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g.y = wa.y + cell * g.height
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end
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g.width = g.width - ext
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g.height = g.height - ext
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c:geometry(g)
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cell = cell + 1
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if cell == cells then
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cell = 0
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strip = strip + 1
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end
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-- calculate geometry
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if #cls < (cols * rows) and row == cols - 1 then
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g.width = area.width / (rows - ((cols * rows) - #cls))
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else
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g.width = area.width / rows
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end
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g.height = area.height / cols
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g.x = area.x + col * g.width
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g.y = area.y + row * g.height
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-- turn back to real if geometry was swapped
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if need_swap then g = swap(g) end
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-- window size correction depending on useless gap and window border
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size_correction(c, g, useless_gap)
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-- set geometry
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c:geometry(g)
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-- update tile grid coordinates
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col = i % rows
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row = math.floor(i / rows)
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end
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end
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--- Horizontal fair layout.
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-- @param screen The screen to arrange.
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uselessfair.horizontal = {}
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uselessfair.horizontal.name = "uselessfairh"
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function uselessfair.horizontal.arrange(p)
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return fair(p, "east")
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-- Layout constructor
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local function construct_layout(name, direction)
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return {
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name = name,
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-- @p screen The screen number to tile
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arrange = function(p) return fair(p, direction) end
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}
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end
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-- Vertical fair layout.
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-- @param screen The screen to arrange.
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uselessfair.name = "uselessfair"
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function uselessfair.arrange(p)
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return fair(p, "south")
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end
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-- Build layouts with different tile direction
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uselessfair.vertical = construct_layout("uselessfair", "south")
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uselessfair.horizontal = construct_layout("uselessfairh", "east")
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-- Module aliase
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uselessfair.arrange = uselessfair.vertical.arrange
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uselessfair.name = uselessfair.vertical.name
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return uselessfair
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