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Uselesstile 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) 2009 Donald Ephraim Curtis
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* (c) 2008 Julien Danjolu
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@ -13,204 +13,180 @@ local tag = require("awful.tag")
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local beautiful = require("beautiful")
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local ipairs = ipairs
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local math = { floor = math.floor,
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ceil = math.ceil,
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max = math.max,
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min = math.min }
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local tonumber = tonumber
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local uselesstile = {}
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local function tile_group(cls, wa, orientation, fact, group, gap)
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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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-- get our orientation right
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local height = "height"
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local width = "width"
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local x = "x"
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local y = "y"
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if orientation == "top" or orientation == "bottom" then
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height = "width"
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width = "height"
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x = "y"
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y = "x"
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end
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-- make this more generic (not just width)
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--if for top
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available = wa[width] - (group.coord - wa[x]) -- it's truly not here
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-- find our total values
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local total_fact = 0
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local min_fact = 1
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local size = group.size
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for c = group.first,group.last do
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-- determine the width/height based on the size_hint
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local i = c - group.first +1
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local size_hints = cls[c].size_hints
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local size_hint = size_hints["min_"..width] or size_hints["base_"..width] or 0
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size_hint = size_hint + cls[c].border_width*2
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size = math.max(size_hint, size)
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-- calculate the height
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if not fact[i] then
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fact[i] = min_fact
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else
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min_fact = math.min(fact[i],min_fact)
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end
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total_fact = total_fact + fact[i]
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end
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size = math.min(size, available)
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local coord = wa[y]
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local geom = {}
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local used_size = 0
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local unused = wa[height]
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local stat_coord = wa[x]
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--stat_coord = size
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for c = group.first,group.last do
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local i = c - group.first +1
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geom[width] = size - (bw * 2)
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geom[height] = math.floor(unused * fact[i] / total_fact) - (bw * 2)
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geom[x] = group.coord
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geom[y] = coord
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coord = coord + geom[height] + 2 * bw
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unused = unused - geom[height] - 2 * bw
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total_fact = total_fact - fact[i]
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used_size = math.max(used_size, geom[width] + 2 * bw)
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-- Useless gap correction
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geom.width = geom.width - gap
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geom.height = geom.height - gap
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geom = cls[c]:geometry(geom)
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end
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return used_size
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-- Transformation functions
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local function flip(canvas, geometry)
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return {
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-- vertical only
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x = 2 * canvas.x + canvas.width - geometry.x - geometry.width,
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y = geometry.y,
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width = geometry.width,
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height = geometry.height
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}
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end
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local function tile(param, orientation)
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local t = tag.selected(param.screen)
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orientation = orientation or "right"
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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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-- 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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-- Find geometry for column/row tiling
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local function cut_area(wa, total, index, is_horizontal)
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local wa = is_horizontal and swap(wa) or wa
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local height = wa.height / total
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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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local area = {
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x = wa.x,
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y = wa.y + (index - 1) * height,
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width = wa.width,
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height = height
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}
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-- this handles are different orientations
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local height = "height"
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local width = "width"
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local x = "x"
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local y = "y"
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if orientation == "top" or orientation == "bottom" then
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height = "width"
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width = "height"
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x = "y"
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y = "x"
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if is_horizontal then area = swap(area) end
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return area
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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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-- Tile group of clients in given area
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-- @canvas need for proper transformation only
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local function tile_column(canvas, area, list, useless_gap, transformation)
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for i, c in ipairs(list) do
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local g = cut_area(area, #list, i)
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-- swap workarea dimensions
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if transformation.flip then g = flip(canvas, g) end
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if transformation.swap then g = swap(g) end
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-- useless gap and border correction
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size_correction(c, g, useless_gap)
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c:geometry(g)
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end
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end
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--Main tile function
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local function tile(p, orientation)
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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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-- Aliases
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local wa = p.workarea
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local cls = p.clients
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local t = tag.selected(p.screen)
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-- Nothing to tile here
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if #cls == 0 then return end
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-- Get tag prop
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local nmaster = math.min(tag.getnmaster(t), #cls)
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local mwfact = tag.getmwfact(t)
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if nmaster == 0 then
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mwfact = 0
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elseif nmaster == #cls then
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mwfact = 1
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end
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local cls = param.clients
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local nmaster = math.min(tag.getnmaster(t), #cls)
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local nother = math.max(#cls - nmaster,0)
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local mwfact = tag.getmwfact(t)
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local wa = param.workarea
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local ncol = tag.getncol(t)
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-- Workarea size correction
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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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local data = tag.getdata(t).windowfact
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-- Find which transformation we need for given orientation
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local transformation = {
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swap = orientation == 'top' or orientation == 'bottom',
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flip = orientation == 'left' or orientation == 'top'
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}
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if not data then
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data = {}
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tag.getdata(t).windowfact = data
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-- Swap workarea dimensions if orientation vertical
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if transformation.swap then wa = swap(wa) end
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-- Split master and other windows
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local cls_master, cls_other = {}, {}
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for i, c in ipairs(cls) do
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if i <= nmaster then
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table.insert(cls_master, c)
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else
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table.insert(cls_other, c)
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end
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end
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local coord = wa[x]
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local place_master = true
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if orientation == "left" or orientation == "top" then
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-- if we are on the left or top we need to render the other windows first
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place_master = false
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end
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-- Tile master windows
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local master_area = {
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x = wa.x,
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y = wa.y,
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width = nmaster > 0 and wa.width * mwfact or 0,
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height = wa.height
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}
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-- this was easier than writing functions because there is a lot of data we need
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for d = 1,2 do
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if place_master and nmaster > 0 then
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local size = wa[width]
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if nother > 0 then
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size = math.min(wa[width] * mwfact, wa[width] - (coord - wa[x]))
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end
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if not data[0] then
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data[0] = {}
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end
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coord = coord + tile_group(cls, wa, orientation, data[0], {first=1, last=nmaster, coord = coord, size = size}, useless_gap)
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tile_column(wa, master_area, cls_master, useless_gap, transformation)
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-- Tile other windows
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local other_area = {
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x = wa.x + master_area.width,
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y = wa.y,
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width = wa.width - master_area.width,
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height = wa.height
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}
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-- get column number for other windows
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local ncol = math.min(tag.getncol(t), #cls_other)
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-- split other windows to column groups
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local last_small_column = ncol - #cls_other % ncol
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local rows_min = math.floor(#cls_other / ncol)
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local client_index = 1
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for i = 1, ncol do
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local position = transformation.flip and ncol - i + 1 or i
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local rows = i <= last_small_column and rows_min or rows_min + 1
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local column = {}
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for j = 1, rows do
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table.insert(column, cls_other[client_index])
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client_index = client_index + 1
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end
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if not place_master and nother > 0 then
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local last = nmaster
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-- we have to modify the work area size to consider left and top views
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local wasize = wa[width]
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if nmaster > 0 and (orientation == "left" or orientation == "top") then
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wasize = wa[width] - wa[width]*mwfact
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end
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for i = 1,ncol do
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-- Try to get equal width among remaining columns
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local size = math.min((wasize - (coord - wa[x])) / (ncol - i + 1)) --+ (global_border/(ncol))/(ncol+i^2)
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local first = last + 1
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last = last + math.floor((#cls - last)/(ncol - i + 1))
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-- tile the column and update our current x coordinate
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if not data[i] then
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data[i] = {}
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end
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coord = coord + tile_group(cls, wa, orientation, data[i], { first = first, last = last, coord = coord, size = size }, useless_gap)
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end
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end
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place_master = not place_master
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-- and tile
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local column_area = cut_area(other_area, ncol, position, true)
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tile_column(wa, column_area, column, useless_gap, transformation)
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end
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end
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uselesstile.right = {}
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uselesstile.right.name = "uselesstile"
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uselesstile.right.arrange = tile
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--- The main tile algo, on left.
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-- @param screen The screen number to tile.
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uselesstile.left = {}
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uselesstile.left.name = "uselesstileleft"
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function uselesstile.left.arrange(p)
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return tile(p, "left")
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-- Layout constructor
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local function construct_layout(name, orientation)
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return {
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name = name,
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-- @p screen number to tile
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arrange = function(p) return tile(p, orientation) end
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}
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end
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--- The main tile algo, on bottom.
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-- @param screen The screen number to tile.
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uselesstile.bottom = {}
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uselesstile.bottom.name = "uselesstilebottom"
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function uselesstile.bottom.arrange(p)
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return tile(p, "bottom")
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end
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--- The main tile algo, on top.
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-- @param screen The screen number to tile.
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uselesstile.top = {}
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uselesstile.top.name = "uselesstiletop"
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function uselesstile.top.arrange(p)
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return tile(p, "top")
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end
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-- Build layouts with different tile direction
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uselesstile.right = construct_layout("uselesstile", "right")
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uselesstile.left = construct_layout("uselesstileleft", "left")
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uselesstile.bottom = construct_layout("uselesstilebottom", "bottom")
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uselesstile.top = construct_layout("uselesstiletop", "top")
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-- Module aliase
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uselesstile.arrange = uselesstile.right.arrange
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uselesstile.name = uselesstile.right.name
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return uselesstile
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