lain/layout/uselessfair.lua

109 lines
3.2 KiB
Lua

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