lain/layout/cascade.lua

194 lines
6.5 KiB
Lua

--[[
Licensed under GNU General Public License v2
* (c) 2014, projektile
* (c) 2013, Luke Bonham
* (c) 2010-2012, Peter Hofmann
--]]
local tag = require("awful.tag")
local tonumber = tonumber
local cascade = {
name = "cascade",
nmaster = 0,
offset_x = 32,
offset_y = 8,
tile = {
name = "cascadetile",
nmaster = 0,
ncol = 0,
mwfact = 0,
offset_x = 5,
offset_y = 32,
extra_padding = 0
}
}
local function do_cascade(p, tiling)
-- Screen.
local wa = p.workarea
local cls = p.clients
if #cls <= 0 then return end
-- Useless gaps.
local useless_gap = p.useless_gap or 0
if not tiling then
-- Cascade windows.
local num_c
if cascade.nmaster > 0 then
num_c = cascade.nmaster
else
num_c = tag.master_count
end
-- Opening a new window will usually force all existing windows to
-- get resized. This wastes a lot of CPU time. So let's set a lower
-- bound to "how_many": This wastes a little screen space but you'll
-- get a much better user experience.
local how_many = (#cls >= num_c and #cls) or num_c
local current_offset_x = cascade.offset_x * (how_many - 1)
local current_offset_y = cascade.offset_y * (how_many - 1)
-- Iterate.
for i = 1,#cls,1 do
local c = cls[i]
local g = {}
g.x = wa.x + (how_many - i) * cascade.offset_x
g.y = wa.y + (i - 1) * cascade.offset_y
g.width = wa.width - current_offset_x - 2*c.border_width
g.height = wa.height - current_offset_y - 2*c.border_width
if g.width < 1 then g.width = 1 end
if g.height < 1 then g.height = 1 end
c:geometry(g)
end
else
-- Layout with one fixed column meant for a master window. Its
-- width is calculated according to mwfact. Other clients are
-- cascaded or "tabbed" in a slave column on the right.
-- (1) (2) (3) (4)
-- +----------+---+ +----------+---+ +----------+---+ +----------+---+
-- | | | | | 3 | | | 4 | | +---+|
-- | | | -> | | | -> | +---++ -> | +---+|+
-- | 1 | 2 | | 1 +---++ | 1 | 3 || | 1 +---+|+|
-- | | | | | 2 || | +---++| | +---+|+ |
-- | | | | | || | | 2 | | | | 2 |+ |
-- +----------+---+ +---------+---++ +--------+---+-+ +------+---+---+
local mwfact
if cascade.tile.mwfact > 0 then
mwfact = cascade.tile.mwfact
else
mwfact = tag.getmwfact(t)
end
-- Make slave windows overlap main window? Do this if ncol is 1.
local overlap_main
if cascade.tile.ncol > 0 then
overlap_main = cascade.tile.ncol
else
overlap_main = tag.column_count
end
-- Minimum space for slave windows? See cascade.tile.lua.
local num_c
if cascade.tile.nmaster > 0 then
num_c = cascade.tile.nmaster
else
num_c = tag.master_count
end
local how_many = (#cls - 1 >= num_c and (#cls - 1)) or num_c
local current_offset_x = cascade.tile.offset_x * (how_many - 1)
local current_offset_y = cascade.tile.offset_y * (how_many - 1)
if #cls <= 0 then return end
-- Main column, fixed width and height.
local c = cls[1]
local g = {}
-- Subtracting the useless_gap width from the work area width here
-- makes this mwfact calculation work the same as in uselesstile.
-- Rounding is necessary to prevent the rendered size of slavewid
-- from being 1 pixel off when the result is not an integer.
local mainwid = math.floor((wa.width - useless_gap) * mwfact)
local slavewid = wa.width - mainwid
if overlap_main == 1 then
g.width = wa.width - 2*c.border_width
-- The size of the main window may be reduced a little bit.
-- This allows you to see if there are any windows below the
-- main window.
-- This only makes sense, though, if the main window is
-- overlapping everything else.
g.width = g.width - cascade.tile.extra_padding
else
g.width = mainwid - 2*c.border_width
end
g.height = wa.height - 2*c.border_width
g.x = wa.x
g.y = wa.y
if useless_gap > 0 then
-- Reduce width once and move window to the right.
-- Reduce height twice, however.
g.width = g.width - useless_gap
g.height = g.height - 2 * useless_gap
g.x = g.x + useless_gap
g.y = g.y + useless_gap
-- When there's no window to the right, add an additional gap.
if overlap_main == 1 then g.width = g.width - useless_gap end
end
if g.width < 1 then g.width = 1 end
if g.height < 1 then g.height = 1 end
c:geometry(g)
-- Remaining clients stacked in slave column, new ones on top.
if #cls > 1 then
for i = 2,#cls do
c = cls[i]
g = {}
g.width = slavewid - current_offset_x - 2*c.border_width
g.height = wa.height - current_offset_y - 2*c.border_width
g.x = wa.x + mainwid + (how_many - (i - 1)) * cascade.tile.offset_x
g.y = wa.y + (i - 2) * cascade.tile.offset_y
if useless_gap > 0 then
g.width = g.width - 2 * useless_gap
g.height = g.height - 2 * useless_gap
g.x = g.x + useless_gap
g.y = g.y + useless_gap
end
if g.width < 1 then g.width = 1 end
if g.height < 1 then g.height = 1 end
c:geometry(g)
end
end
end
end
function cascade.tile.arrange(p)
return do_cascade(p, true)
end
function cascade.arrange(p)
return do_cascade(p, false)
end
return cascade