lain/layout/uselesstile.lua

240 lines
7.3 KiB
Lua

--[[
Licensed under GNU General Public License v2
* (c) 2014 projektile
* (c) 2013 Luke Bonham
* (c) 2009 Donald Ephraim Curtis
* (c) 2008 Julien Danjolu
--]]
local tag = require("awful.tag")
local beautiful = require("beautiful")
local ipairs = ipairs
local math = { floor = math.floor,
max = math.max,
min = math.min }
local tonumber = tonumber
local uselesstile = {}
local function tile_group(cls, wa, orientation, fact, group)
-- A useless gap (like the dwm patch) can be defined with
-- beautiful.useless_gap_width .
local useless_gap = tonumber(beautiful.useless_gap_width) or 0
if useless_gap < 0 then useless_gap = 0 end
-- A global border can be defined with
-- beautiful.global_border_width
local global_border = tonumber(beautiful.global_border_width) or 0
if global_border < 0 then global_border = 0 end
-- Themes border width requires an offset
local bw = tonumber(beautiful.border_width) or 0
-- get our orientation right
local height = "height"
local width = "width"
local x = "x"
local y = "y"
if orientation == "top" or orientation == "bottom" then
height = "width"
width = "height"
x = "y"
y = "x"
end
-- make this more generic (not just width)
--if for top
available = wa[width] - (group.coord - wa[x]) -- it's truly not here
-- find our total values
local total_fact = 0
local min_fact = 1
local size = group.size
for c = group.first,group.last do
-- determine the width/height based on the size_hint
local i = c - group.first +1
local size_hints = cls[c].size_hints
local size_hint = size_hints["min_"..width] or size_hints["base_"..width] or 0
size_hint = size_hint + cls[c].border_width*2
size = math.max(size_hint, size)
-- calculate the height
if not fact[i] then
fact[i] = min_fact
else
min_fact = math.min(fact[i],min_fact)
end
total_fact = total_fact + fact[i]
end
size = math.min(size, (available - global_border))
local coord = wa[y]
local geom = {}
local used_size = 0
local unused = wa[height] - (global_border * 2)
local stat_coord = wa[x]
--stat_coord = size
for c = group.first,group.last do
local i = c - group.first +1
geom[width] = size - global_border - (bw * 2)
geom[height] = math.floor(unused * fact[i] / total_fact) - (bw * 2)
geom[x] = group.coord + global_border + (useless_gap / 2)
geom[y] = coord + global_border + (useless_gap / 2)
coord = coord + geom[height]
unused = unused - geom[height]
total_fact = total_fact - fact[i]
used_size = math.max(used_size, geom[width])
-- Useless gap
if useless_gap > 0
then
-- Top and left clients are shrinked by two steps and
-- get moved away from the border. Other clients just
-- get shrinked in one direction.
top = false
left = false
if geom[y] == wa[y] then
top = true
end
if geom[x] == 0 or geom[x] == wa[x] then
left = true
end
if top then
geom[height] = geom[height] - (2 * useless_gap)
geom[y] = geom[y] + useless_gap
else
geom[height] = geom[height] - useless_gap
end
if left then
geom[width] = geom[width] - (2 * useless_gap)
geom[x] = geom[x] + useless_gap
else
geom[width] = geom[width] - useless_gap
end
end
-- End of useless gap.
geom = cls[c]:geometry(geom)
end
return used_size
end
local function tile(param, orientation)
local t = tag.selected(param.screen)
orientation = orientation or "right"
-- this handles are different orientations
local height = "height"
local width = "width"
local x = "x"
local y = "y"
if orientation == "top" or orientation == "bottom" then
height = "width"
width = "height"
x = "y"
y = "x"
end
local cls = param.clients
local nmaster = math.min(tag.getnmaster(t), #cls)
local nother = math.max(#cls - nmaster,0)
local mwfact = tag.getmwfact(t)
local wa = param.workarea
local ncol = tag.getncol(t)
local data = tag.getdata(t).windowfact
if not data then
data = {}
tag.getdata(t).windowfact = data
end
local coord = wa[x]
local place_master = true
if orientation == "left" or orientation == "top" then
-- if we are on the left or top we need to render the other windows first
place_master = false
end
-- this was easier than writing functions because there is a lot of data we need
for d = 1,2 do
if place_master and nmaster > 0 then
local size = wa[width]
if nother > 0 then
size = math.min(wa[width] * mwfact, wa[width] - (coord - wa[x]))
end
if not data[0] then
data[0] = {}
end
coord = coord + tile_group(cls, wa, orientation, data[0], {first=1, last=nmaster, coord = coord, size = size})
end
if not place_master and nother > 0 then
local last = nmaster
-- we have to modify the work area size to consider left and top views
local wasize = wa[width]
if nmaster > 0 and (orientation == "left" or orientation == "top") then
wasize = wa[width] - wa[width]*mwfact
end
for i = 1,ncol do
-- Try to get equal width among remaining columns
local size = math.min((wasize - (coord - wa[x])) / (ncol - i + 1)) --+ (global_border/(ncol))/(ncol+i^2)
local first = last + 1
last = last + math.floor((#cls - last)/(ncol - i + 1))
-- tile the column and update our current x coordinate
if not data[i] then
data[i] = {}
end
coord = coord + tile_group(cls, wa, orientation, data[i], { first = first, last = last, coord = coord, size = size })
end
end
place_master = not place_master
end
end
uselesstile.right = {}
uselesstile.right.name = "uselesstile"
uselesstile.right.arrange = tile
--- The main tile algo, on left.
-- @param screen The screen number to tile.
uselesstile.left = {}
uselesstile.left.name = "uselesstileleft"
function uselesstile.left.arrange(p)
return tile(p, "left")
end
--- The main tile algo, on bottom.
-- @param screen The screen number to tile.
uselesstile.bottom = {}
uselesstile.bottom.name = "uselesstilebottom"
function uselesstile.bottom.arrange(p)
return tile(p, "bottom")
end
--- The main tile algo, on top.
-- @param screen The screen number to tile.
uselesstile.top = {}
uselesstile.top.name = "uselesstiletop"
function uselesstile.top.arrange(p)
return tile(p, "top")
end
uselesstile.arrange = uselesstile.right.arrange
uselesstile.name = uselesstile.right.name
return uselesstile