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