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init.lua
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-- Standard awesome library
local awful = require("awful")
local wibox = require("wibox")
local client = client
local mouse = mouse
local screen = screen
module ("floattile")
floatTile = {}
local function left(c, cg, sg)
local x, y, width, height
if floatTile[c].right and (floatTile[c].up or floatTile[c].down) then
height = cg.height
y = cg.y
elseif not floatTile[c].left and (floatTile[c].up or floatTile[c].down) then
y = cg.y
height = cg.height
else
y = sg.y
height = sg.height
floatTile[c].up = false
floatTile[c].down = false
end
floatTile[c].left = true
floatTile[c].right = false
x = sg.x
width = sg.width / 2
return x, y, width, height
end
local function right(c, cg, sg)
local x, y, width, height
if floatTile[c].left and (floatTile[c].up or floatTile[c].down) then
height = cg.height
y = cg.y
elseif not floatTile[c].right and (floatTile[c].up or floatTile[c].down) then
y = cg.y
height = cg.height
else
y = sg.y
height = sg.height
floatTile[c].up = false
floatTile[c].down = false
end
floatTile[c].left = false
floatTile[c].right = true
x = sg.x + sg.width/2
width = sg.width / 2
return x, y, width, height
end
local function up(c, cg, sg)
local x, y, width, height
if floatTile[c].up and not (floatTile[c].left or floatTile[c].right) then
c.maximized = true
return sg.x, sg.y, sg.width, sg.height
elseif not (floatTile[c].left or floatTile[c].right) then
x = sg.x
width = sg.width
elseif floatTile[c].up then
x = sg.x
width = sg.width
floatTile[c].left = false
floatTile[c].right = false
else
x = cg.x
width = cg.width
end
floatTile[c].up = true
floatTile[c].down = false
y = sg.y
height = sg.height / 2
return x, y, width, height
end
local function down(c, cg, sg)
local x, y, width, height
if not (floatTile[c].left or floatTile[c].right) then
x = sg.x
width = sg.width
elseif floatTile[c].down then
x = sg.x
width = sg.width
floatTile[c].left = false
floatTile[c].right = false
else
x = cg.x
width = cg.width
end
floatTile[c].up = false
floatTile[c].down = true
y = sg.y + sg.height / 2
height = sg.height / 2
return x, y, width, height
end
local function reset(c)
if c == nil then return end
floatTile[c] = {}
floatTile[c].left = false
floatTile[c].right = false
floatTile[c].up = false
floatTile[c].down = false
end
local function full(c, sg)
reset(c)
c.maximized = true
return sg.x, sg.y, sg.width, sg.height
end
function tile(dir)
local c = client.focus
if c == nil then
return
end
if not floatTile[c] then
reset(c)
end
c.maximized = false
c.minimized = false
local s = mouse.screen
local cg = c:geometry()
local sg = screen[s].workarea
local x, y, width, height
if dir == "left" then
x,y,width,height = left(c, cg, sg)
elseif dir == "right" then
x,y,width,height = right(c, cg, sg)
elseif dir == "up" then
x,y,width,height = up(c, cg, sg)
elseif dir == "down" then
x,y,width,height = down(c, cg, sg)
elseif dir == "full" then
x,y,width,height = full(c, sg)
end
c:geometry({x = x, y = y, width = width, height = height})
c:raise()
end
function move(c)
if awful.layout.get(c.screen) == awful.layout.suit.floating then
c:raise()
reset(c)
cg = c:geometry()
c.maximized_horizontal = false
c.maximized_vertical = false
c:geometry(cg)
end
awful.mouse.client.move(c)
end
function resize(c)
if awful.layout.get(c.screen) == awful.layout.suit.floating then
c:raise()
reset(c)
cg = c:geometry()
c.maximized_horizontal = false
c.maximized_vertical = false
c:geometry(cg)
end
awful.mouse.client.resize(c)
end
return {tile = tile, move = move, resize = resize}