local floor = math.floor local max = math.max local mouse = mouse local mousegrabber = mousegrabber local screen = screen local centerwork = { name = "centerwork", horizontal = { name = "centerworkh" } } local function arrange(p, layout) local t = p.tag or screen[p.screen].selected_tag local wa = p.workarea local cls = p.clients if #cls == 0 then return end local g = {} -- Main column, fixed width and height local mwfact = t.master_width_factor local mainhei = floor(wa.height * mwfact) local mainwid = floor(wa.width * mwfact) local slavewid = wa.width - mainwid local slaveLwid = floor(slavewid / 2) local slaveRwid = slavewid - slaveLwid local slavehei = wa.height - mainhei local slaveThei = floor(slavehei / 2) local slaveBhei = slavehei - slaveThei local nbrFirstSlaves = floor(#cls / 2) local nbrSecondSlaves = floor((#cls - 1) / 2) local slaveFirstDim, slaveSecondDim = 0, 0 if layout.name == "centerwork" then -- vertical if nbrFirstSlaves > 0 then slaveFirstDim = floor(wa.height / nbrFirstSlaves) end if nbrSecondSlaves > 0 then slaveSecondDim = floor(wa.height / nbrSecondSlaves) end g.height = wa.height g.width = mainwid g.x = wa.x + slaveLwid g.y = wa.y else -- horizontal if nbrFirstSlaves > 0 then slaveFirstDim = floor(wa.width / nbrFirstSlaves) end if nbrSecondSlaves > 0 then slaveSecondDim = floor(wa.width / nbrSecondSlaves) end g.height = mainhei g.width = wa.width g.x = wa.x g.y = wa.y + slaveThei end g.width = max(g.width, 1) g.height = max(g.height, 1) p.geometries[cls[1]] = g -- Auxiliary clients if #cls <= 1 then return end for i = 2, #cls do g = {} local idxChecker, dimToAssign local rowIndex = floor(i/2) if layout.name == "centerwork" then if i % 2 == 0 then -- left slave g.x = wa.x g.y = wa.y + (rowIndex - 1) * slaveFirstDim g.width = slaveLwid idxChecker, dimToAssign = nbrFirstSlaves, slaveFirstDim else -- right slave g.x = wa.x + slaveLwid + mainwid g.y = wa.y + (rowIndex - 1) * slaveSecondDim g.width = slaveRwid idxChecker, dimToAssign = nbrSecondSlaves, slaveSecondDim end -- if last slave in row, use remaining space for it if rowIndex == idxChecker then g.height = wa.y + wa.height - g.y else g.height = dimToAssign end else if i % 2 == 0 then -- top slave g.x = wa.x + (rowIndex - 1) * slaveFirstDim g.y = wa.y g.height = slaveThei idxChecker, dimToAssign = nbrFirstSlaves, slaveFirstDim else -- bottom slave g.x = wa.x + (rowIndex - 1) * slaveSecondDim g.y = wa.y + slaveThei + mainhei g.height = slaveBhei idxChecker, dimToAssign = nbrSecondSlaves, slaveSecondDim end -- if last slave in row, use remaining space for it if rowIndex == idxChecker then g.width = wa.x + wa.width - g.x else g.width = dimToAssign end end g.width = max(g.width, 1) g.height = max(g.height, 1) p.geometries[cls[i]] = g end end local function mouse_resize_handler(c, _, _, _, orientation) local wa = c.screen.workarea local mwfact = c.screen.selected_tag.master_width_factor local g = c:geometry() local offset = 0 local cursor = "cross" local corner_coords if orientation == 'vertical' then if g.height + 15 >= wa.height then offset = g.height * .5 cursor = "sb_h_double_arrow" elseif g.y + g.height + 15 <= wa.y + wa.height then offset = g.height end corner_coords = { x = wa.x + wa.width * (1 - mwfact) / 2, y = g.y + offset } else if g.width + 15 >= wa.width then offset = g.width * .5 cursor = "sb_v_double_arrow" elseif g.x + g.width + 15 <= wa.x + wa.width then offset = g.width end corner_coords = { y = wa.y + wa.height * (1 - mwfact) / 2, x = g.x + offset } end mouse.coords(corner_coords) local prev_coords = {} mousegrabber.run(function(m) if not c.valid then return false end for _, v in ipairs(m.buttons) do if v then prev_coords = { x = m.x, y = m.y } local new_mwfact if orientation == 'vertical' then new_mwfact = 1 - (m.x - wa.x) / wa.width * 2 else new_mwfact = 1 - (m.y - wa.y) / wa.height * 2 end c.screen.selected_tag.master_width_factor = math.min(math.max(new_mwfact, 0.01), 0.99) return true end end return prev_coords.x == m.x and prev_coords.y == m.y end, cursor) end function centerwork.arrange(p) return arrange(p, centerwork) end function centerwork.horizontal.arrange(p) return arrange(p, centerwork.horizontal) end function centerwork.mouse_resize_handler(c, corner, x, y) return mouse_resize_handler(c, corner, x, y, 'vertical') end function centerwork.horizontal.mouse_resize_handler(c, corner, x, y) return mouse_resize_handler(c, corner, x, y, 'horizontal') end --[[ Make focus.byidx and swap.byidx behave more consistently with other layouts. --]] local awful = require("awful") local gears = require("gears") local client = client local function compare_position(a, b) if a.x == b.x then return a.y < b.y else return a.x < b.x end end local function clients_by_position() local this = client.focus if this then local sorted = {} for _, c in ipairs(client.focus.first_tag:clients()) do if not c.minimized then sorted[#sorted+1] = c end end table.sort(sorted, compare_position) local idx = 0 for i, that in ipairs(sorted) do if this.window == that.window then idx = i end end if idx > 0 then return { sorted = sorted, idx = idx } end end return {} end local function in_centerwork() return client.focus and client.focus.first_tag.layout.name == "centerwork" end centerwork.focus = {} --[[ Drop in replacements for awful.client.focus.byidx and awful.client.swap.byidx that behaves consistently with other layouts. --]] function centerwork.focus.byidx(i) if in_centerwork() then local cls = clients_by_position() if cls.idx then local target = cls.sorted[gears.math.cycle(#cls.sorted, cls.idx + i)] awful.client.focus.byidx(0, target) end else awful.client.focus.byidx(i) end end centerwork.swap = {} function centerwork.swap.byidx(i) if in_centerwork() then local cls = clients_by_position() if cls.idx then local target = cls.sorted[gears.math.cycle(#cls.sorted, cls.idx + i)] client.focus:swap(target) end else awful.client.swap.byidx(i) end end return centerwork