neodotfiles/user/.config/awesome/lain/wiki/Utilities.md
Clay Gomera 6e8cfc9ec3 Updated
updated everything
2022-06-06 22:15:35 -04:00

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Quake

A Quake-like dropdown container for your favourite application.

Usage

Define it globally to have a single instance for all screens:

local quake = lain.util.quake()

or define it in connect_for_each_screen to have one instance for each screen:

awful.screen.connect_for_each_screen(function(s)
    -- Quake application
    s.quake = lain.util.quake()
    -- [...]

Keybinding example

If using a global instance:

awful.key({ modkey, }, "z", function () quake:toggle() end),

If using a per-screen instance:

awful.key({ modkey, }, "z", function () awful.screen.focused().quake:toggle() end),

Input table

Variable Meaning Type Default
app client to spawn string "xterm"
name client name string "QuakeDD"
argname how to specify client name string "-name %s"
extra extra app arguments string empty string
border border width integer 1
visible initially visible boolean false
followtag always spawn on currently focused screen boolean false
overlap Overlap the wibox or not boolean false
settings Additional settings to make on the client function nil
screen screen where to spawn the client integer awful.screen.focused()
height dropdown client height float in [0,1] or exact pixels number 0.25
width dropdown client width float in [0,1] or exact pixels number 1
vert vertical position string, possible values: "top", "bottom", "center" "top"
horiz horizontal position string, possible values: "left", "right", "center" "left"

height and width express a fraction of the workspace.

settings is a function which takes the client as input, and can be used to customize its properties. For instance:

-- set the client sticky
s.quake = lain.util.quake { settings = function(c) c.sticky = true end }

Read here for the complete list of properties.

Notes

  • Does not work with gnome-terminal, konsole, or any other terminal which is strictly designed for a Desktop Environment. Just pick a better terminal, there's plenty.
  • Set followtag = true if experiencing issues with multiple screens.
  • If you have a awful.client.setslave rule for your application, ensure you use an exception for QuakeDD (or your defined name). Otherwise, you may run into problems with focus.
  • If you are using a VTE-based terminal like termite, be sure to set argname = "--name %s".

Separators

Adds Cairo separators.

local separators = lain.util.separators

A separator function separators.separator takes two color arguments, defined as strings. "alpha" argument is allowed. Example:

arrl_dl = separators.arrow_left(beautiful.bg_focus, "alpha")
arrl_ld = separators.arrow_left("alpha", beautiful.bg_focus)

You can customize height and width by setting separators_height and separators_width in your theme.lua. Default values are 0 and 9, respectively.

List of functions:

 +-- separators
 |
 |`-- arrow_right()    Draw a right arrow.
  `-- arrow_left()     Draw a left arrow.

markup

Mades markup easier.

local markup = lain.util.markup

List of functions:

 +-- markup
 |
 |`-- bold()        Set bold.
 |`-- italic()      Set italicized text.
 |`-- strike()      Set strikethrough text.
 |`-- underline()   Set underlined text.
 |`-- monospace()   Set monospaced text.
 |`-- big()         Set bigger text.
 |`-- small()       Set smaller text.
 |`-- font()        Set the font of the text.
 |`-- font()        Set the font of the text.
 |`-- color()       Set background and foreground color.
 |`-- fontfg()      Set font and foreground color.
 |`-- fontbg()      Set font and background color.
  `-- fontcolor()   Set font, plus background and foreground colors.
 |
 |`--+ bg
 |   |
 |    `-- color()   Set background color.
 |
  `--+ fg
     |
      `-- color()   Set foreground color.

they all take one argument, which is the text to markup, except the following:

markup.font(font, text)
markup.color(fg, bg, text)
markup.fontfg(font, fg, text)
markup.fontbg(font, bg, text)
markup.fontcolor(font, fg, bg, text)
markup.fg.color(color, text)
markup.bg.color(color, text)

Dynamic tagging

That is:

  • add a new tag;
  • rename current tag;
  • move current tag;
  • delete current tag.

If you delete a tag, any rule set on it shall be broken, so be careful.

Use it with key bindings like these:

awful.key({ modkey, "Shift" }, "n", function () lain.util.add_tag(mylayout) end),
awful.key({ modkey, "Shift" }, "r", function () lain.util.rename_tag() end),
awful.key({ modkey, "Shift" }, "Left", function () lain.util.move_tag(1) end),   -- move to next tag
awful.key({ modkey, "Shift" }, "Right", function () lain.util.move_tag(-1) end), -- move to previous tag
awful.key({ modkey, "Shift" }, "d", function () lain.util.delete_tag() end),

The argument in lain.util.add_tag represents the tag layout, and is optional: if not present, it will be defaulted to awful.layout.suit.tile.

Useless gaps resize

Changes beautiful.useless_gaps on the fly.

lain.util.useless_gap_resize(thatmuch, s, t)

The argument thatmuch is the number of pixel to add to/substract from gaps (integer).

The arguments s and t are the awful.screen and awful.tag in which you want to change the gap. They are optional.

Following are example keybindings for changing client gaps on current screen and tag.

Example 1:

-- On the fly useless gaps change
awful.key({ altkey, "Control" }, "+", function () lain.util.useless_gaps_resize(1) end),
awful.key({ altkey, "Control" }, "-", function () lain.util.useless_gaps_resize(-1) end),

where altkey = Mod1. Example 2:

mywidget:buttons(awful.util.table.join (
        awful.button({}, 4, function() lain.util.useless_gaps_resize(-1) end),
        awful.button({}, 5, function() lain.util.useless_gaps_resize(1) end)
    end)
))

so when hovering the mouse over mywidget, you can adjust useless gaps size by scrolling with the mouse wheel.

tag_view_nonempty

This function lets you jump to the next/previous non-empty tag. It takes two arguments:

  • direction: 1 for next non-empty tag, -1 for previous.
  • sc: Screen which the taglist is in. Default is mouse.screen or 1. This argument is optional.

You can use it with key bindings like these:

-- Non-empty tag browsing
awful.key({ altkey }, "Left", function () lain.util.tag_view_nonempty(-1) end),
awful.key({ altkey }, "Right", function () lain.util.tag_view_nonempty(1) end),

where altkey = "Mod1".

magnify_client

Set a client to floating and resize it in the same way the "magnifier" layout does it. Place it on the "current" screen (derived from the mouse position). This allows you to magnify any client you wish, regardless of the currently used layout. Use it with a client keybinding like this:

clientkeys = awful.util.table.join(
    -- [...]
    awful.key({ modkey, "Control" }, "m", lain.util.magnify_client),
    -- [...]
)

If you want to "de-magnify" it, just retype the keybinding.

If you want magnified client to respond to incmwfact, read here.

menu_clients_current_tags

Similar to awful.menu.clients, but this menu only shows the clients of currently visible tags. Use it with a key binding like this:

awful.key({ "Mod1" }, "Tab", function()
    lain.util.menu_clients_current_tags({ width = 350 }, { keygrabber = true })
end),

menu_iterator

A generic menu utility which enables iteration over lists of possible actions to execute. The perfect example is a menu for choosing what configuration to apply to X with xrandr, as suggested on the Awesome wiki page.


An example Synergy menu, courtesy of sim590

You can either manually create a menu by defining a table in this format:

{ { "choice description 1", callbackFuction1 }, { "choice description 2", callbackFunction2 }, ... }

or use util.menu_iterator.menu. Once you have your menu, use it with lain.menu_iterator.iterate.

Input tables

lain.menu_iterator.iterate

Argument Description Type
menu the menu to iterate on table
timeout time (in seconds) to wait on a choice before the choice is accepted integer (default: 4)
icon path to the icon to display in naughty.notify window string

lain.menu_iterator.menu

Argument Description Type
choices list of choices (e.g., { "choice1", "choice2", ... }) array of strings
name name of the program related to this menu string
selected_cb callback to execute for each selected choice, it takes one choice (string) as argument; can be nil (no action to execute) function
rejected_cb callback to execute for all rejected choices (the remaining choices, once one is selected), it takes one choice (string) as argument; can be nil (no action to execute) function
extra_choices more choices to be added to the menu; unlike choices, these ones won't trigger rejected_cb array of { choice, callback } pairs, where choice is a string and callback is a function
combination how choices have to be combined in the menu; possible values are: "single" (default), the set of possible choices will simply be the input set ; "powerset", the set of possible choices will be the power set of the input set string

Examples

A simple example is:

local mymenu_iterable = lain.util.menu_iterator.menu {
    choices     = {"My first choice", "My second choice"},
    name        = "My awesome program",
    selected_cb = function(choice)
        -- do something with selected choice
    end,
    rejected_cb = function(choice)
        -- do something with every rejected choice
    end
}

The variable mymenu_iterable is a menu compatible with the function lain.util.menu_iterator.iterate, which will iterate over it and displays notification with naughty.notify every time it is called. You can use it like this:

local confirm_timeout = 5 -- time to wait before confirming the menu selection
local my_notify_icon = "/path/to/icon" -- the icon to display in the notification
lain.util.menu_iterator.iterate(mymenu_iterable, confirm_timeout, my_notify_icon)

Once confirm_timeout has passed without anymore calls to iterate, the choice is made and the associated callbacks (both for selected and rejected choices) are spawned.

A useful practice is to add a Cancel option as an extra choice for canceling a menu selection. Extending the above example:

local mymenu_iterable = lain.util.menu_iterator.menu {
    choices     = {"My first choice", "My second choice"},
    name        = "My awesome program",
    selected_cb = function(choice)
        -- do something with selected choice
    end,
    rejected_cb = function(choice)
        -- do something with every rejected choice
    end
    -- nil means no action to do
    extra_choices = { {"Cancel"}, nil }
}