1
0
Fork 0

more predictable behaviour with floating mode, because fuck you awesome, thats why

This commit is contained in:
Von Random 2015-03-20 02:52:32 +03:00
parent 7f68f9c9f5
commit 34a67c3556

8
rc.lua
View file

@ -707,7 +707,7 @@ tag.connect_signal(
'property::layout', 'property::layout',
function(t) function(t)
for k, c in ipairs(t:clients()) do for k, c in ipairs(t:clients()) do
if awful.layout.get(mouse.screen) == awful.layout.suit.floating or awful.client.floating.get(c) == true then if awful.layout.get(mouse.screen) == awful.layout.suit.floating then
c:geometry(saved_layouts[c.screen].float[c.window]) c:geometry(saved_layouts[c.screen].float[c.window])
end end
end end
@ -717,7 +717,7 @@ tag.connect_signal(
client.connect_signal( client.connect_signal(
'manage', 'manage',
function(c) function(c)
if awful.layout.get(mouse.screen) == awful.layout.suit.floating or awful.client.floating.get(c) == true then if awful.layout.get(mouse.screen) == awful.layout.suit.floating then
saved_layouts[c.screen].float[c.window] = c:geometry() saved_layouts[c.screen].float[c.window] = c:geometry()
end end
end end
@ -728,7 +728,7 @@ client.connect_signal('unmanage', function(c) saved_layouts[c.screen].float[c.wi
client.connect_signal( client.connect_signal(
'property::geometry', 'property::geometry',
function(c) function(c)
if awful.layout.get(mouse.screen) == awful.layout.suit.floating or awful.client.floating.get(c) == true then if awful.layout.get(mouse.screen) == awful.layout.suit.floating and awful.client.floating.get(c) == false then
saved_layouts[c.screen].float[c.window] = c:geometry() saved_layouts[c.screen].float[c.window] = c:geometry()
end end
end end
@ -737,7 +737,7 @@ client.connect_signal(
client.connect_signal( client.connect_signal(
'property::floating', 'property::floating',
function(c) function(c)
if awful.client.floating.get(c) == true and saved_layouts[c.screen].float[c.window] ~= nil then if awful.client.floating.get(c) == false and saved_layouts[c.screen].float[c.window] ~= nil then
c:geometry(saved_layouts[c.screen].float[c.window]) c:geometry(saved_layouts[c.screen].float[c.window])
end end
end end