orbment
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Tiling Modes
___________ ___________
| | 1 | | 1 | |
| 0 |___| or |___| 0 |
| | 2 | | 2 | |
|_______|___| |___|_______|
___________
| 1| | 3|
|__| 0 |__|
| 2| | 4|
|__|_____|__|
___________ ___________
| | |__1__|__2__|
| 0 | or | |
|___________| | 0 |
|__1__|__2__| |___________|
___________
|__1__|__2__|
| 0 |
|___________|
|__3__|__4__|
___________
| 0 | 2 |
|_____|_____|
| 1 | 3 |
|_____|_____|
___________
| | 1 |
| 0 |_____|
| | 2| 3|
|_____|__|__|
___________
| | | |
| 0 | 1 | 2 |
| | | |
|___|___|___|
___________
|-----0-----|
|-----1-----|
|-----2-----|
|_____3_____|
Modes that have 2 versions are supposed to be interchangeable through a INVERT_MODE keybind, so if it's tiling up, it tiles down and if it's tiling left, it tiles right.
___________
| | 1 |
| |_____|
| 0 | 2 |
| |_____|
| | 3 |
|_____|_____|
Even vertical split with 1…n windows stacking vertically
I'll probably provide few tiling modes out of the box, and make rest extendable. When its time I try to provide all these.
@Fuuzetsu Ironically that's actually implemented right now :)