+ if (!screen_physical_area_monitor_contains(i, &desired))
+ continue;
+
+ a = screen_area(self->desktop, SCREEN_AREA_ONE_MONITOR, &desired);
+
+ /* This makes sure windows aren't entirely outside of the screen so you
+ can't see them at all.
+ It makes sure 10% of the window is on the screen at least. At don't
+ let it move itself off the top of the screen, which would hide the
+ titlebar on you. (The user can still do this if they want too, it's
+ only limiting the application.
+ */
+ if (client_normal(self)) {
+ if (!self->strut.right && *x + fw/10 >= a->x + a->width - 1)
+ *x = a->x + a->width - fw/10;
+ if (!self->strut.bottom && *y + fh/10 >= a->y + a->height - 1)
+ *y = a->y + a->height - fh/10;
+ if (!self->strut.left && *x + fw*9/10 - 1 < a->x)
+ *x = a->x - fw*9/10;
+ if (!self->strut.top && *y + fh*9/10 - 1 < a->y)
+ *y = a->y - fw*9/10;
+ }
+
+ /* This here doesn't let windows even a pixel outside the
+ struts/screen. When called from client_manage, programs placing
+ themselves are forced completely onscreen, while things like
+ xterm -geometry resolution-width/2 will work fine. Trying to
+ place it completely offscreen will be handled in the above code.
+ Sorry for this confused comment, i am tired. */
+ if (rudel && !self->strut.left && *x < a->x) *x = a->x;
+ if (ruder && !self->strut.right && *x + fw > a->x + a->width)
+ *x = a->x + MAX(0, a->width - fw);
+
+ if (rudet && !self->strut.top && *y < a->y) *y = a->y;
+ if (rudeb && !self->strut.bottom && *y + fh > a->y + a->height)
+ *y = a->y + MAX(0, a->height - fh);
+
+ g_free(a);
+ }