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outline: [2, 3]
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# Class `pinnacle.layout.builtin.Floating` : <code><a href="/lua-reference/main/classes/pinnacle.layout.LayoutGenerator">pinnacle.layout.LayoutGenerator</a></code>
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A layout generator that floats windows.
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This works by simply returning an empty layout tree.
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Note: the windows are not truly floating, see `WindowHandle::spilled` for
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details.
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main/classes/pinnacle.layout.builtin.md

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### <Badge type="function" text="function" /> floating
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<div class="language-lua"><pre><code>function pinnacle.layout.builtin.floating()
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-> <a href="/lua-reference/main/classes/pinnacle.layout.builtin.Floating">pinnacle.layout.builtin.Floating</a></code></pre></div>
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Creates a layout generator that floats windows.
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#### Returns
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1. <code><a href="/lua-reference/main/classes/pinnacle.layout.builtin.Floating">pinnacle.layout.builtin.Floating</a></code>
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### <Badge type="function" text="function" /> cycle
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<div class="language-lua"><pre><code>function pinnacle.layout.builtin.cycle(layouts: <a href="/lua-reference/main/classes/pinnacle.layout.LayoutGenerator">pinnacle.layout.LayoutGenerator</a>[])

main/classes/pinnacle.window.WindowHandle.md

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### <Badge type="method" text="method" /> spilled
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<div class="language-lua"><pre><code>function pinnacle.window.WindowHandle:spilled()
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-> boolean</code></pre></div>
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Gets whether this window is spilled from the layout.
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A window is spilled when the current layout doesn't contains enough nodes
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and the compositor cannot assign a geometry to it. In that state, the window
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behaves as a floating window except that it gets tiled again if the number
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of nodes become big enough.
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#### Returns
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1. <code>boolean</code>
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### <Badge type="method" text="method" /> fullscreen
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<div class="language-lua"><pre><code>function pinnacle.window.WindowHandle:fullscreen()

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