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dwindle: Avoid rounding errors in window position (#3524)
* Avoid rounding errors in window position * Fix naming scheme * Fix unwanted window movement
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1 changed files with 8 additions and 9 deletions
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@ -4,9 +4,6 @@
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void SDwindleNodeData::recalcSizePosRecursive(bool force, bool horizontalOverride, bool verticalOverride) {
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if (children[0]) {
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const auto REVERSESPLITRATIO = 2.f - splitRatio;
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static auto* const PSMARTSPLIT = &g_pConfigManager->getConfigValuePtr("dwindle:smart_split")->intValue;
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static auto* const PPRESERVESPLIT = &g_pConfigManager->getConfigValuePtr("dwindle:preserve_split")->intValue;
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static auto* const PFLMULT = &g_pConfigManager->getConfigValuePtr("dwindle:split_width_multiplier")->floatValue;
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@ -24,16 +21,18 @@ void SDwindleNodeData::recalcSizePosRecursive(bool force, bool horizontalOverrid
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if (SPLITSIDE) {
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// split left/right
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int const FIRSTSIZE = std::round(size.x / 2 * splitRatio);
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children[0]->position = position;
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children[0]->size = Vector2D(size.x / 2.f * splitRatio, size.y);
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children[1]->position = Vector2D(position.x + size.x / 2.f * splitRatio, position.y);
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children[1]->size = Vector2D(size.x / 2.f * REVERSESPLITRATIO, size.y);
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children[0]->size = Vector2D(FIRSTSIZE, size.y);
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children[1]->position = Vector2D(position.x + FIRSTSIZE, position.y);
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children[1]->size = Vector2D(size.x - FIRSTSIZE, size.y);
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} else {
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// split top/bottom
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int const FIRSTSIZE = std::round(size.y / 2 * splitRatio);
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children[0]->position = position;
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children[0]->size = Vector2D(size.x, size.y / 2.f * splitRatio);
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children[1]->position = Vector2D(position.x, position.y + size.y / 2.f * splitRatio);
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children[1]->size = Vector2D(size.x, size.y / 2.f * REVERSESPLITRATIO);
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children[0]->size = Vector2D(size.x, FIRSTSIZE);
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children[1]->position = Vector2D(position.x, position.y + FIRSTSIZE);
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children[1]->size = Vector2D(size.x, size.y - FIRSTSIZE);
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}
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children[0]->recalcSizePosRecursive(force);
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