Implement tag assignment
There are a few bugs with this, but the core logic is sound
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@ -98,8 +98,8 @@ pub const Cursor = struct {
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// Move the grabbed view to the new position.
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// TODO: log on null
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if (self.grabbed_view) |view| {
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view.current_state.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
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view.current_state.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
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view.current_box.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
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view.current_box.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
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}
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}
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@ -119,8 +119,8 @@ pub const Cursor = struct {
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const dx: f64 = self.wlr_cursor.x - self.grab_x;
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const dy: f64 = self.wlr_cursor.y - self.grab_y;
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var x: f64 = @intToFloat(f64, view.current_state.x);
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var y: f64 = @intToFloat(f64, view.current_state.y);
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var x: f64 = @intToFloat(f64, view.current_box.x);
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var y: f64 = @intToFloat(f64, view.current_box.y);
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var width = @intToFloat(f64, self.grab_width);
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var height = @intToFloat(f64, self.grab_height);
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@ -143,8 +143,8 @@ pub const Cursor = struct {
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} else if (self.resize_edges & @intCast(u32, c.WLR_EDGE_RIGHT) != 0) {
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width += dx;
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}
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view.current_state.x = @floatToInt(c_int, x);
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view.current_state.y = @floatToInt(c_int, y);
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view.current_box.x = @floatToInt(c_int, x);
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view.current_box.y = @floatToInt(c_int, y);
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_ = c.wlr_xdg_toplevel_set_size(
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view.wlr_xdg_surface,
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@floatToInt(u32, width),
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