Take future borders into account for surface size
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@ -109,10 +109,10 @@ pub const Output = struct {
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// and need to render that buffer until the transaction is complete.
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if (view.stashed_buffer) |buffer| {
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var box = c.wlr_box{
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.x = view.current_box.x,
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.y = view.current_box.y,
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.width = @intCast(c_int, view.current_box.width),
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.height = @intCast(c_int, view.current_box.height),
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.x = view.current_box.x + @intCast(i32, view.root.border_width),
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.y = view.current_box.y + @intCast(i32, view.root.border_width),
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.width = @intCast(c_int, view.current_box.width - view.root.border_width * 2),
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.height = @intCast(c_int, view.current_box.height - view.root.border_width * 2),
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};
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// Scale the box to the output's current scaling factor
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@ -176,14 +176,14 @@ pub const Output = struct {
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var ox: f64 = 0.0;
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var oy: f64 = 0.0;
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c.wlr_output_layout_output_coords(view.root.wlr_output_layout, output, &ox, &oy);
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ox += @intToFloat(f64, view.current_box.x + sx);
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oy += @intToFloat(f64, view.current_box.y + sy);
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ox += @intToFloat(f64, view.current_box.x + @intCast(i32, view.root.border_width) + sx);
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oy += @intToFloat(f64, view.current_box.y + @intCast(i32, view.root.border_width) + sy);
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var box = c.wlr_box{
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.x = @floatToInt(c_int, ox),
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.y = @floatToInt(c_int, oy),
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.width = @intCast(c_int, surface.current.width),
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.height = @intCast(c_int, surface.current.height),
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.width = surface.current.width,
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.height = surface.current.height,
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};
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// Scale the box to the output's current scaling factor
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