Fix borders with floating windows
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@ -349,13 +349,13 @@ static void handle_view_geometry_request(wlc_handle handle, const struct wlc_geo
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view->desired_width = geometry->size.w;
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view->desired_height = geometry->size.h;
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/* if (view->is_floating) { */
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/* view->width = view->desired_width; */
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/* view->height = view->desired_height; */
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/* view->x = geometry->origin.x; */
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/* view->y = geometry->origin.y; */
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/* /1* arrange_windows(view->parent, -1, -1); *1/ */
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/* } */
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if (view->is_floating) {
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view->width = view->desired_width;
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view->height = view->desired_height;
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view->x = geometry->origin.x;
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view->y = geometry->origin.y;
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arrange_windows(view->parent, -1, -1);
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}
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}
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}
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@ -374,6 +374,46 @@ void move_workspace_to(swayc_t* workspace, swayc_t* destination) {
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update_visibility(src_op);
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}
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static void update_border_geometry_floating(swayc_t *c, struct wlc_geometry *geometry) {
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struct wlc_geometry g = *geometry;
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c->actual_geometry = g;
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switch (c->border_type) {
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case B_NONE:
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break;
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case B_PIXEL:
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g.origin.x -= c->border_thickness;
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g.origin.y -= c->border_thickness;
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g.size.w += (c->border_thickness * 2);
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g.size.h += (c->border_thickness * 2);
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break;
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case B_NORMAL:
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g.origin.x -= c->border_thickness;
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uint32_t title_bar_height = config->font_height + 4; // borders + padding
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g.origin.y -= title_bar_height;
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g.size.w += (c->border_thickness * 2);
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g.size.h += (c->border_thickness + title_bar_height);
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struct wlc_geometry title_bar = {
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.origin = {
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.x = g.origin.x,
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.y = g.origin.y
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},
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.size = {
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.w = g.size.w,
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.h = title_bar_height
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}
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};
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c->title_bar_geometry = title_bar;
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break;
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}
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c->border_geometry = g;
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*geometry = c->actual_geometry;
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update_view_border(c);
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}
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void update_geometry(swayc_t *container) {
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if (container->type != C_VIEW) {
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return;
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@ -431,8 +471,9 @@ void update_geometry(swayc_t *container) {
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if (swayc_is_fullscreen(container)) {
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container->border_geometry = (const struct wlc_geometry){0};
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container->title_bar_geometry = (const struct wlc_geometry){0};
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} else {
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// make room for border
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} else if (container->is_floating) { // allocate border for floating window
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update_border_geometry_floating(container, &geometry);
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} else if (!container->is_floating) { // allocate border for titled window
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container->border_geometry = geometry;
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int border_top = container->border_thickness;
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