Make all the container dimensions integers
Containers are always fixed to the pixel grid so position and size them with integers instead of doubles. Functionally this should be no different since rounding down is already being done on things like layout. But it makes it clear what the intention is and avoids bugs where fractional pixels are used. The translating and moving code is still using doubles because the cursors can have fractional pixels and thus the code is plumbed that way. But that could also probably be changed easily by doing the integer conversions earlier and plumbing with int.
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@ -41,8 +41,8 @@ enum wlr_direction;
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struct sway_container_state {
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// Container properties
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enum sway_container_layout layout;
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double x, y;
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double width, height;
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int x, y;
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int width, height;
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enum sway_fullscreen_mode fullscreen_mode;
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@ -60,8 +60,8 @@ struct sway_container_state {
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bool border_left;
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bool border_right;
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double content_x, content_y;
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double content_width, content_height;
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int content_x, content_y;
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int content_width, content_height;
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};
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struct sway_container {
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@ -83,10 +83,10 @@ struct sway_container {
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// For C_ROOT, this has no meaning
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// For other types, this is the position in layout coordinates
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// Includes borders
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double x, y;
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double width, height;
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double saved_x, saved_y;
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double saved_width, saved_height;
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int x, y;
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int width, height;
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int saved_x, saved_y;
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int saved_width, saved_height;
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// The share of the space of parent container this container occupies
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double width_fraction;
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@ -98,14 +98,14 @@ struct sway_container {
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double child_total_height;
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// These are in layout coordinates.
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double content_x, content_y;
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int content_x, content_y;
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int content_width, content_height;
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// In most cases this is the same as the content x and y, but if the view
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// refuses to resize to the content dimensions then it can be smaller.
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// These are in layout coordinates.
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double surface_x, surface_y;
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double surface_width, surface_height;
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int surface_x, surface_y;
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int surface_width, surface_height;
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enum sway_fullscreen_mode fullscreen_mode;
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