diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index e9e915a61..809324bfe 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -390,14 +390,13 @@ pub fn render( defer objc_autoreleasePoolPop(pool); // If we're resizing, then we have to update a bunch of things... - if (critical.screen_size) |screen_size| { - // Update our grid size - try self.setScreenSize(screen_size); - - const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds"); + if (critical.screen_size) |_| { + // Note: we ignore the screen size value because our view should be + // automatically updated by being in the window. // Scale the bounds based on the layer content scale so that we // properly handle Retina. + const bounds = self.swapchain.getProperty(macos.graphics.Rect, "bounds"); const scaled: macos.graphics.Size = scaled: { const scaleFactor = self.swapchain.getProperty(macos.graphics.c.CGFloat, "contentsScale"); break :scaled .{ @@ -406,25 +405,8 @@ pub fn render( }; }; - // Set the size of the drawable surface to the scaled bounds - self.swapchain.setProperty("drawableSize", scaled); - //log.warn("bounds={} screen={} scaled={}", .{ bounds, screen_size, scaled }); - - // Setup our uniforms - const old = self.uniforms; - self.uniforms = .{ - .projection_matrix = math.ortho2d( - 0, - @floatCast(f32, scaled.width), - @floatCast(f32, scaled.height), - 0, - ), - .cell_size = .{ self.cell_size.width, self.cell_size.height }, - .underline_position = old.underline_position, - .underline_thickness = old.underline_thickness, - .strikethrough_position = old.strikethrough_position, - .strikethrough_thickness = old.strikethrough_thickness, - }; + // Handle our new size + try self.setScreenSize(scaled); } // Build our GPU cells @@ -572,10 +554,45 @@ pub fn render( } /// Resize the screen. -fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void { +fn setScreenSize(self: *Metal, bounds: macos.graphics.Size) !void { + // Easier to work with our own types + const dim: renderer.ScreenSize = .{ + .width = @floatToInt(u32, bounds.width), + .height = @floatToInt(u32, bounds.height), + }; + // Recalculate the rows/columns. const grid_size = renderer.GridSize.init(dim, self.cell_size); + // Determine if we need to pad the window. For "auto" padding, we take + // the leftover amounts on the right/bottom that don't fit a full grid cell + // and we split them equal across all boundaries. + + // The size of our full grid + const grid_width = @intToFloat(f32, grid_size.columns) * self.cell_size.width; + const grid_height = @intToFloat(f32, grid_size.rows) * self.cell_size.height; + + // The empty space to the right of a line and bottom of the last row + const space_right = @intToFloat(f32, dim.width) - grid_width; + const space_bot = @intToFloat(f32, dim.height) - grid_height; + + // The left/right padding is just an equal split. + const padding_right = @floatToInt(i32, @floor(space_right / 2)); + const padding_left = padding_right; + + // The top/bottom padding is interesting. Subjectively, lots of padding + // at the top looks bad. So instead of always being equal (like left/right), + // we force the top padding to be at most equal to the left, and the bottom + // padding is the difference thereafter. + const padding_top = @min(padding_left, @floatToInt(i32, @floor(space_bot / 2))); + const padding_bot = @floatToInt(i32, space_bot - @intToFloat(f32, padding_top)); + + // The full padded dimensions of the renderable area. + const padded_dim: renderer.ScreenSize = .{ + .width = dim.width - @intCast(u32, padding_left + padding_right), + .height = dim.height - @intCast(u32, padding_bot + padding_top), + }; + // Update our shaper // TODO: don't reallocate if it is close enough (but bigger) var shape_buf = try self.alloc.alloc(font.Shaper.Cell, grid_size.columns * 2); @@ -583,6 +600,25 @@ fn setScreenSize(self: *Metal, dim: renderer.ScreenSize) !void { self.alloc.free(self.font_shaper.cell_buf); self.font_shaper.cell_buf = shape_buf; + // Set the size of the drawable surface to the bounds + self.swapchain.setProperty("drawableSize", bounds); + + // Setup our uniforms + const old = self.uniforms; + self.uniforms = .{ + .projection_matrix = math.ortho2d( + @intToFloat(f32, -1 * padding_left), + @intToFloat(f32, padded_dim.width), + @intToFloat(f32, padded_dim.height), + @intToFloat(f32, -1 * padding_top), + ), + .cell_size = .{ self.cell_size.width, self.cell_size.height }, + .underline_position = old.underline_position, + .underline_thickness = old.underline_thickness, + .strikethrough_position = old.strikethrough_position, + .strikethrough_thickness = old.strikethrough_thickness, + }; + log.debug("screen size screen={} grid={}, cell={}", .{ dim, grid_size, self.cell_size }); }