diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index d212c0163..42fa46bad 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -1018,10 +1018,10 @@ pub fn setScreenSize( // 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. - const padding = self.padding.explicit.add(if (self.padding.balance) + const padding = if (self.padding.balance) renderer.Padding.balanced(dim, grid_size, self.cell_size) else - .{}); + self.padding.explicit; const padded_dim = dim.subPadding(padding); // Set the size of the drawable surface to the bounds diff --git a/src/renderer/OpenGL.zig b/src/renderer/OpenGL.zig index 120848940..6ee23fc92 100644 --- a/src/renderer/OpenGL.zig +++ b/src/renderer/OpenGL.zig @@ -94,10 +94,10 @@ const SetScreenSize = struct { const gl_state = r.gl_state orelse return error.OpenGLUninitialized; // Apply our padding - const padding = r.padding.explicit.add(if (r.padding.balance) + const padding = if (r.padding.balance) renderer.Padding.balanced(self.size, r.gridSize(self.size), r.cell_size) else - .{}); + r.padding.explicit; const padded_size = self.size.subPadding(padding); log.debug("GL api: screen size padded={} screen={} grid={} cell={} padding={}", .{