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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
extract auto-padding code to shared logic
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@ -567,31 +567,8 @@ fn setScreenSize(self: *Metal, bounds: macos.graphics.Size) !void {
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// Determine if we need to pad the window. For "auto" padding, we take
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// the leftover amounts on the right/bottom that don't fit a full grid cell
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// and we split them equal across all boundaries.
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// The size of our full grid
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const grid_width = @intToFloat(f32, grid_size.columns) * self.cell_size.width;
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const grid_height = @intToFloat(f32, grid_size.rows) * self.cell_size.height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @intToFloat(f32, dim.width) - grid_width;
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const space_bot = @intToFloat(f32, dim.height) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floatToInt(i32, @floor(space_right / 2));
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floatToInt(i32, @floor(space_bot / 2)));
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const padding_bot = @floatToInt(i32, space_bot - @intToFloat(f32, padding_top));
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// The full padded dimensions of the renderable area.
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const padded_dim: renderer.ScreenSize = .{
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.width = dim.width - @intCast(u32, padding_left + padding_right),
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.height = dim.height - @intCast(u32, padding_bot + padding_top),
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};
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const padding = renderer.Padding.balanced(dim, grid_size, self.cell_size);
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const padded_dim = dim.subPadding(padding);
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// Update our shaper
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// TODO: don't reallocate if it is close enough (but bigger)
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@ -607,10 +584,10 @@ fn setScreenSize(self: *Metal, bounds: macos.graphics.Size) !void {
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const old = self.uniforms;
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self.uniforms = .{
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.projection_matrix = math.ortho2d(
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@intToFloat(f32, -1 * padding_left),
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-1 * padding.left,
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@intToFloat(f32, padded_dim.width),
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@intToFloat(f32, padded_dim.height),
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@intToFloat(f32, -1 * padding_top),
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-1 * padding.top,
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),
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.cell_size = .{ self.cell_size.width, self.cell_size.height },
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.underline_position = old.underline_position,
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@ -952,31 +952,8 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// Determine if we need to pad the window. For "auto" padding, we take
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// the leftover amounts on the right/bottom that don't fit a full grid cell
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// and we split them equal across all boundaries.
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// The size of our full grid
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const grid_width = @intToFloat(f32, grid_size.columns) * self.cell_size.width;
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const grid_height = @intToFloat(f32, grid_size.rows) * self.cell_size.height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @intToFloat(f32, dim.width) - grid_width;
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const space_bot = @intToFloat(f32, dim.height) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floatToInt(i32, @floor(space_right / 2));
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floatToInt(i32, @floor(space_bot / 2)));
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const padding_bot = @floatToInt(i32, space_bot - @intToFloat(f32, padding_top));
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// The full padded dimensions of the renderable area.
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const padded_dim: renderer.ScreenSize = .{
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.width = dim.width - @intCast(u32, padding_left + padding_right),
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.height = dim.height - @intCast(u32, padding_bot + padding_top),
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};
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const padding = renderer.Padding.balanced(dim, grid_size, self.cell_size);
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const padded_dim = dim.subPadding(padding);
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log.debug("screen size padded={} screen={} grid={} cell={}", .{ padded_dim, dim, grid_size, self.cell_size });
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@ -998,8 +975,8 @@ fn setScreenSize(self: *OpenGL, dim: renderer.ScreenSize) !void {
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// Update our viewport for this context to be the entire window.
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// OpenGL works in pixels, so we have to use the pixel size.
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try gl.viewport(
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padding_left,
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padding_bot,
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@floatToInt(i32, padding.left),
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@floatToInt(i32, padding.bottom),
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@intCast(i32, padded_dim.width),
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@intCast(i32, padded_dim.height),
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);
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@ -44,6 +44,14 @@ pub const CellSize = struct {
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pub const ScreenSize = struct {
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width: u32,
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height: u32,
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/// Subtract padding from the screen size.
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pub fn subPadding(self: ScreenSize, padding: Padding) ScreenSize {
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return .{
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.width = self.width - @floatToInt(u32, padding.left + padding.right),
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.height = self.height - @floatToInt(u32, padding.top + padding.bottom),
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};
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}
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};
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/// The dimensions of the grid itself, in rows/columns units.
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@ -68,6 +76,44 @@ pub const GridSize = struct {
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}
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};
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/// The padding to add to a screen.
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pub const Padding = struct {
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top: f32,
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bottom: f32,
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right: f32,
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left: f32,
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/// Returns padding that balances the whitespace around the screen
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/// for the given grid and cell sizes.
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pub fn balanced(screen: ScreenSize, grid: GridSize, cell: CellSize) Padding {
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// The size of our full grid
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const grid_width = @intToFloat(f32, grid.columns) * cell.width;
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const grid_height = @intToFloat(f32, grid.rows) * cell.height;
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// The empty space to the right of a line and bottom of the last row
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const space_right = @intToFloat(f32, screen.width) - grid_width;
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const space_bot = @intToFloat(f32, screen.height) - grid_height;
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// The left/right padding is just an equal split.
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const padding_right = @floor(space_right / 2);
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const padding_left = padding_right;
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// The top/bottom padding is interesting. Subjectively, lots of padding
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// at the top looks bad. So instead of always being equal (like left/right),
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// we force the top padding to be at most equal to the left, and the bottom
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// padding is the difference thereafter.
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const padding_top = @min(padding_left, @floor(space_bot / 2));
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const padding_bot = space_bot - padding_top;
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return .{
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.top = padding_top,
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.bottom = padding_bot,
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.right = padding_right,
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.left = padding_left,
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};
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}
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};
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test "GridSize update exact" {
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const testing = std.testing;
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